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anyone else have any thoughts about the attack speed on items?
the attack per second is now listed on the item tooltip (i like that twist - the lower the number, the slower. too used to WoW), which isn't a problem for me (though i'd still prefer the old school "slow", "fast", "very fast", etc), but i'm wondering, are the attack speeds standard for the respective weapon?
i.e. does an axe that has 1.2 attack speed have that attack speed for every class? if i remember correctly, the classes in d2 had different speeds for the same weapon and certain weapons had different IAS effects.
I'm hoping they keep this the same to add some strategy/thought to equipping your character or runing or trading, etc.
How could someone prefer the vague and meaningless "fast", which doesn't even mean the same thing across characters, and might not even change with a shael, to a quantitative system where you always know exactly how fast your weapon is?
As to your question, we're a long way from knowing, and I wouldn't be surprised if Blizz hasn't decided how it all works yet.
The inclusion of an APS stat on the weapon itself makes me wonder if the breakpoint system (and EIAS v. IAS) is still in place. While the video is not definitive either way, I suspect we might be moving to a linear system, where x% IAS really is an x% increase (i.e., 200% IAS with those axes would give you 1.2*2 = 2.4 APS). I also wonder if IAS from other equipment will be reflected in the APS number on the weapons.
i hope that different classes use different attack speeds though, to stop everyone from using 1 or 2 specific weapons, because that would screw up the economy alot. i also hope they use a model that doesnt use break points (dont know if its even possible), because it was annoying to have to figure out if that sheal would actually do something or not.
I also like the idea of stronger chars having faster attack speeds and that removing fixed percentages is a bad idea. I'm maybe a tiny pit pessimestic that this 'dumbing down' will spill over into other aspects of the game'. Then again, attack speeds and stuff might not be fully decided yet.
Makes sense that the stronger a character is the more easily and faster they'd be able to wield a weapon.
but how would they impliment something like this for casters to make classes (the oh so dreaded) balanced? Increased energy would equal more magic damage?
also, I liked the fpa/breakpoint system cuz it made me actually think about what gear i needed. In games like WoW, you can just stack the same bonus stats, cuz almost every item for your class has the same stats. In D2, if you wanted to get full DR or the lowest fpa, you had to compromise something for the most part. I remember always going to http://diablo3.ingame.de/tips/calcs/...p?lang=english to see what equipment i needed to get to X fpa. there was some strategy!
I hope they can somehow keep it that way and not have linear itemization.
but how would they impliment something like this for casters to make classes (the oh so dreaded) balanced? Increased energy would equal more magic damage?
also, I liked the fpa/breakpoint system cuz it made me actually think about what gear i needed. In games like WoW, you can just stack the same bonus stats, cuz almost every item for your class has the same stats. In D2, if you wanted to get full DR or the lowest fpa, you had to compromise something for the most part. I remember always going to http://diablo3.ingame.de/tips/calcs/...p?lang=english to see what equipment i needed to get to X fpa. there was some strategy!
I hope they can somehow keep it that way and not have linear itemization.
Well, even if they don't add my idea, I think a more complex effect of Energy is needed. Did energy do anything besides add mana in D2?