• We’re currently investigating an issue related to the forum theme and styling that is impacting page layout and visual formatting. The problem has been identified, and we are actively working on a resolution. There is no impact to user data or functionality, this is strictly a front-end display issue. We’ll post an update once the fix has been deployed. Thanks for your patience while we get this sorted.

**OFFICIAL** Diablo 3 Thread

Page 565 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.
It would be the same as the current system where the primary stat for enchanting is determined by your class. If I'm a Monk, Intelligence or Strength isn't even an option at the mystic.
 
It would be the same as the current system where the primary stat for enchanting is determined by your class. If I'm a Monk, Intelligence or Strength isn't even an option at the mystic.

Yes I understand that. I was being facetious.
 
A friend of mine found out my birthday was a couple weeks ago and bought me RoS as a belated gift. Haven't played D3 in a year, anything I should know about all the changes?

Everything has changed

This.

• No AH, no gold trading, most items are Bind on Account (BOA) or has a 2 hour game-time limit to trade with only the folks in your group when you found the item.

• Adventure mode opens up after you beat campaign mode once. AM is really the only way to go to level up and find items as it offers two things: Bounties and Rifts. Bounties award you rift tokens plus a cache box which contain decent to great items (cache only leg items). Rifts provide higher leg drops % and blood shards from rift bosses.

• Gambling and bloodshards. You can gamble for items using blood shards.

• Paragon Level system is completely changed. No level limits and you spend points in different categories.

• Crafting has exploded like crazy. There are so many more crafted legendaries and set items now. They all require rare materials to craft.

• You can join a clan now.
 
Looks like the +damage fix will be coming soon!

http://us.battle.net/d3/en/forum/topic/12329613352?page=9#164
Hi Guys,
I just wanted to pop in here and let you know that we have a potential fix in place for this internally and it is currently looking like this fix will retroactively apply to existing weapons. While we will not be able to deploy this as a hotfix, we currently expect this fix to make it to live servers with our next game patch. I obviously can't make promises as to when that patch will arrive, but it is something we are actively working on, and we hope to be able to get that deployed as soon as possible.

Thanks again for all of your reports. I know it took me a bit of time to get back to you, but your patience is greatly appreciated!
 
What's wrong with + damage? Is it too low or isn't being calculated right on current items?

The + %dmg affix on weapons only applies to weapon damage. Right now there is a bug where the + %dmg only applies to weapons that have "black" damage, or additional damage that just says "damage". Elemental damage like lightning, fire, etc doesn't get affected by the + %dmg affix.

So if a weapon is base 100-200dmg and has + 1000-1200 fire damage, an affix + 10% damage only applies to the base 100-200dmg.

If the weapon was 100-200dmg base and had + 1000-1200 damage (aka black damage), that 10% would apply to the 1000-1200 as well.

Now all damage gets the boost on the weapon, elemental or not.
 
The + %dmg affix on weapons only applies to weapon damage. Right now there is a bug where the + %dmg only applies to weapons that have "black" damage, or additional damage that just says "damage". Elemental damage like lightning, fire, etc doesn't get affected by the + %dmg affix.

So if a weapon is base 100-200dmg and has + 1000-1200 fire damage, an affix + 10% damage only applies to the base 100-200dmg.

If the weapon was 100-200dmg base and had + 1000-1200 damage (aka black damage), that 10% would apply to the 1000-1200 as well.

Now all damage gets the boost on the weapon, elemental or not.

Black damage is the same as Physical Damage right? Do affixes say X-Y Damage or X-Y Physical Damage?
 
I held onto some which it might be useful for, but ultimately I still think, within reason, the weapon's actual DPS is largely secondary to it's onhit/unique effects. Though I guess that would vary somewhat depending on your skill selection as well.
 
I get these buffs and fixes, but it's kinda annoying to know that you salvaged something that they were going to buff later. Like the jeram mask, in my case... grrrr. They need to give it back to me.
 
I held onto some which it might be useful for, but ultimately I still think, within reason, the weapon's actual DPS is largely secondary to it's onhit/unique effects. Though I guess that would vary somewhat depending on your skill selection as well.

Is there even any point to the elemental damage types on weapons?
 
Is there even any point to the elemental damage types on weapons?

Not really. I think it technically makes a difference with one of the new Wizard passives (the one that inflicts damage vulnerability) and one of the Crusader passives (+10% holy damage on weapon? something like that) though I don't know how the latter works off the top of my head so I may be mistaken.

Basically they're all the same. I want to say a small number of purple named mobs may be immune to certain damage types but that's such a niche case I can't imagine it would really matter.
 
It's a niche until you are in a near full frost spec and come across a frost immune mob. Nothing like having to decide to wipe and respec or try to run around seeing how long it takes the temp to kill it.
 
Is there even any point to the elemental damage types on weapons?

Not anymore. Every skill now has an accompanying elemental damage (including physical) that it is converted to. So, weapon elemental damage is pretty moot now (even before it wasn't exactly important except for cold that had a chance to slow).
 
It's a niche until you are in a near full frost spec and come across a frost immune mob. Nothing like having to decide to wipe and respec or try to run around seeing how long it takes the temp to kill it.

I think even frost "immune" means they can take damage from frost, it's just like 5 or 10%.

So... you can still win, it will just take a while 🙂

It's better to just head to town, respec one of your current spells to a different element type for the one battle. It's a rare occurrence.
 
Not anymore. Every skill now has an accompanying elemental damage (including physical) that it is converted to. So, weapon elemental damage is pretty moot now (even before it wasn't exactly important except for cold that had a chance to slow).

Well then just make it all physical and problem solved.
 
All I know was that everytime I hit it "immune" would pop above his head instead of any numbers and it didn't look like his bar was going down.
 
I've found some really cool ammys recently. Don't remember the names, but one makes me not only immune to arcane, but arcane actually heals me the other is like a deadmau5 ammy that seems to cause enemies to jump around uncontrollably when I cast bbv.
 
They need to change somethings with elemental.. Maybe make cold freeze, poison slow, lightning stun, and fire is fire, maybe holy returns health.
 
All I know was that everytime I hit it "immune" would pop above his head instead of any numbers and it didn't look like his bar was going down.

There is at least one mob that is immune to cold (a named purple). But, if any of you skills do any damage other than cold, regardless of the elemental type on your weapon, you will be able to damage him.

The problem is the weapons that have elemental damage have always been inferior to weapons with black damage. First, pre 2.0, due to the bug in which the damage modifiers were applied incorrectly, causing them to have higher than normal damage (which is why all of the best weapons were black damage), and now with the +damage % bug. Doing away with the elemental damage on weapons, while leaving the elemental damage on skills isn't "consolization" or "dumbing down", just making properties that do nothing go away.

They need to change somethings with elemental.. Maybe make cold freeze, poison slow, lightning stun, and fire is fire, maybe holy returns health.
I do agree they should make elements actually do something. Fire could burn, poison could add a DoT, cold could slow, lightning add a shock stat that increased damage taken and holy possibly have chance to blind or something.
 
All I know was that everytime I hit it "immune" would pop above his head instead of any numbers and it didn't look like his bar was going down.

Yeah, there are two guys that I've seen that have immunities: one to fire, one to frost. They're both in the bunkers in the Battlefield of Eternity. The one is in the event where you have to click the three crystals and kill the mobs that come out. The last one summons a few demons and one named that is immune to fire. The cold immune one is in the occupied bunker where the named demon is just sitting at the end surrounded by other lesser demons. The first time I encountered the fire guy was on my Monk, and it took forever to kill him since most of my Monk's abilities are fire. I'm pretty sure my follower did about 90% of the damage to him.

I've found some really cool ammys recently. Don't remember the names, but one makes me not only immune to arcane, but arcane actually heals me the other is like a deadmau5 ammy that seems to cause enemies to jump around uncontrollably when I cast bbv.

Yeah, there are amulets that heal you for 25% of the damage that you would have taken for all elemental types, but the arcane one seems to be the most common. I've found the Deadmau5 one, but it seemed a bit weak and the proc didn't seem all that useful for me.

EDIT:

I do agree they should make elements actually do something. Fire could burn, poison could add a DoT, cold could slow, lightning add a shock stat that increased damage taken and holy possibly have chance to blind or something.

That's what I don't understand about this whole elemental affix swap for abilities. People are complaining that they're pigeon-holed into fire because "it's the strongest." My first thought to that was, "No duh?" It may seem blunt, but to me it seems obvious. In all my experience in Blizzard games, abilities that have secondary control capabilities have weaker damage components. As an example, for the longest time in World of Warcraft, frost Mages were the weakest build in PVE. They were like this because the class had a ton of control through its abilities, and making them as potent as fire or arcane would lead to them being too strong. I think it wasn't until the previous expansion where Blizzard finally tried to address this. Anyway, for me cold abilities tend to slow and/or freeze, and lightning abilities tend to have a chance to stun.

In my own anecdotal experiences, I know that when I removed the Burst rune from Justice on my Crusader, I started noticing my health pool becoming considerably more volatile. Simply putting the rune back kept my health pool at around 100% all the time. Why? Because Burst is a Lightning-based rune that can cause a stun. The stun kept enemies (including elites) from dealing as much damage to me.
 
Last edited:
Back
Top