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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.

hardrock

Trophies

Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.

Threads

Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads

Likes

Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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A Total Guide to Greater Rifts

Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the DiabloWikiGreater Rift Guardian (GRG) which is an upgraded version of the regular DiabloWikiRift Guardians.

Greater Rift CompletionDifficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.

Shrines: There are virtually no DiabloWikishrines or DiabloWikipylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that DiabloWikiConduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift DiabloWikiLeaderboard system.

Dying in Greater Rifts

Revive at Corpse. No.

No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (DiabloWikirespec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.

Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as DiabloWikiGoldwrap and DiabloWikiHarrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)

Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.

Accessing and Process

  1. # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
  2. Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to DiabloWikiOrek.
  3. Kill all the mobs in the Greater Rift before the timer runs out.
  4. No regular or champion mobs drop loot in Greater Rifts.
  5. The Rift Guardian will drop loot regardless if the timer has run out or not.
  6. If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
  7. The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.

Progress Bar and Rift Speed

The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.

greater rift progress bar

Ahead of the progress time

When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.

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Diablo 3 Bugs: Big Buffs and Fixes to Rubies

Posted 1 Feb 2013 by

Blizzard made a big announcement about a bug fix and buff to the effect of Rubies in weapons, and it’s valuable info about Diablo 3 bugs.

We recently made some posts pertaining to “black weapons” (i.e. weapons with the MinMaxDamage affix), and mentioned that if we considered making adjustments to how black weapon damage was calculated, we would let you know.

First Things First

We’re not going to be changing how the MinMaxDamage affix calculates bonus damage on weapons in 1.0.7, nor do we have any immediate plans to do so. We’re okay with the way black weapons are now and we don’t feel the bug, as it exists currently, is severe enough to warrant an urgent fix. It’s still a bug we want to fix at some point in the future, but we have no intention of making any changes to items that currently have or might drop with the MinMaxDamage affix between now and then (i.e. once we do fix the bug, only new items that drop from that point on would roll with the revised calculation).

So, now that we’ve cleared that up…

Changes to Rubies in 1.0.7

In patch 1.0.7, Radiant Square Rubies, Star Rubies, Flawless Star Rubies, Perfect Star Rubies, Radiant Star Rubies, and Marquise Rubies are all receiving a buff to their damage ranges. This change should already be live on the PTR.

Due to the bug with how bonus damage is calculated on black weapons, however, the bonuses received from the new Ruby values are currently much larger than intended. So, to help with this issue, all the Rubies which received a damage buff will also be switching to a new calculation, one that better matches what you would intuitively expect. (As KirusAlufras pointed out, Rubies don’t work consistently between physical damage weapons and non-physical damage weapons, and we’d like to correct that.)

The new buffed Rubies will do exactly what the tooltip claims. If a tooltip says +80 to Minimum Damage and +80 to Maximum Damage, then the damage on the weapon will go up by those amounts when the Ruby is socketed.

So, for example, if you have a weapon with 150 – 200 damage and your Ruby adds +80 Min/+80 Max then your weapon will do 230 – 280 after inserting the Ruby.

As another example, you have a “black” physical damage weapon that does 300-450 damage. If you insert a Ruby with +80 Min / +80 Max then your weapon will do 380 – 530 damage.

One more example: You have a Fire damage weapon that does 150 – 200 damage and an extra 50-100 Fire damage. If you insert a Ruby with +80 Min / + 80 Max then your weapon will do 230-280 damage with an extra 50-100 Fire damage.

Note: Emeralds, Amethysts, and Topaz will remain unaffected. Chipped quality Rubies through Perfect Square Rubies will also be unaffected and will continue to use the current (bugged) calculation.

Click through for the rest of his post, and a follow up that reverses much of it. They’re now going to extend the fix to all grades of rubies, going forward.

Why We’re Making This Change

Philosophically, this change is important because the MinMaxDamage affix doesn’t work the way that you’d expect when it comes to bonus damage. It’s not intuitive. If you see one thing on the tooltip, socket a ruby, and then get an unexpected result, that’s confusing. Additionally, physical damage weapons already have some mechanical advantages, such as interacting directly with “Adds X% elemental damage” affixes. In small amounts these advantages can be cool, but we feel that letting the black damage bug be compounded by powerful gems would take it to an extreme we aren’t comfortable with.

For those who have already been playing around with the Rubies on the PTR, thank you for your feedback so far. In light of our decision to change how damage bonuses of the new and improved Rubies are calculated, combined with your feedback, we’ll be re-evaluating the numbers on the Rubies before 1.0.7 ships. Ultimately, we want to ensure that some (but not all) builds and play styles will still favor using the new and improved Rubies.

This change will be implemented in a future patch 1.0.7 PTR build, so you’ll get a chance to test it out and theorycraft before patch 1.0.7 goes live.

We’ve been listening to your feedback, and we agree it’s weird for different rubies to function differently, especially if it’s hard to tell the difference. Based on this, we’ve decided that going forward, all rubies will use the new calculation, and we’ll be buffing all rubies to account for the difference in calculation. We’re still in the process of evaluating what we want the final numbers to be for patch 1.0.7 once it goes live, but our design philosophy remains that some but not all builds should prefer using rubies in the weapon slot.

The whole point of a PTR is to test things out, and we appreciate all the feedback so many of you have taken the time to write up. At the start of the PTR, Marquise Rubies were definitely looking stronger than we wanted initially, and as a result of the new calculation, we’ll likely have to further refine them so that we can get them to where we’d like Marquise Rubies to be.

If I’m reading this right, it seems like all current Rubies will continue to offer bugged bonus max damage in black weapons, but new Rubies will not. (And at some point, but not in v1.07, newly-created Black weapons won’t have the bug either, though it will never be retrofixed to existing black weapons.) Since there are no Marquise Rubies in v1.06, no Marquise Rubies will ever have this bug, and thus long term, at least at the high end, the bug will cease to exist.

Do you suppose they’ll designate old, bugged Rubies and black weapons with a “Legacy” tag in the GAH? *heh*


The post by KirusAlufras that Vaeflare cites explains the buggy Ruby damage quite well, so here’s a quote to archive it.

When we add Ruby (+min/max) to a weapon we get

+150min +150max to enchanted weapon (non-physical)
potential damage increase by 150
+150min +300max to physical weapon
potential damage increase by 225

The Gem bonus effect adding to a weapon should be the same regardless of its type. Emerald adds +100% CHD without any lose on any type of weapon. Ruby should do the same. I would like to see +150/150 or +150/300 on all weapon type. The dev team need to make this happen.

adding +150/150 with ruby to any weapon does not make them equal or better than emerald. If the Marquise Ruby was designed for physical weapon only then I have nothing to say. If it is not for physical weapon only then I must ask for a change in number, either increase the +min/max off ruby to +150/300 always or +225/225 on all weapon regardless of its type.