"We don't want big numbers clogging up the screen" - Joe

Not if they follow the PoE formula where a season might introduce power creep, but if that season mechanic goes eternal it ultimately gets nerfed to where it is a side grade. A ceiling must be established and things that start pumping above that ceiling get nerfed.

yup… I’m fully confident at 100 we are gonna be seeing diablo 3 damage. Sadge :disappointed_relieved:

yes, but im not seeing poe like thinking.

Before i saw those new paragon node and glyph numbers, i thought paragon will have many different options. Now im thinking, get 1 legendary(or non) and then focus on maximizing glyphs.

Not really how i imagined this would go.

Overkill weapon damage numbers are 1,963 - 2,945 not 25,000

For reference my 2H mace in open beta had a range of 426 - 638 at level 25.

a very rare Tier 3 Unique, endgame weapon has about 4.5x the damage of a level 25 weapon.

also to add, I’m really confused on blizzards affixation on multipliers. Is it so hard for them to just do additives?

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The weapon has multipliers on it take the most optimal base hit and use the damage calculations of just the items multipliers themselves.

In closed beta, low millions at higher levels was possible legitimately I believe, but billions and higher was almost certainly a bug. There were many bugs that allowed you to hit for very large amounts and one shot even world bosses, but it clearly wasn’t intended.

You can do hundreds of thousands of DPS in Diablo 2 with some builds (probably millions in high density AoE situations) so I’m not sure we should think that’s particularly high. Diablo 3 has people regularly hitting for trillions of damage and sometimes hits for quadrillions of damage. That’s pretty far away from millions.

I wonder if Blizzard turned scrolling combat text off by default if that would have a significant impact on people’s perception of the game.

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You’ve sort of cherry picked the highest damage potential weapon here but it doesn’t really have that potential every hit.

The highest burst number from this weapon is only going to happen on an Overpower hit against an enemy that is under 35% life. It’s also a slow weapon so it attacks less but for bigger numbers.

To your average attack it’s actually going to give the Barbarian just 26% damage from it’s stats unless it also proc’s the conditional +147% overpower and conditional +70% damage to injured. (and the crit chance proc it as a crit)
Overpower only has a 3% proc chance + some other sources. It’s hardly every number
The +70% to injured only applies when the enemy is under 35% life so 65% of the time its not doing anything.

But yes when a bunch of the conditional effects proc, you get a high number…but the weapon is literally called ‘Overkill’. Like it’s theme is to be an overkill amount of damage for an execution attack.

Most of the damage effects on a lot of the stuff we have seen are situational which means it’s not going to be every single damage number is super high like in D3 but you will occasionally hit a goldilocks hit that is super big compared to your other attacks.

I’m not saying you will like where the numbers will be but you just assume 25 billion because it’s low for D3 but that’s a terrible point of reference because almost everything about itemisation is different, even the legendary generic damage increases are only around 30-50% in D4 where in D3 you get 5000% damage from primary attribute alone (on the low end at 70) before you even start adding the massive set numbers,etc.

You would be right “IF” Barb’s didn’t have an incredibly easy way to get 100% Overpower every Deathblow hit that would make sure that all multipliers are taken into effect. AND I didn’t even in my calculation account for the fact that Deathblow itself is a 120% multiplier and on Bosses it’s 220%.

Stack Crit > Bash x 4 > Deathblow.

The paragon tree is actually very PoE like. Glyphs are like the PoE jewels that modify the skill tree. Pathing is similar with you taking stat nodes to get to capstones. The Diablo implementation is just a little less complex with less decisions, but more overall points. The paragon boards plus skill tree also look to be adding more overall power combined than you are getting from gear. This is something I thought people wanted? People have been complaining non-stop about the power of gear on these forums.

It certainly would. Time to kill is vastly more important than the number flashing on the screen for the feel of the game.

Balancing the game is going to be a nightmare and it’s going to suffer from the exact same problems D3 suffered from.

EVERYONE, yes, every single build is going to be chasing huge damage multipliers and nothing else will matter in terms of a build. If your build can’t get huge damage multipliers then its a dead build no matter what it’s trying to do.

Nearly everyone will be using the same exact paragon boards to get the best damage multipliers possible. Nothing else will matter on the paragon boards.

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I disagree if monsters do a lot of damage and have advanced AI scaling their difficulty (like the devs said) you will have to invest in defense instead of just going glass cannon. Hopefully if there are 10 million dps low survivability builds there are also 1 million dps high survivability builds that are just as viable. PoE has proven that even though big number dps is possible those aren’t the only builds that can be viable.

Deathblow is a useless skill in Endgame and group play.
The HP rise up and your deathblow is always on CD.
HoA is much better at the end.

No some of us really don’t want to see huge damage numbers flying around.

The faster games skew into that the trashier they tend to feel. It’s something you see a lot of in cheap mobile games, and gives that same impression of feeling “cheap.”

I don’t know exactly how it’ll end in this case, but this one at least starts us decently low to let it feel more like a progression instead of instantly hitting for hundreds or thousands. Millions is a bit much but it’s survivable as long as we’re not doing that much on every hit. Since the barb example seems to have been based around a bug (and we generally don’t expect to two shot endgame bosses for the most part.)

Turn the damage numbers off and instead pay attention to how long it takes to kill things. Problem solved.

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What numbers are real and what number aren’t data-mined numbers are different that what was shown. that one glyph that did like 30% more damage to elites and 16% more if attributes were met, and the data-mined one was only like 9% and an additional 9%. Just like Armor, the higher the level the less attributes contribute. At 100, enemy armor is like reducing 50% of all damage. That’s huge. Also the big numbers seen in beta were glitches or bugs, like infinitely scaling WW damage proccing trillions, then back down to low thousands.

And both PoE and LE feel boring when getting upgrades unless it is a significant one. You typically don’t feel like the item is any better. At least in D4 you can feel the difference when getting an upgrade.

Nah, the damage numbers stay on. Gotta be able to see what’s going on and it’s another form of feedback. Errant numbers help indicate something to investigate.

I never understand when people use this argument. That doesn’t solve the problem at all. You need to understand what’s going on, imagine you are wacking away at a mob and it’s health isn’t going anywhere well ya gonna need to know why. Now if you are one shotting everything then yeah I guess it doesn’t matter if you see numbers or not.

Don’t forget to spend 100 Fury first for more weapon mastery damage.