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The MinMaxDamage bug has been a bug known to us since July of last year, however, we did not want to fix a bug that would effectively nerf a large number of existing weapons. That’s why we did not fix the bug in any previous patch that we've released since the bug was found, nor are we fixing it in patch 1.0.7. Currently, the plan is that at such a time that we address the bug, the bug fix will only apply to newly created items, so as to not adversely affect existing items. ROFL ROFL ROFL , IN OTHER WAY WE DO NOT WANT TO NERF THIS BECAUSE ECHOING FURY AND OTHER BUGS ITEMS *BLAKCWEAPONS* ARE THE MOST VALUABLE MONEY MAKERS .... I MEAN GOLD MAKERS :dmehh..
Edited by Newton#1157 on 1/22/2013 5:42 PM PST
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Thank you for the clarification and I'm pleased :D
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Community Manager
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I'm still curious though, in the hypothetical scenario that this bug is fixed, will it be a buff or a nerf? If and when we consider making adjustments to the MinMaxDamage affix (whether it be a bug fix or some other change), we’ll be sure to let you know in advance or otherwise provide as much warning as possible. We haven’t decided on anything yet, though, or really even discussed much in the way of possible changes. So, while I definitely admire theorycrafting and appreciate why you’re posting the hypothetical, there’s not a lot more clarity to provide other than what I’ve already given. It’d just be speculation at that point, and that’s not a very good role for me or any Community Manager to really serve. |
#363
1/22/2013
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<3
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I'm still curious though, in the hypothetical scenario that this bug is fixed, will it be a buff or a nerf? You'd be double hot without them glasses xD |
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ROFL ROFL ROFL , IN OTHER WAY WE DO NOT WANT TO NERF THIS BECAUSE ECHOING FURY AND OTHER BUGS ITEMS *BLAKCWEAPONS* ARE THE MOST VALUABLE MONEY MAKERS .... I MEAN GOLD MAKERS :dmehh.. Attack speed was a money maker (and still is), but I think they learned their lesson on that.
Edited by TheFunGun21#1392 on 1/22/2013 6:22 PM PST
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Well, you know it´s a bug since July and you leave it there because people would get upset? Pretty much sums up my feelings on this issue. I really loved theorycrafting in Blizzards games, but it does turn out into an issue when game mechanics don't work like they should work. It's also pretty ridiculous that one of the larger issues with the legendary patch is due to a bug. The reason why so many legendary items are guaranteed garbage before identification is simply because they're elemental based weapons. They CAN'T be good compared to bugged black weapons. BUGS SHOULD be fixed as soon as they're known about. Running faulty game mechanics that you guys KNOW are not working is just a terrible idea. Black weapons can be compensated by some sort of increased DPS, but when the mechanics themselves are faulty it'll just lead into more and more issues down the line. |
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Many people feel that they could re-introduce the special abilities elemental weapons had before they were removed. Similar in line to what cold weapons do is snare, maybe poison weapons will provide a dot of some kind etc etc. Do you think this request would be possible in a future patch? Doing that would cause huge imbalances with the current skill system, and I'm only speaking for DH. Many skills already have dot, stun, cc, etc... and you would effectively kill those skills off. Everyone would just pick devouring or spray of teeth + elemental effect.
Edited by Monsta#1979 on 1/22/2013 7:22 PM PST
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I still think blizz will eventually "nerf" fix those weapons to spur the AH market
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blizzard will fix it allright, it will just happen when they ah slow down and they need something new to spur people to play and use the AH more. Until them don't expect them to nerf half the weapons even though they can right now....
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So we finally got the answer. Does anyone know if non-elemental damage also means that it also bypass monster with elemental resistance like cold affix elites? like cold elemental damage weapon would do less damage to cold resistance elites? just wondering and not rooting for non-elemental weapons.
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adding small hidden on hit% with those effects or similar effects would not kill anything, only add some value to elemental type weapons aside from the aesthetics, and increase diversity. May be hard to implement but would make the most sense. i would go with: use elemental damage tiers to help determine %hit chance. bring cold damage in line with the rest of the elements. Cold - 3-5% freeze for 2 sec, 3-5% chill for 4 sec Lightning - 3-5% stun for 2 sec, 3-5% knockback Poison - 3-5% slow by 50% for 4 sec, 3-5% dot 45% weapon dmg over 5 sec Fire - 3-5% dot 35% weapon dmg over 3 sec, 3-5% fear for 2 sec Arcane - 3-5% immobilize 2 sec, 3-5% elite damage Holy - 3-5% blind for 2 sec, 3-5% crit chance vs. demons/undead pure damage weapons already get the most damage, so either leave them be, or could add 3-5% bleed for a fixed amount. |
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While we are talking about damage, it needs to be said that the current dps levels of lvl 60 crafted legendary weapons are simply not viable to use at that level. You have a weapon like Earthshatter, which would be really cool to build a character around, spawning with 300 dps. The only way a crafted weapon can be viable is if it is lucky enough to roll an extra dmg boost as a random property. The base dmg on these weapons MUST be enhanced to be more in line with normal legendaries of a like level.
It is also another way to get people to craft in this game, which is sorely needed to add depth and variety. |
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simple; we know the hypothetical Previous notes (04) mentions clearly "very slightly lower" - the intention of the report suggests the problem* is more than intended. (arbitrary +1?) by definition a problem exists with the duality of an opposing solution, it's not the only solution of course, just the most defined what I find interesting is no one who read this entire thread was able to provide info that the note had been in since 04, nor any link to the question being asked since 04. I find it suprising this never came up by the community, blew up now, and despreatly needed confirmation a whole 3 patches latter
Edited by zoid#1554 on 1/22/2013 10:37 PM PST
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Whether right or wrong, the way in which the physical part of weapons is calculated from the underlying stats seems illogical, never mind bugged.
If weapons were fixed such that the calculation occured in a logical manner from the manners, then we would probaly end up with a significant buff to these weapons. The only reason a bug fix would berf them would be by retaining the same illogical basic calculation and then just making it more illogical. Surely these weapons should be: min = base min + bonus min delta = base delta + bonus delta therefore max = min + delta. Not the wierd way its done at the moment?
Edited by Khazul#2940 on 1/22/2013 10:51 PM PST
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Currently elemental damage has no difference vs other damage to monsters. If you hit a mob for 500 fire/poison/cold/lightning/physical/holy/arcane/whatever it's all the same to him. Some patch before it was like arcane had arcane resists etc. not anymore. Edit: found it for you Plagued, Arcane Enchanted, and Electrified minions no longer have resistance to Poison, Arcane, or Lightning damage (respectively)it was patch 1.04 . http://us.battle.net/d3/en/blog/7029347/7029347#monsters and go below to bug fixes for them. Actually they introduced that in 1.03 but it didnt stick/work, that's why it's a bug fix in 1.04.
Edited by Gibber#1962 on 1/23/2013 12:08 AM PST
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For everyone! Please consider all facts. blizz should do its math right... a fix to this bug would increase the DPS of all blackweapons. or do they already know? Maybe thats the reason why they dont fix it for existing items. New inferior items would boost their AH/RMAH economy. /sigh |
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Any update on the other "bug" with a marquise ruby and Damage Range on some weapons ?
Examples: http://us.battle.net/d3/en/forum/topic/7592912867 or this http://i.imgur.com/AiZJD.jpg (1506 is wrong) |
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