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Perilous guidance


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#26
Gya

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There's multiple ways to accomplish all of the above. My favorite absolute favorite is fire wall directly on top of the enemy firing line.


This. So much fun roasting those cheap fools. Except when lag spikes and me being an idiot result in a misplaced firewall. ^_^
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#27
SpaceV3gan

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My guidance is to perilous is the AW. Always Win.

#28
LearnedHand

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Promotions rate of return increased effect follow a specific mathematical formula. Unfortunately, it is a lot of work to actually go through learning the math, inputting and working with the data involved. Some of the work can be offloaded to computer assisted tools like spreadsheets and programmable scripts. However dealing with those also involves a high level of skill and time invested still not readily accessible to casuals.

 

I am mathematically correct saying that promotes have a highly diminished rate of return for their utility effect. Bioware Employee Andy Kempling has so said too.

 

Are you saying that stats work differently than they do in SP? That there is some separate formula added in MP? Andy Kempling's response is vague and he even says he not fully versed in all aspects of the game. 

 

For example "diminishing returns" can mean many things. Naturally, most stats have "diminishing returns." If you have 100 willpower, each successive point is worth relatively less. Or is there something extra on top of this to "soft cap" stats? And how would diminishing returns work with crit chance and cunning?



#29
teltow

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Never eat the ham. It's never ham. And use potions.



#30
Drasca

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Are you saying that stats work differently than they do in SP? That there is some separate formula added in MP? Andy Kempling's response is vague and he even says he not fully versed in all aspects of the game. 

 

For example "diminishing returns" can mean many things. Naturally, most stats have "diminishing returns." If you have 100 willpower, each successive point is worth relatively less. Or is there something extra on top of this to "soft cap" stats? And how would diminishing returns work with crit chance and cunning?

 

There are diminishing returns because it is a zero sum game with limited enemy health bars, limited benefit to extra damage, crit chance, and I believe even defense % (needs more testing).

 

For willpower, the resulting benefit of added .5% attack power is relatively less despite being an absolute increase due to limited enemy health pools and the nature of overkill. So yes, the extra point is worth relatively less, even though it is gradually increasing more.

 

It is a soft cap because the amount of time required to gain a very small benefit relative to other gear and abilities is extremely prohibitive, and there are limits on how useful the utility of the stats become.

 

The benefit of increased crit chance decreases geometrically with every increment of crit chance increase. Take for example, the benefit of going from 1% crit chance to 2%. That is doubling the crit chance, or worth a factor of 2x. Going from 2% to 3% is only a factor of 1.5x. This pattern repeats with decreasing benefit of crit chance with every added crit chance.  Note, the base crit chance is 5%, and there are multiple passives that guarantee critical hits with status effects Death Blow / Mercy Killing / Knife in the Shadows / Sneak attack / etc. The added benefit of +crit chance is wasted here.

 

I have not even mentioned yet how the actual utility of crit chance is the crit damage bonus, which once guaranteed is even more rapidly diminishing benefit of extra cunning.

 

There's more, but I'm out of time for now, and I've mentioned this stuff before in other threads.



#31
LearnedHand

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Thanks. I was just wondering when you talked about diminishing returns whether you observed something extra going on or just the natural diminishing returns i mentioned and you seemed to confirm.

 

As a longtime hardcore D3 player, the sweet spot for crit chance was always 40-50%, beyond that the value of extra cc dropped off steeply. This is another example of natural diminishing returns.

 

But this doesn't work for damage reduction % (I got to look at the formula again) unless it is multiplicative of something else beyond raw damage taken. So here you would need some kind of hard cap or again an extra something added to the formula.

 

edit: so according to the damage formula by aznricepuff you can reach 100% resistance in a type of damage (am I reading it right?) This isn't a possibility in SP but it is with MP promotions. 



#32
Drasca

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As a longtime hardcore D3 player, the sweet spot for crit chance was always 40-50%, beyond that the value of extra cc dropped off steeply. This is another example of natural diminishing returns.

 

edit: so according to the damage formula by aznricepuff you can reach 100% resistance in a type of damage (am I reading it right?) This isn't a possibility in SP but it is with MP promotions. 

 

Glad to see that. Most people don't understand diminishing returns at all. I did the same crit% analysis, but with earlier games, including D2.

 

SP's limit is 80% I suspect MP is the same as preliminary results show limits to damage reduction, but I need more testing to be sure.

 

Also aznricepuff's data is based on SP, so the individual values are not always the same, though the general mechanics usually are.



#33
hellbiter88

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Perilous is tough. My advice? Stick to routine. Forever.

 

 

And NEVER. EVER. EVER. promote your characters.

 

 

Spoiler


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#34
CitizenThom

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Legionaire/ Arcane Warrior, Keeper, Elementalist and Archer/Assassin teams are the only ones that have been able to carry me through perilous. You need one character that can take damage, one that can dish it, and lots of barrier.

 

I imagine Necro could fill the Elementalist slot with a crowd control/ damage emphasis that's very similar to the elementalist.



#35
Shredboy

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I don't know, we all started at the exact same place.. square 1 as it will. I remember specifically having around 11 , 18 ish, 24 ish stats playing perilous and contributing, not hiding in every corner in stealth with my hunter. My first 25 perilous wins were with stats like that (as were the others I played with).. pulling to choke points, communicating on barriers, mob placement...knowledge of your class.... I haven't played one rpg or mmo that doesn't almost demand some sort of progression. Even if the game itself doesn't call for it, their will always be hard core gamers that advance to that level, I don't understand the disdain for it on these forums. If your a casual gamer don't ****** on guys who choose to spend countless hours in game...that's just the way these types of games funnel players. The development is 100% geared that way.. it's as plain as day.. the stronger you get the easier the game becomes.. do I love that..? no... inquisition rank of 700 is no better than some players I've seen at 150 or lower.. Other than that if I hated the game progression and mechanics that much I simply wouldn't play it.....


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#36
Drasca

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You need one character that can take damage, one that can dish it, and lots of barrier.

 

FTFY 'need'

CC is definitely preferred. Mobility nice. Barrier OK. . . but need? Kill and avoid damage. Not the same as mitigate damage taken (barrier), avoid all together. Restoring damage is definitely nice though.

 

Goes to show what you feel about the kits though, thinking only half of them are ready for perilous. I personally disagree with Keeper, Archer and Assassin though, as I define carrying Perilous meaning able to solo-carry within a team. While Archer's do damage, they're terribly squishy and pugs tend to fail staying alive on Archer. Granted pugs will die on any class, but it is very rare for Archer solo. Same deal with Assassin, while the Keeper has the opposite issue of insufficient burst damage for solo perilous (though it can, most don't spec & play right).  I also see how Templar isn't mentioned. Too bad, one of the easier ones to solo Perilous with too, once you learn. I definitely understand why the 2H warriors, Alchemist and Hunter aren't mentioned either (though they can solo, it is exceedingly rare to find players talented enough). The 2H warriors are extremely 'fun' though, with much lively debate on which is more fun for individuals. 

 

Among my circle of friends, all of them like to Katari, and I love playing 2+ Katari teams with them. So. Much. Fun. Katari Bowling, the game. Same with Reaver. 2+ Reaver + elementalist or keeper = rage sweep through perilous.

 

I don't know, we all started at the exact same place.. square 1 as it will. I remember specifically having around 11 , 18 ish, 24 ish stats playing perilous and contributing

 

My first 25 perilous wins were with stats like that (as were the others I played with).. pulling to choke points, communicating on barriers, mob placement...knowledge of your class.... I

 

If your a casual gamer don't ****** on guys who choose to spend countless hours in game..

 

if I hated the game progression and mechanics that much I simply wouldn't play it.....

 

Shredboy gets it! Don't (*&$ on others, and especially not the devs. That does nothing to help the situation. L2P, and work on it while following good strategy.



#37
Dragoncloud

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On the 2k hp front: Ran into a keeper with 6k+ hp a while back.

On perilous with low stats/promos: Team composition, your weapon and voice chat to get people to do choke point pulling helps. I prefer playing my keeper on perilous (@7 total promos if even that, but lvl 20) focusing mainly on supporting the tank/person that pulls most aggro with barrier with all upgrades, lightning cage and fade something that smashes most enemies to the ground, weakens them and at times puts them to sleep. Bringing fire & bee pots also helps (healing mist is also nice but sometimes hard to hit the people you want)

#38
Zorinho20_CRO

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Come here or ham.



#39
ALTBOULI

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It comes down to two things. Strategy and Skill or Strate-skill."


Fixed
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#40
Kalas Magnus

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Unless you use my Combo King AW build, linked in my signature, constantly putting the RTC to sleep with the constant shock and weaken combos.

i took a look at your build.

 

no spirit blade? thats downright blasphemy. 

do you have a video demonstration?

 

edit:nvm



#41
Kenny Bania

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i took a look at your build.

 

no spirit blade? thats downright blasphemy. 

do you have a video demonstration?

 

Spirit blade is for n00bs.



#42
Kalas Magnus

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Spirit blade is for n00bs.

and so is looking at the screen when you play. 


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#43
ALTBOULI

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and so is looking at the screen when you play.

Real pro's watch netflix while playing
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#44
JRandall0308

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Still waiting for video proof of someone beating Red Templars Zone 5 Perilous, post-patch.



#45
Jbrizzy84

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Still waiting for video proof of someone beating Red Templars Zone 5 Perilous, post-patch.

Beaten it a few times... last night was with lil mantis, invoiced nut and an aw named rooster.
The first one was fail, second round we redeemed ourself.

First bump into lil manty :)
was fun
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#46
ALTBOULI

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Beaten it a few times, last night with lil mantis, invoiced nut and an aw named rooster.
The first one was fail, second round we redeemed ourself.
First bump into lil manty :)
was fun

Video proof or it didnt happen! :P
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#47
Jbrizzy84

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I'm going to try and make a video today
P. S. Mantis' ls too op, stole all the heals! Bw nerf!
:P
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#48
Drasca

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On the 2k hp front: Ran into a keeper with 6k+ hp a while back.

On perilous with low stats/promos: Team composition, your weapon and voice chat to get people to do choke point pulling helps. I prefer playing my keeper on perilous (@7 total promos if even that, but lvl 20) focusing mainly on supporting the tank/person that pulls most aggro with barrier with all upgrades, lightning cage and fade something that smashes most enemies to the ground, weakens them and at times puts them to sleep. Bringing fire & bee pots also helps (healing mist is also nice but sometimes hard to hit the people you want)

 

Yeah that's cheat-engine (or similar). They can get guard too on mages and one hit kill everything if they so chose. Both seen it happen and heard reports in the wild about it.

 

Pre-patch 6 I had around 1300-1400 hp.  Somewhere around there. Patch 6 was supposed to be +100 hp base, and 25 hp per level (ref: BW twitch stream on 20 March 2015). Obviously there was more than that. Perhaps an additional hp per consitution. 6 instead of 5.

 

I love keepers in perilous. I bring new players into perilous as keeper, since the skills are not staff gear dependent to be effective. The Antivan fire and Bees are less useful than if you brought Resist tonics + Pitch grenade however.



#49
ottffsse

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I do not run Katari too much but play a lot of Necro on perilious. If you are having difficulty keeping alive: 1.) let someone else initiate aggro, then place your damage spells / crowd control / then play defensively from there and just support the team, your walking bombs / blizzards or whatever will do a lot on their own with no need for you to be too adventurous before you feel more sure you can survive in closer range. 2.) avoid being in direct line of sight/ fire from enemy archers, most of your spells can be cast "from around the corner" after you tag an enemy with walking bomb 3.) at first use a build with fade step as going without it in the open on wave 5 is like asking to be knocked out. With it you can easily get away from angry enemies, just make sure you keep on the move to avoid being pincushioned by archers. If you see a stalker (venetori) save your freezing spell for them/ and the arcane horror. If you see (or more importantly hear) a red templar sneaky spike, get the hell out as quickly as you can. Ice mine is more effective with ice armour than winter's grasp. Blizzard can be good but draws lots of aggro from enemy archers and usually leads to more sloppy playing as it is an aoe and not a dot.
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#50
Gya

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Real pro's watch p0rn while playing


FTFY
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