I know it’s a bug, but while watching the new video I saw these insanely high numbers and thought people might get a laugh out of it. His character is level 25 in the footage.
Edit: Included the video
I know it’s a bug, but while watching the new video I saw these insanely high numbers and thought people might get a laugh out of it. His character is level 25 in the footage.
Edit: Included the video
Prediction: This will be D3 all over again No matter how much this is a bug.
Blizzard probably also started out with good intentions in D3.
Wich video theres no video.
If it’s whirlwind it’s the same bug as the 11 million screenshot because the whirlwind bug allows for it to scale infinitely. The longer you can hold the WW the higher it goes. In closed beta I could get damage numbers taking up half the screen with whirlwind because it just stacked infinitely until you ran out of fury or let it go. Also, I’m talking about the tick damage scaling infinitely with a bug, not the unique WW explosion thing that builds up.
I was surprised it wasn’t fixed between closed and open beta, but I would think it’s a high priority to not make it into the live game.
It was sorc in the video
Hadn’t heard of a sorc specific one but I know there were a bunch. Necros could one shot world bosses with one bug for example. I think there was also one where leveling up or something would sometimes bug someone out and they’d just hit for massive numbers for awhile.
The road to Hell is paved with good intentions. In the case of D4, literally.
How much streamer spam do we have to see in a day?
this is for the people saying 100% and higher multipliers are fine.
This is from the official Diablo channel lol
Dude’s level 25. It’s obviously a bug.
Ok so lets do a thought experiment.
You have a piece of gear in every slot that does +100% damage.
Your base ability does about 50 damage.
Ignoring the fact that this is impossible, what would that damage be if it were?
Cap = 100 damage.
Shoulders = 200 damage.
Chest = 400 damage.
Bracers = 800 damage.
Gloves = 1600 damage.
Pants = 3200 damage.
Boots = 6400 damage.
Ring 1 = 12800 damage.
Ring 2 = 25600 damage.
Amulet (+50%) = 64000 damage.
2h weapon (100%) = 192000 damage.
Tell me again how having 100% modifiers on gear is so broken that we’re going to see trillions of damage.
Also, this is using the multiplicative method, which rarely is used. It’s normally additive, which would result in a value of +1250% = 65000 damage.
You can even get up to something crazy like +18 skill on an item right?
So that would increase damage by about 180% or something?
Let’s assume 200% to keep it simple that would 584000 damage.
100% modifiers are not a problem.
No, it isn’t. If percent dmg was additive, it would NOT be a problem. Percent dmg scales exponentially. And even with your bad faith strawman argument starting at 50, we can just skip all the way to the last few items in the list to see how ridiculous it gets.
The WW modifier would do exponential dmg the longer you channeled, that’s how it could each billions.
You will not have 50 dmg at max level. Heck, at lvl 25, the average sheet dmg without any modifiers from items or skills was 500. People were doing 50k dps with only 500 sheet dmg. If they don’t fix the items (which they said they did), then those numbers will only get more ridiculous like in D3 (where 5 million sheet dmg = trillion in dps).
No, you can’t. The max you can get with all items worn is +17, as per what the developers said. A single *100% multiplier is equivalent to +11 to a skill. The pre-nerf multiplier to druid companions was *600% (the most ridiculous we saw) and that was equivalent to +72 to EACH companion. So, a single beta legendary could be better than wearing perfect +skill gear in all slots.
If you don’t see how doing half a million dps is a problem… just… /smh
EDIT: added a “not” because “woulnt” got autocorrected
Like or hate them, streamers do capture a lot of weird bugs in their recordings.
Barb will be able to have 4 weapons… meaning a lot of legendary effects.
They will crit for BIG BIG.
You clearly have a reading problem.
What i outloned was the WORST CASE SCENARIO based on something that’s literally not even possible.
For starters the vast majority of buffs are within 10 to 30%.
Secondly you can only buff an ability in about 3 individual slots.
Thirdly, mob armor and resistances increase as you level so that damage done is somewhat nromalized, this means that a fully geared char at lvl25 will do roughly the same as an equally geared char at 100. You don’t do more damage just because of level, it comes from gear, skills, and paragon.
Fourth, oh no i said 18 when it’s 17. This actually helps my case.
Fifth, the WW thing is a bug. It was uncapped when it’s not supposed to be.
People weren’t doing 500k dps and the above wasn’t a DPS calculation.
Look at a skill tooltip, they are usually in the realm of 30 to 60 damage at rank 1 and go up about 10 to 30% for each rank.
If you have a core skill that you can cast once every 10 seconds and with all of these bonuses (which are impossible) it could hit for 500k.
That’s 50k per second with 100% binus on every item. Even if it was 500k dps. How is 500k dps on a level 100 character with fully maxed out 100% bonus on every item even remotely close to trillions of damage?
Maybe try to understand things before knee jerk reacting to them, you might actually be able to participate in discussions rather than just throw insults.
D4 sadly does seem to use multiplication in many of those cases where it should not.
I agree, multiplication should be the exception.
There are also the skill tree (to a low degree) and the paragon boards, however.
Percent dmg scaling additively is not a problem. It should be like that in most cases.
Like, base 100 dmg on a skill. You get get 100% increased dmg from source A, 100% increased dmg from source B, and 100% increased dmg from source C. Now you deal 400 dmg additively. Or 800 dmg multiplicatively.
Some modifiers need to work multiplicatively by their very nature, such as attack speed (but also comes with increasing the resource cost of spenders, and not doing much for cooldowns, usually making it reasonably balanced).
But many modifiers do not.
Sure, but that is also not per item, that is per affix, with up to ~5 of those per item.
Adds up.
It won’t as all those high numbers were bugs and broken things like the infinite WW scaling.
All good points.
It still doesn’t show any indication that people will be doing millions, billions, or trillions of damage though.
I expect that 10 million will be super difficult to get and only by a couple of builds that focus purposely to try and get that, likely on a cooldown with ramp up, with someone else applying debuffs etc…
And then people will start screaming “look 10m dps”… when it’s actually 1 10m hit every 2 minutes or something.
I can see the potential for 1 to 5 million dps. I could be wrong and the above scenario be closer to 100m with the max dps being somewhere closer to 20m. But it’s still nowhere near 1000 trillion or whatever people think is happening.
We would literally have to have multiple 1000% or 10000% multipliers on gear to even get close to that.
It is going to be truly magical how our Prediction captains will magically vanish into thin air once their theories are proven wrong : D
pretty sure it’s gonna be the case, a blizz dev on twitter recently said “PvP is not tuned to be fair”
you know what that says to me? that damage is gonna get so out of control that there is no way they can or choose to even try to balance it. PvP is gonna be a 1 shot fest
(that 93% DR debuff won’t do anything if people are hitting for millions, billions, trillions)