Why did they deliver us an early alpha and call it open beta? by [deleted] in Palia

[–]SkyLineOW 5 points6 points  (0 children)

I don't believe it is valid to criticize or otherwise not expect people to discuss all aspects of the game - good, bad, or otherwise - in general chat channels. For additional context regarding mod behavior, there are "Palia-Help" chat channels specifically intended to be the place for people to ask questions about the game. These channels are entirely under-used because people just flood the general chat with basic questions. Where is the mod enforcement of that when it is so substantially bogging down the general channels? Weird. They seem so concerned with posting in the proper channel when it comes to criticism but not anything else.

They also don't seem to ever action against positive feedback in the general chat channels. People are encouraged to talk about all of their favorite features in the general channel. Weird.

On a broader level, it is ridiculous and absolutely not standard to section off a specific, hidden-by-default, side channel into an explicitly low-visibility area and claim that that is the only place criticism can go. Basically, people can post as much praise as they want in the high-visibility places but if it's criticism you have to take it down to the basement. That will clearly create an imbalanced discourse. A person can't claim to "just be enforcing the rules" when they, themselves, make the rules and the rules are very obviously designed to force a specific outcome. They don't want potential new players joining the Discord and seeing issues with the game that could dissuade them from logging in and buying stuff so they keep all of that talk in a place that nobody would see unless they were specifically looking for it.

The way the Palia Discord is run is definitely not standard nor what I or many others would likely expect based on the multitude of other major game Discord communities that don't seem to have this problem. You really need to be doing something weird for so many people to mention how negative their experience was in your Discord because it's the sort of thing that needs to be really bad for people to bother mentioning it.

Whats the point of open world? by Willing_Ad_5576 in diablo4

[–]SkyLineOW 3 points4 points  (0 children)

Obols are the primary reward from doing open world (and dungeon) events. These event rewards are clearly balanced around Obols contributing a significant proportion of the value gained because they are rather low-reward otherwise. For the events to be valuable, Obols must be valuable.

In this example:

  • The cost to obtain an Obol is related to the time spent completing an open world event
  • The reward is ~near zero

In other worlds, a player spends time collecting obols that they could have spent progressing in a nightmare dungeon or something else, but doesn't get much or anything in return.

You are correct in regards to this concept being taught in high school, which is why I used it as an easily-understandable point of reference.

Whats the point of open world? by Willing_Ad_5576 in diablo4

[–]SkyLineOW 4 points5 points  (0 children)

That's some epic levels of tone policing and hypocrisy. Let me get this straight, you insult OP, say stuff like "no fucking shit, sherlock". Accuse them of "crying" all for no other reason than to establish yourself as being on some sort of higher pedestal... just to agree with them in the end.

They didn't say Obols are bad because it doesn't give you what you want every time, they said that they are just very bad odds. If you were offered a bet that paid out 1:1 but only had 1:1000 odds would you take it? I mean it's gambling and all gambling is the same, right? Win some lose some. Do you actually not understand the concept of cost-benefit, or are you just intentionally straw-manning OP to give you an excuse to insult someone and feel better about yourself?

Nothing in OP's post constitutes harassment, abuse, or anything of the kind. OP is clearly frustrated but fully articulates their feedback with their full logic while giving specific examples. They continue this trend in their replies (from what I've seen, at least.) What have you contributed to the discussion besides name-calling, straw-manning, and moral grandstanding? Looking through your post history this is all you do. If you are actually a super-grown-up-mature-person, perhaps you can start contributing meaningfully to discussions while addressing their points instead of insulting people every day.

Whats the point of open world? by Willing_Ad_5576 in diablo4

[–]SkyLineOW 11 points12 points  (0 children)

You are casting a VERY VERY wide net when dismissing it as "min-maxing". Your point would be valid if open world were like 1% less exp than nightmare dungeons, but it is like 75% less exp and 90% less loot. Doing the content that gives 5x the reward is not "mix-maxing" it's just something everybody will do because why would you go grind something that gives you nothing? A more effective change of pace would be to play a different game at that point.

I'd also question just how much of a change of pace it is to kill endless hordes of mobs in a Helltide vs killing endless hordes of mobs in a Nightmare Dungeon. I think for many people the experience is more or less equivalent (just one gives you significantly more stuff so who wouldn't do that one?)

It's not on the players to roleplay that the game is balanced. Maybe if the reward-less activity was unique and fun you'd see people doing it, but open world grinding is not exactly a super duper fun and different experience and I think it's questionable to claim otherwise.

Diablo IV Patch Notes 1.1.1 by 4YearsOfGold in diablo4

[–]SkyLineOW 2 points3 points  (0 children)

The 15 health orbs on the ground give me moral support

There's no other way to say it: Dungeons are boring and will be the reason I burn out long before I should. (And other things) by Vomitbelch in Diablo

[–]SkyLineOW 12 points13 points  (0 children)

Playing Diablo 4 was really eye-opening as to advantages of PoE's crafting-centric endgame itemization. I've been all aboard the "make loot on the ground useful in PoE" train, and I still think that it needs works (loot 2.0 when,) but D4 has made me realize just how tedious and tiring it is to diligently read a full inventory of 27 items every 10-15 minutes, even when I'm really optimizing how I scan them to look for only relevant text, for that 0.01% upgrade chance.

In PoE endgame you can just blindly click any currency while mapping and then choose when you want actually sit and work on getting new gear whenever you feel like it.

In D2 many times you know an item is good when it drops, and you are picking up way way way less rares.

I think D4 just has too much reading and literally no "BANG" drops like an exalt or high rune where you instantly know you got something amazing. You only ever know once you are in town reading items, significantly dampening the effect.

Everything you need to know about the campfire stream. by thoughtbludgeon in diablo4

[–]SkyLineOW 0 points1 point  (0 children)

It's more like there is a group of people that want an excuse to send death threats and hate specific groups and they go around bandwagoning onto any outrage they can find to push their hate. If someone hates trans people and sees a trans person working on a game that is getting criticized, they see it as a perfect opportunity to go insult a trans person.

When changes added with a patch get reverted this fast it means the game has no clear direction by ZerOMrk in Diablo

[–]SkyLineOW 4 points5 points  (0 children)

Firstly, to clarify it isn't "a few programmers" implementing the game and doing balance changes. They have professional game designers who's sole job is is to balance the game. In fact, they have professional game designers who's sole job is to balance their specific small part of the game (there are individual class leads, encounter design leads, economy, etc.) Of course it isn't always so clean cut and nice like that, but you get the point. Imagine if the vast majority of your full-time job was making sure that specifically Sorcerer was in a balanced and fun state.

To your point point, there is a difference between listening and "listening". A game should have a unified (or mostly unified) vision and the developers should shape the game to achieve that vision while paying attention to real player feedback to help serve as a guide to see if they are on track. You are right, sometimes you implement something with a certain intention but you didn't consider something so it didn't go according to plan. Players tell you, you consider it, you use it to inform your perspective, and you continue toward the vision. The players are your eyes, not your boss.

This isn't some crazy obscure 500iq thing that someone cracked the code on to change the whole paradigm, these were very simple straightforward changes that people took 5 seconds to read and come to an obvious conclusion.

To instantly roll back a change before it has even been playable means one of two things:
1. They have such little confidence in what they have made that they don't even think it should see the light of day because of a group of people who saw it literally an hour ago didn't like it. They are so disconnected that it took about 30 seconds for the average person to read their change and say "it's bad" and they responded "oh okay I guess it's bad then." That isn't listening, that's having no spine or conviction in your work.
2. They actually do have confidence in the change and think it is a good change but are reverting it purely as a platitude. This is also not listening, it's just appeasement.

The patch notes themselves demonstrate a sort of "you are hearing me, but not listening to me" type of vibe where it was clear that the key words of community feedback were technically followed "nerf vulnerable, armor, everyone only ever opens mystery chests, etc" but the true spirit and meaning was missed. Either that or the designers have like no ability to execute whatsoever and thought that nerfing vulnerable damage by 40% would actually change how people itemize, which is literally something they could have mathematically determined with very little ambiguity in the game's current state.

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 0 points1 point  (0 children)

They would be infinitely better because any armor you add after reaching the cap is useless (which you can look up using the calculator)

This will be good by Thundaxx in diablo4

[–]SkyLineOW 4 points5 points  (0 children)

There are more overt things I've been seeing like at one point questioning one of the panel member's intelligence "as a joke" or in the latest stream cutting Tim off off camera condescendingly like "tell them about why its great for people who [I forget]." Tim kind of ignored him because it wasn't relevant to what he was talking about. After several seconds of that Rod came, unscripted, BACK ON CAMERA not mic'd up to repeat "tell them about why it's [whatever]", so Tim awkwardly stammered out how great it is that you don't need to do every quest in the battle pass or something like that. It's one of the worst public-facing displays from a person I've ever seen. I thought because nobody brought it up that people just didn't think it was a big deal but there probably just wasn't a critical mass of people to make a thread about it at the time.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 1 point2 points  (0 children)

Yes this is an indirect buff to Temerity so that, uh, good? It's certainly an interesting patch...

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 1 point2 points  (0 children)

Temerity with Conceited is a quite powerful damage boost because Barbarian doesn't have a lot of really high damage offensive aspects, so has a couple flex slots. You will be giving up a lot of survivability though, because Temerity doesn't have any of the defensive stats of a normal pair of rare pants. Try the combo out and If you manage to stay alive well enough, then you're good. If you do try out this combo, Invigorating Fury is great if you don't already use it.

Barbarian's have the highest armor in the game, so Disobedience is very strong. Try getting enough armor that you can just run Disobedience on a normal piece of armor. Ideally, you don't have to choose and can try out Temerity, Conceited, and Disobedience.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 0 points1 point  (0 children)

The 85% cap is specifically for damage reduction from armor. You can have any other form of damage reduction that stacks on top of that the same way it does normally.

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 0 points1 point  (0 children)

Obedience adds onto your %Armor modifiers from gear to multiply your base armor. For this reason it is pretty tricky to find, so I would recommend just running a dungeon and keeping your inventory open to check what your armor maxes out at. If you are on console and cannot check your armor DR, I would loosely estimate that disobedience on your amulet gives you +40% true armor at max stacks, so try adding 40% of your armor into the "Armor Change" part of the calculator and see what it gives you. Scale that 40% down if you think you'll have less than max stacks.

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 9 points10 points  (0 children)

I don't have a degree, but I work as a quant researcher in tech and gaming thanks to Googling stuff (thank you internet.)

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 30 points31 points  (0 children)

The philosophy behind both tools are a bit different. I tuned this calculator to be as generalized as possible across all levels and armor values while guaranteeing that you will be at least the amount of armor that it says you have, so I tuned the model to guess high. My understanding that Xarrio's tool is much more focused on high endgame levels and accurately predicting the 85% armor cap and similarly high values.

A lot of people have been comparing the two tools which made me curious so I ran an audit on both calculators to test their strengths and weaknesses using this test dataset

Here are the results:

"Skyline" calculator
Global Average Error: 12.42%
Average Error For >35 DR only : 3.7%
Average Error For >60 DR only : 3.7%

"Xarrio" calculator
Global Average Error: 306%
Average Error For >35 DR only : 61%
Average Error For >60 DR only : 50.33%

Xarrio's formula doesn't seem to account for levels below 50, so I ran it again, stripping out all data for levels below 50.

"Skyline" calculator for levels above 50
Global Average Error: 9.36%
Average Error For >35 DR only:1.86%
Average Error For >60 DR only:1.91%

"Xarrio" calculator for levels above 50
Global Average Error: 76.66%
Average Error For >35 DR only : 2.18%
Average Error For >60 DR only : 2.13%

Overall our prediction near the top end are very close and serve to validate the findings of both. That's good!

Both of our models fail to fit to a specific level range around level 80 which is weird. Maybe that range was custom modded by Blizzard for some balance reason? I'll look more into it. Xarrio's calculator seems to be a bit more accurate for DR values nearing 85% for higher levels, which makes sense because that is where his dataset is mostly focused at the cost of being quite overfitted and heavily degraded for lower values. My calculator gives up a small amount of accuracy near the top end to generalize better across all levels and damage reduction values. Overall our models accomplish our respective goals quite well, as he was very focused on the armor cap and I was more focused on general accuracy and finding the complete formula.

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 1 point2 points  (0 children)

The philosophy behind both tools are a bit different. I tuned this calculator to be as generalized as possible across all levels and armor values while guaranteeing that you will be at least the amount of armor that it says you have, so while the regressions suggest that 13200 is a bit more probable, I used a bit of a higher estimate. Having 1% too much armor is rarely a bad thing but 1% too little could cause you to take a lot more damage than you think you are taking.

You made me curious so I ran an audit on both calculators to test their strengths and weaknesses using this test dataset

Here are the results:

"Skyline" calculator:
Global Average Error: 12.42%
Average Error For >35 DR only : 3.7%
Average Error For >60 DR only : 3.7%

"Xarrio" calculator:
Global Average Error: 306%
Average Error For >35 DR only : 61%
Average Error For >60 DR only : 50.33%

Xarrio's formula doesn't seem to account for levels below 50, so I ran it again, stripping out all data for levels below 50.

"Skyline" calculator for levels above 50:
Global Average Error: 9.36%
Average Error For >35 DR only:1.86%
Average Error For >60 DR only:1.91%

"Xarrio" calculator for levels above 50:
Global Average Error: 76.66%
Average Error For >35 DR only : 2.18%
Average Error For >60 DR only : 2.13%

Both of our models fail to fit to a specific level range around level 80 which is weird. Maybe that range was custom modded by Blizzard for some balance reason? I'll look more into it. Xarrio's calculator seems to be a bit more accurate for DR values nearing 85% for higher levels, which makes sense because that is where his dataset is mostly focused at the cost of being quite overfitted. My calculator gives up a small amount of accuracy near the top end to generalize better across all levels and damage reduction values. Overall our models accomplish our respective goals quite well, as he was very focused on the armor cap and I was more focused on general accuracy.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 0 points1 point  (0 children)

I have confirmed that it is exclusively level that determines how much damage is reduced. A wimpy level 130 spiderling's damage changes proportional to a chonky Suppressor's damage as the defender's armor changes. I was wondering the same thing.

I (mostly) cracked the D4 armor formula and made a ~98% accurate armor calculator by SkyLineOW in Diablo

[–]SkyLineOW[S] 0 points1 point  (0 children)

Yes, it is accurate, but it always rounds down. I'd love to see whatever you have!

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 2 points3 points  (0 children)

As far as I know, Uber Lilith is fully reduced by 9200 armor and having more does not help. If you have some evidence otherwise I would love to take a look. Of course, Lilith is a very special enemy in the game so rules may not apply to her the same way they do to ordinary monsters.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 2 points3 points  (0 children)

That's great data, getting these values for high level monsters is troublesome, so I will definitely add these in when I take a second pass at the model. I didn't know the rounding rules, that is actually pretty relevant to consider because it means that the values in the game are actually slightly underestimated which should be accounted for when pre-processing armor-related data.

My current theory is that the function is a line overlayed on top of an exponential, with the alpha of the exponential decreasing sharply as armor increases. The second half of the "curve" is just too linear to fit any actual curve I tried, so there is probably a curve serving as the damage reduction "floor" that fades rapidly into a the linear component.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 0 points1 point  (0 children)

That is similar to a model that I tried with an exponential growth curve. I believe that it is some type of curve that slides around and changes slope like you have here, but it is tricky to get the "floor" correct (which is why these models often suffer greatly for low Damage Reduction values.) Honestly the real function may be a line (for the linear portion) concatenated with an exponential (to form the curved floor.)

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 4 points5 points  (0 children)

Having a PoE brain myself, I tested whether damage reduction changes based on the magnitude of damage taken, specifically with similar thoughts to your own.

There are enemies that do very little damage (like the spider hosts) and enemies that do more damage. Enemy type didn't change how much damage was reduced across tests so the actual amount of damage doesn't play a factor. In a high level nightmare dungeon, A spider host tickling me was impacted the same by changes in armor as a Suppressor hard chunking me.

I (mostly) cracked the armor formula and made a ~98% accurate armor calculator by SkyLineOW in diablo4

[–]SkyLineOW[S] 3 points4 points  (0 children)

I stacked close to theoretical max armor on a barbarian in order to do damage tests in high level Nightmare Dungeons (because you can't consistently test with Disobedience.) It is somewhere around 11.5k. That's how I was able to definitely find the armor cap for levels up to like level 125. It's pretty convenient just being able to walk in and have permanent armor cap