M2017 Bugs&Feedback

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boogoogoo
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Potatoes wrote:How can you complete quest 2 act 3? I couldn't find the Blade anywhere?

This is a bug (not always happens). You should reroll map to fix this.
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Rishab
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Potatoes wrote:Sometimes I reveal map in act1 and get error?

We need more details, r u using any 3rd party software? D2se? Launcher? D2video settings? Windows version? Diablo version?
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Serge91
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L H wrote:
Dude Love wrote:It's still a multihitting skill (like most AoE skills), I don't really see the point behind cluttering the icons/descriptions of skills that kind of multihit ad infinitum -- don't we already have descriptions for the ones that might need a definite count? (Parasite, Cascade, not a definite number but a concise enough description for Fragmentation Shot/Laughing Ghost...)


It makes it easier for new players, as mentioned, to understand the skill that they're using. You're not gonna go try to make a WDM proc on striking build like a Nimmen Treewarden by using some oskill that you thought hit more frequently, only to find out it doesn't, ya know? My main reason for bringing it up is because some skills have it and some don't. ATMG for example has its own line that says "fires at rate of xxx" or whatever. If tantrum doesn't (not sure), then it should say "hits xxx per second in the cloud" etc for all other skills. It's a small line of text, won't take up much space, and will help clarify things.

Gorefest (the reason for me writing this because Im basing a build on this skill) simply says 25% WDM and the duration, but doesn't say anything else about how many times it hits. If a new player saw the skill and didn't know it multihit, he might never use it.

Edit: It's just feedback. You don't have to like it.


I completely agree with you.

But i think it would be clearer even for new players like me if the character screen show the DPS instead of the flat damage of the skill used. This way, multihitting skills that hits more times per cast (which can be 2 or more in a second) can be really compared to other skills non-multihitting but maybe faster to cast.
Dunno if this change is somewhat hard to implement in the game tho.
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suchbalance
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It's impossible to implement. Also working out real DPS and # of hits of skills is really not a straightforward process at all and can vary depending on what you are attacking. And even then it will never be 100% accurate because you cannot estimate the collision sequence of moving targets and there are very few immobile monsters.

However one idea I've been toying around with is to have different types of "training dummies" on some easily accessible map with a known, static, hp value and a partitioned health bar on which people can then for example time "how long it took to reduce HP by 1 bar or 2 bars" etc.
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Tkorpi
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suchbalance wrote:It's impossible to implement. Also working out real DPS and # of hits of skills is really not a straightforward process at all and can vary depending on what you are attacking. And even then it will never be 100% accurate because you cannot estimate the collision sequence of moving targets and there are very few immobile monsters.

However one idea I've been toying around with is to have different types of "training dummies" on some easily accessible map with a known, static, hp value and a partitioned health bar on which people can then for example time "how long it took to reduce HP by 1 bar or 2 bars" etc.


Could this training dummy be done that way it would show you damage per second you are doing to the dummy. Like you said that we cant calculate exact dps vs all monters but we could still be able to do that on training dummy since that's immobile target with non variable stats?
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Rishab
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What exactly u mean when u say "show you damage per seconds"? Do u mean numeric values?
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Serge91
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suchbalance wrote:It's impossible to implement. Also working out real DPS and # of hits of skills is really not a straightforward process at all and can vary depending on what you are attacking. And even then it will never be 100% accurate because you cannot estimate the collision sequence of moving targets and there are very few immobile monsters.

However one idea I've been toying around with is to have different types of "training dummies" on some easily accessible map with a known, static, hp value and a partitioned health bar on which people can then for example time "how long it took to reduce HP by 1 bar or 2 bars" etc.


Well yeah i wasn't expecting an exact value, but just an "average" number. Anyway i can understant that even this could be impossible to do.

What you say can surely help comparing the damage of the various skills! It's a good addition to the game :)
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Tkorpi
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Rishab wrote:What exactly u mean when u say "show you damage per seconds"? Do u mean numeric values?


yes i mean numeric values if that is possible to calculate for the training dummy scenario. how much damage that training dummy took in second calculated from last 10 seconds or something like that.
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Rishab
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Tkorpi wrote:
Rishab wrote:What exactly u mean when u say "show you damage per seconds"? Do u mean numeric values?


yes i mean numeric values if that is possible to calculate for the training dummy scenario. how much damage that training dummy took in second calculated from last 10 seconds or something like that.

probably not possible, the thing Suchbalance is trying is already near impossible hard to implement, lets just take 1 step at a time ^_^
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Tkorpi
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Rishab wrote:
Tkorpi wrote:
Rishab wrote:What exactly u mean when u say "show you damage per seconds"? Do u mean numeric values?


yes i mean numeric values if that is possible to calculate for the training dummy scenario. how much damage that training dummy took in second calculated from last 10 seconds or something like that.

probably not possible, the thing Suchbalance is trying is already near impossible hard to implement, lets just take 1 step at a time ^_^


sure i was just trying to give some ankle point of view :P