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 First Look: Patch 2.1.0, NOW AVAILABLE on PTR 26June!!!

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Quazacolt
post Jun 19 2014, 04:35 AM

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QUOTE(yuhhaur @ Jun 18 2014, 05:40 PM)
I can finally go OwE free like what I did in 1.08! rclxms.gif

/signed the OwE & STI Free Monk
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rclxms.gif rclxms.gif rclxms.gif
Kevmeister
post Jun 19 2014, 11:59 AM

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My DH has been the only character I've played since DIII and safe to say, these are the list of things we can and cannot dodge:

Dodge-able
- Physical attacks (Melee and Ranged)
- Frozen, during its burst
- Thunderstorm
- Mortar
- Electrified

Not Dodge-able
- Desecrator ticks
- Frozen ticks
- Frozen Pulse ticks
- Orbiter ticks
- Jailer (per hit)
- Fire Chain (per hit)
- Plagued ticks
- Poison Enchanted ticks
- Arcane Enchanted ticks
- Reflect Damage

On a sidenote: Champion packs of 6 with Illusionist and Nightmarish is overpowered as heck. Throughout the whole 3 minutes of battle with them, I spent 2 minutes+ running away involuntarily from the Nightmare effect, which the Illusions also have >_>

This post has been edited by Kevmeister: Jun 19 2014, 12:06 PM
cowithgun
post Jun 19 2014, 12:08 PM

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QUOTE(Quazacolt @ Jun 19 2014, 04:22 AM)
lol @ your 5th primary laugh.gif
*
very sad for me... i m totally depending on my high toughness (5th primary) for my Cyclone Palm build. it allows me to pull mobs to me, palm-palm-palm, and punch till 1 of them drop.

with 20% less mitigation (with OwE nerf), i may need to DS out, group of mobs start wonder around... attacking party members, etc...

not good... not good...


gladfly
post Jun 19 2014, 05:30 PM

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QUOTE(Kevmeister @ Jun 19 2014, 11:59 AM)
My DH has been the only character I've played since DIII and safe to say, these are the list of things we can and cannot dodge:

Dodge-able
- Physical attacks (Melee and Ranged)
- Frozen, during its burst
- Thunderstorm
- Mortar
- Electrified

Not Dodge-able
- Desecrator ticks
- Frozen ticks
- Frozen Pulse ticks
- Orbiter ticks
- Jailer (per hit)
- Fire Chain (per hit)
- Plagued ticks
- Poison Enchanted ticks
- Arcane Enchanted ticks
- Reflect Damage

On a sidenote: Champion packs of 6 with Illusionist and Nightmarish is overpowered as heck. Throughout the whole 3 minutes of battle with them, I spent 2 minutes+ running away involuntarily from the Nightmare effect, which the Illusions also have >_>
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Actually, fire chains are dodgeable...just that the damage is massive and usually a non-melee toon will insta KO.

Hmm..Thunderstorm dodgeable? I don't think so.

Also to expand certain physical damage is non dodgeable -eg the big hammer monster in act 4 or act 2 spinning wraiths in act 2. (sorry cant remember the names..lel)


Kevmeister
post Jun 19 2014, 05:44 PM

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QUOTE(gladfly @ Jun 19 2014, 05:30 PM)
Actually, fire chains are dodgeable...just that the damage is massive and usually a non-melee toon will insta KO.
At least, I don't notice any dodge working for me as I keep track of how much my HP drops per tick of skills and attacks by mobs.

QUOTE(gladfly @ Jun 19 2014, 05:30 PM)
Hmm..Thunderstorm dodgeable? I don't think so.
Yes, since Thunderstorm ticks for about 1 per second, it was easy to observe the damage. And I've seen my character's 'dodge' message when a melee-type champion pack used thunderstorm from far away to hit me.

QUOTE(gladfly @ Jun 19 2014, 05:30 PM)
Also to expand certain physical damage is non dodgeable -eg the big hammer monster in act 4 or act 2 spinning wraiths in act 2. (sorry cant remember the names..lel)
*
Sledgehands' mighty arm stomp attacks are dodge-able, just not as frequent as we would have noticed it.

This post has been edited by Kevmeister: Jun 19 2014, 05:46 PM
Quazacolt
post Jun 20 2014, 11:57 AM

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QUOTE(gladfly @ Jun 19 2014, 05:30 PM)
Actually, fire chains are dodgeable...just that the damage is massive and usually a non-melee toon will insta KO.

Hmm..Thunderstorm dodgeable? I don't think so.

Also to expand certain physical damage is non dodgeable -eg the big hammer monster in act 4 or act 2 spinning wraiths in act 2. (sorry cant remember the names..lel)
*
afaik thunderstorm are dodgeable since they aren't DOT ticks

all act 4 physical attacks should be dodgeable
act 2 spinning dudes should also be dodgeable.

similar to Rift guardian fire maiden's (lol cant remember name) spinning attack except hers are WAY TOO FREQUENT and it even BYPASSES NDE (near death experience) because the damage is done via high amount of hits (eg: nde proc on 1 hit, but the subsequent 5 hits or something just straight up kills you anyways) so if you fail to dodge at least 70% of the attacks (assuming you didn't move out by then) then you're dead.
gladfly
post Jun 20 2014, 12:29 PM

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QUOTE(Quazacolt @ Jun 20 2014, 11:57 AM)
afaik thunderstorm are dodgeable since they aren't DOT ticks

all act 4 physical attacks should be dodgeable
act 2 spinning dudes should also be dodgeable.

similar to Rift guardian fire maiden's (lol cant remember name) spinning attack except hers are WAY TOO FREQUENT and it even BYPASSES NDE (near death experience) because the damage is done via high amount of hits (eg: nde proc on 1 hit, but the subsequent 5 hits or something just straight up kills you anyways) so if you fail to dodge at least 70% of the attacks (assuming you didn't move out by then) then you're dead.
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Its simple bro.

Take a monk with MoE-backlash.

Dismiss your follower run solo...find the monster and see if backlash procs or not.

If backlash procs, it means it is dodgeable.

Dune wraith for the love of good never procs backlash when they spin. Act 2 KW is a simple test and its minions too. Ran multiple times.

Same goes to the hammerstash - I took 20 hits from hammerstash but backlash never procs..

Hence, some attacks by normal mobs are not dodgeable. Like the stun doggy monster in act 4/5. Have you ever dodged that hit b4?..my experience ..never. Almost 100% chance of stun when get slammed.



gladfly
post Jun 20 2014, 12:33 PM

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QUOTE(Kevmeister @ Jun 19 2014, 05:44 PM)
At least, I don't notice any dodge working for me as I keep track of how much my HP drops per tick of skills and attacks by mobs.
Yes, since Thunderstorm ticks for about 1 per second, it was easy to observe the damage. And I've seen my character's 'dodge' message when a melee-type champion pack used thunderstorm from far away to hit me.
Sledgehands' mighty arm stomp attacks are dodge-able, just not as frequent as we would have noticed it.
*
See my reply to Quaza on the sledge hand. Also on the stun white mob...

Its been tested bro. There is NO rule that says only DoT damage is undodgeable. I tested thunderstorm on a MoE -backlash mon..it never procs bro hence can assume it never dodged.

Firechain -easy test just run between the fire chain and you can see the word dodged popping out.
Quazacolt
post Jun 20 2014, 12:41 PM

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QUOTE(gladfly @ Jun 20 2014, 12:29 PM)
Its simple bro.

Take a monk with MoE-backlash.

Dismiss your follower run solo...find the monster and see if backlash procs or not.

If backlash procs, it means it is dodgeable.

Dune wraith for the love of good never procs backlash when they spin. Act 2 KW is a simple test and its minions too. Ran multiple times.

Same goes to the hammerstash - I took 20 hits from hammerstash but backlash never procs..

Hence, some attacks by normal mobs are not dodgeable. Like the stun doggy monster in act 4/5. Have you ever dodged that hit b4?..my experience ..never. Almost 100% chance of stun when get slammed.
*
Backlash is a bad way to determine if you dodge or not la
Some attacks don't "connect " and it'll not proc, not sure if it's intended or bug.

But the gist is simple : receive an attack, see if you take damage or not /seeing the word "dodge " popping on your character and /or your character performs a dodging animation
gladfly
post Jun 20 2014, 01:11 PM

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QUOTE(Quazacolt @ Jun 20 2014, 12:41 PM)
Backlash is a bad way to determine if you dodge or not la
Some attacks don't "connect " and it'll not proc,  not sure if it's intended or bug.

But the gist is simple : receive an attack,  see if you take damage or not /seeing the word "dodge " popping on your character and /or your character performs a dodging animation
*
Exactly bro. The reason why I use backlash is as a secondary confirmation. If we dodge an attack, the word dodge will pop. Sometime however, we may miss it, but backlash is easy to see.

Anyway, as mentioned, simple test, go to act 2 find a dunewraith. Walk into it when they spin. You will notice the word dodge never ever pops up. You will receive damage along the way.

Same goes with hammerstash. As I mentioned I took at east 20 hit, never saw dodge popping up. Mind you I had like 45% chance to dodge, so statistically for me not to dodge in 20 random chance is extremely low.
Quazacolt
post Jun 20 2014, 02:19 PM

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QUOTE(gladfly @ Jun 20 2014, 01:11 PM)
Exactly bro. The reason why I use backlash is as a secondary confirmation. If we dodge an attack, the word dodge will pop. Sometime however, we may miss it, but backlash is easy to see.

Anyway, as mentioned, simple test, go to act 2 find a dunewraith. Walk into it when they spin. You will notice the word dodge never ever pops up. You will receive damage along the way.

Same goes with hammerstash. As I mentioned I took at east 20 hit, never saw dodge popping up. Mind you I had like 45% chance to dodge, so statistically for me not to dodge in 20 random chance is extremely low.
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from the top of my head i was able to dodge la since i did farmed keys for a while and higher mp not dodging those whirls would mean lol dead (which i have died many a times lolz)

see if i'm free tonight i go try try act 2 spin dude and act 4 hulk smash laugh.gif

=edit=
but yea as bolded, i HAD pumped to about 70-80% dodge before on mantra activation when i went dex crazy before... lol RNG says NOPE.

see why i ABSOLUTELY HATE playing RNG? lol

so yea i welcome dex = armor. f*** RNG

This post has been edited by Quazacolt: Jun 20 2014, 02:20 PM
Kevmeister
post Jun 20 2014, 02:26 PM

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QUOTE(gladfly @ Jun 20 2014, 12:33 PM)
See my reply to Quaza on the sledge hand. Also on the stun white mob...

Its been tested bro. There is NO rule that says only DoT damage is undodgeable. I tested thunderstorm on a MoE -backlash mon..it never procs bro hence can assume it never dodged.

Firechain -easy test just run between the fire chain and you can see the word dodged popping out.
*
It could be an unmentioned fix then that causes these to no longer be dodge-able, because I stack a lot of DEX to have an average of 40 - 42% dodge @ lvl 70.
Quazacolt
post Jun 20 2014, 02:44 PM

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QUOTE(Kevmeister @ Jun 20 2014, 02:26 PM)
It could be an unmentioned fix then that causes these to no longer be dodge-able, because I stack a lot of DEX to have an average of 40 - 42% dodge @ lvl 70.
*
i think i managed to get about 50-60+% dodge at ROS lvl70, with about 9.8k dex or something

but as usual lol RNG
sometimes i take ZERO dmg from RG Maiden, sometimes i flat out went dead even with NDE popped NMGH doh.gif doh.gif
Kevmeister
post Jun 20 2014, 03:06 PM

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QUOTE(Quazacolt @ Jun 20 2014, 02:44 PM)
i think i managed to get about 50-60+% dodge at ROS lvl70, with about 9.8k dex or something

but as usual lol RNG
sometimes i take ZERO dmg from RG Maiden, sometimes i flat out went dead even with NDE popped NMGH doh.gif doh.gif
*
I'm only up to 9.3k, and my dodge is now 42 - 43%. I'm DH, so I have no naturally dodge passives to boost it up.
Quazacolt
post Jun 20 2014, 03:09 PM

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QUOTE(Kevmeister @ Jun 20 2014, 03:06 PM)
I'm only up to 9.3k, and my dodge is now 42 - 43%. I'm DH, so I have no naturally dodge passives to boost it up.
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the point is, with the way dodge works, if you don't dodge you're f***ed. if you dodge you're like superman not taking damage.

there is NO WAY to balance it

add AR based on % of dodge? what if you dodge? still superman. don't dodge? still die cock unless you're heavily geared with almost every piece rolling "5 primaries"

pretty much why most dh just go marauder and let sentries do the action while they run around and wait for shit to die (which actually die damn fast cuz sentries shooting your primary spender for FREE is op as f*** laugh.gif )

while tier7/follower class monk go up close and personal to die biggrin.gif
Kevmeister
post Jun 20 2014, 03:44 PM

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I don't mind taking serious hits, but we don't have enough DPS to make-up for our tofuness.

We'd have to give up DPS to be a little more tankier, and vice versa. At least in DII, DPSers can forgo much of its defensiveness to deal better DPS. If we do that in DIII, we're all walking OHKOers.

Well, let's see what 2.1.0 really has in store. Most of the DH's passives are shitty if you don't synergize well with your equips.
Quazacolt
post Jun 20 2014, 03:48 PM

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QUOTE(Kevmeister @ Jun 20 2014, 03:44 PM)
I don't mind taking serious hits, but we don't have enough DPS to make-up for our tofuness.

We'd have to give up DPS to be a little more tankier, and vice versa. At least in DII, DPSers can forgo much of its defensiveness to deal better DPS. If we do that in DIII, we're all walking OHKOers.

Well, let's see what 2.1.0 really has in store. Most of the DH's passives are shitty if you don't synergize well with your equips.
*
dh complaining bout dmg ke? tongue.gif

but yea, waiting for patch 2.1 too... in the meantime... WoW wiz laugh.gif
Kevmeister
post Jun 20 2014, 03:55 PM

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QUOTE(Quazacolt @ Jun 20 2014, 03:48 PM)
dh complaining bout dmg ke? tongue.gif

but yea, waiting for patch 2.1 too... in the meantime... WoW wiz laugh.gif
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We're good at single-target DPSing, but we're not so good in AoE. At least, from my experience with how Blizzard has 'balanced' this class throughout the vanilla through RoS days.
Quazacolt
post Jun 20 2014, 03:57 PM

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QUOTE(Kevmeister @ Jun 20 2014, 03:55 PM)
We're good at single-target DPSing, but we're not so good in AoE. At least, from my experience with how Blizzard has 'balanced' this class throughout the vanilla through RoS days.
*
I'm not even sure what is monk good at dps'ing... EP and pray the party black holes/piranha shit together to detonate? biggrin.gif
Kevmeister
post Jun 20 2014, 04:23 PM

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Monk is like a cleric. They take damage and heal tongue.gif

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