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Jun 19 2012 11:18am
sweet, my measily 16k unbuffed will now be like 13-14k ? so excited.

My fresh lvl 60 wizard with ZERO AH items is more viable than my 10mil AH gear monk, hahahaha.
She did about 40k+ before, 36k now? no, yay they totally fixed the ranged vs melee disparity (all stats/gear lower than my monk and yet she scales insanely dps-wise, what gives?)
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Jun 19 2012 11:21am
Quote (Veranor2 @ Jun 19 2012 10:17am)
I guess as long as you're staying up then it'll be okay.  You think you'll have issue with the 3min enrage on ZK and Belial?


I'm way past farming ZK and Belial -- but neither of those bosses were much of a problem when I did them with far worse gear than I have now. Belial was a 1-shot with around the same DPS I have now (but less survivability) and ZK took a couple attempts... but neither of them took very long IIRC.


Quote (Batou079 @ Jun 19 2012 10:18am)
sweet, my measily 16k unbuffed will now be like 13-14k ? so excited. 

My fresh lvl 60 wizard with ZERO AH items is more viable than my 10mil AH gear monk, hahahaha.
She did about 40k+ before, 36k now? no, yay they totally fixed the ranged vs melee disparity (all stats/gear lower than my monk and yet she scales insanely dps-wise, what gives?)

I wouldn't be so quick to say that. I think monks are still incredibly viable and are still one of the most durable classes in the game. We're well balanced in terms of damage/survivability relative to the difficulty of mobs in Inferno. The DPS nerf from IAS is probably hurting other classes a lot more than us - and I think Wizard is a class that relied on IAS least of all (so perhaps one could see this patch as a huge Wiz buff... not that they needed it).

Overall, I'm surprised that this change didn't affect our survivability as much as I thought. Contrary to what I thought before, LoH is pulling more weight now than ever - most likely because of the more constant but reduced damage.

This post was edited by irimi on Jun 19 2012 11:25am
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Jun 19 2012 11:29am
Quote (irimi @ Jun 19 2012 12:21pm)
I'm way past farming ZK and Belial -- but neither of those bosses were much of a problem when I did them with far worse gear than I have now. Belial was a 1-shot with around the same DPS I have now (but less survivability) and ZK took a couple attempts... but neither of them took very long IIRC.

I wouldn't be so quick to say that. I think monks are still incredibly viable and are still one of the most durable classes in the game. We're well balanced in terms of damage/survivability relative to the difficulty of mobs in Inferno. The DPS nerf from IAS is probably hurting other classes a lot more than us - and I think Wizard is a class that relied on IAS least of all (so perhaps one could see this patch as a huge Wiz buff... not that they needed it).

Overall, I'm surprised that this change didn't affect our survivability as much as I thought. Contrary to what I thought before, LoH is pulling more weight now than ever - most likely because of the more constant but reduced damage.


I'll check on mine and post my thoughts later. Probably will have to go look around for better attack speed gear though.
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Jun 19 2012 11:32am
Quote (irimi @ Jun 19 2012 09:21am)
I wouldn't be so quick to say that.  I think monks are still incredibly viable and are still one of the most durable classes in the game.  We're well balanced in terms of damage/survivability relative to the difficulty of mobs in Inferno.  The DPS nerf from IAS is probably hurting other classes a lot more than us - and I think Wizard is a class that relied on IAS least of all (so perhaps one could see this patch as a huge Wiz buff... not that they needed it).

Overall, I'm surprised that this change didn't affect our survivability as much as I thought.  Contrary to what I thought before, LoH is pulling more weight now than ever - most likely because of the more constant but reduced damage.


^ how is LoH possibly pulling more weight? Life on *HIT*... less attack speed, less attacks per second, less heals per second. Just curious what your reasoning is.

That was my thinking why monks are less viable. Not too mention, slower attacks, slower Spirit regen. Less frequent usage of skills. I don't necessarily have as much an issue with DPS loss as i do with the survivability that ias gave us as melee...
Additionally, monks being some of the lowest dps classes in game, now get even more dmg output reduction making my several minute fights 20% longer (being roughly the amount of DPS loss).
the SAME champ fights PRE-nerf in Act2 taking my monk several minutes would take my Wiz half the time in much lesser gear. (Patch notes say they nerfing mob dmg, not HP)

I am certainly not jumping to conclusions, im basing it off of having both a Monk AND Wiz in Inferno at totally polar opposite levels of gear...
Pre-nerf, i did actually enjoy the challenge of a monk, it wasn't as simple as mass dmg glass cannon face rolling as other classes, we are much more gear dependent and rely much heavier on BALANCE (dmg vs survivability).
I enjoyed these aspects... i am just concerned that post-nerf we will have to work that much harder with an already challenging class.

the flat nerf to ias i think was blatantly unnecessary for ANY class. idc if they thought other classes DPS output was overpowered, it didn't affect me and i didn't care... but it DOES affect other aspects besides mass DPS classes...

This post was edited by Batou079 on Jun 19 2012 11:34am
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Jun 19 2012 11:41am
Truthfully, a lot of LoH in pre-patch was overheal. Even with only 800 LoH, I was often in situations where I wasn't getting hit and so LoH didn't do very much, but then I'd get hit very hard and LoH wasn't healing fast enough even at 2.21 hits per second. The damage feels more constant now and the healing/regen coming from LoH seems to be doing more than it did before - both because there's more healing to be done and because there's enough time for it to happen.

Re:IAS nerf -- I think some form of nerf was absolutely necessary because of how ridiculously undervalued IAS was in item budget and overvalued in terms of DPS effect. But doing an across the board cut on IAS items is the worst possible way of doing it, IMO.

This post was edited by irimi on Jun 19 2012 11:42am
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Jun 19 2012 11:41am
Dual wield still give 15% ias?
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Jun 19 2012 11:42am
Quote (Linak @ Jun 19 2012 10:41am)
Dual wield still give 15% ias?


Yes. That's why quivers were unaffected by the nerf, by the way.
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Jun 19 2012 11:43am
Guess it's time to switch to dual wield then :D
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Jun 19 2012 11:50am
Dual wielding is still as hard/expensive as it was to achieve before. The 0.15 ASI may be relatively more valuable compared to ASI from gear, but its value relative to shields/block is still the same. You will still suffer a significant DPS drop from dual-wielding if your off-hand is not on par in damage with your main hand.

This post was edited by irimi on Jun 19 2012 11:51am
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Jun 19 2012 11:51am
Quote (irimi @ Jun 19 2012 09:41am)
Truthfully, a lot of LoH in pre-patch was overheal.  Even with only 800 LoH, I was often in situations where I wasn't getting hit and so LoH didn't do very much, but then I'd get hit very hard and LoH wasn't healing fast enough even at 2.21 hits per second.  The damage feels more constant now and the healing/regen coming from LoH seems to be doing more than it did before - both because there's more healing to be done and because there's enough time for it to happen.

Re:IAS nerf -- I think some form of nerf was absolutely necessary because of how ridiculously undervalued IAS was in item budget and overvalued in terms of DPS effect.  But doing an across the board cut on IAS items is the worst possible way of doing it, IMO.


Placebo im afraid. LoH when you are at full health is a safety net... ofc it wasn't doing anything. Once you get hit hard, the faster you can hit back, the faster you heal back up.
If you felt "it didn't seem to heal fast enough" when you got hit hard, that was an issue of your personal stats/gear. there was a reason many monks stacked so much LoH and IAS, cause it DID heal VERY fast when you get hit for a large portion of your life.
Mathematically (unless they added some ninja math change), lower ias MEANS effectively less heals per second, slower healing when you take those big hits...

As well, "more consistent damage" is also placebo... another mathematical impossibility.
Slower attack speed didn't make your damage per second some arbitrary number that was inconsistent. DPS is always more consistent based on how often you are hitting a target (melee range, having to run away, etc), not based on how much IAS you have.
Therefore, the consistency of DPS never changed... the raw damage per second, significantly decreased. Increasing attack speed is a direct attribute to the term itself, damage per *second*. Your dmg cannot become more "consistent" by slowing it down, that makes no sense.
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