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    Tuesday, December 3, 2019

    Diablo System Design in Diablo IV (Part II)

    Diablo System Design in Diablo IV (Part II)


    System Design in Diablo IV (Part II)

    Posted: 03 Dec 2019 10:07 AM PST

    [FanArt] Diablo paper statue

    Posted: 03 Dec 2019 04:41 AM PST

    Shortest TL:DR; of the Diablo IV Cinematic

    Posted: 03 Dec 2019 01:02 PM PST

    Original Necromancer boi Rathma uses corpses to summon biggest Blood Golem ever.

    submitted by /u/LateralusOrbis
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    EARLY feature showcase for my Diablo 4 build planner

    Posted: 03 Dec 2019 02:48 PM PST

    Diablo 4 story theory: Lilith is a red herring

    Posted: 03 Dec 2019 10:03 PM PST

    Now that we know that the pale cultist in the D4 trailer is actually Rathma, I think I've figured out the main bent of D4's story. If my theory is correct, then despite Lilith's prominence as the de-facto main villain of D4, I think that she is actually a red herring and that another character will actually be the main villain. This theory assumes that another theory is true, this theory being that the old man in the D4 gameplay trailer is Lorath Nahr, and that the dead "old friend" whose grave he is at is Tyrael's.

    So, to start with, Rathma summoning Lilith is something that should ordinarily be very lore-breaking. Despite being Lilith's son, Rathma both hates her, and helped seal her away in the ancient past. Furthermore, Rathma was described as being rational, but not cold, and was not portrayed as an evil or sinister figure in the Sin War trilogy. While obviously things can change over thousands of years, and retcons can likewise happen, I believe I have a rational explanation why Rathma would suddenly reverse course and re-summon the mother that he once sealed away.

    After the Sin War, Rathma founded the Priests of Rathma, the necromancers, with their guiding cause being "to protect the balance between Heaven and Hell, because both sides ultimately want the ruin of Sanctuary and humanity, and if either one gained supremacy in the Eternal Conflict they would surely destroy us all."

    Given this, Rathma must have watched in horror as Diablo 3's events came to pass, as D3's story represented the worst-case nightmare scenario that the necromancers were founded to safeguard against. The seven Great Evils joined as one, and were defeated and imprisoned by the Nephalem and his/her friend Tyrael, leading to the greatest triumph on Heaven's part since the start of the Eternal Conflict. Immediately following this, the Archangel of Wisdom took the Black Soulstone and attempted to use it to wipe out humanity, just as the necromancers feared would happen if Heaven ever won a decisive victory against Hell.

    As I stated above, the necromancers serve the balance between Heaven and Hell. In prior times, the angels kept to themselves in Heaven, while the demons marauded through Sanctuary spreading ruin: thus, the necromancers served to push back the demons. However, now the tables have turned. The seven Great Evils have been scattered and weakened by their defeat, while Heaven holds the friendship of the Nephalem, through Tyrael, and is posed to gain the definitive upper hand in the Eternal Conflict. Malthael's assault on humanity has simply proven the justice of the necromancers' cause: just as they had once fought to push demons back from Sanctuary and humanity, now they must do the same to the angels.

    However, allying with any of the Great Evils would likely be a colossal mistake: unlike angels like Tyrael, none of the Great Evils have a vested interest in keeping humanity safe, and none of them are trustworthy. Lilith, however, DOES have a vested interest in protecting humanity, and while she is not trustworthy, Rathma at least knows her intimately and has the measure of her in a way that he wouldn't with any other powerful demon lord. Thus, re-summoning Lilith is starting to look like a good option for protecting Sanctuary from Heaven. Plus, Rathma helped seal Lilith away in the ancient past; once Heaven has been appropriately humbled and Hell has gotten back on its feet, Lilith can safely be betrayed, sealed away once more, and then life can go on as normal (for whatever passes as normal on Sanctuary).

    Meanwhile, in Heaven, the archangel Imperius is faced with a never-before-seen opportunity. He hates humanity and would gladly see Sanctuary destroyed, but Tyrael and Auriel have opposed him at every turn, while Malthael and Itherael abstained from aiding him. Now, however, Malthael and Tyrael are both gone: Malthael having accomplished some of Imperius's goal, while Tyrael impetuously cast off his immortality, became mortal, then died as mortals do. Both are still angels in essence, and will thus be reborn from the Crystal Arch at some point, but that point is likely far off in the future. At the moment, aside from Auriel, Imperius's authority in Heaven is relatively unchallenged. Not only that, the forces of Hell are reeling from the blow of suddenly losing, then regaining, its seven Great Evils. Hell is discombobulated, and Heaven is poised to claim a strong advantage in the Eternal Conflict if it can just seize the moment.

    So Imperius moves to seize it. He consolidates his power and authority in Heaven, overruling Auriel's objections and instating himself as the leader of the Angiris Council. Imperius orders the gates of Heaven closed, in order to build up a massive army of angels and sweep down across Sanctuary and, eventually, Hell. When his army is complete, Imperius will lead a flood of angels out of Heaven, to consume Heaven's enemies in holy light and fire. Humanity will finally be annihilated, its stain on the cosmic balance purified, and after that Imperius can flood into Hell and wipe out the demons once and for all.

    Having seen this coming, Rathma hurries to re-summon Lilith and rebuild her power base. He may hold no love for his mother, but like her or not, she is the best chance for humanity to survive Imperius's assault. And while some humans will no doubt resist her, they will eventually come to see the necessity of her summoning once Imperius's treachery is finally revealed.

    TL;DR: Rathma summoned Lilith to act as humanity's champion against Heaven, who now hold the upper hand in the Eternal Conflict and are poised to wipe out both Hell and humanity. Imperius is the true villain of the game, and has closed Heaven's gates in preparation for a massive angelic invasion of Sanctuary to finally cull humanity, before moving on to annihilate Hell and win the Eternal Conflict once and for all.

    submitted by /u/Disciple_of_Erebos
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    The "dumbing down" of itemization wasn't fixed with the latest dev post

    Posted: 03 Dec 2019 06:34 PM PST

    First of all while this post falls into the "constructive criticism" camp, I don't want to give an overall negative impression. There's lot's of good in what we've seen of D4, including just the fact that we're getting communication in the form of the dev posts. So please continue with these.

    That said, item affixes still feel dumbed down. Really we've gone from having offence, defence, and recovery to having angelic power, demonic power, and ancestral power. The problem is this is still incredibly oversimplified and shallow.

    We shouldn't have a stat that increases healing, buff duration, regeneration, and every other good thing. We should have each of those good things as its own stat.

    I realize there is a concern that this might feel overwhelming to new players. But
    1) There really aren't many players who are so ignorant of ARPGs (or MMOs or RPGs or dota-clones or any of the other games with itemization like this) that they will be confused by a stat like "+10% healing with spells"
    2) There are even fewer players who don't know someone who does understand and can explain it to them
    3) Even for those players, a system already exists to simplify item choosing in D3 - it's the green/red numbers for damage, toughness, and recovery when you mouse over an item. Just reuse that tooltip.

    Also, as important as it is to attract new players, the game also needs to keep these players around. And if they feel like every item they get is just "your character is 1% more powerful" they will get bored before they start messing about with whatever clever endgame systems you've designed.

    It is fun to find an item, even while leveling, that is specifically awesome for your build. Like if you're making a fire damage caster and you find an item with "+1 to level of all fire spells, +15% fire damage dealt, +10% mana regen, +100 total mana" you're going to jump out of your chair even if you're a new player at level 25 who's only played 1 day because you know that item is good and even better you know it specifically good for you. You feel lucky and excited and you want to use it. And if you found it on another character you may well keep it in case you decide to make a fire damage caster.

    You are not going to have the same reaction to finding an item that is +40 demonic power versus your current item that is +30 demonic power.

    submitted by /u/freet0
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    D4 Suggestion: cosmetic changes with the new "powers" system

    Posted: 03 Dec 2019 07:52 PM PST

    So I just read the new blog post and I think the new system of angelic, demonic and ancestral powers sounds great. I also like how these stats are thematically flavored and can actually fit the lore nicely (I'm guessing other than the obvious angelic and demonic, ancestral power comes from connection to the original nephalem?). I think it could also be an opportunity to introduce a new cosmetic system that corresponds to how much angelic, demonic or ancestral power you have.

    For example, you could start manifesting those wispy wings if you have a lot of angelic power, horns if you have a lot of demonic and maybe some sort of yellowish glow for ancestral.

    You could play around with how it works if you have a lot of more than one of them - it could be determined by your highest or maybe they interact in some way, like having fallen angel features for angelic+demonic.

    submitted by /u/galion1
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    Diablo lore books in digital format

    Posted: 02 Dec 2019 11:48 PM PST

    Hi everyone,

    i am trying to get all the diablo lore novels in digital format, however, blizzard store only sells hardcopies, and amazon has only a few titles avaible in kindle format.

    Does anybody know if there is a online store that sells these in epub (or any other ebook format)?

    I've come to a point at which i would even accept a pdf version....

    submitted by /u/nafrljator
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    WEEKLY RAGE THREAD - 12/03/19

    Posted: 03 Dec 2019 06:00 AM PST

    REMEMBER THE RULES:

    • POST IN ALL CAPS
    • VENT YOUR FRUSTRATIONS
    • ALL POSTS MUST BE DIABLO RELATED

    ENJOY!

    submitted by /u/GharbadTheWeak
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    Lilith

    Posted: 03 Dec 2019 10:06 AM PST

    gibbering gemstone ... is it removed from the game?

    Posted: 03 Dec 2019 05:42 PM PST

    I played over 100 games, killed probably 60 times Chiltara and I never found the gibbering gemstone.

    Is it removed from the game? or moved somewhere else?

    submitted by /u/LazarusD3
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    [Diablo 2] [SP] Mods that add new areas but change as little as possible about the vanilla game?

    Posted: 03 Dec 2019 06:51 AM PST

    MedianXL was interesting, but was not exactly Diablo II.

    D2's gameplay is pretty good, it just needs more zones.

    Also, increased drops and movement speed is lame, but that's my personal taste.

    submitted by /u/sizarieldor
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    how to get stronger?

    Posted: 03 Dec 2019 04:16 PM PST

    ok so i just reached level 60 and i'm getting destroyed by enemies. I'm at master difficulty and i don't know how to get good gear, i haven't delved in adventure mode yet and this is my first diablo game. Is there any way to get stronger? things that i don't know

    edit:sorry this might have been confusing this is diablo 3 by the way

    submitted by /u/ElvisterGaming
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    D4 Loot Filters Discussion

    Posted: 03 Dec 2019 03:25 PM PST

    Hey guys,

    Apologies if this has been discussed already, but I haven't seen much on it and I thought it was worth making a quick post to gather some thoughts since I think it's quite important.

    Loot filters! I'd love to have a robust and configurable loot filter in d4. That said, I don't care for the insane level of customisation that a game like PoE enables, especially since that brings with it a lot of its own issues. I don't want to be able to add custom sounds or change colours, but there are a few functions that I think would be hard to give up.

    Personally I want at least the ability to:

    - adjust text and icon size individually and globally (e.g. shrink specific tiers or materials)

    - hide specific tiers of items

    - watchlist and then highlight or "beam" specific legendaries/uniques that I want

    - hide specific crafting materials, both an on/off but also a separate configurable option based on how many mats I already have. For example, hide Arcane Dust if I have more than 500 in stash/across characters.

    - highlight or "beam" specific crafting materials if I have too few of them, or simply if they are desirable/rare

    - have some way of saving different sets of settings so that depending on the content I can quickly tailor my filter. If I'm doing speed runs of some kind, I'm going to want to show a lot less and I don't want to have to change a bunch of settings all the time.

    - hide individual weapon types (maybe I'm not interested in trading or I'm playing SSF)

    What are the things you most want out of a filter and how configurable do you want it to be? Would you like the ability to be able to import or export filters or would you prefer them to keep it simple and streamlined within the UI?

    Keen to hear what you guys think!

    submitted by /u/Nariel
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    I am working on an ARPG. With the introduction of Blizzard's two itemization mechanics, I thought I'd share a unique item mechanic I worked on. I dubbed them "shards".

    Posted: 03 Dec 2019 02:42 PM PST

    With Blizzard's introduction of a new item type that would let you apply a legendary power to a rare item, this made me really want to post this because it's very much like an effect I added into this in-progress game called a "destruction bonus". (I'm only mildly curious if this could find its way into a Diablo game in some form.) The game is a turn-based RPG but with an itemization system very much like an ARPG. The new "legendary potion" Blizzard added is basically a shard with a destruction bonus in my game.

    Shards are an item type like gems that: 1) can be socketed into other items to provide stat bonuses, 2) allow you to learn skills and 3) can be destroyed for a bonus, which I dubbed a "destruction bonus". Shards are randomly generated and can be socketed and unsocketed at any time. The game does not have gems. Shards serve the same purpose.

    Skills on shards must be learned by equipping the shard long enough for the ability to reach its "learn" cap. A shard may teach Fireball at a rate of 3, with a 100 point max. You fight monsters, get 2 "ability points" per battle, 2 * 3 = 6 you need 16 battles to learn Fireball.

    Shards also provide constant stat bonuses as well as level up stat bonuses. A shard may provide +1 strength if you ding with it equipped or just a constant +1 strength for equipping it.

    A shard can also be destroyed for a bonus. It may be as simple as working as a health or mana potion. Here's some affixes dumped from the relevant xml data file because I'm lazy.

    <!-- Normal -->

    <DestructionBonus Name="strong" Type="buff" Buff="strong" MinRarity="Normal" Description="Next physical attack does %i extra damage." Target="Unit" Variation="0.10" Value="(TC \\\\\\\* 20)" RarityCoefficient="1000" MinTreasureClass="5" /><DestructionBonus Name="revive" Type="revive" Description="Revive a knocked-out party member with %i health." Target="Unit" Value="50" Variation="0.10" MinRarity="Normal" RarityCoefficient="1000" MinTreasureClass="2" />

    <!-- Glowing -->

    <DestructionBonus Name="sneakattack" Type="buffall" Description="All party members can attack immediately in the next battle." Target="UnitAll" Buff="sneakattack" MinRarity="Glowing" RarityCoefficient="1000" MinTreasureClass="5" />

    <!-- Bright -->

    <DestructionBonus Name="socket" Type="socket" MinRarity="Bright" Description="Add 1 additional shard slot to a Glowing or better item." Target="Item" RarityCoefficient="1" MinTreasureClass="10" />

    <DestructionBonus Name="reselect" Type="reselect" MinRarity="Bright" Description="The Destruction bonus on the selected shard is replaced." Target="Item" RarityCoefficient="100000" MinTreasureClass="10" />

    <!-- Sparkling -->

    <DestructionBonus Name="morerare" Type="morerare" MinRarity="Sparkling" Description="Upgrade the rarity of the selected Sparkling item to Perfect." Target="item" RarityCoefficient="1" MinTreasureClass="50" />

    (The rarity progression is Cracked->Normal->Glowing->Bright->Sparkling->Perfect.)

    Shards serve as an effects system. I don't need a thousand potions, I just need shards and a lot of destruction bonuses. A shard may also drop with nothing but a destruction bonus and then it basically is just a potion. You can either equip them or collect them for use later. When you're done with a shard -- say you've learned all the skills it provides and you have shards with better level-up stat bonuses -- you don't need to just get rid of it because chances are its destruction bonus is useful to you.

    submitted by /u/domiran
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    Werebear build

    Posted: 03 Dec 2019 08:12 AM PST

    Not sure were to look to find builds, so ill start by asking here. New to diablo 2 and would like to do a minmax werebear build but no clue what stats or skills would be required, does any one know any really good werebear druid builds would be very appreciated :)

    submitted by /u/nosfratuzod
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    "best-in-slot" do they have to be Legendaries

    Posted: 03 Dec 2019 01:44 PM PST

    A situation where Magic or Rare items can be "best-in-slot" over Legendaries is a good thing, as stated Rares will be close to the power of Legendaries with Rares having more affixes with some not being useful to the build you have, but when it rolls well then they can be and should be best-in-slot.

    Many more of us should be using items that are not Legendaries.

    At the same time I would not like a crafting system where you can just collect or trade for items that have the perfect affixes for a build then just combine them to make the perfect best-in-slot items there has to be a cost of some type, say a set maximum attempts to try to get the perfect best-in-slot Item, if that item has a max of 4 affixes you have 3 of them and its great for your build but with only 1 or 2 more tries the item WILL brake, it's a risk you take.
    After all we the gamer have not invested our life to the crafting and researching skills to make a near perfect item, to me the best items should be something you strive for if that means failing sometimes so be it. If that means crafting the perfect items take many failed attempts or just that you go for very hard to get Legendaries so be it.

    After all Legendaries are crafted by masters in the field or even for forces beyond our understanding, the list could be endlest and I would expect that before an item of such power came to be there would have been many failed attempts even when the masters, cults or whatever did what they had to to make them, they also would have refined, tried something else or oh what if.

    This is what make them Legendaries.

    submitted by /u/Roguesign
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    Uber Diablo

    Posted: 03 Dec 2019 12:36 PM PST

    Hi all.

    I play hardcore and don't want to die to Uber Diablo. Does anyone have a sense for how much toughness you need to not die to him?

    submitted by /u/Rozurts
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    I'm glad Blizz said they plan to offer multiple power sources but I don't know how much I like direct increases to specific skills. That means items encroach on the skill power source.

    Posted: 03 Dec 2019 04:05 PM PST

    Compare Bracers of the First Man in D3 to Harlequin Crest) in Diablo 2 to Helm of Terror in Diablo 1. Not a single reference to a skill in the Diablo 1 and 2 item and a very specific upgrade to a skill in D3. And now Blizzard wants to make legendary affixes applicable to any item. It sort of solves the legendary conundrum described below but I kinda wish they'd go further. Allow rare and legendary items to have the +all skills like Diablo 1 and 2 provided and allow specific skill-editing (Hammer of the Ancients attacks 55% faster) "legendary potions" as they are suggesting.

    If you played Diablo 2, you know that items don't directly provide damage to your skills. Yes, they provide rank increases but that's pretty much it. The higher the rank, the higher the damage, or healing, or less mana, more skeletons, more projectiles, etc. Skills go to rank 20 from leveling and can only go up 50% more from item bonuses. Aside from weapons and strength, which also provide a direct damage increase, it also provides increased attack speed (which, sadly, casters don't get) and that's it. A couple items provided increased attack speed but if I remember right, it wasn't common. For anyone going for physical damage, your weapon was it. Without it, you were mostly a door stop. For casters, you relied heavily on skill ranks. Leveling up provided stat points and skill points. Combined, leveling up was very noticeable.

    In Diablo 1, the best you could get was +1 or 2 to all skills on weapons and I think rings and amulets. That was pretty much it for a damage increase, aside from picking up or buying skill ranks. Warrior and Ranger relied on weapons for damage. Sorcerer relied on ranks. Leveling up provided some nice stat bonuses which weren't super critical but made leveling up noticeable

    Diablo 1 and 2 both did something similar with player power: they split the power gains between your stat points, your ability points and your items. Health, mana and armor appeared on items but your stat increases helped in this area as well. And for resist, that was solely on items in D2.

    (Let me know if I'm forgetting something. I haven't played D2 in a while.)

    Diablo 3 differs in providing direct damage increases by extending the stat increases to casters and making it a focus for everyone. It also provides crit chance, crit damage, attack/cast speed for everyone and direct bonuses to skills on legendaries. The power gains from your abilities are non-existent by design, they're just vehicles of destruction delivery. Once you get a few legendaries that provide affixes for a particular skill, any other skill becomes pretty much irrelevant. I'm playing a Barbarian in Season 19, got an item providing increased Whirlwind damage. Great! I jumped like 5 GRs! But now every other skill pales in comparison. And the stat increases for leveling? Barely noticeable (especially given the automatic monster scaling). Paragon levels only do anything because by the time you hit P2000, you've pumped up to (800 / 4) + 1200 = 1400 into one main stat. Each single point of Paragon in a main stat doesn't do shit.

    TL;DR:

    While Diablo 3 provided a lot of ways to gain power aside from rare and legendary items (gems, reforging, enchanting, burning gem ranks onto items), 99% of your power still sat on the items you were wearing and all of those "alternate" sources were just buffs to items. This meant that everything you needed had to be on an item. That means a lot of item properties. It also means items have to have a very specific subset of affixes to be good. (*) Prior Diablo games didn't do this. The removal of skill ranks removed a power source and complicated items and made finding upgrades more difficult because you could only upgrade your power by upgrading an item. Paragon was added as an alternate power source but it's pretty one-dimensional and incredibly slow. Levels in Diablo 2 added both stats and ability power.

    *(And forgive me for complaining one more time about the fucking stat overlap between legendary and ancient items. A few hundred more points allowed on stats but the exact same fucking amount of everything else? What was the point of Ancient items again? They should get rid of Ancient and make Primal slightly more common IMO.)

    Of ocurse, they said something in the blog post today that was very encouraging:

    It's important to reiterate here that items are just one part of a character's overall power. Our goal is to spread out power across different sources, including skill ranks, your character's level, talent trees, items, and the endgame character progression system (which, like everything else, is still in development).

    There's a lot of posts on this sub complaining about legendaries in one form or another, asking that rare items be better and that legendaries don't need to exist. I don't remember anyone having the same complaints about Diablo 1 or 2. (Let me know if it was; I haven't played D2 end-game in a long ass time.) In fact, Uniques in Diablo 1 were flat out amazing. Why are people complaining about legendaries being boring in D3? Because legendaries in D3 need to satisfy a whole shit load of very specific conditions to be even a remotely good item for the skills you want to use and are nowhere near as generic as items were in Diablo 1 or 2. Re-read the first paragraph of this post. In D1 and D2, your skill choices dictated your build just as much as your items. In Diablo 3, your items dictate your build. You cannot control what items drop.

    submitted by /u/domiran
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    Blizzard won't ban cheaters and bots in Diablo 2 because they are profitable to Blizzard

    Posted: 03 Dec 2019 08:37 PM PST

    Barbarian Support (ZBarb) Whirlwind Rend Group Speed Greater Rift Season 19 Guide

    Posted: 03 Dec 2019 11:30 AM PST

    Continue to improve and develop D3?

    Posted: 03 Dec 2019 03:04 PM PST

    Is it just me or has blizzard wasted alot of potential here? This game has the framework to build a great game, but it has just been essentially scrapped? Like the odd item change every season.

    Like I can understand the carrot isnt as big for this genre, but there is certainly alot of potential there. I mean I would certainly dump money into cosmetics etc for d3 similar to the way a game like league of legends make money. I would also certainly put money into paying for an expansion for this game. Like was d3 not one of the fastest selling pc games of all time? People want this genre.

    Excuse my ignorance, but with the framework in place such as d3 has. Are the economics not fairly favorable to develop this game so people may spend money on what I mentioned above and essentially advertise for your upcoming title d4 which is miles away?

    submitted by /u/Rick_js
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    Possibly a noobish question, but do percentage buffs stack multiplicatively? Is this how Legacy of Nightmares builds get good?

    Posted: 03 Dec 2019 11:08 AM PST

    Title says it all really, but any help would be greatly appreciated. I saw the 750% increase in damage per legendary LoN set gives, but was looking at a witch doctor set that gave a 9000% buff and was wondering if 12 legendaries really would outdamage that 9000% buff. Thanks in advance.

    EDIT: Derped a bit in the math. 12 x 750 = 9000, so I mean would it equal the damage.

    submitted by /u/Siegschranz
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    Curious what the broader Diablo community thinks of this?

    Posted: 03 Dec 2019 02:13 PM PST

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