Diablo 3 Discussion Thread

That's a sweet item there, AMD.
But this...WOW
Diablo%20III%202012-06-28%2011-40-18-21.jpg

While that is a good item, a bow with witch doctor only buff.......
That is EXACTLY what is wrong with the itemization, I can only hope they will actually fix this..... some..... day......
 
They should have a legendary wizard hat that has the quote 'I put on my robe and wizard hat...' in the description.
 
While that is a good item, a bow with witch doctor only buff.......
That is EXACTLY what is wrong with the itemization, I can only hope they will actually fix this..... some..... day......

They'll never fix it.

I'm just getting to a stand still now. On one hand, I have my end game monk who can farm gear, but none of the gear drops seem suitable. I want to start a Barbarian and get him leveled and into inferno to see if I actually will start to get items with dexterity on them. (I was hoping to make a radiant star ruby to help with the leveling process, but I'm not sure it's worth the time to farm that much gold).
 
They just deployed a hotfix that doubles the drop rate of ilvl 61-63 gear in Inferno and re-buffs boss loot. Say what you will about Blizzard, but they are listening to the community about these sort of things.
 
you guys saw the hotfixes for today?

http://us.battle.net/d3/en/blog/6214196/Diablo_III_Hotfixes_-_June_Updated_628-6_28_2012#blog

Hell – Act III and Act IV

iLvl 61: 9% to 13.9%
iLvl 62: 1.9% to 3.45%
iLvl 63: 0% (no change)


Inferno – Act I

iLvl 61: 17.7% to 23.9%
iLvl 62: 7.9% to 12.6%
iLvl 63: 2.0% to 4.8%


Inferno – Act II

iLvl 61: 18.6% to 23.3%
iLvl 62: 12.4% to 18.6%
iLvl 63: 4.1% to 9.3%


Inferno – Act III and Act IV

iLvl 61: 24.1% to 27.1%
iLvl 62: 16.1% to 21.7%
iLvl 63: 8.0% to 16.3%
 
Hah... was about to post that. They buffed Act 1, holy balls. I'm on the cusp of Inferno Act 1 on my HC char. Looking forward to it.

As a side note: HC is just... better. I actually have a purpose / goal. Gearing up is for practicality and achieving that goal vs. for no reason since SC Inferno Diablo is so trivial. It's renewed my interest in the game until 8/28!

FYI, I've lost two HC chars already, 40 and 46... but it's a blast.
 
Hah... was about to post that. They buffed Act 1, holy balls. I'm on the cusp of Inferno Act 1 on my HC char. Looking forward to it.

As a side note: HC is just... better. I actually have a purpose / goal. Gearing up is for practicality and achieving that goal vs. for no reason since SC Inferno Diablo is so trivial. It's renewed my interest in the game until 8/28!

FYI, I've lost two HC chars already, 40 and 46... but it's a blast.

HC is absolutely better.. no fucking RMAH and the inflated/destroyed economy. HC is how this game is meant to be played.
 
They just deployed a hotfix that doubles the drop rate of ilvl 61-63 gear in Inferno and re-buffs boss loot. Say what you will about Blizzard, but they are listening to the community about these sort of things.

I was just gonna post this. This was actually a part of 1.03b that they hoped to release this week, but they ran into issues regarding other parts of the patch so they decided to instead implement some of the more higher anticipated changes such as what the quote above states with this mornings rolling restart.

I'm not trying to rant and rave about Blizz, but with these weekly patches they are making the game better. You could argue that the patches shouldn't have been needed in the first place, but thats not what was dealt so this is clearly the next best thing.

Here's hoping I can actually farm some good gear now. I have three lvl 60s and no gear that I can be proud of, and no gold to buy from the AH either.

Also, I realize this game is pretty much 99.9% about gear, but damn, I would seriously play this game just to beat up on the monsters. For some reason, it is just really satisfying to pulverize monsters in this game and see all the gibs go everywhere.
 
Besides the updated drop rates, what else changed (for those of us at work where that site is blocked).

Now, it seems that Act 2 is going to be the act of choice to farm. Easy enough to farm for a decently geared character, while giving a much higher percentage of good loot than act 1, but slightly less than Acts 3 & 4.
 
They also reverted NV on big bosses so they drop 2 rares at 5 NV and 1 rare at 4 NV again:

Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor
 
Hot damn drop rate increase....That was the last thing I was expecting. I get tons of drops.
 
Besides the updated drop rates, what else changed (for those of us at work where that site is blocked).

Now, it seems that Act 2 is going to be the act of choice to farm. Easy enough to farm for a decently geared character, while giving a much higher percentage of good loot than act 1, but slightly less than Acts 3 & 4.

Bosses

Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor


Bug Fixes

Fixed a bug with several items that would allow those items to block pathing when dropped on the ground
Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)
Fixed several additional game and service crashes
 
So how does Magic Find work?

Does it increase the chance that ilvl 63's will drop?

does it increase the chance that items will roll high #'s?
 
Finally got my monk solid for farming act 1 or 2 inferno so this is great news... I hope.
 
Wow, they more than doubled it for ilvl63. That should also lower the rate for ilvl50's. Less trash, more items that you can at least get some crafting mats out of (though I guess prices on Essence will drop too now).
 
So how does Magic Find work?

Does it increase the chance that ilvl 63's will drop?

does it increase the chance that items will roll high #'s?

I don't know if they have said the exact formula. I assume it is similar to D2, where every drop has a numbered chance of normal/magic/rare/legendary and having a greater magic find increases that number. So if an item was set to be trash, it might bump it to a blue, and if it was a blue it might bump it to a yellow etc. I don't believe it affects what stats can roll as, or what ilvl an item will be.
 
Hot damn drop rate increase....That was the last thing I was expecting. I get tons of drops.

The drop system is like a slot machine (Jay Wilson), so the more pulls (drops) you have, the higher percentage you have of winning (aka, rolling good stats on said item).

So I never looked at it like I wasn't getting enough drops, I just wasn't getting drops with good stats, well now you just increased your chances, but that will also increase the amount of crap drops you get. Like this ilvl 63 for example

http://img651.imageshack.us/img651/2/screenshot303z.jpg

I would actually like to see the math behind the roll, which AFAIK is NOT influenced by anything you can control, ie MF, NV, is this correct???
 
You know, I looked at my gear yesterday on my SC DH. I have two ilvl 63 items: my weapon and my gloves. Go figure.

I think the more noteworthy stat is that ilvl 61-63 items now make up 65%, 51%, and 41% of the drops in Act 3/4, 2, and 1 respectively.
 
Erf. People are going to like the increased drop rate, but damn... the AH is going to explode. Some worn MF plus 5 stacks of NV already have me heading to town too often. :)

I would have preferred a tweak to the item generator, increasing base stats a bit and lowering the chance of level 50-56 gear dropping in Inferno.
 
Erf. People are going to like the increased drop rate, but damn... the AH is going to explode. Some worn MF plus 5 stacks of NV already have me heading to town too often. :)

I would have preferred a tweak to the item generator, increasing base stats a bit and lowering the chance of level 50-56 gear dropping in Inferno.

Yeah that's what I was kind of getting at in my above post. It's like there answer is just to saturate more rather than tweak how the item actually rolls it's stats. the chest piece I linked is a good example. I just don't understand why a ilvl63 should be allowed to roll stats like that. They should have a minimum baseline (main attribute) or something like that and then a good roll could increase the baseline or add extra goodies like resists, MF/GF.... whatever, if that made any sense.
 
I would have preferred a tweak to the item generator, increasing base stats a bit and lowering the chance of level 50-56 gear dropping in Inferno.

To be fair... by increasing the drop rate on ilvl 61-63 stuff, that implies the drop rate of 50-56 stuff is lowered since it can't add up to over 100%.
 
I would like them to tweak their item generator so that wizard stats cannot be mixed with Str/Dex.

OR, make Str/Dex valuable for wizards too.

never going to happen though. IIWII = /
 
I would like them to tweak their item generator so that wizard stats cannot be mixed with Str/Dex.

OR, make Str/Dex valuable for wizards too.

never going to happen though. IIWII = /

They're not worthless. In HC, I take stats like str/dex into account. 100 str? That's 100 armor (165 with force armor). It's not negligible and I take note of it especially if two items are close and the deciding factor are stats like that.
 
Diablo 3 increases high-end item drop rates

http://www.pcgamer.com/2012/06/28/let-there-be-loot-diablo-3-increases-high-end-item-drop-rates/

Let there be loot: Diablo 3 increases high-end item drop rates
T.J. Hafer at 05:56pm June 28 2012

A hotfix just went live in Diablo 3 to significantly boost your chances of finding gear with item levels 61 through 63 (the highest in the game). The change only affects Hell difficulty Act III and forward. Read on for some crunchy numbers.

According to Blizzard, the exact adjustments are:
Hell - Act III and Act IV

iLvl 61: 9% to 13.9% (old drop rate to new drop rate)
iLvl 62: 1.9% to 3.45%
iLvl 63: 0% (no change)

Inferno - Act I

iLvl 61: 17.7% to 23.9%
iLvl 62: 7.9% to 12.6%
iLvl 63: 2.0% to 4.8%

Inferno - Act II

iLvl 61: 18.6% to 23.3%
iLvl 62: 12.4% to 18.6%
iLvl 63: 4.1% to 9.3%

Inferno - Act III and Act IV

iLvl 61: 24.1% to 27.1%
iLvl 62: 16.1% to 21.7%
iLvl 63: 8.0% to 16.3%
 
The drop system is like a slot machine (Jay Wilson), so the more pulls (drops) you have, the higher percentage you have of winning (aka, rolling good stats on said item).

Did Jay Wilson really say that? he is actually flat out wrong. The odds have no memory. To use the slot machine comparison, you have the exact same chance every time you pull the handle ... no more ... no less.
 
Did Jay Wilson really say that? he is actually flat out wrong. The odds have no memory. To use the slot machine comparison, you have the exact same chance every time you pull the handle ... no more ... no less.

Yep the glory of RNG is that you have the chance to never win!
 
Did Jay Wilson really say that? he is actually flat out wrong. The odds have no memory. To use the slot machine comparison, you have the exact same chance every time you pull the handle ... no more ... no less.

Yeah, he should have said that you have more chances to win with more pulls. As in, if you pull it 0 times, you have 0% chance of winning. If you pull it once, you might win, but I would not bet on it. If you pull it 150,000 times, you are pretty likely to win something.
 
Yeah, he should have said that you have more chances to win with more pulls. As in, if you pull it 0 times, you have 0% chance of winning. If you pull it once, you might win, but I would not bet on it. If you pull it 150,000 times, you are pretty likely to win something.

That's not true though. You have the same probability of winning every single pull. Adding probabilities to a desired outcome doesn't work, unless you have control of those probability variables.

What confuses people is Expected Value.

E[x] = x1p1 + x2p2 + ... + xkpk

This theory states that there is a value you can expect to have over a course of dice rolls given a probability and value set.

So in a classic dice example:

E[x] = 1(1/6) + 2(1/6) + ... + 6(1/6)

E[x] = 3.5

This does not guarantee anything, it's just a weighted average.

That being said, it is true that if you do not roll, you do not enact the probability of desired value "x" happening. But rolling more or less does not influence the probability that "x" will happen.
 
Did Jay Wilson really say that? he is actually flat out wrong. The odds have no memory. To use the slot machine comparison, you have the exact same chance every time you pull the handle ... no more ... no less.

I'm not sure how to respond. Are you agreeing with me? I was saying the same thing. Like dice or flipping a coin. Or are you saying slot machines have memory? If they do, and well I actually don't know that much about them, but I have heard the phrases like that machine is getting warm or something like that, but when I read it I don't think he meant it like that. I think he meant it like rolling dice.

EDIT: Which imo is how slot machines should work, if they don't already. And this was probably his thinking also, from the context and a little bit of reading comprehension.
 
Woot! Loving the new drop rates. I can clear A2 inferno pretty easily (I can face tank Belial, lol) so I'm hoping to get some good iLvl63 rolls (lol rng :( ) to make decent headway into A3 with DW still. Still haven't found a nice sacred shield :( I think I should just settle but I want my dex/25%+ block and/or a socket or lightning resist/all resist!!!
 
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