Patch 14 monks

Monk
Are we to assume that they gave the 2 melee classes a passive 30% DR on top of their armor from the beginning? Maybe to balance the issues of having to fight close quarters vs ranged and casters who have the mobility of fighting from afar.


I dunno what you mean by "assume", it is in the patch notes nothin there to assume.... Barbarians and monks have an extra 30% damage reduction. And yes to balance melee with range.
Are we to assume that they gave the 2 melee classes a passive 30% DR on top of their armor from the beginning? Maybe to balance the issues of having to fight close quarters vs ranged and casters who have the mobility of fighting from afar.


I dunno what you mean by "assume", it is in the patch notes nothin there to assume.... Barbarians and monks have an extra 30% damage reduction. And yes to balance melee with range.


Yeah i bet that DH and WD were pulling too far ahead of melee classes in Inferno. Good balance if it was needed; I guess we'll see...
The healing skills got severely nerfed, I wonder if this is because we're getting less total health?
This is an outrage!!!!! Exploding palm was gonna be my fav generator D:
UPDATE: LOVE the change!! Now I can spam the skill on multiple enemies and I don't have to attack twice to use the skill as it was a 3rd attack. This means I can combo 3 hits with generators and still use this awesome skill!!

When I first saw this I have to agree that I was upset. The whole reason I decided to play a monk was one of the early videos of a monk in the desert doing exploding palm. After thinking about it though I like it because I can put exploding palm on three enemies in a row and make them all explode. Effectively doing 90% of their health damage to all other mobs in proximity. Very powerful.
Does anyone know if DoT's are stackable?

I.e. using Exploding Palm, Rend, etc. twice (within the 3 second window) stacks or refreshes the debuff?
Does anyone know if DoT's are stackable?

I.e. using Exploding Palm, Rend, etc. twice (within the 3 second window) stacks or refreshes the debuff?

I don't think so. I've been testing this and I think it only refreshes the DoT. Monster's health was falling at the same speed :P
Is there an updated calculator showing the skill runes for this ability? Or is the intention to have the same runes apply to this "new" skill.
What i am trying to understand, and maybe it is as obvious as it sounds. But the 30% passive damage reduction.

I saw this for both Barbs and Monks.

Are we to assume that they gave the 2 melee classes a passive 30% DR on top of their armor from the beginning? Maybe to balance the issues of having to fight close quarters vs ranged and casters who have the mobility of fighting from afar.

What ever the case is. It looks good.

Love the UI changes as well.

From what I have been reading, it's treated like another DR classification that is calculated at the same time as armor (but prior to block), example:

Assume you had 20% dr from armor and the passive 30% dr your new dr would be:

1 - ((1 - .2) x (1 - .3)) = 44%
This game is awsome
It still explodes and the rune effects are there aswell...look for yourself. http://www.diablofans.com/




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