Diablo 3 Discussion Thread

This is funny.

You point out what your annoyed by.....Then you do that exact thing in the same post.


"When someone does something impressive, all too often I see people simply mark off that accomplishment as being non-legitimate."

"Blizzard's arguably worst game in history" <-----this is you diminishing blizzards achievements.

I've played most of Blizzards game on a semi-hardcore level religiously for years and this is definitely their worst released title yet. I'm a Blizzard fan but i'm not blinded by that fact, it broke sales records because it rode on the shoulders of a real giant: Diablo 2.
 
I don't know if you could efficiently bot act 3 for EXP.

Other acts maybe, but it wouldn't have been as fast most likely, even 24/7.

Botters definitely don't bot inferno for gold.
 
It's the new age baby! He had 4500 people viewing at one point. I definitely got a little nerd in me but when I see something impressive I don't just flat out make up a reason for his success like some people do. Like I said before, him and his friends were all joking about people who think he's cheating.



The first Barb I made when that patch came out was really bad, couldn't kill anything. On the flipside though it also did make a host of new builds viable because that's also when synergies came out.
My point was more that I find it funny that a bunch of nerds are calling other people nerds. And I've watched some D3 streams myself, it's just a dumb thing to argue about. You kind of lose the ability to make fun of others for being nerds if you are playing D3.

Also, I don't see why people even give a shit about world firsts in a game like Diablo. Especially on softcore. It is literally nothing other than having time on your hands. Even WoW required some semblance of skill exhibited by 25-40 people at a time.
 
I don't know if you could efficiently bot act 3 for EXP.

Other acts maybe, but it wouldn't have been as fast most likely, even 24/7.

Botters definitely don't bot inferno for gold.

I know 3 spots in inferno that are targetted heavily by gold botters. I'm not sure after 1.04 if they reduced the amount of gold these mobs drop and I know they were banning alot of the botters.
 
Actually I did, but it was so bad I forgot about it. That statement is in reference to what Blizzard is known for though, PC games, and usually games from Warcraft 2 on up. Lost Vikings was pretty epic too but hardly in the ranking of Diablo, Warcraft, and Starcraft.

Hey now.. Rock and Roll Racing was AMAZING!
 
I'm approaching the point of minor dps/survivability improvements at a given budget (5-30M gold per piece of gear). There are a few things I can still upgrade for a sizable DPS boost, but my luck with good gear drops is running out! But hell, just upgrading a Star Emerald to Radiant Star Emerald alone will give me about 6k DPS lol. I think the some of the last DPS upgrades will come from the green gem, weapon and one of my rings. I might break 100k DPS that way. Survivability will come from shoulders and belt (they probably won't be big improvements to EHP, but will shift it from health to armor/resists, which raise the EHP of Diamond Skin). With the realization of how awesome movement speed is, it throws a big wrench in my plans. Decent Lacuni Prowlers are sky high in cost and good boots are considerable as well, both well above the budget. Upgrading either one, even if they're pretty good, will compromise DPS or EHP. I'm still very indecisive in this area.

I love my wizard build though. My normal mode terrible with high health single targets (I can't even kill a treasure goblin if he runs around a little bit), but it works wonderfully as a tank and as a CM proc machine. Being able to survive a champion pack of illusionist phase beasts (complete surround) with desecration under me makes the build worthwhile.
 
I'm sure I'm late to the party, but I just read about Trail of Cinders being OP the other day. I didn't pay much attention to it TBH since I use Smoke Screen with LF. Then I read in some post somewhere that they aren't going to fix it until 1.0.5. So yesterday I decided to try it out to replace smoke screen with Vault/ToC.

Holy crap. :eek: I did my normal run through A2 in probably 1/2 the time.

I've been struggling with A3 (getting through but with many deaths) so tonight I'm going to try and run it with just my straight up dps gear. If I make it through easy enough i'll probably try and farm it until next patch.
 
I put together a nice MF swap set on my HC barb. I'm paragon lvl 12, and with gear swap and 5 stacks I end up with 265% MF. I still maintain about 50k HP and 900AR too, so it's pretty nice. I'd like to add an amulet to the set and get to ~300%.

Should make farming Act 2 a lot better.

Started working on a HC DH too. I watched some streams, and it looks like a lot of fun.
 
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I'm sure I'm late to the party, but I just read about Trail of Cinders being OP the other day. I didn't pay much attention to it TBH since I use Smoke Screen with LF. Then I read in some post somewhere that they aren't going to fix it until 1.0.5. So yesterday I decided to try it out to replace smoke screen with Vault/ToC.

Holy crap. :eek: I did my normal run through A2 in probably 1/2 the time.

I've been struggling with A3 (getting through but with many deaths) so tonight I'm going to try and run it with just my straight up dps gear. If I make it through easy enough i'll probably try and farm it until next patch.

Yeah you're a tad late ;), I've been having fun with it as well. Although it is still really easy to get wreckless with it and just vault through packs and end up dying. Lets hope they dont hurry with 1.05 lol. I'll probably go back to SS as I imagine most dhs will.

I'm not sure what you use as a hatred spender, but I use to be a loyal cluster bomb user but since 1.04, if you don't already you should also give multi-shot with full broadside a try. Its very fun, good aoe, very snappy and just a nice skill to have on the bar.
 
I bought a nice crit % ring yesterday that would have been 15million a month ago for 200k. A bit more crit damage and farming will be much quicker.
 
I bought a nice crit % ring yesterday that would have been 15million a month ago for 200k. A bit more crit damage and farming will be much quicker.

In the final minutes I was outbid on a fast 950 dps 1h with life steal/socket/50% critdmg, it went over my entire funds, so I'm still using my weak life steal weapon.

In constellation, there was a IAS/critdmg/int/socket/avg dmg ring that I put that money into, so hopefully I'll win that one(2hrs left before I left for work).
 
In the final minutes I was outbid on a fast 950 dps 1h with life steal/socket/50% critdmg, it went over my entire funds, so I'm still using my weak life steal weapon.

In constellation, there was a IAS/critdmg/int/socket/avg dmg ring that I put that money into, so hopefully I'll win that one(2hrs left before I left for work).

Yeah last minute sniping seems to be even more popular now that you can sort that column. I've lost a bunch of stuff from that too, although won a couple also. I put in a bid on an IMK triumph last night and am hoping that because the auction ended at like an early time of the morning that people wouldn't be up to last minute snipe it :D. Although I fully expect to see my refund waiting for me when I get off work. Those set items are toooo pricey.
 
Any thoughts here on whether the old skull grasps are better or worse than the 1.04 skull grasps?

If everything is equal I think the diff is that they exchanged the raw damage stat with attack speed. And also one other off stat like life regen for class specific % bumps (like 9% more damage to frenzy or something like that)
 
Yeah last minute sniping seems to be even more popular now that you can sort that column. I've lost a bunch of stuff from that too, although won a couple also. I put in a bid on an IMK triumph last night and am hoping that because the auction ended at like an early time of the morning that people wouldn't be up to last minute snipe it :D. Although I fully expect to see my refund waiting for me when I get off work. Those set items are toooo pricey.

I kind of like the bidding process to fight against sniping though. You can bid whatever, but you only get charged one step up from the second highest bid. The ring I want was currently at 1m with 2 hrs left. I dropped 6m on it. If the last accepted bid after mine was like 1.7, I'll only get charged around 2m.

Sniping though does help from skyrocketing prices though. Bidding 6m at the end is much better than bidding 6m at the beginning, less time for prices to skyrocket.
 
I kind of like the bidding process to fight against sniping though. You can bid whatever, but you only get charged one step up from the second highest bid. The ring I want was currently at 1m with 2 hrs left. I dropped 6m on it. If the last accepted bid after mine was like 1.7, I'll only get charged around 2m.

Sniping though does help from skyrocketing prices though. Bidding 6m at the end is much better than bidding 6m at the beginning, less time for prices to skyrocket.

I'm not really sure I follow you especially with that last statement. Your 6M bid is hidden and they wont see that. Because when the other person bids 1.7, their bid shouldn't even be accepted, it just gets automatically refunded. They won't know how much they have to climb to have the highest bid, so 6M in the beginning or end really doesn't matter.

I was talking about 2 or more people actually bidding back and forth during that last minute, with every single bid being accepted. It basically comes down to a timing issue, who gets to submit last and then the auction ends. This scenario is most common in my opinion b/c it provides you with the opportunity to get it at the lowest price with the minimum commitment.

Thats why if you ever want to last minute snipe, you should do a test bid first to make sure yours got accepted. One time I waited until the last second and I thought I was gonna snipe it but my bid was immediately rejected b/c someone had a higher hidden bid.
 
I'm not really sure I follow you especially with that last statement. Your 6M bid is hidden and they wont see that. Because when the other person bids 1.7, their bid shouldn't even be accepted, it just gets automatically refunded. They won't know how much they have to climb to have the highest bid, so 6M in the beginning or end really doesn't matter.

I was talking about 2 or more people actually bidding back and forth during that last minute, with every single bid being accepted. It basically comes down to a timing issue, who gets to submit last and then the auction ends. This scenario is most common in my opinion b/c it provides you with the opportunity to get it at the lowest price with the minimum commitment.

Thats why if you ever want to last minute snipe, you should do a test bid first to make sure yours got accepted. One time I waited until the last second and I thought I was gonna snipe it but my bid was immediately rejected b/c someone had a higher hidden bid.
I agree prices do still go up in the end regardless, sniping is nice if you're there in the end, but if not you can at least put in a buffer bid to fight against it, like in my case with the ring. People can't try to snipe it anymore on that item, they'll have to bid higher than I'm willing to go.

I guess all I'm really trying so say is I'm glad there is a way to still win even if you can't watch the bid as it expires. Is still goes to who places the highest bid, not always who bids last.
 
I have been too poor to snipe lately.


best snipe I ever did was bidding 30 Million on an Items worth 5 million at 7 seconds left getting it for 300,000 then proceeded to gangnam style it.

Pump it
 
I agree prices do still go up in the end regardless, sniping is nice if you're there in the end, but if not you can at least put in a buffer bid to fight against it, like in my case with the ring. People can't try to snipe it anymore on that item, they'll have to bid higher than I'm willing to go.

I guess all I'm really trying so say is I'm glad there is a way to still win even if you can't watch the bid as it expires. Is still goes to who places the highest bid, not always who bids last.

Completely agree. This is what I've started doing. I just put my max that im willing to pay and thats that.

That's interesting that the bid amount isn't updated when someone places a bit that's accepted...

Its weird. I think it does show if its the next interval up determined by AH. But if you just put in something way over the top it wont show that.

Ex
Say a seller lists something at 1M. If you just hit bid, and let the AH assign you the next highest amount, it will be close to 1.2M or something like that, I think it does show that new bid amount. But if you just jump to say 10M, it won't show the 10M max bid.
 
Also, people seem to be slowly trusting the unid market again, but not as much as before the exploit. Sold 2 unid 63 2h crossbows for half a mil. He showed me what he got, a 1k with decent primary stats but nothing else, and a freaking 300dps one.

I'd much rather rely on selling unid 63s than rolling on them. 250k is no where near its prime, but it's a good pace for how many more I'm getting in act 3 compared to mf swapping in act1
 
Also, people seem to be slowly trusting the unid market again, but not as much as before the exploit. Sold 2 unid 63 2h crossbows for half a mil. He showed me what he got, a 1k with decent primary stats but nothing else, and a freaking 300dps one.

I'd much rather rely on selling unid 63s than rolling on them. 250k is no where near its prime, but it's a good pace for how many more I'm getting in act 3 compared to mf swapping in act1

I'm going to try that, because 99.9% of my ilvl63s end up being vendor trash anyway. Making even 100k each would be around a 50x improvement in terms of gold.

So I finally (yes, I'm a newb) got LOH as a wizard and also spec'ed to blood magic weapon. Got a 800DPS, +80INT, +619 LOH, socketed 1H for only 130k. Dropped about 14k DPS, but I swiched my spec to the critical mass/spectral blade/twister/frost nova spec...wow, survivability went up incredibly. With a bit more VIT and DPS (24k/41k, respectively) and some more lifesteal eventually, I should be near invincible. Still can die fairly often to champ packs if I don't semi-kite. Currently at about 44% crit chance and 260% crit damage. Feels like a different game.
 
The only time I die anymore is to reflect damage packs. They seem to pop up at least every other time. Not a fan of that.
 
I'm going to try that, because 99.9% of my ilvl63s end up being vendor trash anyway. Making even 100k each would be around a 50x improvement in terms of gold.

So I finally (yes, I'm a newb) got LOH as a wizard and also spec'ed to blood magic weapon. Got a 800DPS, +80INT, +619 LOH, socketed 1H for only 130k. Dropped about 14k DPS, but I swiched my spec to the critical mass/spectral blade/twister/frost nova spec...wow, survivability went up incredibly. With a bit more VIT and DPS (24k/41k, respectively) and some more lifesteal eventually, I should be near invincible. Still can die fairly often to champ packs if I don't semi-kite. Currently at about 44% crit chance and 260% crit damage. Feels like a different game.

I have a similar build. Even with the WW nerf it is still pretty darn good when you have 44%+ crit rate. Some people have abandoned it for the buffed meteors, which are good and hard hitting, I just find that 1.5 second delay of them maddening though.
 
Also, people seem to be slowly trusting the unid market again, but not as much as before the exploit. Sold 2 unid 63 2h crossbows for half a mil. He showed me what he got, a 1k with decent primary stats but nothing else, and a freaking 300dps one.

I'd much rather rely on selling unid 63s than rolling on them. 250k is no where near its prime, but it's a good pace for how many more I'm getting in act 3 compared to mf swapping in act1

So where are you selling these? On the trade channel? Almost everytime I see someone posting unids, others start raging and basically say gtfo with that crap. I'm really torn on this b/c half of the fun of the game is the prospect of iding items. Yeah 99% its crap but there's always that small chance.

I have a similar build. Even with the WW nerf it is still pretty darn good when you have 44%+ crit rate. Some people have abandoned it for the buffed meteors, which are good and hard hitting, I just find that 1.5 second delay of them maddening though.

I agree, tried meteors and that delay just kills it for me. Although I was playing with some pubs and he was basically tanking and dropping meteors right on top of himself. He was also using crit mass and resetting the cooldown and meteors were just raining left and right. Looked kind of fun but I haven't tried that.
 
It's called proxy bidding guys.

Haven't you ever used eBay? If the bid is the current price is 1m with no bids, and you put in a 5m bid, the price will be 1m. If someone else had already bid 3m, then the price will increase to 3m + 5% or whatever the minimum increase happens to be.

If someone had bid 6m and you bid 5m, then the price will display as 5m + minimum bid increase and you will be refunded you're gold.

As with any auction, you should bid the max you'd want to pay for the item and be done with it.
 
Got vile ward to drop, pretty average stats. It's best redeeming quality is that it has 11% life on it. Not real sure how much to price it for.
 
Looks like CC spells are going to be affected by diminishing returns in 1.0.5. Not good for those who like to have "stunlock" builds.

http://us.battle.net/d3/en/forum/topic/6490010652#3

There is/was a lot of talk about this on Reddit and it seems people are confused as to how it works. Its actually a straight buff to cc skills.

e/ Here is a good explanation in a nutshell. First comment is what people initially think.

post #1
They are reducing the effectiveness of CC effects the more you use it on a crowd. People like this?
Am I understanding this wrong?


response:
Yes. All CC currently starts out at 35% effectiveness (compared to the tooltip) based on the 65% inferno reduction. In 1.05 CC starts out at 100% effective and will reduce down to 35% at worst as CC time increases.
In effect, CC starts out MUCH stronger than it is now, and may eventually drop down only to current levels.
Straight buff for CC/kiting builds.
 
Looks like CC spells are going to be affected by diminishing returns in 1.0.5. Not good for those who like to have "stunlock" builds.

http://us.battle.net/d3/en/forum/topic/6490010652#3

I assume you're referring to the CM/Storm Chaser Twister Wizard build? After taking a gander at the dev blog they have posted on this upcoming "change", it doesn't appear to affect much of anything really. Well, that's not true... Technically it looks like this change will make it EASIER to stunlock things initially before hitting the CC cap (65% reduction in CC effectiveness in Inferno, where any of this really matters anyway). You will now get the full effect of whatever CC skill used on the first usage. It is only after the initial CC used on a particular mob that diminishing returns start to take effect.

That is how I understood it anyway. However, I will say I am typing this up before going to sleep (Paragon leveling!), so I may not have my wits entirely about me.
 
There is/was a lot of talk about this on Reddit and it seems people are confused as to how it works. Its actually a straight buff to cc skills.

e/ Here is a good explanation in a nutshell. First comment is what people initially think.

post #1
They are reducing the effectiveness of CC effects the more you use it on a crowd. People like this?
Am I understanding this wrong?


response:
Yes. All CC currently starts out at 35% effectiveness (compared to the tooltip) based on the 65% inferno reduction. In 1.05 CC starts out at 100% effective and will reduce down to 35% at worst as CC time increases.
In effect, CC starts out MUCH stronger than it is now, and may eventually drop down only to current levels.
Straight buff for CC/kiting builds.

Yep, at best it's nice for those that don't heavily rely on stun lock, like my paralysis passive. It's nice to have, but I don't depend on it. At worst it will be exactly the same for stunlock builds. This is not a nerf for anyone,
 
Actually BoTD, I've read that it will be a HUGE nerf to people wielding the new legendary mace Echoing Fury =\ After these changes go live to CC, the fear proc on the mace will make everything run as far as it "should" rather than simply having things slightly turn around.

I was considering getting one myself for my fledgling DoubleNado Barb, but after reading about this potential item-breaking change I will hold off indefinitely now.
 
Actually BoTD, I've read that it will be a HUGE nerf to people wielding the new legendary mace Echoing Fury =\ After these changes go live to CC, the fear proc on the mace will make everything run as far as it "should" rather than simply having things slightly turn around.

I was considering getting one myself for my fledgling DoubleNado Barb, but after reading about this potential item-breaking change I will hold off indefinitely now.

Its NOT A NERF for any item or skill!!
 
I see, I made a mistake in reasoning. I wasn't thinking about the global nerfs CC already has in Inferno atm.

Yeah I assume thats where most people got off track, thinking it was diminishing from where it is at currently. But they are giving back the full benefit (100%) as if you're in normal mode and then diminishing it from there with each use.
 
There is/was a lot of talk about this on Reddit and it seems people are confused as to how it works. Its actually a straight buff to cc skills.

e/ Here is a good explanation in a nutshell. First comment is what people initially think.

post #1
They are reducing the effectiveness of CC effects the more you use it on a crowd. People like this?
Am I understanding this wrong?


response:
Yes. All CC currently starts out at 35% effectiveness (compared to the tooltip) based on the 65% inferno reduction. In 1.05 CC starts out at 100% effective and will reduce down to 35% at worst as CC time increases.
In effect, CC starts out MUCH stronger than it is now, and may eventually drop down only to current levels.
Straight buff for CC/kiting builds.

Wow this shit is so fucking cool! This was one of my gripes with the game, that as you progressed through the difficulties they made CC spells less and less effective. I tried using frost nova in inferno without a CM build (because i like the spell frost nova), and was very pissed off how it would barely do a damn thing.

As with many other changes, this should have been in the game from the start.

I would have received this game so much better had i waited until now or even later to buy it... such a shame, because the changes they continue to make are good, yet the view everyone has is tarnished because they rushed it out the door.
 
The only time I die anymore is to reflect damage packs. They seem to pop up at least every other time. Not a fan of that.
This is exactly my problem. Although lately I haven't seen as many.

So I did go to A3 yesterday and started farming with a couple pieces of MF gear, which puts my dps ~59k (~64k without the MF gear). I died alot. lol. Probably 3-4 repair runs in about 2 hours of playing. Which is bad, but I need to just keep it up or at least get my VIT up (only at ~21k HP). The loot that was dropping was pretty nice and I can live with the deaths until I can find some decent upgrades.
 
Since this CC change has gotten a lot of talk and maybe people don't check other places on the internets I'll repost the important part of the blog here.



How It Works:
Monsters have a "CC resistance" that is stored on a per-monster basis.
The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
Monsters lose 10% of their CC resistance every second that they are not CC&#8217;d.
Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
35% in Normal
50% in Nightmare
65% in Hell
65% in Inferno
What This Means For the Player:
From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
You will never get an "Immune" message due to diminishing returns.
Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
As previous mentioned, this means that near-infinite CC strategies will still work. We're okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter, so you shouldn't feel totally "screwed over" by the other person applying their stun before yours.
A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.



Let's provide some examples to show how this new system can play out in real scenarios.

Example 1:
A wizard freezes an Elite monster in Inferno difficulty for three seconds using Frost Nova. The monster is frozen for the full 3 seconds and now has 30% CC resistance (+10% resistance per second for 3 seconds = 30% CC resistance).
The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it&#8217;s actually only feared for 2.8 seconds (4 seconds * 70% CC effectiveness = 2.8 seconds). The monster now has 58% CC resistance (30% from the first 3 second freeze + 28% from the 2.8 second fear).
After 5.8 seconds (freeze + fear duration), the monster is no longer CC&#8217;d. Suppose nothing happens for 5 seconds. During this time, the monster loses 50% of its CC resistance and is now at 8% CC resistance (58% - 50% = 8% CC resistance).
A monk casts Blinding Flash, applying a 3 second blind. The monster is blinded for 2.76 seconds (8% CC resistance off of 3 seconds) and the monster now has 35.6% CC resistance (which we could round off as necessary).

Example 2:
A monk with the Pandemonium rune is in Nightmare difficulty and casts Seven-Sided Strike on a single enemy, resulting in a lot of possible 7-second stuns.
The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.
The second hit also successfully stuns the monster, and lands 0.4 seconds later after the first hit. The 70% CC resistance is lowered to 50% because the game is currently on Nightmare difficulty, and Nightmare difficulty has a CC resistance cap of 50% -- so the stun is 3.5 seconds long. The 3.5-second stun gets applied, even though it is fully redundant with the existing 7-second stun. Since the new stun is shorter than the amount of time left on the current stun, no additional CC resistance is added. In effect, this second stun has no effect at all..<

Example 3:
A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.
Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster&#8217;s CC resistance to 78.4%.
It's now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster&#8217;s CC resistance is technically at 78.4% by now, it's capped at 65% because of the CC resistance caps in Inferno. So, the 4 second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)
The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flashes. :(
The next blind will occur when the first monk&#8217;s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.
The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4 second blind is reduced to 2.61 seconds thanks to 34.8% CC resistance, and the monster&#8217;s CC resistance goes up another 26.1% to 60.9%.

Example 4:
Scenario 1
Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.
Scenario 2
Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 64% CC resistance.
(Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In other words, the math is commutative.)


We feel these changes should make CC abilities much more appealing (especially in those later difficulty levels), and are currently targeting them to go out with patch 1.0.5. While that patch is still a ways away, we encourage you to experiment with the math in the meantime, ask us any questions you may have about how the new diminishing returns system will work, and share your feedback!


Wyatt Cheng is a Senior Technical Game Designer for Diablo III. His favorite Iron Chef is Hiroyuki Sakai. A la cuisine!
 
Wow, that's good news for CC builds! Any ETA for 1.0.5? Also, finally got my first legendary to drop - Echoing Fury, but only rolled 885 DPS out of 1300 possible. :( Almost maxed out the fear %age though...
 
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