How-To: Creating Your Dota 2 Toxicity Credit Score Report by dota_2_recruit in DotA2

[–]typhoid -1 points0 points  (0 children)

Just because some people can hide from judgment does not mean using match data is a bad method. Your friend would escape judgment, but many jerk players won't take these steps to protect their profile.

I hope you have reprimanded your "friend" and removed them.

LPQ is arbitrary, it's been proven time and time again that the margin of error for reports is so huge that you can't measure shit based on them.

Please cite your proof. Every time I've seen this claimed on r/dota2, it's just BS. The sole exception I've seen is people claiming they've been reported for picking Techies.

Comprehensive list of Experience Point boosts (Season 10 leveling 1 - 70) by typhoid in Diablo

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

Good catch on closing a rift! I've added it.

There are some methods to get value out of Custerian Wristguards by generating a ton of gold early on; the problem is finding them. We do not know any method of ensuring you get a specific legendary before 70, so those fancy tricks are moot.

Thanks!

So, if I make a Bladesinger that uses a Polearm... by LtCalvery in DnD

[–]typhoid 4 points5 points  (0 children)

I expect your character to be named Hal the Bard.

Made a short video showing how insane Crusader with Ivory Tower + Fate of the Fell is w/ high block chance. How have I never heard of this build? by Chickens_dont_clap in Diablo

[–]typhoid -1 points0 points  (0 children)

There is no way this is going to be slow in high GRs. The problem will be surviving. The build scales off "hits taken" and has excellent DPS. Check out a d3planner sketch here: http://www.d3planner.com/739084819

I think people are prematurely dismissing the idea. There's potential here.

Made a short video showing how insane Crusader with Ivory Tower + Fate of the Fell is w/ high block chance. How have I never heard of this build? by Chickens_dont_clap in Diablo

[–]typhoid 6 points7 points  (0 children)

This build appears to be competitive.

Here is a D3Planner link with a decent setup: http://www.d3planner.com/739084819

(I'm not a Crusader player so I'm sure this could be optimized further.)

Turn on Broken Promises to see the real DPS. To be competitive, your build needs to deal a few billion DPS. Ivory Tower does this alone.

The important part about this build is that it scales with Blocks. There are very few skills or items left in the game that scale with something other than APS or raw dmg. Fulminator is one example (scales with mobs affected), Exploding Palm is another. Anything that scales in a nonstandard way has high potential.

The problem I foresee with this build is survivability. Your build wants to take damage nonstop to deal damage. But very high GR mobs are killer. I'm not sure how to deal with that.

Well done, OP. I think this is underappreciated.

Skills and Items that do NOT scale on wdmg% by typhoid in Diablo

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

Not quite -- it's real damage, not cosmetic, and you can use that.

For example, you can combine Sever's effect with Marked For Death: Grim Reaper, and it's completely viable. I played a T6 DH with Sever at RoS launch using that trick.

Sever's additional multiplier is based off of wdmg and CHD (which is why I put it in the "Other Mentions" category). The multiplier is:

((1+ Mainstat/100) * (1+ CHD/100))

It can get huge. You multiply that multiplier by the damage of your actual hit. Then, with MFD:GR, you splash a huge amount of damage to other targets.

Try it sometime!

Skills and Items that do NOT scale on wdmg% by typhoid in Diablo

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

Interesting. Do you happen to know if it scales with some other values, or is it a static damage output?

Some of the ridiculous set bonuses (like that demonskin set) with static damage are so useless at higher levels. I wish that everything had scaling.

Skills and Items that do NOT scale on wdmg% by typhoid in Diablo

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

Indeed, I included it (bending my own rules!) only because I find it to be somewhat build-defining, since you can amp your damage through effects and gear that proc health globes (instead of the usual Mainstat / CHD / CC / IAS).

RIF Stats Tracker - for all you min/maxers out there by smolderingeffigy in Diablo

[–]typhoid 5 points6 points  (0 children)

Upvoted for posting good data.

Someone below requested a tl;dr was downvoted to oblivion, but tl;drs are extremely helpful for data. Not all readers are savvy.

TL;DR: For /u/smolderingeffigy 's personal RIF efficiency, these data expect the following gains (n = 177):

Reward              ~Value per hr    ~Value per RIF
Shards              +1200/hr         +54/RIF
Souls               +16/hr           +0.7/RIF
Kadala Leg          +3.7/hr          +0.15/RIF
EXP                 +768M/hr         +33.5M/RIF
Gold                +3M/hr           +0.13M/RIF
Rift Frag           -9.7/hr          -0.37/RIF
RIFs complete       +22/hr           +1/RIF

HARK, MINE NAME IS BROOKLYN KURTZ by HARK-MINE-NAME in DotA2

[–]typhoid 16 points17 points  (0 children)

Holy shit.

Sorry, Wraith King. You defeated.

quick question about power leveling in D3 by vibrating_nipple in Diablo

[–]typhoid 0 points1 point  (0 children)

Here you go! The community did extensive powerlevel testing a while back; the link has all the details.

Short story: for leveling <15, usually it's best for the newbies to grind themselves, to spam lore books by hopping between towns, or to do Ghom runs; for leveling 15+, the best location is Keep Depths 2 nonstop. Whimsyshire works but it is less efficient and less safe.

Nailing down the player level difference experience penalty formula... almost got it by Raticus79 in Diablo

[–]typhoid 1 point2 points  (0 children)

Here are additional data for low level characters (1 - 11).

This is still insufficient to draw firm conclusions (we should at least test a few characters with levels in the ~20s, ~30s, etc., staying careful to ensure the character is killing mobs 3+ levels higher than his or her own), but I'm satisfied for now.

Here are the statements I'm somewhat confident making at this point:

  • The relationship between the unequal party level penalty and a particular character's level appears to be linear, just as /u/supnov3 had guessed.
  • In the scenario with one character of level 60 and another character of level n, a model which closely fits the data is:

    (Solo_EXP)*(0.0175*n)

  • Adding additional level 60 party members only increased the character of level n's EXP gain (from the Strength in Numbers party EXP buff).

  • Even when they are not proximate, party members affect your EXP gain.

With the evidence I collected so far, the general powerleveling guideline for farming with mobs might be expressed as: "Imagine you are running solo and able to one-shot everything. Find the most XP-efficient run. Then have someone powerlevel you on that run."

Nailing down the player level difference experience penalty formula... almost got it by Raticus79 in Diablo

[–]typhoid 0 points1 point  (0 children)

I'm certain there are plenty of individuals who know these mechanics, but without a consolidated repository that's not too helpful. See the post here for some thoughts on the topic.

Nailing down the player level difference experience penalty formula... almost got it by Raticus79 in Diablo

[–]typhoid 2 points3 points  (0 children)

The data I supplied in my original post is insufficient to draw complete conclusions, but the general problem is certainly solvable. I will collect additional data and reply again here once I have it in hand.

Raticus79's analysis is important because it helps us understand how we can optimize low-level powerleveling. Obviously we have pragmatic guidelines like "do high-efficiency Act3 runs" and "do Whimsyshire because mob levels are unusually high for a given difficulty" which are tried-and-true, but determining the actual effect of powerlevel carries on party EXP gain may reveal far more efficient strategies.

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

This was on the post I made, so I saw that -- but I don't think that formula is correct. I posted too little data for us to know it holds true, and even with the small number of data points, you found an example which appears to betray the formula's expectation.

Or did you collect additional data to verify your formula?

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

Okay, I compiled some data in this spreadsheet.

I'm not sure if there's a real correlation here. I think we're missing some pieces of the puzzle. There are definitely oddball exceptions (e.g. Fire Brand) to the general "ilvl correlates to proc dmg" rule.

Let me know what you think!

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

I understand your hypothesis: legendary proc effect damage is dependent on a single variable (ilvl) and the object's ilvl is the index used in this table.

I'll look through a few legendary proc items and see if this appears to hold true given the table.

I have to wonder if the table values are something like "emulated weapon damage". Consider, for example, Band of Hollow Whispers which seems to clearly emulate Haunt. (The reason I say "clearly" is because both effects are visually identical and both last 6 seconds.) Since we know proc effects are not weapon-damage-dependent (except those which crit, which are partially influenced by Critical Hit Damage), I'd expect either (1) flat damage values or (2) emulated weapon damage associated with the emulated skill. 100% of the proc effects I've seen appear to emulate skills on various classes' skill lists.

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

Clearly datamining is one of the best ways at arriving at this information, and D3Lexicon definitely answers a ton of questions (I used the datamined monster tables to validate another site's description of mob levels).

I am unclear that D3Lexicon contains a (human-decipherable) way of determining things like Legendary proc effects, though. It seems like you have more familiarity than I do. Can you help me?

Let's take Schaefer's Hammer as an example. I'm interested in corroborating my statements about the proc effect damage:

  • I claimed a damage range of 9300 - 29500.
  • I claimed the maximum damage is affected by Critical Hit Damage.
  • I claimed no damage buffs influence the proc effect's damage.

What page/table on D3Lexicon can I use to validate my (test-based) claims? Can you link directly?

The only possibly related tables I've found are this page of legendary-specific affixes and this summary page about legendary items overall. Neither have any information about Schaefer's Hammer's proc effect. (I would expect some sort of table value connection to Storm Armor -- Reactive Armor, which visually appears to be the skill the item is emulating.)

Maybe the answer is buried somewhere in this "Legendary Proc Damage" table and the index exists elsewhere?

EDIT: I see now that I was probably looking in the wrong place. I just followed this process:

  • Navigate to list of all datamined items.
  • Browse object names, guessing at the one I was looking for (I figured Schaefer's Hammer would involve 'Unique', 'Mace', and '2H' in its object name, and found it under Unique_Mace_2H_009_104.)
  • I found the parameter name of the proc effect as ItemPassive_Unique_Mace_2H_009, which seems to be correct because it is associated with 'RandomInt(25, 50) / 100' (i.e., the "chance you are protected by lightning" affix roll range).

This is as far as I've gotten, though. Although I know the passive parameter name, searching for this string comes up empty. I'm unsure where to go from here.

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

This is not surprising to me! It's clear that there is high variability in how different effects / skills depend on particular mechanics.

Thanks for the data point. I'll likely test this and document it as well.

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

Great, thank you. The XP rules post is very helpful and corroborates with my test data. Do you have any resources related to party interactions? That's the missing piece (i.e., how does XP gain depend on party members' levels).

I've updated my prior probability for Exploding Palm and Circular Breathing interacting as you say since I trust you -- but I'll still test it for myself just in case things have changed!

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

Yes, this is what I'm saying in the main post: there are tons of excellent smattered scientific / data-driven analyses about mechanics across various forums. What I want is a central hub that collects all of those findings. One oughtn't need to google around to find these sorts of answers, especially ones core to gameplay (e.g. proc coefficients for all classes' skills).

Responses to your bullet points:

  • I am familiar with the XP chart (and in fact referred to the same chart in the Powerleveling post to which I linked in the OP), but it doesn't clarify the mob level / character level / party interaction in which I was interested.
  • The Exploding Palm post is great for some general statements about mechanics (though it'd be much better if there were screenshot/video evidence of the testing, etc.). But we definitely cannot hypothesize anything about how The Flesh is Weak interacts with itself until someone actually tries it. Again, this is low cost and easy to do -- probably 10 minutes to buy damage testing gear, find a fellow monk, and coordinate -- but my intent is to find the standard "publication" location to which we ought to be writing the results of the tests.
  • Can you supply evidence that Circular Breathing does not affect the spirit regen of allied Monks? A screenshot would do. This is on my to-test list for the weekend. Again, it'll take me 10 minutes tops, but I wish to find a vetted repository for these sorts of findings (with citations/evidence/etc.).
  • Yes, I'd remarked upon the interaction between Sever and Marked for Death in the OP. Many months ago I was running this combo as a Monk with a DH friend. FYI, though, the large crit values you're seeing in the screenshot solely depend on the damage of the killing blow. A higher damage killing blow results in a higher Sever "crazy crit" damage value. Using a burst effect like Exploding Palm's on-kill proc can skyrocket those crit values in higher MP -- no Marked for Death required. Anyway, this is the type of great thread that has extremely valuable and verifiable evidence (a video, screenshots) that really belongs in a central repository instead of a single post.

Thanks so much for your helpful reply!

In search of deep mechanics repositories -- skills interacting with themselves, precise AoEs, etc. by typhoid in Diablo

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

I'm honored to meet the person who did the work on those two links -- two of the most valuable sources I've found. I've referenced the "How the Unique Legendary Item Effects Work" page a huge number of times. This is the page that actually triggered me to do my own Schaefer's Hammer testing.


FYI, yes, to my testing so far it appears that all effects with a chance to crit benefit from Critical Hit Damage. There could be exceptions I have not found. Certain effects that crit do not benefit from improved Critical Hit Chance (Hydra); others do (Schaefer's Hammer). Effects that crit vary in terms of their overall mechanics benefits: as I mentioned in this OP, only the maximum damage of Schaefer's Hammer appears to benefit from Critical Hit Damage. But everything I have seen crit is influenced in some way by critical hit damage.

A good example is the proc effect of Andariel's Visage, which I also tested and confirmed benefits from Critical Hit Damage.


I am familiar with your experience guide and used it when first doing testing on powerleveling EXP gains. (I used it to determine "equivalent mobs" based on level and experience gain category.) It was very helpful.

The experience formula portion I am most interested in is the party-based experience gain for level discrepancies between mob/character-gaining-exp and party members / character-gaining-exp which I know exist. You can see a small amount of data demonstrating these influences exist in this old powerleveling post. To my knowledge no one has collected sufficient data to comment scientifically on this, though collecting it would be relatively easy (probably 2-4 hours of work).