The first weekend of Diablo 3 Seasons has ended. How did the ladder rushers enjoy the experience? Which fast leveling strategies worked best (and worst), and does the Torment 6 “kill nothing but level fast” cheese need to be fixed? Featuring Wolfpaq, Rankil, N3rdwords, Katniss, and Flux. Following up Friday’s Season-prep show, this is a […]
The Season One leaderboard race quickly turned into a farce (in Softcore, at least) when players exploited the huge exp provided by several bounties that could be completed by undergeared characters on Torment 6. All people had to do was party up (for the greater exp) and keep creating games until they got the proper […]
- 1.07 News, Info and Gossip
- RoS: How are you Barbs doing?
- ISIS worse Than Nazis?
- Diablo 3 EU servers *again* offline?
- I'm here mom eagle yeah rulers r
- Condolences: Discuss Our Deeds
- Your spawn rate of treasure portals
- The Diablo 3 Podcast #150: Legendary Gems II/II
- List of Diablo series
- The powerful subconscious effect
- It take advice from a professional
- You think you know God? You probably do not.
Datamined Reaper of Souls Info: Affix Hardcaps?Posted 29 Sep 2013 by
More datamined infos have surfaced from that pre-alpha version of Reaper of Souls. Bear in mind that all these are from a very early version of RoS and changes can and will be made between this and what we see in the game.
The most interesting details seem to show that the devs have come to agree with long time fan theorizing that a lack of hard caps or breakpoints on gear in Diablo 3 is a big reason the item system feels so boring. (Read all about Breakpoints in Diablo 2.) With no caps or diminishing returns on the best affixes in D3C — CC, CD, and IAS — MOAR in those fields is always the best strategy, hence every character wants the same few affixes on all of their gear.
D3 still needs more variety and utility from other affixes, and seems to be getting them in RoS, but putting diminishing returns or hard caps on some stats (D2 had both on most useful stats) seems like a reasonable way to promote affix diversity and to open up the item game since players won’t seek just the same few stats on every piece of gear.
You can directly boost all but one of those fields in the Paragon 2.0 system to add more on top of your item bonuses. There are two values that really stand out: 1) Critical hit Damage capped at just 250% (+another 50% from Paragon Points) would be huge drop for most characters (you can get more than that just on a Manticore, Skorn, or many 2H weapons today), and 2) Block Chance capped at 75%? That’s about 50% higher than anyone has now!
Currently shields go up to 20% and can increase up to 8% more from a Block increase affix on the shield, but that’s far from a common bonus and the vast majority of top quality rare shields (these are much sought in the Hardcore Auction House) have 15-20% blocking. And that’s about all characters have, since other gear that adds blocking % is virtually non-existent in D3C.
+Blocking chance was initially (in some dev interviews from Gamescom) said to be amongst the fields that you could boost in Paragon 2.0, but it’s not amongst the fields in the Defensive Tab in the recent datamined info. So where else are players supposed to get that much blocking%? Do shields in RoS go much higher than the 20% cap we see in D3C? Will shield blocking bonuses be found on other pieces of armor?