Diablo® III

Reaper of Souls Strafe Preperation

Originally the thread was named [1.0.9] Strafe preperation for 1.0.9.

Currently looking into builds for RoS. please feel free to post your own creations here and i will put them up on the build page :)

Strafe - Now deals 315% damage (up from 156%)

  • Emberstrafe - Now deals 80% damage (up from 65%)
  • Stinging Steel - Now deals 130% damage (up from 100%)
  • Rocket Storm -Now deals 90% damage (up from 60%)
  • Demolition - Now deals 290% damage (up from 187%)
  • Drifting Shadow - Movement speed increased to 100% of normal running speed while strafing.

  • OK GUYS HERE IT IS!


    http://i.imgur.com/qMR7U2C.jpg

    I FOUND IT!

    http://i.imgur.com/2XBeRQs.jpg

    I FOUND IT!

    ill be coming back with lots of info!
    Edited by Zingy1914#2612 on 12/18/2013 2:27 PM PST
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    BUILDS FOR BETA - more are coming when i get some time to myself :)

    BUILD 1 Hatred regeneration Knifes spam

    K'mar Tenclip
    http://imgur.com/wGxw6Tp
    Hexing Pants of Mr.Yan
    http://i.imgur.com/x4L5wBX.jpg

    the idea is to use strafe to maneuver across the battlefield and use ure unspent resources on dmg dealers and slowing effects that wont interrupt strafe.

    Left click: Strafe - Drifting Shadow - for speed
    Right click: Fan of Knives - Removes cooldown by 100%

    Hot bar: Shadow Power - Shadow Glide
    Hot bar: Caltrops - Jagged Spikes
    Hot bar: Vengeance - Increases hatred regeneration by 15 per second
    Hot bar: Companion - Bat or Boar - more regen or agro

    Passive 1: Hot Pursuit (increases movement speed when you hit an enemy)
    Passive 2: Cull of the Weak
    Passive 3: Custom Engineering
    Passive 4: Numbing Traps

    Stack as much Cooldown reduction as possible so that you can maintain Vengeance.

    BUILD 2 Auradin Grenadier

    Deaths Bargain
    http://i.imgur.com/zJyfvdy.jpg
    The Ess of Johan
    http://i.imgur.com/m9hPV3U.jpg

    at the moment, you can have over 1000 LR per item, lets just say for the moment 10k LR for convenience. thats 100k dps to every enemy within 20yards. i have seen players with over 30k LR, that 300k per second. with the passive Brooding, you gain 4.5% of your maximum life per second when stationary for 3 seconds, just wait. with most players having over 400k life, which is 18k LR and thats 180k dps. so 480k dps or for minimum sakes 280k dps :)

    the idea is to group enemies together with strafe and face tanking enemies so they're within the 20 yards aoe of the LR aura

    Left click: Grenades - Stun Grenades
    Right click: Strafe - Demolition

    Hot bar: Shadow Power - Gloom
    Hot bar: Chakram - Shuriken Cloud
    Hot bar: Sentry - Guardian Turret
    Hot bar: Rain of Vengeance - Anathema

    Passive 1: Brooding
    Passive 2: Numbing Traps
    Passive 3: Perfectionist
    Passive 4: Grenadier (increases dmg of grenades by 20% - unsure if it effects only the Grenades skill or all skills/runes that use grenades)

    BUILD 3 Marked for Life

    Created by Oble#6655

    Calamity
    K'mar Tenclip
    http://imgur.com/wGxw6Tp

    The idea is to play at mid-range
    if Strafe:Demo is still 1 grenade per tick at half tooltip damage per tick, then that's 3 grenades per tick when Vengeance is active :3
    Sentry:CoT for extra fire chain DPS as you strafe about + MfD proc.
    MfD:Death Toll = HP sustain. gives the ability to proc the selected rune, this + all that Strafe and CoT ticks = plenty of HP sustain.
    Smoke Screen for the oh-crap moment.


    Left click: Strafe - Demolition
    Right click: Fan of Knives - Removes cooldown by 100%

    Hot bar: Marked for Death - Death Toll (synergy with Calamity)
    Hot bar: Vengeance - Personal Mortar (fire addition 2 grenades per second)
    Hot bar: Sentry - Chains of Torment
    Hot bar: Smoke Screen - any

    Passive 1: Steady Aim (for snapshot) or Hot Pursuit
    Passive 2: Grenadier
    Passive 3: Night Stalker
    Passive 4: Archery

    stack lots of cooldown reduction to maximize Vengeance to keep its grenades up for maximum dps output

    Build 4Burning Trails

    K'mar Tenclip
    http://imgur.com/wGxw6Tp

    Cant find the legendary sry. Increases the amount of Sentries you can have

    Burn everything in ure path, leave caltrops in ure wake and use CoT to deal large amounts of dmg

    Left click: Strafe - Emberstrafe
    Right click: Fan of Knives - Removes cooldown by 100%

    Hot bar: Chakram - Shruiken Blades
    Hot bar: Vengeance - Dark Heart
    Hot bar: Sentry - Chains of Torment
    Hot bar: Caltrops - Jagged Spikes

    Passive 1: Hot Pursuit
    Passive 2: Cull of the Weak
    Passive 3: Numbing Traps
    Passive 4: Custom Engineering

    Build 5Rocket Man

    K'mar Tenclip
    http://imgur.com/wGxw6Tp

    Ninja Set
    http://i.imgur.com/1R6PQam.jpg

    Shoot out high damage rockets, use spike traps to lure enemies and avoid melee range

    Left click:
    Right click: Strafe - Rockets Storm

    Hot bar: Smoke Screen - Special Recipe
    Hot bar: Vengeance - Personal Mortar
    Hot bar: Sentry - Spit Fire Turret
    Hot bar: Spike Trap - Long Fuse

    Passive 1: Hot Pursuit
    Passive 2: Ballistics
    Passive 3: Awareness
    Passive 4: Custom Engineering
    Edited by Zingy1914#2612 on 12/9/2013 9:54 PM PST
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    A general guide to all things strafe

    Section 1: The Basics

    Strafe - Now deals 315% damage (up from 156%)

  • Emberstrafe - Now deals 80% damage (up from 65%)
  • Stinging Steel - Now deals 130% damage (up from 100%)
  • Rocket Storm -Now deals 90% damage (up from 60%)
  • Demolition - Now deals 290% damage (up from 187%)
  • Drifting Shadow - Movement speed increased to 100% of normal running speed while strafing.

  • Break Points:
    http://us.battle.net/d3/en/forum/topic/8569329357

    EHP: http://us.battle.net/d3/en/forum/topic/6794352923

    My person favorite EHP calculator is http://www.d3calc.com/
    EHP is the same as Toughness that is being implemented.

    Monster Power, Normal, Nightmare, Hell and Inferno are being removed. There is now Normal, Hard, Expert, Master and Torment 1-6.

    Section 2: Skills that DO NOT INTERRUPT the channeling of Strafe.

    Caltrops

  • Hooked Spines - Increase the slowing amount to 80%.
  • Torturous Ground - When the trap is sprung, all enemies in the area are immobilized for 2 seconds.
  • Jagged Spikes - Enemies in the area also take 270% weapon damage as Physical over 6 seconds.
  • Carved Stakes - Reduces the cost of Caltrops to 4 Discipline.
  • Bait the Trap - Become empowered while standing in the area of effect, gaining an additional 10% Critical Hit Chance with all attacks.

  • Fan of Knives


    Hatred cost removed. Cooldown is now 8 seconds (down from 10). Now deals 450% damage (up from 320%). Distance increased to 20 yards (up from 10). Slow duration is now 1 second (down from 2)

  • Crippling Razors replaced by Pinpoint Accuracy - Now reads: Increase cooldown to 12 seconds and increase damage to 1200% weapon damage (previously: Increase the amount enemies are slowed to 80% for 2 seconds)
  • Retaliate replaced by Bladed Armor - Now reads: Gain 65% additional armor for 4 seconds (previously: Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10 seconds)
  • Hail of Knives replaced by Knives Expert - Now reads: Remove the cooldown, but add a 30 Hatred cost (previously: increase the radius to damage all enemies within 20 yards)
  • Fan of Daggers - Now always stun enemies. Knockback added
  • Assassin's Knives - Now deals 450% damage (up from 70%)

  • Sentry


    Cooldown is now 6 seconds (down from 8). Now deals 200% damage (up from 175%)

  • Spitfire Turret - Rockets now deal 70% damage (up from 30%)
  • Vigilant Watcher replaced by Impaling Bolt - Now shoots a piercing bolt that does 100% damage (previously reduced cooldown of Sentry to 6 seconds)
  • Chain of Torment - Chain now deals 240% damage (up from 125%)
  • Aid Station - Now heals for 1% of maximum Life (down from 2%)
  • Guardian Turret - The turret also creates a shield that reduces damage taken by allies by 15%.

  • Vengeance


    Cooldown 90 seconds. Turn into the physical embodiment of Vengeance for 15 seconds. Side Guns: Gain 4 additional piercing shots for 75% weapon damage each on every attack. Homing Rockets: Shoot 4 rockets at nearby enemies for 40% weapon damage each on every attack

  • Dark Heart - Vengeance pours out of you, continuously dealing 350% weapon damage per second to enemies around you
  • Personal Mortar - Launch 2 grenades at random enemies outside melee range every attack for 175% weapon damage each
  • Stimulants - Heal for 6% of maximum Life each second
  • From the Shadows - Summon allies from the shadows that attack and Stun your enemies for 2 seconds
  • Seethe - Gain 15 Hatred per second

  • Section 3: Defencive skills that work well with Strafe


    Companion


    Now deals 100% damage (previously 36%)

  • Spider Companion - Now also deals 120% damage
  • Bat Companion - Now also deals 38% damage
  • Boar Companion - Now also deals 60% damage. Now regenerates 2732 Life per second (up from 310)
  • Ferret Companion - Ferrets now also deal 50% additional damage each
  • Wolf Companion - Wolf now deals 150% damage (up from 94%)

  • Shadow Power


    Now gives 5465 Life per hit for 5 seconds (previously 15% of all damage done as Life) - No more snapshotting strafe

  • Night Bane - Reworked. Now reads: Slow the movement speed of enemies within 30 yards by 80% for 5 seconds (previously: Gain an additional 3 Hatred per second while Shadow Power is active)
  • Blood Moon - Now gives 10929 Life per Hit (previously increases damage done as Life to 25%)
  • Well of Darkness - Reworked. Now reads: Remove the Discipline cost but add a 14 second cooldown (previously decreased Discipline cost to 12)
  • Gloom - Now reduces incoming damage by 15% (down from 35%)
  • Shadow Glide - Gain 65% bonus to movement speed while Shadow Power is active. (up from 30%)

    Preparation


    Now restores 30 Discipline (instead of all of it)

  • Invigoration - Now permanently increases maximum Discipline by 10 (previously increased it by 10 for 5 seconds)
  • Punishment - Now restores 125 Hatred for 25 Discipline (instead of all of it)
  • Battle Scars - Now returns 35% Life (down from 60%)
  • Focused Mind - Gain 45 Discipline over 15 seconds instead of restoring it immediately.
  • Backup Plan - There is a 30% chance that Preparation's cooldown will not be triggered.

  • Smoke Screen


    Now has a 2 seconds cooldown

  • Displacement - Now grants 100% increased movement speed (up from 35%)
  • Healing Vapors - Now reads: Regenerate 15% Life while invisible (previously: While invisible you gain 12 Hatred per second)
  • Special Recipe - Reworked. Now reads: Remove the Discipline cost but add a 12 second cooldown (previously: Reduce the cost to 12 Discipline)
  • Lingering Fog - Increase the duration of the effect to 1.5 seconds.
  • Choking Gas - Leave behind a cloud of gas that deals 700% weapon damage as Physical to enemies in the area over 5 seconds.

  • Section 4: Passive Skills that work well with strafe


    You will have an addition passive skill slot, which is unlocked at Level 70

    Bloody Vengeance


    Now gains 40 Hatred and 4 Discipline (up from 20 Hatred and 2 Discipline) when healed by a Health Globe

    Tactical Advantage


    Whenever you use Vault, Smoke Screen, or backflip with Evasive Fire you gain 60% movement speed for 2 seconds.

    Cull the Weak


    Damage increased to 20% (up from 15%)

    Night Stalker


    Critical Hits have a chance to restore 1 Discipline.

    Archery


    Bow damage now 8% (down from 15%), Hand Crossbow now 5% Critical Hit Chance (down from 10%). Adds 2nd Hand Crossbow component that gives 1 Hatred regeneration

    Numbing Traps


    Enemies hit by Fan of Knives, Spike Trap, Caltrops, Grenades and Sentry fire have their damage reduced by 20% for 3 seconds.

    Perfectionist


    Reduces the Discipline cost of all skills by 10%. Increases your Life, Armor and all of your resistances by 10%.

    Custom Engineering


    The duration of your Caltrops, Marked for Death, Spike Trap, and Sentry is increased by 100%.

    Ballistics


    Additional rockets damage now 100% (up from 50%). In addition you have a 20% chance to fire a homing rocket that deals 150% weapon damage

    Steady Aim


    As long as there are no enemies within 10 yards, all damage is increased by 20%.

    Grenadier


    Now increases damage of grenades by 20% (previously reduced Grenades cost by 2 Hatred). Adds increased explosion size of Grenades by 40%. Giant grenade now deals 1000% damage (up from 450%) - I do not know if this passive effects other skills/runes that use grenades.

    Hot Pursuit


    Now increases movement speed for 20% for 2 seconds after hitting an enemy (previously ran 15% faster when at full Hatred)

    Awareness


    Gain 4% Dodge Chance every second. This bonus is reset 1 second after you successfully dodge an attack

    Section 5: New Legendary Effects - This is old information, im not going to change anything from this list just yet as i have not seen every affix since F&F beta started

    The new legendary effects that have been leaked look very interesting and build changing. i suggest you take a look for yourself.

    ItemPassive_Unique_Ring_521_x1 - Shrine effects last for one hour

    ItemPassive_Unique_Ring_531_x1 - Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds

    ItemPassive_Unique_Shoulder_002_x1 - [{VALUE1} * 100]% chance to explode in a fan of knives for 200% weapon damage when hit.

    ItemPassive_Unique_Ring_590_x1 - Increase the Knockback distance of your skills that cause Knockback by 100% and increase their damage by 50%.

    ItemPassive_Unique_Ring_589_x1 - Every time you destroy a wreckable object, you gain a short burst of speed.

    ItemPassive_Unique_Ring_600_x1 -Summons shadow clones to your aid when you are hit by a crowd control effect.

    ItemPassive_Unique_Ring_621_x1 - Fan of Knives knocks targets back.

    ItemPassive_Unique_Ring_622_x1 - You may have 2 additional Sentries.

    ItemPassive_Unique_Ring_627_x1 - Periodically gain a shield that absorbs and reflects projectiles.

    ItemPassive_Unique_Ring_635_x1 - While moving your resource generation and damage is increased by 25%. While stationary your resource regeneration and damage is reduced by 25%.

    ItemPassive_Unique_Ring_636_x1 - Health globes restore 20% of your primary resource.

    ItemPassive_Unique_Ring_644_x1 - Increase chance to find Health Globes by 100%.

    ItemPassive_Unique_Ring_645_x1 - Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you.

    ItemPassive_Unique_Ring_646_x1 - 5% chance on hit to create a Spike Trap, Caltrops or Sentry at the enemy's location.

    ItemPassive_Unique_Ring_500_x1 - Health Globes picked up release an explosion for 100% weapon damage to enemies within 40 yards.

    ItemPassive_Unique_Ring_501_x1 - Companion - Wolf Companion now summons 3 wolves.

    ItemPassive_Unique_Ring_503_x1 - You absorb an attribute from the pack you are fighting.

    ItemPassive_Unique_Ring_508_x1 - Gain a soul stack on kill. After reaching 10 stacks, you release a poison explosion for 500% weapon damage in a 30 yard radius.

    ItemPassive_Unique_Ring_509_x1 - Enemies you hit become Marked for Death.

    ItemPassive_Unique_Ring_512_x1 - Enable all runes for a specific skill.

    ItemPassive_Unique_Ring_514_x1 - Emanate a Slow Time bubble around you.

    ItemPassive_Unique_Ring_532_x1 - Automatically drop Caltrops when you are hit. This effect may only occur once every 6 seconds.

    ItemPassive_Unique_Ring_533_x1 - Strafe no longer costs Hatred.

    ItemPassive_Unique_Ring_025_x1 - Each time you pick up gold, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times.

    ItemPassive_Unique_Belt_016_x1 - Picking up a Health Globe increases your maximum Life by 5% for 15 seconds, stacking up to 5 times.

    ItemPassive_Unique_Ring_559_x1 - Gain immunity to Freeze and Immobilize effects.

    ItemPassive_Unique_Ring_566_x1 - Chance on Critical Hit to increase attack speed and movement speed.

    ItemPassive_Unique_Ring_570_x1 - Damage increased by 15% to targets that are slowed or stunned.

    ItemPassive_Unique_Boots_007_x1 - Burn the ground you walk on, dealing 100% weapon damage each second.


    My Profile - EU player

    http://eu.battle.net/d3/en/profile/Zingy1914-2612/hero/9366366
    Edited by Zingy1914#2612 on 11/28/2013 12:53 AM PST
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    Posts: 8,862
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    Here I will make things easy for everyone reading this post.

    Short Analysis of the current Strafe Runes

    Emberstrafe
    - near 0 proc (problem #1)
    - trail fire damage does not stack (problem #2)
    - melee
    Drifting Shadow
    - normal ms
    Stinging Steel
    - slow flying blades
    - require high cc to sing
    Rocket Storm
    - rockets on delay
    - rockets release at the end of each circle (high aps better?)
    Demolition
    - grenades that travel in arc
    - 1 second delay before landing (always)
    - must "hit" for it to explode (deal damage)

    ==================================================
    OP what is your intention of writing this post?
    ==================================================

    imo
    http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker
    http://us.battle.net/d3/en/class/demon-hunter/passive/perfectionist
    need to go and trade for something better
    suggetions
    http://us.battle.net/d3/en/forum/topic/10138973951#1

    and
    http://us.battle.net/d3/en/class/demon-hunter/passive/steady-aim
    need to update as we "move"
    Reply Quote
    my intention for this topic is to highlight everything that is relevant to a build that uses strafe as the main resource spender and for everything to revolve around the skill. i have reserved additional spaces so that i can post down potential builds from testing when the ptr arrives. this post also helps others like myself that have loved strafe from launch, but were unable to use due to in-officiant farming. this helps those players to prepare themselves by laying out everything on the table. there is no need to post current strafe builds because this topic is just for 1.0.9.

    and imo
    http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker
    http://us.battle.net/d3/en/class/demon-hunter/passive/perfectionist
    are two of the best passives for dh at this time.
    Reply Quote
    and imo
    http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker
    http://us.battle.net/d3/en/class/demon-hunter/passive/perfectionist
    are two of the best passives for dh at this time.


    That's your opinion..

    Mine would be NS and Custom Engineering :3

    Anyways.. I hardly use Perfectionist.. It's mainly used by those that needs that extra ump on their defensive stats.. that.. DHs hardly need unless tanking with low mitigations.

    Perf works better if you already have innately high stats anyways.. If you're talking about the Discipline cost reduction.. that's why you have NS >_>
    Reply Quote
    Posts: 8,862
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    LOL

    my favor ones are
    http://us.battle.net/d3/en/class/demon-hunter/passive/tactical-advantage
    http://us.battle.net/d3/en/class/demon-hunter/passive/vengeance
    http://us.battle.net/d3/en/class/demon-hunter/passive/sharpshooter

    And I don't need NS or Perf to keep my discipline handy. I only need +20 discipline (total 50) if I don't vault. If I do I need 80...

    btw

    10/16/2013 03:03 PMPosted by Zingy1914
    The only rune that you can use with strafe is Dark Cloud.

    How? The skill interrupt channeling. There isn't a channeling reduced cost I see no difference between Dark Cloud or any other runes.
    Edited by KirusAlufras#1739 on 10/16/2013 9:03 PM PDT
    Reply Quote
    I think the reason why he wants Dark Cloud is because it moves with you.

    the un-runed one is pretty much epic too since it'll be 5seconds of pure mayhem.. That is if you lured them all first though :P
    Reply Quote
    Posts: 8,862
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    10/16/2013 11:35 PMPosted by Chrizzle
    the un-runed one is pretty much epic too since it'll be 5seconds of pure mayhem.. That is if you lured them all first though :P

    don't need to lure.

    vault into the center of the mobs "click" ... vault out or start strafe
    if you are playing in fields or any circular map use a generator to lure then vault in.

    too bad the efficiency with my dps is so bad after mp6...
    Reply Quote
    btw

    10/16/2013 03:03 PMPosted by Zingy1914
    The only rune that you can use with strafe is Dark Cloud.

    How? The skill interrupt channeling. There isn't a channeling reduced cost I see no difference between Dark Cloud or any other runes.


    the skill has a 12sec duration/30sec cooldown - 18sec after effect ends
    yes, it interrupts, but strafe is a moving skill and with all my testing dark cloud works better than any other because it moves with you and auto targets enemies.
    Edited by Zingy1914#2612 on 10/17/2013 6:32 AM PDT
    Reply Quote
    I thought Nyan or someone confirmed LoH doesn't snapshot? The new shadow power won't if this is the case.

    I do like what you have done here, Zingy :D. Strafe is looking like my most favorite skill in RoS so far and I'm always looking through multiple tabs of datamined pages to figure out potential builds with it.
    Reply Quote
    http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker

    Replenish your Discipline when you crit. This may be less effective if CC or IAS is capped (it was leaked but since then i has been removed suggesting that it may not happen)

    I don't think they will break Night Stalker, they're going to be looking over all the proc coefficients of our attacks because of our new dependency on life on hit. With doing so, I'm sure they will look at the proc coefficeint for skill effects because of the potential CHC/IAS cap. A higher proc rate means less CHC is necessary for us to proc NS.

    imo
    http://us.battle.net/d3/en/class/demon-hunter/passive/night-stalker
    http://us.battle.net/d3/en/class/demon-hunter/passive/perfectionist
    need to go and trade for something better
    suggetions
    http://us.battle.net/d3/en/forum/topic/10138973951#1

    Why does night stalker need to change? I value this skill over pretty much all of our other passives. Personally I don't like your suggested changes to Night Stalker at all. I regen wayyy more then 1 discipline per second when I use Night Stalker with RF and many other skills and you can get a ton of discipline on gear. The skill also functions in a way that makes you have to be offensive and aggressive with it, your change makes it entirely defensive and I don't agree with that. We have enough defensive discipline passives. Just my two cents.

    10/17/2013 05:05 AMPosted by RageSmash
    I thought Nyan or someone confirmed LoH doesn't snapshot? The new shadow power won't if this is the case.

    yes, Nyan confirmed that LoH doesn't snapshot.I feel like they're going to be drastically changing snapshotting. It's been abused by pretty much ever class in some way through out the progression of this game and an expansion pack is a nice place to change game mechanics.
    Edited by TastySouP#1157 on 10/17/2013 5:39 AM PDT
    Reply Quote
    10/17/2013 05:05 AMPosted by RageSmash
    I do like what you have done here, Zingy :D. Strafe is looking like my most favorite skill in RoS so far and I'm always looking through multiple tabs of datamined pages to figure out potential builds with it.


    great to hear another strafe enthusiast here:) lets just hope all these changes pay off

    10/17/2013 05:36 AMPosted by TastySouP
    I thought Nyan or someone confirmed LoH doesn't snapshot? The new shadow power won't if this is the case.


    i thought this might be the case but didnt know if someone had already tested it. thanks for the info
    Reply Quote
    I have never come around testing this, but maybe some other people have noticed something similar. In my experience the grenades from Demolition seem to be more precise with either faster attack speed or a faster weapon. Basically changing from 2 hand cb to 1 hand cb seems to increase grenade hits siginificantly. So far I haven't got any evidence for this but is there anyone else who noticed a behaviour like this as it just could be a misinterpretation ("it feels like more hits" is not really that convincing ;))
    Reply Quote
    since mp levels will be changing, its extremely hard to know where we might stand with these changes. Once we see the data regrading health pools, damage (how things scale) things will be clear after that.

    But I will admit I do not like the current changes to our spells, and I feel its not enough.

    Aside from that since we might be getting 4th passive, and 10 extra levels which means new passives, new spells. This opens up more questions, so maybe strafing can work better in the future.
    Reply Quote
    Why are they trying to fix something that isn't broken?
    Reply Quote
    10/17/2013 06:45 AMPosted by Poekel
    In my experience the grenades from Demolition seem to be more precise with either faster attack speed or a faster weapon.


    when increasing attack speed with either weapons, or IAS% you reach certain breakpoints, when progressing from one to another, there is a noticeable difference in how many grenades you throw out per second. take a look below at demolitions breakpoints.

    Demolition
    attacks per second - frame length - tick frequency
    1.07143-1.11111 aps - 27 frames - 2.22 ticks per second
    1.11112-1.15384 aps - 26 frames - 2.31 ticks per second
    1.15385-1.20000 aps - 25 frames - 2.40 ticks per second
    1.20001-1.25000 aps - 24 frames - 2.50 ticks per second
    1.25001-1.30434 aps - 23 frames - 2.61 ticks per second
    1.30435-1.36363 aps - 22 frames - 2.73 ticks per second
    1.36364-1.42857 aps - 21 frames - 2.86 ticks per second
    1.42858-1.50000 aps - 20 frames - 3.00 ticks per second
    1.50001-1.57894 aps - 19 frames - 3.16 ticks per second
    1.57895-1.66666 aps - 18 frames - 3.33 ticks per second
    1.66667-1.76470 aps - 17 frames - 3.53 ticks per second
    1.76471-1.87500 aps - 16 frames - 3.75 ticks per second
    1.87501-2.00000 aps - 15 frames - 4.00 ticks per second
    2.00001-2.14285 aps - 14 frames - 4.29 ticks per second
    2.14286-2.30769 aps - 13 frames - 4.62 ticks per second
    2.30770-2.50000 aps - 12 frames - 5.00 ticks per second
    2.50001-2.72727 aps - 11 frames - 5.45 ticks per second
    2.72728-3.00000 aps - 10 frames - 6.00 ticks per second
    3.00001-3.33333 aps - 9 frames - 6.67 ticks per second
    3.33334-3.75000 aps - 8 frames - 7.50 ticks per second
    3.75001-4.28571 aps - 7 frames - 8.57 ticks per second

    for clarification on this, you aim for the underlined value x.xx-x.xx aps

    i have found that the 2.14286-2.30769 APS is the most balenced for 2h xbows. slow enough for longer channeling but still fast enough to deal large amounts of dmg.

    with higher aps weapons like 1h xbows, from what i have tested it is best to reach the highest possible APS that is within your budget as with each new breakpoint you reach the dmg output increases more than the last one did. i hope this makes sense :)

    10/17/2013 08:22 AMPosted by MissyChrissy
    Why are they trying to fix something that isn't broken?


    there are two ways that you can use strafe, the main and most popular one is for XP farming, this works great because of the mechanics of the skill such as auto aim and movement. this compiled with good items means fast para leveling.

    the second, what the skill was intentionally made for is sadly broken, low dps on higher mp lvls = in-efficient farming, which is what endgame content is in diablo games.
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    when increasing attack speed with either weapons, or IAS% you reach certain breakpoints, when progressing from one to another, there is a noticeable difference in how many grenades you throw out per second. take a look below at demolitions breakpoints.

    That's clear. My question was more about the grenades that miss. With more APS you should have more misses as well. My feeling is that they actually are more accurate compared to less APS or a slower weapon (less misses even with more attacks). Currently it's just a feeling though.
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    10/17/2013 05:36 AMPosted by TastySouP
    Why does night stalker need to change? I value this skill over pretty much all of our other passives. Personally I don't like your suggested changes to Night Stalker at all. I regen wayyy more then 1 discipline per second when I use Night Stalker with RF and many other skills and you can get a ton of discipline on gear. The skill also functions in a way that makes you have to be offensive and aggressive with it, your change makes it entirely defensive and I don't agree with that. We have enough defensive discipline passives. Just my two cents.

    I think that is the problem with NS. You find it "more" offensive and aggressive but in really it does not do anything to your build. You will be attacking no matter what unless you are "dying"

    I believe everyone likes those "fast" resource generation by critical hits but in the end it removes all strategy. All a player need to do is attack and everything comes with it there wouldn't be the point of having 3 dimensional map if all a player do is moving forward and attacking or moving backward while retreating.

    I did not make the skill "defensive" you did.
    The suggested changes I have was
    +1 discipline per second
    +10 max discipline

    OR
    +3 discipline after each kill

    The way most player are using NS right now is "defensive" and not as "offensive" as you think.
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    10/17/2013 09:10 AMPosted by Poekel
    the grenades that miss. With more APS you should have more misses as well.


    i havent noticed this before, but it appears 1h is more accurate. whether this is only because there are more grenades out on screen at any given time and is an illusion of sorts, it is simply the chance of luck or has some ratio scaling that nobody has noticed before.

    i dont have the screen recording programs at the moment to test this further. if you have the software, what u need to do is painstakingly watch frame-by-frame and cound the hit/miss and convert it into a ratio system.
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