Without any more details, I find it hard to believe someone would have managed 160 on any map near para 2k-3k with necro at S32.
This opinion is based on brief look at Maxroll Necro leaderboards, where it’s hard to spot any 5k-adjusted clears even near 160. Many best players have quit D3, but I think there are still enough left for some slight competition at necro leaderboard.
I’d say 155 (or ~7:00 at 150) is already quite near realistic max at P2290 in really good maps at S32.
I found someone else’s calculations by googling and it said 157.2 was the best 5k/15min-adjusted clear with Traq - didn’t verify details.
P2290 / 11:23 would be almost 155 with the same adjustment.
I can see how it’s hard to go really fast with this build, but that extrapolation into higher GRs from how fast you can speed through GR150 has limitations. In particular a build like nova is an extreme case I think, with how it scales with density and how a big part of the time is stricken on the RG. I’m more looking at how much more damage could’ve been done with better mechanics here, and imo 2x effective dps would be easy with better kiting, cc management and matching coe cycles. Add in even more with proper pylon management.
But in the end there is no way to resolve this, we will never know.
Blizz give us up to GR200 plz.
I’m willing to bet that you know that it isn’t really practical. According to some “complex math” by the scaling of Greater Rifts, after around 8 or so tiers later (about 4x on monster health), the health of Rift Guardian reaches the maximum value of int64 numeric system of 18.4 quintillion. After GR159-160, RG health can not go beyond that point while lesser monster health slowly creeps up. My calculation could be inaccurate, but the limits are not too far with exponential growth of attributes from scaling of tiers.
To be frank, unsigned int64 may not be the biggest numeric system you can think of either, but it’s most convenient for a pseudo random number generator to call bits efficiently and fast.
Glorious and delicious chomp, chomp, chomp. At least i’m not whomping like manny or the Karens. I’d legit forgot about them until they appeared again on the D4 forum. They couldn’t even keep themselves happy yet alone others! Hahahaaaaaa! I’m not a victim either btw since i never gave 90 quid away and i quit it without ever buying a sandwich might i add. Probably a good thing judging by the fact that you needed to order them and the state of my back.
I’m pretty sure there’s a few at the 1.5-2k paragon that cleared GR150 with Trag’Ouls DN, at least, looking at the LBs as per maxroll.
I don’t understand what this means. Please explain.
There was 4 players who did GR150 clears around the 9 minutes mark on PS4 with Trag’Ouls DN. I do not know what their paragon points where as paragon is hidden on consoles. We can see their gear and skills, that’s it.
I don’t know how this stuff is calculated.
Yes, totally agreed.
I’m sure that 1 of the very top players would have done better with my GR clear map/mobs yes. By how much? And these are players who have probably done hundreds of GR150 clears by now solo, and probably thousands in 4 map groups. Massive experience advantage over a player doing their very first GR150 don’t you think?
Regarding adjusted clears, we always get nice reports from dmkt first few weeks of seasons (at least).
Here the one from last season:
Basically, someone clears, let’s say a GR140 with 1400 paragon, and there is a formula that calculates what this person would be able to clear at paragon 5000 in the same rift.
If someone clears a GR150 at P7000 within 6 minutes, his time would be adjusted to let’s say a 8 minute clear at P5000.
The explanation for this is here: https://docs.google.com/document/d/1DVc3ph3LRRpYZ8WPSsJ62pv0Vj5Iw0YguVxiRmrcVh8/
Well, my comment was clearly tongue in cheek, and that discussion wasn’t meant for here, but as you bring it up… They do above 150 on ENs by adding on a damage multiplier on top of the raw damage numbers. If they can do it in ENs, then they can do it in GRs as well. But they chose not to for some reason, and it’s certainly not going to happen now. Idk what the reason was that they didn’t extend the GR150 limit, but that story about maximum integer values was an excuse at most.
I don’t know about that, but health scaling in Echoing Nightmares are different than Greater Rifts. When you reach tier 150, actually the monsters have GR139 health scale; this is to out weight their immunities against hard crowd control effects such as Blind, Frozen, Stun and lessen the impact of any build depending on those specifics. Beyond wave 150, health scale stops at Echoing Nightmares and apparently they gain damage resistances.
Compared to Greater Rifts, Echoing Nightmares are really different in key features; health scaling, crowd control immunities, resistances, overwhelm mechanics and guaranteed four Pylons. There are caveats for them to replicate this in GRs; at which tier is it convenient to add resistances and what would be the right scale are major issues, aside from weighing the impact of Pylons.
It’s not really an excuse when entire game functions coded in C++ and balanced with that in mind. With the scale of GR200; you need a 128 bit pseudo-Random Number Generator to call the values, and lots of code change.
Besides, balance-wise the power gap between certain classes will be more apparent than it is. Leaving it here is much better than witnessing everything be buffed again to cycle repeat itself.
Or, instead of doing 2x the HP, you apply a 1/2 damage debuff, bypassing the entire issue. There were plenty of solutions if they wanted. Maybe balance was the issue, idk, but intereger overflow wasn’t.
That is very interesting. Is there a published scale of what the different EN levels equal in GR clears? If EN150 = GR139, what is EN130? Last season, with my UE MS (fully augmented and ethereal weapon), I was consistently hitting EN150+ with a PB of EN159. I cleared a GR141 (didn’t have the patience to fish for a GR142) with this same build. With s6 impale last season, sans ethereal weapon of course, I hit GR135. I typically struggle to hit EN130 with this build.
Sadly no. The information I have blurted up there is tested, but could be wrong. I have tested it, years ago, after having read this in the forums and it seemed right, but maxroll says something different about health scale.
The scaling is similar to Greater Rifts until Wave 100, then it goes up.
On the contrary I think after a point, health scale gets narrowed down. Because how else would your trash collecting new character with fresh GR90 clear would reach wave 125?
Going by the 6 tier difference the power difference (1.17^6) between two Demon Hunter builds are around 2.56x damage output, margin of 29 EN waves only tell me that scale must be tighter between each wave at some point.
The issue is at which point would it be convenient for them to apply this and at which scale. The damage value of monsters going to climb while that happens and it will require further playtests for balancing; be it evaluating risks at top tiers or buffing the classes who left behind on this whole ordeal.
I mean, with damage mitigation being a logarithmic function for not creating invulnerable monsters, applying damage resistances with diminishing returns for each GR tier scaling up will be just like folding a sheet of paper more than seven times after a while. You have to change the scaling and perhaps apply penalties for character damage output for this.
and i agree totaly with op. i cant see atm any reason to extend the limit of Grifts, before they fix this trash area spawning, and this open close at orek.
I don’t see absolutely any sense, having these cave areas and keep depth and some other act5 areas, repository of bones, west march area… lack of density, bad moving. years ago, we asked to remove sewers and bad areas of courvos, and there were very intelligent people who disagreed, in the end these areas were removed, because we were right, the immersion of the player is something important, and it is notable, that the developer or whatever , didn’t understand that.
they make players waste alot of time farming keys just to open and close an area, that in fact no one more play them.