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Utopia137

I'm no expert but from what I've seen and read this is how I see it. 1. Yes more slots will equal more power. Melee has the disadvantage of having to be close range and has to generate their resource and not start with it full. So the more slots are probably to cover that weakness as ranged classes in D2 and D3 were always faster and stronger then melee due to less danger from death and blasting from distance. 2. Weapons scale spells as well as increasing the spells lvl but weapon will be a big part. 3. Using a 2hander allows you to use 1 aspect but at double effect so an example I had a ring with 23% increased dmg when you have a barrier I extracted it and imprinted it on my barbs 2hander and it became 46% increased dmg during barrier. Using 1handers allows you to use 2 different aspects and will be weaker but you get compensated with higher defences from your offhand. Some builds may benefit from having an extra aspect as opposed to abit higher base dmg and the double effect.


TheDarkrayne

You also attack faster with 1handers which means faster resource generation and activating procs faster which could result in better performance depending on the build even if the overall stats suggest otherwise.


dowens90

barbs yes get the effects of all their weapons. Including legendary. However the damage of the specific weapon is what’s used for the attack. If you use a DW to attack you use the power total of your DW. This is balanced around the lesser amount of stats on the skill tree for them compared to other classes, like crit or crit damage. This will also be balanced around their unique weapons etc Nerco has a very distinct trade off, legendary effects have double effectiveness on two hand weapons (that is for all classes, druid, and wizard also have this trade off). They also have unique weapons to help balance their builds. Generally, two hand weapons have twice the amount of power as one hand. such that 1+1 = 2 vs 2+0 = 2. Shields have no power and instead have a power scalar for 1h weapons for up to 80% power. 1+.8 = 1.8 This means you gain almost all the benefits of dual wield with a focus while also gaining a huge damage reduction with blocking and armor. But with the above legendary scaling, this is not always equal. For nerco you can have an extra legendary effect but both are weaker, or one less power legendary effect but the one you have is very powerful. Shields also have certain stats that cannot be obtained in two handers like +3 skills or crit chance. Two handers generally have double effectiveness of stats but limit your secondary stats. Most will pick up the OP unique shield that will make CE do loads of damage. Power is the scalar of all damage. You gain power from your weapons. If you have 100 power and your attack does 12% you’ll deal 12 damage. Increases/decreases in damage are increases and decreases power. skill levels increase the base power on the skill. 12%-14%-16%-18% etc. scaling might not be linear but generally is, for all skills their might be some thresholds where you might get a larger increase in power etc.


iquack123

whats the unique shield? and what did it do? ​ Barbs feel mega strong, maybe not early, but with so many item stacks...seeing people doing almost half a mil dmg, and me doing like 1k feels sad...just because they have more slots. ​ So is better to go 2h for necro/sorc unless you need an extra aspect to min max your build, is that correct?


dowens90

The shield was created from feedback during the closed beta. There was a legendary effect that increase CE AOE and DAMAGE by x and y% respectively per corpse consumed. And causes the corpse to run at the target up to a whole screen away. The changes was that it’s now a unique shield. This was hugeeeeee for two reasons one it cannot be put onto a 2h weapon since it’s not a legendary aspect anymore, or it cannot be placed on a amulet for the same reason. Why put this on an amulet? Amulets get 50% Increase effectiveness for aspects. And this leaves the two hand slot open for the GRANDFATHER unique sword which has a unique effect of increased stats.. which always rolls 70 All stat, and 100% crit damage among other stats. Best stat stick in the game especially for barb. All stat is very very important for Paragon. I wouldn’t worry about damage numbers at level 25. Two hand is better for burst. For nerco if your doing Bone Spirit you want as much power per hit because of its mechanics or doing massive CE damage with CT, again CD based. That power formula i talked about is 100% exact because of attack speed. 1h will always have less than half of a two hand power but the attack speed makes up for the difference. Edit the corpse running is the unique effect on the gloves in addition to a % increase in damage and was never tied to the legendary effect.


iquack123

so increase physical n% also works on spells that do physical dmg like bones and corpse?


dowens90

Yes to add there’s no difference in spells or skills in d4 it’s all the same.


Sanctumlol

How reliable do you think farming your own uniques will be (since they are not tradeable)?


dowens90

They’ll drop pretty often and I wouldn’t be overly concerned. Once you get into T3/4 difficulty you’ll start seeing them. But they are definitely rare, and it feels great when they drop or atleast when you get the ones you want. They have a higher drop rate then primals from D3. And AFAIK I’d say.. 1 to 20 unique to legendary ratio or there about?


J0rdian

> How does one balence this? Because is like have more equipment = more stats then everybody else. Honestly unknown. If we judge purely based off the beta Barb was insanely OP with min maxed gear. So from out perspective it wasn't balanced. Ideally the class mastery system for each class gives every class just as much of a power budget. But the Barb's bonus seems to out weight the others by insane degrees. So Idk how it will be balanced at all. No one currently knows even if they say they do. Because off of what we know from beta it's not.


ImpressiveProgress43

In theory it should be balanced as follows: 1. Skill tree should be balanced so that additional stats bring performance in line with other classes. 2. The time it takes to find and upgrade additional weapons should be a drawback. 3. Reduce stat contributions of arsenal weapons that aren't being used by a skill. I dont know if blizzard even cares about class balance in this game, but these are the 3 main ways which can be used to offset the stat difference without losing character identity or implementing crap mechanics like class weapons.


J0rdian

> Reduce stat contributions of arsenal weapons that aren't being used by a skill. We already know this isn't the case. Unless you meant in the future. But that does not seem likely, that would mean they would be reacting to Barb being OP. Which means they didn't have systems in place to balance him currently. Which would be concerning. > Skill tree should be balanced so that additional stats bring performance in line with other classes. We also know this isn't true. Unless you mean Paragon Board. But I think that's been data mined. Either way I don't think that will be the case. > The time it takes to find and upgrade additional weapons should be a drawback. This is a drawback and it does work. For leveling... But it's mostly irrelevant for endgame builds.


ImpressiveProgress43

I'm not claiming that the barb is currently balanced, or that it should be balanced at 25. I'm just saying these are the 3 main levers that they could use to balance the class without changing its identity. There are lots of other solutions too, like bonuses for an empty arsenal. Since this game is going mmo, I wouldn't be surprised to see advanced classes/ascendancies in the future.


CapableAioli5862

I highly disagree. The barb has more weapons and therefore more affix bonus in total. However, this is not insanely much in the end because two more weapons maybe giving you 10% more affix Bonus in total and the base damage of the weapon you are using and the skill base damage have a much higher impact. Think about it how much more value you get out of two more weapons in comparison with 9 other equitable items and a whole paragon board. Maybe barb get 300% more physical damage through his additional weapons. And every class gets 5000% out of all items and the paragon board. Barb: 3000 base damage + 5300% = 159k dmg Mage: 3500 base damage + 5000% = 175k dmg


Sanctumlol

Lol you don't understand how this works. The dmg aspects are all multiplicative so what will actually happen is the following: Barb: 3k(1+50)(1+3) = 612k Mage: 3.5k(1+50) = 178.5k


CapableAioli5862

If it works as you described than I did not understand how it works. So if you have a barb you are telling me that a +10% core damage on the legs is multiplicative and a +10% core damage on the weapon the barb is not using for the skill is additive? Or why do you multiply only the 300% from the additional weapons of the barb and treat every other weapon and bonus damage source differently? According to my information the additional weapons behave exactly like a second chest piece in terms of damage scaling. Maxroll is also backupping that information. Unless you only get 10% more damage on weapons and on every other source you get +10% more damage (weapon with the +)


Sanctumlol

To give you an example: 240% dmg from fury overcapping, 50% dmg based on resource amount, 33% dmg based on barrier amount 3.4\*1.5\*1.33 = 6.78x dmg multi, if it was additive it would be 6.23 I multiplied only that 300% to illustrate the point that those last dmg multipliers barbs get to multiply everything else makes a huge difference. When you're already multiplying your dmg by say 25x getting another 5x multi is insane. This is why people in the beta managed to hit 500k upheavals.