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Diablo III General Discussion - Page 300
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cyclonous
United States55 Posts
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Byo
Canada153 Posts
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VoirDire
Sweden1923 Posts
On September 23 2011 10:01 cyclonous wrote: From what I'm looking at, the regular staves are still split barb only and monk only so you cant use a barb staff common or not. Page 300! Woop There are common staves that all classes can equip: http://us.battle.net/d3/en/item/staff/ Then there are daibos which only monks can equip: http://us.battle.net/d3/en/item/daibo/ There are no staves among the barbarians 2h mighty weapons: http://us.battle.net/d3/en/item/mighty-weapon-2h The monk staffs have the lowest DPS of all 2h weapons. Actually quite similar to 1h weapons. | ||
VoirDire
Sweden1923 Posts
On September 23 2011 10:06 Byo wrote: Guessing here, but spirit / attack, so daibos would overall generate more spirit leading to more attacks? but then again 1.1 vs 1... is only 10% and by your comparison normal staff still yields more damage True, but on the other hand. Slower but harder hitting weapons do more damage per spirit spent since spirit spending skills are based of a percentage of weapon damage. I've discussed this mechanic in the simple questions-thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=264646¤tpage=10#198 | ||
killa_robot
Canada1884 Posts
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TheKnight
Romania77 Posts
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ktang
United States196 Posts
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Phayze
Canada2029 Posts
On September 23 2011 10:00 VoirDire wrote: Barbarian class specific 2h mighty weapons have a lot DPS than the monks class specific 2h Daibos. It's 246.5–258.5 DPS for barb vs 181.0–194.2 for monk (best common item DPS). Why would monk use their class specific staff weapon instead of regular staffs when they have a lot less damage? There must be some other variable. Links Barb http://us.battle.net/d3/en/item/mighty-weapon-2h/#type=common Monk: http://us.battle.net/d3/en/item/daibo/#type=common Do you really expect high level characters to be using "common" items? Look at the legendaries for the two. The dps is VERY comparable. | ||
NeoLearner
Belgium1847 Posts
On September 23 2011 10:50 VoirDire wrote: True, but on the other hand. Slower but harder hitting weapons do more damage per spirit spent since spirit spending skills are based of a percentage of weapon damage. I've discussed this mechanic in the simple questions-thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=264646¤tpage=10#198 In the case of the Monk, there is another extra incentive to use faster hitting weapons. For the monk combo's, the different hits do different things. Like the "Exploding palm" one, it triggers on the third hit. So it will trigger more on a fast hitting weapon than a slow hitting weapon. Even if the fast hitting one hits harder because the skills is %weapon-damage based, I'd rather have a faster hitting one to make the most of the third combo hits. As for Diabo's Vs Staves, I agree with Phayze, check out the legendary ones. Those have Monk specific attributes, which will probably among the most powerful on items, while the staves have caster related attributes. Also, most of these Daibo's have increased attack speed, making them quite well suited for Monks in general. EDIT: As we seen to be discussing the item database in this thread, I'll re-ask the question I had in the Short Questions thread. I was looking through the "Crafting Materials" section of the item database and I see that the materials you get from salvaging are 1) Item dependent: Magic, rare and legendary give different materials. 2) Difficulty dependent: Normal drops different stuff than Inferno Anyone have any idea what happens when I take a Legendary Item that dropped in Normal to Inferno and salvage it there? What will I get? Does it show anywhere on the item that it dropped in Inferno? Will there be NO overlap between Nightmare/Hell.Inferno drops? | ||
Xedat
Germany358 Posts
When you look at the hand crossbows you can pretty clearly see which items are from which difficulty, as the best xbows from normal look a lot cooler than the bad ones from nightmare in my opinion. | ||
NeoLearner
Belgium1847 Posts
On September 23 2011 18:37 Xedat wrote: NeoLearner, I would think that certain "qualities" of Items drop in different difficulties and the materials you get is bound to the item, not the difficulty, so you could take the item to any difficulty you want and it would give the same materials. That's what I thought also. But as the item (as far as I know) doesn't show where it dropped, you would never know what materials you would be getting. And not having any drop-overlap between difficulties would just outright suck... Wait, when you use the Nephalem Cube on an item, does it show into which materials it is going to degrade? Because that would solve the problem real quick. Man, I need Beta access to check these things for myself... | ||
Xedat
Germany358 Posts
On the other hand, how can you not know where something dropped? You will either know what difficulty you are playing or you can guess from the level requirement. | ||
NeoLearner
Belgium1847 Posts
On September 23 2011 18:47 Xedat wrote: Yeah you are right, you would have to check one of the vods, but as far as I remember you don't see what you will get when you salvage. On the other hand, how can you not know where something dropped? You will either know what difficulty you are playing or you can guess from the level requirement. For the first one: Let's say I trade an item or get one from a friend. Or I store some stuff on the shared stash or some mules and after a year I decide I don't need it anymore and want to salvage it. The second one, that's what I'm most worried about: Low level legendary or rare items not dropping in Inferno anymore. It would mean I have to take a high level char back to a low level area to get drops to later twink other chars. Personally I don't really like that. I liked that in D2 a Nagelring or Gull dagger would still drop in Hell. I know from the VODs that the Cube gives you an indication of which items you're going to get, scrap or teeth or whatever. The question is, will the cube also tell you from which difficulty the drop is? I'm thinking it will, it would make most sense. They implemented a clear warning that the item you destroy can not be recuperated, I can't imagine them not giving you a clear and accurate indication of which materials you will get afterwards. | ||
Xedat
Germany358 Posts
Another thing I saw: http://us.battle.net/d3/en/item/potion/ The best potion will heal you for 8000 health instantly. Will that mean that we can expect to have about 8000 hp at level 60? | ||
PolSC2
United States634 Posts
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voy
Poland348 Posts
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LoLAdriankat
United States4307 Posts
On September 23 2011 19:11 Xedat wrote: Mmh your points are valid, maybe it is simply depending on the difficulty and there will be a mouseover telling you exactly what material you will get, seems like the best solution to me. Another thing I saw: http://us.battle.net/d3/en/item/potion/ The best potion will heal you for 8000 health instantly. Will that mean that we can expect to have about 8000 hp at level 60? 8000 hp with no gear on probably. I'd expect to have about 15000 hp in decent gear. | ||
VoirDire
Sweden1923 Posts
On September 23 2011 17:12 Phayze wrote: Do you really expect high level characters to be using "common" items? Look at the legendaries for the two. The dps is VERY comparable. The point is that daibos have less damage than other 2h weapons through-out all item levels and item qualitys. I expect people will use the best weapon they can find, whatever level and whatever economy they have. The daibo does inherently less DPS than other 2h weapons and they will generally have less DPS whatever item level and whatever quality you compare them in. If we were to compare legendary weapons the DPS difference is even greater. The most damaging daibo does 303.3–316.6 DPS and the best mighy weapon does 431.6–447.8 DPS. I don't see your point at all. | ||
VoirDire
Sweden1923 Posts
On September 23 2011 17:19 NeoLearner wrote: In the case of the Monk, there is another extra incentive to use faster hitting weapons. For the monk combo's, the different hits do different things. Like the "Exploding palm" one, it triggers on the third hit. So it will trigger more on a fast hitting weapon than a slow hitting weapon. Even if the fast hitting one hits harder because the skills is %weapon-damage based, I'd rather have a faster hitting one to make the most of the third combo hits. As for Diabo's Vs Staves, I agree with Phayze, check out the legendary ones. Those have Monk specific attributes, which will probably among the most powerful on items, while the staves have caster related attributes. Also, most of these Daibo's have increased attack speed, making them quite well suited for Monks in general. You're right about that monks would benefit from using a faster weapon when using certain combo skills, but as of now most combo skills do some sort of percentage of weapon damage on their third hit, making weapon speed vs damage irrelevant. Fast weapons are better to generate spirit for non-combat skills however. Legendary staffs are clearly not meant for melee. Then another 2h weapon with +damage modifiers would be better. Like these ones: http://us.battle.net/d3/en/item/overfiend http://us.battle.net/d3/en/item/messerschmidts-reaver Compare them to the most damaging daibo: http://us.battle.net/d3/en/item/the-blind-masters-lantern The overfiend has 525.7–565.3 DPS, while the blind masters lantern has 303.3–316.6 DPS. A monk using the overfiend would do ~78% more DPS (and hit faster) than when using the daibo. Class specific item modifiers aren't exclusive to their items. There's nothing saying that a 2h axe can't have spirit generation too. | ||
Sgany
United Kingdom790 Posts
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