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**OFFICIAL** Diablo 3 Thread

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At the rate that the gold botters are going right now, gold will be worthless before the RMAH is even released. The cash price of gold has halved in the last few days, lol.

Dropping like a rock, but that's what should be expected. Unloaded ~70m last night so I'll probably quit soon, though selling a pair of gloves for 11m has pulled me back in a bit
 
Barbs can heal themselves too. I use rend runed with bloodthirst, Bloodlust and frenzy with life on kill. inspiring presence is also useful..

Life on kill seems to possibly be the best, that and a runed Revenge that gives 8% of your health per monster hit, but of course that's not something you can use on command necessarily.

I'm wondering how life steal is calculated in this game. Say you hit a monster for 10,000 damage, but the monster only has 500 hp left. I'm wondering if you get the % of the damage of your attack, or the actual life you take away from the monster. Of course the damage you inflict being used would be more beneficial for the player.
 
Some more details on patch 1.03

Notes -

* Item level displayed and increased drop rates in Inferno
* Legendary item revamp not going to be in 1.03
* Less guaranteed rare drops on bosses with Nephalem buff (but still possible to get multiple rare drops)
* Bonus monster damage per additional player in group is being removed
* Monsters damage and health in Inferno Acts 2-4 is being adjusted
* Repair costs at level 60 are going up as they feel the cost is negligible right now and promotes "graveyard zerging"
* Changes to the Attack Speed values as it's deemed too necessary/OP
* Blacksmith/Jeweler cost adjustments
* Small number of class skill changes, but that is not the primary focus of the patch
* Quality of life fixes, improvements to the AH, and bug fixes as well
 
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Life on kill seems to possibly be the best, that and a runed Revenge that gives 8% of your health per monster hit, but of course that's not something you can use on command necessarily.

I'm wondering how life steal is calculated in this game. Say you hit a monster for 10,000 damage, but the monster only has 500 hp left. I'm wondering if you get the % of the damage of your attack, or the actual life you take away from the monster. Of course the damage you inflict being used would be more beneficial for the player.

That's a really interesting question. If it's not answered by the time I get back from work, I'll give it a try. I figure it'll be really noticeable on a 100k+ crit against a target in normal 😀
 
Some more details on patch 1.03

Notes -

* Item level displayed and increased drop rates in Inferno
* Legendary item revamp not going to be in 1.03
* Less guaranteed rare drops on bosses with Nephalem buff (but still possible to get multiple rare drops)
* Bonus monster damage per additional player in group is being removed
* Monsters damage and health in Inferno Acts 2-4 is being adjusted
* Repair costs at level 60 are going up as they feel the cost is negligible right now and promotes "graveyard zerging"
* Changes to the Attack Speed values as it's deemed too necessary/OP
* Blacksmith/Jeweler cost adjustments
* Small number of class skill changes, but that is not the primary focus of the patch
* Quality of life fixes, improvements to the AH, and bug fixes as well

cool cool. Anyone know what they plan on changing with "Changes to the Attack Speed values as it's deemed too necessary/OP"?
 
cool cool. Anyone know what they plan on changing with "Changes to the Attack Speed values as it's deemed too necessary/OP"?

In the section on that, they talk about how ASPD has secondary effects on mobility and resource generation. So it ends up that ASPD is more of a necessary stat which ends up reducing player choice for gear/skills. They give two options they're considering:

1) Reducing ATSPD values on items across the board, but they don't want to arbitrarily change item values (what they're leaning towards)
2) Implement diminishing returns on stacking ATSPD in multiple slots, but this adds hidden complexity
 
cool cool. Anyone know what they plan on changing with "Changes to the Attack Speed values as it's deemed too necessary/OP"?

They have 2 options.

1. Decrease the atk speed bonus values across all items(prob including existing)
2. Change formula for stacking AS for diminishing returns

They are leaning to the first option as people dislike hidden modifiers as a means of nerfing something.
 
Anyone having problems updating patch? Its the same as last big patch, it just crashes and causees you the repeat the issue over and over. I tried updating the agent.db file this time but its not fixing the issue......
 
Feels like they are in some ways nerfing melee some more. I already pay tons of repair costs as a monk who dies a lot in inferno. It's expensive enough as it is to gear up, now they wanna make me cough up more gold for repairs which will also increase as a result of the AS nerf which will lower my survivability since I depend on LoH and spirit regeneration.
 
So I play at work at lunchtime, and play at home. Would I be able to use the Mobile Authenticator on both machines if I went the BlueStacks (Android emulator) route?

Also, no D3 at lunch today = ME RAGE.
 
So I play at work at lunchtime, and play at home. Would I be able to use the Mobile Authenticator on both machines if I went the BlueStacks (Android emulator) route?

Also, no D3 at lunch today = ME RAGE.

Well, yes you could, but youd need a virtual machine opened up to run a second copy of bluestacks I think. Because remember, its the same thing as a real auth, you need the serial number and restore code from when its first run.
 
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Well, yes you could, but youd need a virtual machine opened up to run a second copy of bluestacks I think. Because remember, its the same thing as a real auth, you need the serial number and restore code from when its first run.


And for the previous person who asked, the patch is out now.

Although I am having patch issues and cant get it to not crash updating.....yay.
Why the virtual machine? I can't just run BlueStacks at work like I do now (no virtual machine), and run it the same way at home? I also put into the Notepad on my phone the auth code and restore code.
 
In the section on that, they talk about how ASPD has secondary effects on mobility and resource generation. So it ends up that ASPD is more of a necessary stat which ends up reducing player choice for gear/skills. They give two options they're considering:

1) Reducing ATSPD values on items across the board, but they don't want to arbitrarily change item values (what they're leaning towards)
2) Implement diminishing returns on stacking ATSPD in multiple slots, but this adds hidden complexity

They have 2 options.

1. Decrease the atk speed bonus values across all items(prob including existing)
2. Change formula for stacking AS for diminishing returns

They are leaning to the first option as people dislike hidden modifiers as a means of nerfing something.

Thanks guys, bnet is blocked at work so I couldn't check the link.
 
Why the virtual machine? I can't just run BlueStacks at work like I do now (no virtual machine), and run it the same way at home? I also put into the Notepad on my phone the auth code and restore code.

Oh, I was confused I guess. Yes. I was thinking you meant for two different accounts or something. Ya of course you can do that(I think).

Except starting bluestacks up for the first time and installing the initial authenticator may give you a different serial # and restore code to begin with wouldnt it? That would make it not work for your authentication.
 
Oh, I was confused I guess. Yes. I was thinking you meant for two different accounts or something.

Except starting bluestacks up for the first time and installing the initial authenticator may give you a different serial # and restore code to begin with wouldnt it? That would make it not work for your authentication.
Yeah I was afraid of that. Goddamnit.

I see 1.0.2b is out, and it's lunch, but I get the crash thing too. I guess it's not 2PM EST yet but I was wishing I would actually be able to play. 🙁 lol
 
I throw away anything that's not a square.
Cost to Value just isn't worth it right now. I'm glad I waited.

I throw away all except flawless squares heh. Fyi, you get tons of flawless squares in end of hell and inferno, theres no reason to keep squares. When the commodity AH comes back, id venture a guess that the prices for gems are going to significantly lower than they used to be. I know I have about 30-40 of each gem as flawless squares atm.
 
nice, wish I had just stashed all the jewels I've combined instead. Creating better ones has cost me a pretty penny.


I think with all the botting that's going on and hoarding of gold that I might just straight up accumulate gems since its value will inflate accordingly with gold. If I hold onto the 10 mil I got now and do nothing, I won't even be able to buy anything with it.
 
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