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Loot Data for 111 Elite Kills in Act 3 Inferno

Loot Data for 111 Elite Kills in Inferno submitted by derick.

With the release of the new patch this week I wanted to get a better understanding of the drop rate of items, and how and if magic find affected it.

After getting 5 NV stacks I began taking screenshots right after an elite kill, and of every identified item. I spent around 11 hours (with a few breaks) across wed-fri running Act 3 on Inferno by myself and with 1 or 2 friends.

We killed elites all across the Act, and all had similar magic find gear, and would swap it out every time we could before the kill, being unable to do so only a few times across the 111 kills I tracked. Across these kills I recorded receiving 232 rare (yellow) items, and have recorded their details here:

https://docs.google.com/spreadsheet/ccc?key=0AjZShULpMOMwdGlPVTBtcGRwNTlsMDZPMGp6M003cGc

Some notes about the data: there were 2 instances I believe where my machine took the screenshot showing all items on the ground, but for whatever reason did not get screenshots of the identified items, I have indicated their level and name in the spreadsheet, but do not recall the exact stats, other than remembering that they fit the mold of the rest of the drops (lousy). Also for weapons I did not record elemental damage since it is factored in to the total DPS.

High level Points:
  • Sample size is not enormous, but is reasonably sized so trends should hopefully be apparent
  • Unfortunately I don't have control data to compare against prior to 1.03
  • Item Levels of the loot were pretty close to Blizzard's advertised rates
  • Going from 101 to 338 Magic Find only minimally improved the quantity of rares received per elite kill (0.39 more rares per elite)
  • Magic Find did not seem to affect the average item level of items received (should it? I was never clear on this point)
  • Nearly all of the items I found were bad and would sell for very little on the AH. Critics would say this is a sequence of bad random rolls, but after this many kills and 11 hours playing I would expect to see at least a few exceptional items
  • Weapons rolled very low DPS, 1-handers maxed at 794 DPS, the average DPS was 316.8, 2-handers maxed at 914 with an average of 442 DPS. A quick AH survey shows 1-handers capping at nearly 1300 DPS and 2-handers at 1553 DPS. I did not track blues, but I did look at them and they never had higher DPS than the rares I received.
  • Armor was exceptionally bad, I didn't get a single item that had a primary stat, vitality, and all resist on it
  • Don't bother farming Inferno Act 3 until they fix this?

More analysis is on the Analysis sheet of the above link, I tried pasting here and the formatting just didn't work out.

Suggestions: 

  • Be more open with exactly how magic find works, at least currently it does not seem to increase the rare quantity by the amount it claims to, and does not affect item level (based on the sample size I have)
  • Higher item level items should not be able to roll really low stat values that match item levels in the 50s.. give them a minimum value stat roll and an improved chance of rolling 'good' stat combinations (seehttp://img651.imageshack.us/img651/2/screenshot303z.jpg for an example of what is not useful, and actually pretty insulting on an ilevel 63 item)
  • (Misc) Bosses should give an NV stack, or at the very least refresh the stack's timer
  • (Misc) Please don't rush patches out the door without code reviews and regression tests on critical sections such as loot drop rates and stat rolls. Your customers have and are spending a lot of their precious leisure hours chasing after items that don't seem to be able to drop.

Thanks for reading!
Read More... Loot Data for 111 Elite Kills in Act 3 Inferno

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Inferno Act 1 Farming Guide

Here is another Inferno Act 1 Farming Guide submitted by ND.

Description: A1 is fine for farming, it's fast and can drop the big ticket items, just a lot of time farming is necessary. In the past 2 days I've had 2 5mil drops in act 1, very decent for about 10 hours farming.
  1. Port to northern highlands, check for the Watchtower dungeon along the NW wall of the zone (it's small, takes maybe 10s). If it's not there, remake. If it's there, clear it for 1-5 stacks.

    I anticipate the number of packs here will be nerfed soon, though often times I just find 1 pack. Additionally I find the dungeon has about a 60% spawn rate.
  2. Check northern highlands (small area, 0-2 packs).
  3. Run to the hunting grounds (small area, 0-1 packs). it's NE of the highlands 100% of the time.
  4. Run to Leorics courtyard (small area, 0-2 packs) it's NW of the hunting grounds 100% of the time.
  5. Check cemetary dungeons, I kill one pack per dungeon and then port out and go to the next cemetary dungeon. The reason for this is that each dungeon can spawn 1-2 packs but it's rarely 2 and sometimes they can be quite large areas, not worth the time to clear them totally.
  6. Festering woods - clear the 2 dungeons there for 2 more packs, kill packs that are out in the general area if you come across them. I usually find 1, but the range I believe is 0-2 in the general area.
  7. Halls levels 1, 2, then the jail area (still deciding if this run through is worth it, it takes time but you usually find 1), then halls level 3 and butcher.
Rinse repeat. I do it in about a half hour or shorter if I remain focused. I'm a barb running a normal sword and board build with sprint for faster clearing. I ignore normal mobs unless there's a huge pack then I kill them for fun.
Read More... Inferno Act 1 Farming Guide

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Blizzard Answers Questions from the Community

Blizzard Blue Tracker: June 22, 2012

1) Champion packs over Bosses – I understand why you want to push people to fight champion packs. In Diablo 2 they were almost entirely avoided for the sake of getting to the bosses faster for better loot. However you must realize that MANY people find boss fights more entertaining? It also goes against the logic of some random monster is more dangerous than the greatest battle commander in all of the burning hells! Why is blizzard adamant that players avoid bosses and fight champion mobs when the outcry (for the most part) is the opposite?


Ideally, we'd like both Champion packs and bosses to be satisfying. It's a tricky balance to get right, though, when you consider that a) player's gear is always improving, b) new builds and techniques are being discovered pretty regularly, and c) Champion packs are random and bosses are predictable. 

In general, random content (i.e. Champion packs) tends to be more enjoyable over the long-haul because it helps to ease off some of the repetition -- not just in terms of what you're fighting and how you're fighting it, but also in terms of seeing different environments, dungeons, and events. Predictable content (i.e. bosses) usually doesn't have that same appeal, at least not for everyone. Not only does the environment remain the same for boss fights, but strategies can be optimized and practiced to the point of efficiency, which often makes killing bosses the path of least resistance to the greater reward. Unfortunately, in the case of bosses, following the path of least resistance can sometimes result in gameplay feeling too repetitive.

Pre-patch 1.0.3, getting a 5 stack of Nephalem Valor, doing a boss, and then resetting the game and repeating the process was considered to be most optimal. This is probably more interesting than simply doing boss runs only, but we wanted to get players out into the world and exploring more of the Acts. To encourage that, we moved some of the reward from bosses to packs. We're pretty happy with the results of this change, but we're also concerned that players appear to be skipping bosses completely, so it's possible we went too far. Again, it's a delicate balance. 

Right now, we're keeping a close eye on how players are adapting in-game to the change as well as continuously reading your feedback online.

2) Valor buff. Diablo 3 was advertised as having a wide variety of skills that can be swapped in and out at any time, even in battle (with a small delay for use). This allowed greater variety in the abilities that champion mobs could have and provide greater challenges for the player. You also then provided a Valor buff that is supposed to encourage players to kill more champion packs. But oddly you choose to have the valor buffs be removed if the player changes their skills (or even moves a skill on the hot bar from one position to another). This goes against the entire design of the buff and the goal of having players kill as many champion packs as possible, Why was this decision made and with what logic?


This was actually a decision we made based off player feedback. On the one hand, there's a lot of enjoyment in being able to swap your skills at will and tailor your builds to the environment around you. On the other, there’s also gameplay to finding a build that really works for you in a variety of situations. 

During beta, we received a lot of feedback from players who wanted to be able to swap skills any time. We also had a large number of players who wanted to have a sense of their characters "build," or some sort of build identity -- especially at later levels. We understood both points of view, so with Nephalem Valor you can still swap a skill out at any time, but there is a penalty for doing so (i.e. losing your stack). 

As sort of an aside, we know that it can be SUPER frustrating for players who use Elective Mode to lose an NV stack due to a poorly-placed click near your Skill bar. Because of this, we're looking to add an action bar lock for Elective Mode in an upcoming patch. 

3) The IAS nerf was handled poorly in my opinion. I completely understand WHY the nerf was needed and probably agree with the logic that it needed to be changed. However HOW it was handled was a dropped ball. I believe that the best way to handle the situation was to bring in either diminishing returns or a hard cap (like run speed) that a player cannot go over. This allows people to still gain value from their RMAH purchases without feeling ripped off and also discourages people from stacking the stat over other stats which you want to be a greater focus for the character. It also maintains value in the IAS items for future sales. Why was the IAS nerf not handled in this manner?


When we posted the Patch 1.0.3 Preview, we actually mentioned that we were considering several options to address IAS. Here's the actual quote from the blog, just for context: 

    There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing.


As you can see, diminishing returns were on the table. If you look at the blog comments, though, some players said they liked the idea of diminishing returns while others said liked reducing the stat value instead. In the end, we felt that hidden diminishing returns might have made you feel better about your items, but that it addresses the issue with IAS in a much "sneakier" way. Feedback already told us that players disliked hidden modifiers, and we were concerned that diminishing returns would make the gearing process more complicated. 

It was a complicated situation, and there were pros and cons to both solutions (as noted above). As a result, it was a difficult decision to make, but we opted for the more direct, upfront approach of just reducing the stat value. 

4) lackluster skills. Nether tentacles. Fix, bug, nerf or whatever you want to call it was probably deserved and required. However I have a design question based around the outcome of this change. If a skill is changed, updated or fixed to a point where not a single player wants to use that skill anymore wouldn’t that be a bad change or too drastic? Will further skill changes(give wiz tornadoes love) be in the near future to give people more options than just pick the next best skill available?(my hopes are to have several options of equal strength, currently I don’t feel that way with the DH setup)


We're planning on doing a lot of skill tuning in patch 1.0.4. We're also planning on explaining/previewing those changes in a developer blog in the near future.

5) The pots/breakables Magic find nerf. It seems from the players standpoint that this is an odd change. Nobody that I saw was complaining about having to put on magic gear to maximize their chances and opportunities with pots and breakables. Yet the reasoning given was that you felt it was unfun for the players. Can you elaborate a bit more on this as I feel the players think differently.


After reviewing all the feedback we received following this change, we'd like to add items back onto breakables as well as allow Magic Find to affect those drops. That said, the issues that motivated those changes still exist, so we want to make sure that when/if we do revise those changes, it doesn't result in us being right back where we started. We don't want players avoiding monsters altogether in favor of farming breakables, and we don't want players feeling like they need to always switch to their Magic Find set before opening Resplendent Chests and other environment objects. I don't have an ETA to share right now for when those changes might be made.



6) Stat stacking. It was mentioned that blizzard does not want players to stack stats in a way that they feel it is a must skill over the base stats such as Dex or Str or Vit. If that is true, why do barbarians and monks (and probably everyone else now after the current changes) have to stack resist all up to ridiculous levels just in order to survive?


I can't recall who said this, or where it was said, but that's not our current philosophy. If players want to stack other stats over Dex/Str/Int/Vit/etc, or feel as though they need to in order to get the most of out their game time, then that's okay. 

If you feel as though the current stat model isn't ideal, then please let us know -- and provide alternative solutions if you're able!

7) IAS Side effects. The IAS nerf has had a few side effects which I am not sure were considered in the process. Monks and some barb builds relied on IAS to provide adequate healing through either leech or on hit healing abilities. However with the IAS nerf many are finding that this is no longer a viable path. Is there anything being done internally to consider this unintended consequence?


Actually, it was quite the opposite. This was one of the main reasons for the IAS nerf. In fact, if it wan't for those additional side effects, and only about DPS, we likely wouldn't have changed IAS at all. 

Again, as stated in the Patch 1.0.3 Preview:

    While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options.


Here's the link again: http://us.battle.net/d3/en/blog/6262208/

8) The repair cost increase I believe is also a fair change; however the unfair part of this change was to the wear and tear of doing battle. Now I know that it has already been stated that this is being looked at for an update, are you able to share any reduction values or ranges that are being considered internally? (ex. 50%, 75%...)


I've mentioned this in other threads already, but we agree with you and we're looking at reducing the durability hit you take from normal wear-and-tear. No values to share at this time, though. 

06/21/2012 07:02 AMPosted by Gremble
9) Who are you kidding, all the WD re-rolled Barb or DH already!


See response to #4. 

10) Boss over tuning. In the recent patch there was significant changes done to some boss fights. However there appears to be a bit of over tuning done in a few cases (in others much needed difficulty improvements). In two cases, Seigebreaker and Cydea however there appears to be a bit of excess difficulty added to the point that in most cases the fights are impossible(for some classes). In seigebreakers case the addition of dmg reflect with a short enrage timer makes him quite the fight to handle on ones own. Cydea has had her little spiders amped up in an insidious way where they spread out and virtually refuse to attack or follow the player unless he/she goes near them. This causes the player to have to fight through them to get back to cydea, however once enough spiders are killed cydea auto jumps off the screen and spawns more spiders. Essentially making the fight a burn her down before she jumps or you lose fight. Are any hot fixes or minor updates being planed to fine tune these updates or do you feel that the current difficulty is appropriate?


I just asked Wyatt Cheng this question and his response was (and I quote): "Bosses are exciting punctuation marks in your Champion and Rare pack wasteland."

I'll be honest and say that I'm not entirely sure what that means, but I'll follow up with him a little later once he's feeling a little less Mad Max and get back to you. :P

06/21/2012 06:08 AMPosted by Tealeaves
11) Favourite snack while playing? I love me some fuzzy peaches


Lylirra: Beef Jerky
Bashiok: Beef Jerky
Zarhym: Beef Jerky
Wyatt: Beef Jerky

If you're a jerky fan like us, I highly recommend Alien Fresh Jerky (especially their Whiskey Jerky) and Smoked Meats. 

12) The quitters. Many of my friends who played the game have found the recent patch changes to create an unfun atmosphere within the game. They have recently stopped playing entirely in some cases and in others have become frustrated and play much less. While I respect that this is “your game” and you will present the vision that your team has come up with. Are any considerations being made to the players who recently disliked the changes?


We're definitely taking all feedback into consideration. In addition to that, we're already planning to make some changes based on that feedback. 

13) GAH. 13 is my lucky number so this will be the last question. Due to the recent changes and increase cost of playing the game (gold wise) players have to maximize their income to offset these changes. One of the major ways players make money is through the gold auction house. Is there any consideration being made to increasing the limit of 10 items per account that can be up for sale to help compensate for this increase in costs?


No plans at this time.


Also about low loot drop chance in Act 3:


I unfortunately don't have any specifics to share just yet, but we agree they are low and are looking at adjusting them. We should have more details early next week.



Read More... Blizzard Answers Questions from the Community

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Diablo 3 Item Primer

Diablo 3 Item Primer submitted by Delphic.

After seeing quite a few people worried and confused about the stat changes to Attack Speed and possible future changes, I decided to write up this summary of how items work in Diablo 3.

The important thing to know about items is based on the following three terms:

  • Item - What the item is, as well as its iLvl. This is also where base damage and base armor are stored. If you look at the white version of an item, you can see its base values. Item type also determines what affixes an item can get.
  • Affix - Called properties in the crafting window. Blue almost always 1-3 of these. Rare always have 4-6 of these. They are things like "of Pain", "of the Lion" and "Cruel". In addition to primary affixes, there are secondary affixes with lower stats, this is why rings have half the stats of amulets.
  • Mods - Affixes are actually a collection of one or more mods. For example, there is a +Dex mod. There is also a +Dex affix that has only a +Dex mod associated with it. There is however a +Dex/Vit affix which has 2 mods associated with it, one for +Dex and one for +Vit. Basically, a mod is always only one additional thing where is an affix can be a grouping of things.
Since legendaries can have stats outside the range of normal items there Legendary Affixes and Mods that go outside the range and restrictions of the normal ones that rares can get.

Here's how an item is built when it drops. Some of this is informed guessing so if you know that it works differently for certain, please feel free to correct me. I will be using gloves here as an example because it is a relatively simple item to work with.
  • Step 1: An item type is chosen randomly based on the iLvl drop range and chances of the area. This includes both the category of item (gloves in this example) and the item type (name and iLvl). So if the game has decided to drop a pair of gloves it would then choose which gloves to drop out of all possible gloves in iLvl range 50-63 (assuming inferno act 1)
    • All possible gloves: http://us.battle.net/d3/en/item/gloves/#type=common
    • Stats determined so far: iLvl, Base Armor (the lowest armor value in the range on the link above), possible affixes
    • If you look at the crafted items you'll notice they have a single armor value instead of a range, this is the base armor value.
  • Step 2: Now the magical nature of the item is determined. This is the part where your magic find comes in. A calculation happens and the item either stays white, becomes magic (blue), rare (yellow) or legendary (orange). The higher your Magic Find value, the higher chance of the item to drop as magic/rare/legendary.
    • If the item is white, it gets an armor bonus or some of the static bonuses such as "balanced" attack speed bonuses that white items occasionally get.
    • If the item is blue, it gets assigned 1-3 affixes randomly based on iLvl. The iLvl of the item is the maximum level of the Affixes assigned to it. Affixes are likely weighted that it is more likely to get a Affix level closer to the iLvl.
    • If the item is rare, it gets assigned 4-6 affixes randomly based on iLvl. The iLvl of the item is the maximum level of the Affixes assigned to it. Affixes are likely weighted that it is more likely to get a Affix level closer to the iLvl. Ilvl also affects how many affixes an item gets (higher iLvl items can have more affixes).
    • If the item matches a base item of a Legendary (all legendaries have a white item that they are based on) then the appropriate static and random affixes are assigned to it.
    • Affixes are restricted by item type.
    • Stats determined so far: What the item will have a bonus to, but not how much.
    • For our example, lets say a pair of iLvl 61 gloves has dropped with 4 affixes chosen as follows: Dex, VitDex, Haste (Attack Speed), DR (Armor)
  • Step 3: Once the item has had its affixes chosen, the mods that belong to those affixes are applied, randomized and combined
    • Dex affix for iLvl 61 has a range of 130-149
    • DexVit affix for iLvl 61 has a range of 39-124 for the Dex mod abd 39-124 for the Vit mod
    • Haste (Attack Speed) affix for iLvl 61 has a range of 6%-7% for the attack speed bonus mod
    • DR (Armor) affix for iLvl 61 has a range of 286-322 for armor bonus mod
    • Stats determined so far: All
  • Step 4: Mods are combined into a single value
    • Total +Dex range becomes 169-273 which is a combination of two separate random rolls, one from the Dex and one from the DexVit affixes
Primer continued after the page break..

Whew! That's a lot of random number generation. Fun fact, each unique item also has a "seed" value which is used to calculate each random value.
So now you're probably going. Okay, so what does this have to do with blizzard changing items? Here's the breakdown:
  • When Blizzard nerfed attack speed, they reduced the range of possible attack speed bonuses on the Haste and HasteSecondary affixes. Quivers have a "built in" attack speed bonus similar to armor or damage which was not affected. This is the same reason you can't search for items by armor/damage/attack speed (for quivers) on the auction house. This may have also caused the haste value to be "re-rolled", so if before the range was 14-15 and you had a 15 the range may now be 6-7 and you may have a 6. If this were any other stat with a larger range I'm sure they would not be able to have made this change so quickly/easily.
  • When Blizzard improves legendary items they will likely make a number of changes. Remember that legendaries have a different set of affixes that they chose from for their "special" stats and also have a normal set of affixes too. http://us.battle.net/d3/en/item/stone-gauntlets has a few static, a few random special and a few normal affixes. What will likely happen is that blizzard will do one of the following:
    • If they chose to change the range of existing special affixes then those item values will be re-rolled affecting older items. This likely won't happen. Instead they will likely:
    • Change the "blueprint" of legendaries to use new better special affixes. Any new legendaries that drop will use these new better special affixes which may have a different set of mods or a higher range of them. Old items will not be affected as they will still have the old affixes assigned to them.
    • Change the "blueprint" of legendaries to have additional special or normal affixes. Any new legendaries that drop will have these additional special/normal affixes. Old item will not be affected as they have already been generated.
As you can see Blizzard doesn't really have control over existing items because which affixes were assigned to them and the range of values on those affixes is based on their seed value. Any change to these may re-roll the item and ruin it. They have to be very careful with item changes for this reason. They can change the "blueprint" of an item, but that only affects new items that drop because once an item is created it's very difficult to modify an entire database of items and add affixes to it without changing the previous affixes and possibly forcing the item to re-roll its values (possibly ruining it).

This is a bit complex, I know, but I figured the insight would be helpful for people trying to understand how the Diablo item system really works. Hope you enjoy the read.

Additional Notes:

  • You can only have one affix of each type per item. There are also likely other limitations that I'm not aware of.
  • All 2 stat affixes such as DexVit, IntStr, etc... are actually one affix so you can only have one of these
  • Affixes levels are "up to" the iLvl of the item and are likely weighted to be closer to the iLvl but not necessarily at it
Read More... Diablo 3 Item Primer

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Inferno Melee Wizard Critical Mass Build

Inferno Melee Wizard Critical Mass Build submitted by beirtec.
Video:

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Monk Inferno Act 2 - 4 Guide

Monk Inferno Act 2 - 4 Guide submitted by Nm.

Build: http://us.battle.net/d3/en/calculator/monk#biXgYh!ZXU!ZZbaca

Also check out his Monk Inferno Act 1 Farming Guide.

Note: Turn up your volume because the sound is a bit tough to hear.

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Monk Guide - Farming Act 1 - Preparing for Acts 2 - 4

Monk Guide - Farming Act 1 - Preparing for Acts 2 - 4 submitted by Nm.

Read More... Monk Guide - Farming Act 1 - Preparing for Acts 2 - 4

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