Also, the palette swaps on the environments keep things fresh. Last night I played Act II at night (it was dark anyway) and it was like a breath of fresh air since I usually hate Act II.
I'm confused, what changed?
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Also, the palette swaps on the environments keep things fresh. Last night I played Act II at night (it was dark anyway) and it was like a breath of fresh air since I usually hate Act II.
I have to say that I'm liking that they ramped up difficulty at 70 vice 60. I was playing T2-T3 with mediocre-good gear post 2.0 but pre-RoS, but now I'm striving for T1 with a few more gear upgrades. I'm currently at 380k DPS (self buffed)/4.5M toughness/320k life with my Wizard, so I don't think I could handle T1 efficiently at this point.
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I'm confused, what changed?
How necessary is all-resist at T1+ difficulty? My pre-expansion items all had +int/+vit/+all-resist (wizard), but almost every rare I've found lately has more +int/+vit, but no all-resist. I can't decide if it's worth losing my resistances to deal more dps and have more vitality/toughness.
Absolutely essential. I have >1750 AR and I don't think I could handle T1 very well. I really believe they should make life a fourth stat that's independent of toughness. It's really misleading. When I see a gain in toughness on the tooltip for a different piece of equipment, I always have to double check that it's not actually trading AR for Vit. With nothing but Vit you can have a very high toughness but still get 1 shot by elites in expert/master.
I'm not following you, toughness is your effective HP, which is more a less a product of your HP and Damage reduction. Higher EHP is always better for how many hits you can take, regardless of where it comes from.
When it come to healing, DR is better than Vit, but thats a different story. If your getting one shot at a certain toughness, then you're going to get one shot any different way you reach that toughness.
I'm not following you, toughness is your effective HP, which is more a less a product of your HP and Damage reduction. Higher EHP is always better for how many hits you can take, regardless of where it comes from.
When it come to healing, DR is better than Vit, but thats a different story. If your getting one shot at a certain toughness, then you're going to get one shot any different way you reach that toughness.
EHP was much more useful back in the day when getting one shot was worrisome. I think if you're getting one shot at this point - balancing vit vs. all resist is the least of your concerns. And really - when people were trying to get a handle on taking hits in inferno, armor and all resist were king. EHP was calculated via spreadsheets and online calculators as a curiosity mostly.
In general, I prefer dmg reduction to vitality as if you heal at all during a fight, vitality becomes worth less and less. And in that sense, toughness is misleading.
I am leveling in adventure mode, fucking awesome.
In adventure mode, the environments are changed sometimes. Not fundamentally different, but color palette swaps, lighting changes, fog, etc can alter the environment. Check this out:
http://dd.reddit.com/r/Diablo/comments/21hobg/thanks_blizzard_thanks_a_lot/
They really need a way to lock gear in your bags...second pair of Nemesis Bracers down the drain..
I'm not sure if that is stupidity on my part or just a sign of so many horrible legendaries being in the game...I'd say its a little of both
They really need a way to lock gear in your bags...second pair of Nemesis Bracers down the drain..
I'm not sure if that is stupidity on my part or just a sign of so many horrible legendaries being in the game...I'd say its a little of both
Holy hell. I just got the expansion and my monk has like 170k dps and l a bit over a mil toughness solely from my pre expansion items.
I just beat Ultheal or whatever and I seriously had to turn the difficulty down to Hard. I just couldn't beat Adria otherwise. Guess all my gear is seriously outdated now.
Got 67 last night. Xpack is pretty cool. Anyone playing hardcore? Getting lonely over here.
I'm on the fence about toughness...
you can stack vit and end up with ridiculous toughness values but if the damage you take > what you heal for per second, what is the point?
At 6k armor and 1300 ar on T1, Maltheal's 1 shot move does 200k damage on the non monk/barb classes. Elite packs affixes like frozen pulse, arcane (laser), or 3-4 frozen orbs will remove 200k within 5 hits.
I re-rolled for damage reduction from melee/ranged 10% on a leg set and found it more effective than stacking to 1500 all resist and 7k armor via paragon. Putting more regen via paragon seemed to mitigate damage, but I'm now a ridiculous 10k per second and 6k life on hit and 4k orb boost.
Anyone experience inconsistencies with the difficulty? My buddy and I started act V on master and it was tough as hell. Got to the point where we were just trying to do as much damage as possible before death.
We reformed on expert and it was retarded easy, one shotting everything.
Reformed back up to master and it was still too easy. Raised to torment and it was still easier than master was before. Not sure wtf is goin on.
My game is doing the exact same thing. I was on Torment 1 and went to Act II and couldn't damage a mob. I was suddenly getting one shot whereas before I was cruising through it. Switched to Master and I was one shotting stuff. Switched back to Torment I and everything wa fine. Cutscene happens and first mob one shots me again afterwards. Also I keep getting level 51 gear for some reason unknown to man.
I think what they are saying, though, is that switching back and forth between difficulties can make the same difficulty level different, arbitrarily.
Sounds like a bug to me.
That's right. And i agree, the difference was so huge it definitely felt like a bug.
Id be curious to know if the XP scaling was still applied appropriately for the difficulty you had it set on as opposed to whatever bugged difficulty it was actually on. that would be really hard to verify though