http://us.battle.net/d3/en/forum/topic/7710222398?page=6#118 <- elemental vs physical weapon damage differences
http://us.battle.net/d3/en/forum/topic/7710222398?page=7#128 <- legendary drop chance
http://us.battle.net/d3/en/forum/topic/7710222398?page=7#133 <- rend "on hit" and "on crit" procs
http://eu.battle.net/d3/en/forum/topic/6444685753?page=1#12 <- legendary drop chance
http://eu.battle.net/d3/en/forum/topic/6444685753?page=1#17 <- elemental vs physical weapon damage differences
http://eu.battle.net/d3/en/forum/topic/6444685753?page=2#22 <- rend "on hit" and "on crit procs"
http://eu.battle.net/d3/en/forum/topic/6444685753?page=2#27 <- juggernaut
Creating this topic because I´m intrigued by the chance we players will be given to ask about the game and its design. Here´s the blue post:
The basic rules are:
- one question per post
- on topic (patch 1.0.7), about the game and its design
- no project/expansions/release dates questions
- up to three sentences for question and background/why
The main reason for this topic´s existence is that I believe if the Barb community agreed beforehand on a small number of questions and later supported them, there would be a higher chance to have them answered.
I´ll be honest and say that I´m a researcher and would really love some mechanics to be answered, so this is also my way of asking for support (votes) incase I manage to post a question. I probably won´t be allowed to post more than one question (not sure about their policy)...so once we decide what questions are the best, I´d say we split them up between a few members and post them separately.
1. I´d like you to propose questions that follow the rules and write reasons why you think they should be answered.
2. Even if you don´t have any questions, try to state your opinion on other posted questions. Ideally write your favourite one or make a ranking of your favourite top3 or top5.
3. I love to discuss Barb game mechanics. I´ve already begun researching game mechanics of other classes as I leveled them, but my main is Barb and I´ve spent by far the most time playing it.
So as a bonus, even if you don´t care about the whole "ask the devs" option, I´m giving you the oportunity to ask me game mechanic questions about Barb skills. Depending on what you ask, I might be able to find new stuff to research in the near future. Also, if there´s stuff I´ve already researched, it would be somewhat of a waste to ask the devs about it.
Anyway, here´s mine:
In 1.0.7, if a gear drop from a monster is rolled, what will be the base nominal chance (without magic find) of the drop to be legendary and are there different base nominal chances for different monsters?
Background/reasoning: It´s about time the players start getting a bit more in-depth data about the game, so that we understand what actually happens incase you changed the value in the future like "we doubled it" in a previous patch.
Note for voters - the game checks first if an item is legendary, then 6 affix rare, 5 affix rare etc. and knowing the answer to this question would allow us to make drop rate estimates and more accurate farming efficiency decisions.
Are all elemental damage weapons (except cold because of its snare) originally designed (intended) by the developers to be inferior to physical (black) damage weapons damage-wise and why?
Background: This is currently by far the biggest gearing issue in the game for many players, as:
1. The known issue with +minimum and +maximum damage affix being calculated wrongly by the game results in even higher physical damage on weapons compared to elemental ones.
2. Physical damage on weapons including socketed Rubies benefits from the "+x% damage" affix and elemental damage does not.
3. The "adds x% to elemental damage" affix (magic property) is calculated based on physical (black) damage and ignores elemental damage, further increasing the damage gap between physical and elemental weapons
Note for voters - this is the current order of weapon damage calculation:
base weapon damage -> +minimum/+maximum damage on weapons including rubies -> "+x% damage" -> +min/max damage on jewelry and off hands -> "adds x% to elemental damage" -> "+elemental damage".
Why does Rend regenerate health from Life on Hit only on the initial tick and never triggers the fury generating on crit effect of Into the Fray despite having a proc coefficient higher than 0.000?
Reasoning: Rend doesn´t triggger on crit effects. It procs on hit effects only on the initial tick. The Wizard skill Blizzard which is a damage over time skill similar to Rend is being fixed in 1.0.7, what about Rend (and other DoT skills)?
•Bug Fixes •Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit
Short version: Are skills with 0.000 proc coefficients intended to never trigger the life gain effect of Juggernaut or do you plan to revise and change the mechanics of this skill in 1.0.7?
Long version: Assuming the 15% max life gain chance from the Barbarian passive Juggernaut depends on the proc coefficient of skills that cast (trigger) the Stun, Fear, Immobilize or Charm CC effect, was it indended by the developers that skills with a 0.000 proc coefficient would never trigger the 15% max life gain or are you planning to revise the Juggernaut skill mechanics now that dueling gets added in 1.0.7?
For clarity, I´m talking specifically about the following CC skills with a 0.000 proc coefficient:
Barbarian: Threatening Shout - Terrify (Fear)
Demon Hunter: Caltrops - Torturous Ground (Immobilize) and Vault - Rattling Roll (Stun)
Witch Doctor: Horrify - all runes (Fear) and Mass Confusion - all runes (Charm, Mass Hysteria also Stun)
Monk: Blinding Flash - Blinded and Confused (Charm), Breath of Heaven - Penitent Flame (Fear) and Mantra of Retribution - Indignation (Stun).
Why is the No Escape passive 10% damage bonus a separate multiplicative bonus unlike all the other Barbarian skill damage bonuses which are added up and why doesn´t Dread Bomb get the 10% damage boost from No Escape?
I guess I have a problem formulating a question and reasoning within 3 sentences, oh well...
Have fun and be creative.