Teiman
5481
By adding another weapon, you could be actually lowering the damage. If one of the two weapons do 15% less damage than the other weapon, adding it will lower the damage. So dont equip a crappy knife on the other hand with your glorious fireaxe. If your best weapon is 1h, adding a great shield with good bonuses seems to do much more for you.
2h i dont know. You lose a slot so is another thing that start gimped and is good only if you have a really good weapon.
This is very early theorycrafting, and I have not tested it yet. Other variables unknom to me can turn this theory in shit.
KevinC
5482
Well, yea, that’s why I don’t equip a crappy dagger. :) In the case of the DH, anyway, I can still equip a quiver in the OH even when using a 2H weapon like a bow, which I thought was interesting.
DeepT
5483
I do not think it averages the damage. We would need someone to log in and run some simple experiment, but if you had two 10 dps weapons I am sure that DPS indicated would be much greater than 11.5 ( 10 dps average * 1.15 ). No I think your DPS would be 20 something. I recall adding a 2nd weapon GREATLY increased my DPS, not just a little bit more.
KevinC
5484
So, I have a L46 DH and I have two Hand Crossbows: The MH is 130.4 DPS, the OH is 128.8 DPS. Neither have an attack speed modifier or a Dex stat on it.
With the MH only equipped, my damage is listed at 1306.66 (1.82 attacks per second)
With both equipped, my damage is listed at 1470.45 (2.06 attacks per second)
With an OH quiver (64 dex, 1.5% crit chance, 10% attack speed), my damage results in 1562.89DPS (1.98 attacks per second - why isn’t this 1.92 APS?)
Not trying to conclude anything with that, just throwing some raw numbers out there with what I have on-hand.
I think in terms of your damage per second vs a harder hitting weapon, you just look at that damage value below your stats on your character sheet. Does dropping both 1h swords to equip this new rare 2h hammer make that number go up? Then ALL your skills will do more damage when you have that on.
That number is some sort of magic number (it’s not necessarily DPS I don’t believe) that is basically what your skills are firing from. The easier way (I’d think) to check is to use a single hit skill like Magic Missle and see if you just did 120% or whatever of that listed value. But I’m pretty sure that’s how it works.
Oh, well, in that case, I disagree with you. :) I think it’s more fun that the most challenging bits in the game come from random enemies and not the named bosses you see every play through, personally.
Yep. The named bosses come up at the same time every playthrough. You can easily customize your build before attacking. Their attacks don’t change, and assuming you’re sufficiently geared, once you learn what to do and manage to execute it well, there’s little challenge.
That number is some sort of magic number (it’s not necessarily DPS I don’t believe)
Yes, it’s not DPS, but weapon damage, ie the base x-y damage (plus any elemental/gem damage) per attack.
I’ve no idea how dual wielding works, BTW. I’m just talking about 1H plus shield/mojo vs 2H.
DW attacks alternate between weapons. Dualwielding also provides 15% attack speed. Attack speed affects spell casting and all abilities, not just weapon attacks-- it’s pretty significant.
This has different effects on each class. For example, the wizard’s big hitters are constrained by arcane power regen, not spell-casting speed, and their primary attacks don’t generate their resource. So wizards often use 2H weapons.
Monks, barbarians, and demon-hunters all generate resources through their primary attacks, so they love attack speed.
Witch doctors are much like wizards. Their primary attacks technically consume mana, but they consume less mana than regens in that same time period, so that doesn’t matter. WDs are also resource-constrained, so there’s a larger tradeoff.
blah
5490
…because they were designed that way. It’s not like they couldn’t have made them more random or challenging.
Some of the design decisions are questionable IMO. Yard trash being harder than “bosses” and Legendary items being inferior to Rares being two of the my more prominent issues.
Legendary items aren’t necessarily inferior to rares. They’re just inferior to rares that luckily rolled great affixes.
The game would definitely be improved if each major boss (not just the main act bosses) had 1 ability that picked from a pool of 5 to mix it up a bit.
Also I would love some way to disable white items popping up, or at least a button to instantly destroy/drop all white items in my inventory.
I’m in this camp. Diablo 2 had a ton more variation in loot and that meant boss/champion drops were always a little thrilling. No runes/rune words, no ethereals, no set items (that I know of), blues and rares are never much more than incremental improvements of your base stats. I like the new skill system a lot, but I think this might be the one place it hurts the game: there are fewer ways to improve a character with gear. Skill points meant that even the occasional blue drop could significantly impact your plan. Ethereals meant huge bonuses (or companion fodder) if you could find a way to never swing them.
The drops are very dry in D3.
There are sets, but they appear to drop at the same rate as legendaries, so I haven’t seen one yet. Kind of a bummer, I liked them in D2.
Most of the good stuff in the loot in D2 was added in Lord of Destruction. In vanilla D2, there are no runes or runewords, set items and uniques were far worse than in D3, and rares were by and large the best items in the game, just like in D3.
The reason set items and uniques were especially bad in D2 is because they only went up to normal difficulty, there were no nightmare and hell quality ones until LoD added them in.
Of course they should have learned from this instead of only partially learning from this, but yeah, they should fix it. They have every incentive to, since they really really want to preserve the long term carrot of their game.
You would have to give the bosses random affixes to do this, ruining the feel of the boss. Scripted bosses can be very challenging, but they can never be made as challenging as the unpredictable and over the top nature of some of the champion/elite packs. I kind of like that. For that matter, bosses in D2 were definitely NOT the most challenging things in the game, by far, unless you count Duriel’s lag attack when loading his lair :P
KevinC
5496
I think it can be done, as to why they haven’t, I have no idea.
I’d like to see item stats like “Inflicts 3s of bleeding when stunning an enemy” or “gain % movement speed when snaring an enemy” or stuff like that. I think there is room in the D3 skill system for interesting item stats that make you think of new ways of building your character.
With Rares being the pinnacle of loot and it all being generated by random affixes, hopefully this is something they can address as time goes on (especially when they want continual AH traffic). Right now, I have to agree, the items are really dry. That came as a pretty big surprise to me, since the items are a pretty big part of these games.
Witch doctors are much like wizards. Their primary attacks technically consume mana, but they consume less mana than regens in that same time period, so that doesn’t matter. WDs are also resource-constrained, so there’s a larger tradeoff.
Yes, and there’s also the issue that, at least in higher difficulties, builds tend to be based on maximising the use of non-primary damage/CC abilities, which are (ordinarily) mana-depletive. The 1H/2H thing is really a question about maximising the sustainable damage of abilities like Firebats or Haunt (and their Wizard equivalents), not spammable attacks like darts or firebomb.
Yeah, I would introduce variety and challenge in Inferno - not just with elite/champion packs - but to bosses as well. But wait until Inferno - and let Normal through Hell be scripted, because it’s better balanced there already. I don’t think it makes sense to trivialise bosses. But I’d add a lot more thought into doing it than just spamming random attributes with no sense of fair combinations. That’s just lazy design.
That’s a typical overreaction to past issues with past games.
Exactly like they’ve overreacted when dealing with loot design and the skill system.
It’s like there’s only two ways to do it, the D2 way or the opposite.
But I don’t want the D2 way - because it’s old and flawed.
I’d rather they understood what was wrong, rather than change what didn’t work into something else that doesn’t work.
Unless, of course, you agree with how they’ve designed loot and the end-game being about elite/champion packs exclusively.
Joe_M
5499
Inferno bosses are anything but trivial. I’m not sure what game you’re playing, or if this is just random musing based on watching some skillful kids play D3 on youtube.
How did you get from “assuming you’re sufficiently geared, once you learn what to do and manage to execute it well, there’s little challenge” to “trivial”?