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Reaper of Souls Item Sets Illustrated

A fan assembled all six of the class-specific item sets in Reaper of Souls, took pics of them on each gender for each class, and provided views from all angles. It’s quite a useful presentation, and credit to Zeldrin for creating it.

I found it interesting since I’d never actually seen the full sets so clearly. Everyone’s got a few or all of the items from each set, but usually mixed with other gear, some transmogged or vanishing dyed, etc. So here they are, unadulterated and straight from the D3 artist’s tablets to your screen. All the sets (except for Firebird’s, which adds a source) consist of six items: helm, shoulders, chest, gloves, legs, and boots, so visually they are pretty much apples to apples comparisons. So here are Reaper of Souls Item Sets Illustrated:

Barbarian

DiabloWikiLegacy Of Raekor (armory), Barbarian set. Helm, shoulders, chest, gloves, legs, boots.


Crusader

DiabloWikiArmor Of Akkhan (armory), Crusader set. Helm, shoulders, chest, gloves, legs, boots.


Demon Hunter

DiabloWikiEmbodiment of the Marauder (armory), Demon Hunter set. Helm, shoulders, chest, gloves, legs, boots.


Monk

DiabloWikiRaiment of a Thousand Storms (armory), Monk set. Helm, shoulders, chest, gloves, legs, boots.


Witch Doctor

DiabloWikiHelltooth Harness (armory), Witch Doctor set. Helm, shoulders, chest, gloves, legs, boots. (This set apparently lacks the light weight and flexibility of the huge slabs of unrefined steel that the other classes have strapped to their bodies, as both of these weary medical professionals are bent double beneath the weight of their assorted shark teeth, baboon femurs, and coconut shells.)


Wizard

DiabloWikiFirebird’s Finery (armory), Wizard set. Helm, shoulders, chest, gloves, source, legs, boots. (Firebird’s has a seventh item, a Source, which is the only difference in the slots filled by these sets.)


Diablo 3 “Gear Sets”

This whole presentation reminds me of the hot (pre-game) topic of DiabloWikiGear Sets. We’ve got a big wiki article about them, and “Gear Sets” was a regular news category from 2010-2012, with 29 news items so categorized.

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How Diablo 3 Auction House Botters Got Rich

news-d3ah-botters-richFascinating and very long article by a self-confessed Diablo 3 Auction House botter, talking about how he made over 100k Euros in a year, entirely through buying low and selling high on the AH and RMAH. The article is huge and goes into great detail about everything, including the scripts he used, the multiple machines he had running, and how easy it was to avoid Blizzard’s very lacking anti-botting measures.

The botter’s first attempts were by using a very simple script to scan Auction House listings, one item at a time, and automatically buy ones with stats that exceeded his set parameters, and with a price below his maximum value. This required him to know which items were powerful, what the best stats on them were, how much they’d sell for on the RMAH, etc. It took a lot of work and daily updates to the search scripts, but with millions of players using the AH, many of them without a clue about the actual value of their items, it was shooting fish in a barrel.

I remember in these months I used to search a lot for rare rings or rare amulets. What still comes to my mind is a criteria searching for rare amulets with more than 7 critical hit chance and more than 50 critical hit damage and buying any that cost below 1 or 2 million gold. I sold amulets with these criteria on the RMAH (Real Money Auction House), for tens and sometimes even 100+ euros. Stuff like 7+ crit chance, 50+ crit damage and a high main stat like strength or intelligence + vitality was considered pretty good back then. Trifectas ( crit chance + crit damage + increased attack speed) was even more rare and expensive.

Another popular thing I remember botting the old fashioned way was Chantodo’s force wizard sources. These were great because almost no one seemed to know that the property “Arcane power on critical hit” was actually rare and very valuable. So you could just adjust your bot to search for chantodo’s force sources with arcane power on crit and above a specific damage, choose the minimum price under which the bot would buy any item it found, and you were good to go.

That was the very earliest version of the system, which was active in late 2012. The technology was quickly improved and with better coding his bot became able to search many types of items at once, all with different selected stats and minimum values in them, with different pricing criteria, and he figured ways to keep it refreshing constantly, so it would scan literally every single gold item sale that appeared within seconds of it going on the market.

On January 1st I started selling those sweet sweet presents. And the results were staggering. The money started flowing in immediately. Before, I was searching for 1 variation of 1 single item, for example any Mempo of Twilight with Critical Hit Chance, below the price of 1 million gold. Now, I could search for 100 different variations of Mempo of Twilight, plus hundreds of variations of all other worthwhile items. In the first days though, I only had one bot account, which I was using to bot some legendary items in the “armor” category. Even with this small sample of all possible items though, it was soon obvious to me that I had to buy a very powerful PC which could run more than 1 diablo window, and would also search the Auction House which much higher FPS (Frames per second).

He also made a fortune buying items that people mislisted in gold instead of RMT. That seems impossible, but the article has literally dozens of screenshots of spectacular items listed at 150 or 200 gold, when clearly the seller meant to list them at those prices… in EUROS! And no, the conversion rate of Diablo 3 gold to real money wasn’t exactly 1-to-1…

First I bought one more account and started using 2 accounts which were botting for legendary Armor. Why another one botting the same subset of items? Take another look at the screenshots above.

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Wyatt Cheng on Diablo 3 Combat and Healing Changes

Posted 28 Sep 2013 by

Wyatt Cheng followed up yesterday’s article about the Pace of Diablo 3 Combat with a couple of detailed replies, answering various player questions/concerns and sharing more about the Diablo 3 combat and healing changes we’re going to see in Reaper of Souls.

Hi guys, I’ve seen some great feedback so far. Let me answer a few questions and address some concerns.

Regarding the existing monster affixes. We’ll be keeping an eye on these. For example, DiabloWikiReflects Damage internally has been changed to a flat amount rather than a percentage. I don’t know if it’s going to ship this way but that’s the current internal version.

If we don’t want a game defined by one-shot deaths, then we can’t have damage that is defined by its burstiness. Some people have suggested that the solution to making the game more tactical is to make all mechanics 100% avoidable. This sounds good on paper but unfortunately doesn’t address one-shot deaths. What we want to do is avoid the extremes. Maybe in one case you can avoid all of the damage, but in another case “good play” means you avoid half of the damage. Having a broad spectrum of attacks with varying degrees of avoidability means both combat decisions and gear matter.

Click through for much more from this long and info-rich post.

There have been some concerns that we’ll swing back to the extremes of hyper-defensives builds such as when the game first came out. This is not the intention. As DrothVader pointed out, there’s a middle ground here where you’re able to gear and play offensively, but you still have to concern yourself with the dangerous affixes and other mechanics.

A clarification: When I said “After we pull in the rate of healing, next we analyze the patterns in which monsters deal damage” I meant those as steps in the development process. Sorry for the confusion. I didn’t mean for a moment that we were going to release in between those two steps. As TheTruth posits, this is an iterative process. There are actually MANY steps involved, those are just the first two. We’re changing a lot of things and we’ll do a lot of testing of the whole package before putting it all live.

I also share ComposMentis’ concerns that although we’re trying to adjust how combat feels, we should make sure the result isn’t a game that feels slow. Diablo is still an action RPG. As Bomdanil says, there’s still a lot of room to “hack and slash through endless piles of monsters”. Creating room for players to mitigate incoming damage through smart play is not mutually exclusive with being able to blow them up at a fast pace. A few people have jumped to the conclusion that tactical = slow, or created a false dilemna between “fast paced action RPG” and “strategic prolonged tactical combat”. There are more possibilities than this. The goal is a game where the combat can still be very fast, and you are mowing down enemies, but you also get to make quick decisions about when to use a CC ability, when to pop a defensive ability or who to prioritize as a target. These are tactical decisions that don’t detract from a fast pace.

I want to thank everybody for the really solid and constructive discussion. It’s good to see so many thoughtful posts. I can’t realistically respond to everything (such as the suggested modified damage model or some of the potion ideas) but I do appreciate that so many people put effort into stating their reasons and opinions clearly.

With the new emphasis on life on hit to stay alive, any word of returning some nerfed proc coefficients …
Wyatt Cheng: We’ll be doing a detailed tuning pass on all DiabloWikiproc coefficients so DiabloWikiLife On Hit and other effects work reliably across all skills. No single skill becomes the mandatory “go-to” because it’s the only one that provides enough LoH to survive. Similarly we will ensure no skill’s proc coefficient is too low to sustain you.

Rather than looking at things as buffs and nerfs to proc coefficients, think of it as the proc coefficients of skills being on equal footing with one another and the damage and healing of monsters is tuned against this baseline.

This all comes in a suite with other game changes, so even with the detail we’ve seen from the datamined skills and items, we players are evaluating it with very incomplete insight. One thing to note on the early stuff; as far as we can tell especially from the skill changes, DiabloWikiLife Steal is going to be almost eliminated in Reaper of Souls. Almost all skills that provide it are changing to LoH, or Life % of total, or Life from Spirit/Fury spent, or flat bonuses modified by your DiabloWikiHGHB, or etc. Presumably Life Steal will not be found on items any more either… which goes nicely with their changing Reflects Damage to a flat value rather than a % based as we see today.

Thoughts on the other changes hinted at by Wyatt’s communications? Part One from him was here, if you missed it.


Tagged As: | Categories: Bosses, Items, Loot 2.0, Reaper of Souls, Wyatt Cheng