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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.



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.


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


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

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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).

I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:

Hello everyone!

I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.

My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.

I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class! :D

1. Current Monk Issues


This is really at the forefront of the monk issues.

Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.

Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.

Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.


Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.

Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.

Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.

Resource Management

This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.

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Diablo 3 Patch v1.07 Analysis: New Crafted Items

Posted 12 Jan 2013 by

Lots of comments on the patch preview in the news post and the Diablo 3 community forum, and I wanted to go into more depth on a few of the details. Dueling for certain, but later for that. For now, how about those new crafting recipes?

(Much of this is speculation since we don’t have the full patch details yet, much less the PTR available for testing stuff out, and things will probably change during the PTR time anyway, but we’re fans and there’s something new, so speculation is what we do!)

Here’s a quote from the preview with the key info:

In 1.0.7 we’re adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.

These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno.

There are a few obvious questions not answered by the above.

  • 1) What are the crafting recipe costs (lots of gold, and/or other mats like Fiery Brimstones?)
  • 2) How many DEs are required in the recipe and how readily can they be obtained?
  • 3) What’s the value of the “extends higher” main stat on those items?
  • 3.1) Just how variable will the range be? (+225 is a lot different than +175-275.)
  • 3.2) Who let the dogs out? (Who, who, who, who?)
  • The quality and viability of the items is probably the biggest question, and I’ll tackle that below. For now, let’s consider the availability of the DEs.

    The preview says it’ll have a 20% chance to drop from Elite monsters at MP0, with 15% increases with each higher MP, up to 81% at MP10. And that 8 of the sub-bosses (Skeleton King, Spider Queen, Magda, Zoltan Kulle, etc) will have a 50% chance to drop it when you have 5 stacks. How many will we get? How many will we need?

    Demonic Essence Scarcity

    First of all, since the preview only listed the starting and closing values, I was curious enough to calculate them all, mirroring the miracle of compounded interest. Here are the chances for a Demonic Essence to drop from an Elite in Inferno.

  • MP0: 20.00%
  • MP1: 23.00%
  • MP2: 26.45%
  • MP3: 30.42%
  • MP4: 34.98%
  • MP5: 40.23%
  • MP6: 46.26%
  • MP7: 53.20%
  • MP8: 61.18%
  • MP9: 70.36%
  • MP10: 80.91%
  • We don’t know how many DEs you’ll need for the recipe or how much gold it will cost, and the figures may change during PTR time, but it seems that DEs will be pretty common. For example, a typical DiabloWikiAlkaizer Run includes oh… 15ish bosses/champions, so even on MP0 you could expect about 3 DEs each time, and going up to MP5 doubles that. Since powerful characters can do those runs in 15m or less, stocking up on DEs shouldn’t be hard.

    Aside #1: Perhaps this will be encouragement to do a few more areas per run to get more bosses since there’s a definite payoff that only comes from 5 stacks? It’s also a sort of encouragement to play more in Act 1 and Act 2 (no, really) since those acts aren’t *that* much less boss-filled than Act 3… the real difference comes from the much lower density of trash mobs, and since trash mobs don’t drop DEs…

    As for Act 4… LOL. You said “act 4.”

    Aside #2: Do you suppose Resplendent Chests have a chance to pop a DE as well, if you’ve got 5 stacks? And how about Uniques, the purple-named bosses? Everyone’s been asking for a buff for them (to their stats and their drops) since launch, and we’re still waiting for it, but if those tools could potentially drop a DE then at least they wouldn’t seem completely useless.

    Click through for much more, including slot-by-slot breakdowns of the highest attributes now available, comparisons of rares to legendaries, and concluding thoughts, theories, and questions.

    Crafted Item Quality

    The new crafted items will have one inherent bonus to an attribute, plus 6 random affixes. Note that there are already crafting recipes to make all those types of items with 6 affixes, but (almost) no one bothers with them since the reagent costs are so steep (around 100k gold and 30~ blue mats) and since even with 6 random modifiers the odds are terrible to get the (minimum) 3 or 4 (with good seeds) that an item needs to have good value.

    Which sums up the whole problem with crafting as it is in D3. I have a theory/observation, though. Crafting in D3, in the current system, would be fine… if Diablo 3 was a single player game without any Auction House. Crafting isn’t worth the trouble now since you can 1) probably find a better item, and 2) definitely buy a better item. Without the AH, especially playing self found, we’d all have some decent gear but probably have one item slot that just wouldn’t RNG up. If you couldn’t find a good belt or shoulders or quiver or whatever, dropping 80k and a bunch of mats to roll a guaranteed six-affix one would be a pretty good deal. (Assuming you could find the Plan in the first place, but I hope/assume they’d drop more readily in a game without an AH.)

    It would probably take you 6 or 8 or 10 tries to get one that was a solid upgrade, and that would be expensive… but after all, without the GAH you’d have nothing else to spend your gold on. (Gem upgrades, but without the AH you’d have a lot fewer items with sockets, so you wouldn’t need them so much.) Thus it’s only the presence of the GAH that makes crafting so irrelevant.

    That aside, these new crafting recipes are just the current “Grand Exalted” six-affix recipes plus one big guaranteed bonus to an Attribute. That’s not bad, but shouldn’t the crafting recipes have been about that good to begin with? To make them viable against the best of found gear? Alas.

    Anyway, the new ones are basically Hellfire Rings, minus the 35% experience boost, plus 2 more random affixes, plus a slightly (?) higher guaranteed attribute bonus. Is that worth it? Maybe, but look how many rolls it takes to get a really good DiabloWikiHellfire Ring. Most players don’t have a great one, one, and we’re content using a decent one, even if it’s 4k or 6k or 8k less DPS than our best ring, since we want that big experience bonus.

    But the new crafted items won’t have that experience bonus, so they’ll only be worth using if they can actually outdo your best rare or legendary item for that slot. (Obviously Blizzard didn’t want to make them guaranteed better or that’s all anyone would wear a week after v1.07, so there’s a fairly delicate balance to strike, which is why designing a good item system in an ARPG is really hard.)

    The available plans (which must be found except for the Chest, but sound fairly easy to find) are: 1) Gloves, 2) Pants, 3) Wrists (bracers), 4) Chest, and 5) Amulet. (Not available: rings, helms, shoulders, belts, boots, weapons, or Off-hand.)

    These crafted items will all be account bound, and they each feature, “a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots.” That’s kind of the key point and we’ll have to see what those values are to get a real sense of the item’s value. Running them down slot by slot, though:


    Gloves are about the cheapest item for the quality in the game today, since they can roll all the big offensive stats that rings and amulets get, but with fewer other possible affixes. This means that gloves roll with several good affixes all the time, and have come down and down in price over the months. You can currently buy a good DiabloWikitrifecta pair of gloves with 150 to a mainstat and maybe even res all or MF or another supporting stat for just a million or two, which is FAR less than a ring or amulet with those stats would cost.

    In my GAH experience, a quality (5m+ price) rare glove needs to have about 150+ to the DiabloWikimainstat, with superior rolls going up into the low 200s. You can get higher of course, and the billion gold items have far more plus other great stats.

    Looking at the Americas GAH right now the highest attributes on gloves are:

  • 297 Dexterity
  • 295 Intelligence
  • 298 Strength (but that’s only IK gloves. The highest rare is 197.)
  • Vitality tops out at 225 but that’s on a Tasker and Theo. The highest rare vit is 198.
  • And those may not be top end items; just rolling a lot to one attribute means little for glove value, when you need a good CC, IAS, and hopefully CD as well for them to be really good. Thus these new crafted gloves will need to be pretty big. Even if they have a guaranteed attribute of over 300, or maybe 250 Vit, they’ll need to pop with 3 or 4 other good mods as well.

    Maybe the moral of the story is that these new crafted items are *very* unlikely to be useful to players with massive billion gold budgets, (since only .0000001% of items are) but that they’ve got a good chance to provide upgrades for the vast majority of players who aren’t so wealthy.


    The Bracers economy varies a lot from the Gloves economy. Gloves are one of the few item slots where Rares are the best option for most characters. That’s very not the case for Bracers, where almost the entire top end market is pushed by one legendary, the Lacuni Prowlers. Less rich players can make do quite well with Strongarm Bracers, since a good roll on that legendary is better than 99.9% of rare bracers.

    Bracers also differ from gloves in that the Lacuni Prowlers have inherent bonuses to Attack Speed and Movement Speed, and you can not get either of those on Rares. Thus the best Bracer is *always* a really good roll on a Lacuni Prowler (with Critical Hit Chance from one of the random affixes) and they are appropriately expensive.

    I don’t see how the new crafted bracers can change that, assuming they’re just rares with one big attribute, since Lacuni will still have AS and FM. The only way the new bracer can take some top end value is if the attribute can roll so big that it’s worth more than the AS on a Lacuni. (The FM is less valuable since it’s not too hard to get up 24% from two other item slots. See our recent item strategy article listing every Faster Movement item in the game.)

    What are the current maxes for attributes on bracers?

  • Dexterity: 265, but only on Strongarm Bracers. The highest Rare is 200.
  • Intelligence: 262 on Strongarm Bracers. 199 max on Rares.
  • Strength: 267 Strongarm. 199 Rare.
  • Vitality: 198 on Rare.
  • How about Lacuni Prowlers? They can’t roll so high on attributes since unlike the Strongarm Bracers, they don’t have an inherent attribute that gets boosted by a double roll from a random affix slot. Here are the highest values on Lacuni Prowlers, again taken right now from the Americas GAH.

  • 200 Dexterity, 191 Intelligence, 200 Strength, and 191 Vitality.
  • So if the new recipe has one inherent attribute bonus that’s bigger than anything can currently roll, it has to be at least 270 for the mainstat or 200 for Vitality. Would a character with really top gear take (for example) a 280 Dex crafted bracer over his 195 Dex Lacuni Prowler, assuming the other stats were excellent? Is 85 more Dex, plus maybe 2 or 3 other good supporting stats) worth more than 9% IAS from a Bracer?

    Feel free to debate that in comments.


    The pants market is much more open than Bracers, with top end gear coming from Rares and often Inna’s Set, since like the Lacuni Prowlers, those offer Faster Movement and Attack Speed, which can not be obtained on Rare pants.

    Here are the highest Attribute values on pants, right now on the Americas’ GAH:

  • Dexterity, Intelligence, and Strength are all basically the same, with the max around 270 but only on Depth Diggers. Some Blackthorne’s Pants also get in the 200-250 range, and Rares max out at 200.
  • Vitality: 390 on Blackthorne’s, but that’s a very unusual roll, with only a handful over 320. Rares max out at 300. (All of these pants can have up to 2 sockets.)
  • Just to be thorough, here are the max values for Inna’s Temperance, which always has 2 sockets and is mostly used by DHs and Monks:

  • Dexterity: 196.
  • Intelligence: 99.
  • Strength: 100.
  • Vitality: 200.
  • Inna’s further complicates things by offering a +130 Dex set bonus with any other item in the set. This largely explains the semi-popularity of the crappy/cheap Inna’s Belt, but better-equipped Demon Hunters and Monks choose to pair Inna’s Armor or Helm (Monk only) with the pants. Barbs and WDs/Wizards don’t find Inna’s that useful, since their main stats don’t go nearly as high.

    So for the new crafted pants, they’ll have to have some huge values to exceed Depth Diggers, and I bet the won’t. I bet the pants will only go to 250 mainstats and (maybe 350 on Vit) to out-point Rares, but won’t really compare with top quality Depth Diggers, Blackthorne’s, or Inna’s pants. But I’d be happy to be wrong, and if v1.07 lets us roll we can roll 350 mainstat or 450 Vit rare pants with 6 affixes, those could challenge for the high end gear slots.

    Chest Armor

    Chest Armor is probably the hardest slot to break into, since there are multiple awesome chest set armors. The Immortal King’s, Inna’s Armor, Tal’s, Zunimassa’s, and Blackthorne’s chest armor can all roll with great stats and 3 sockets and they get big set bonuses as well. A rare chest armor will have to really push some huge bonuses to pass those up for high end gear.

    Let’s check the highest attributes while we’re here, though.

  • Dexterity: 286 from Tyrael’s Might. You see some Cindercoats in the 230 range, before Rares and Inna’s come in at 200.
  • Intelligence: 281 from Tyrael’s Might, with Cindercoats in the 230 range and then Tal’s, Zunimassa’s, and Rares at 200.
  • Strength: 276 from Tyrael’s Might, Cindercoats in the 230 range, and then IK and Rares at 200.
  • Vitality: 299. Rares in the 290+ range, along with all of these listed Set Armor options.
  • Here the values are pretty even across the board. The new crafted chests need to roll 300+ to beat the mainstats or Vit, but they really need a lot more than that to offset the guaranteed sockets and awesome set bonuses from the set armors. I have trouble envisioning a rare crafted chest being end game gear without a really great roll.


    "I like amulets. No I like Amulets!"

    “I wear amulet! No I wear amulet!”

    I think the Amulet might be the most wide open slot and it’s definitely the one I can see myself crafting first and most often. Rare jewelry can be as good or better than any set or legendary, and for economic reasons largely stemming from the quantity of possible affixes (more on jewelry = lower odds for a good roll) rings and amulets cost *vastly* more than gloves with similarly-excellent offensive stats. (That and you need two rings and only one pair of gloves. Thankfully there’s no Ogre class in D3.)

    Max values on Amulets:

  • Dexterity: 428 on a Mara’s Kaleidoscope. Lots of rares from 330 and down.
  • Intelligence: 417 on a Mara’s. Lots of rares from 330 and down. Tal’s amulet often pops from 250-300 Dex.
  • Strength: 409 on a Mara’s. Lots of rare from 330 and down.
  • Vitality: 383 on a Mara’s. Lots of Rares and some Tal Rasha’s amulets in the 330+ range.
  • Pretty obvious which Amulet hits the highest attribute values, and with 400 or higher to all attributes from Mara’s, plus rares regularly rolling up to 330, the new crafted amulet will have to really blow the doors off to get into that top end gear conversation. Even if it’s just comparable, say 250-350 on the mainstat, plus six random affixes, that’s well worth a roll. You’d have a very good mid-quality amulet with just the inherent stat plus 2 of the 3 legs of the Trifecta, and plenty of other mods for maybe picking up Vit, Res All, etc.


    It remains to be seen how much impact on the end game economy these items will have. We can’t sell or give or trade them, but if you roll your own awesome amulet you won’t be in the market to drop 5 or 50 or 500m on one in the GAH. Might the high end gear costs in these 5 slots drop, compared to belts and boots and shoulders and rings and the others that don’t have such a recipe (yet)?

    We’ll know more once we get the exact figures (which may well change during PTR testing and feedback), but a lot of the potential of these items depends on just what Blizzard means when they say, “…a primary stat that extends higher than what is currently available in the respective slots.”

    Take amulets: all the mainstats can go up to 400 or higher, and Rares in the 300-300 range aren’t uncommon. So what should these new crafted amulets do? Base of +200 to one stat, with a chance for that to be doubled by random affixes, the way Mara’s +84-89 to each attribute can? Or should the inherent bonus be 100-300, or 150-350 or 200-400 without any possibility of that same attribute stacking on for even higher?

    More generally, are you guys eager to try the new crafting recipes? Angry since you think Crafting should have been this way all along? Excited if these are just the first steps on a long-awaited crafting improvement project?