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What's with the silly high numbers?
I thought it was silly already in D2 when enemy hit points could reach several hundred thousand.
This is usually only a problem with games that have had several expansions and patches, kinda worrying how the vanilla state already has such number inflation.
I'm wondering if a bit of sniffing around the bradygames site would result in the full guide.
Since experience has been the mistress of whoever has written well, I take her as my mistress, and to her on all points make my appeal. -DaVinci
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They do and naturally modifiers scale exponentially as well. Not only does the weapon damage and damage affixes go higher, but other slots of gear give more juice as well. Highest single primary stat modifier can go as high as 200 per piece. One slot alone can give you triple weapon damage and possibly takes it even further with AS and crit modifiers.
Several hundred % weapon damage per cycle, several cycles per second, close to or even over 10k weapon damages (depending of choice) and crit and crit damage modifiers and top that with all damage modifiers. That's easily several hundreds of thousands damage per second when you add in the group synergies.
Blizzard sure did let the math nerds loose. Probably same folk who designed 25man HM Lich King.
I like it. You really need to design and fine tune your character if you want to get **** done in inferno.
Last edited by Karpalo; 04-05-2012 at 22:24.
i agree with this. the base weapon dmg for azurewrath is (122-166)-(286-294) and the big number is after the ed%
if its anything like d2 it should be something like that.
late hell gear and inferno gear should add a buttload of stats though. there are crafted items that are around level 25 adding 50-60+ stats so im guessing the high level stuff are gonna be pretty awesome
Since experience has been the mistress of whoever has written well, I take her as my mistress, and to her on all points make my appeal. -DaVinci
[SIGPIC][/SIGPIC]
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