Rift how does toughness work
Awesome Chad thanks for giving me the heads up. As I stated before in vanilla it was usually the bads complaining that their dps was bad cause they did not have good gear but you could easily separate them in a simple parse, while I do understand that a parse on say a dummy does not account for mechanics but it does give you an idea or atleast used to if they were using their proper rotation for their class.
That is one of the biggest reasons I loved this game was for the fact that you did not need the best gear to pull the best numbers it was all based on your skill. But if you are saying gear is going to make a huge difference nowdays I guess its becoming alot like WoW!
Originally Posted by Techie Will. Guilds that require arbitrary stats and gear before allowing you to apply are the issue.
They're dumb, to be blunt. They are targeting such a small amount of the playerbase they're lucky they can even fill a raid every raid night. A guild that preservers knows to look under every rock they can find for players.
Again, using my guild as an example, lets take someone applying that has low gear and none of the rep-grinds done. First off, it's all about perspective. Has this player just joined the game? If so, they haven't had time to do the reps.
Have they been around for a while? Then they didn't feel the necessity to get the runes, or couldn't be bothered to do it. I'll start a person with no rep-runes on a trial if they think they can keep up, as long as they commit to trying to do everything they can to be the best player they can be. A lot of people just need the drive to get better.
Guilds that require all the reputations maxed when first recruiting players, and require X amount of hit are just looking to have turn key raiders. People they can bring in and raid with, not use as a project. That's an insanely small amount of players in the community. TL;DR: Guilds that require all of that done before even taking a look at players are missing out.
Players should however have a drive to progress in the game, and find a guild willing to work with them. Where does it end?! The Trion model of problem solving Ding! Level up. Originally Posted by Chloebeth. I mean c'mon, walking into T1 with hit or toughness is just asking to die repeatedly and often. Like I've ranted pointlessly about in another thread, its a problem I think is endemic to the design of such games as this. Guilds don't often want to recruit a project they'll have to groom and teach and foster for weeks, or months, in order to wind up with a raider that'll guild hop two weeks later to some guild 'with a cooler name' or somesuch.
It happens. We all know it happens, and we all know why guilds might very well protect themselves with application processes and stiff requirements. I'm not sure what they could realistically do differently without the way these sorts of games work changing how gearing is done, because the guild the OP's trying to get into doesn't sound like they have unreasonable expectations, with 'reason' dictated by the reality's of the matter.
Those realities are that an awful lot of players aren't looking for a guild to really invest in; they're just looking for whatever'll get them geared the fastest.
They might stick with a guild while the guild's doing well, but get stuck on a boss for a few weeks? A few weeks worth of no loot? Some players vanish in the middle of the night after having had a whole guild put most everything on pause for six weeks just to build them up, get them set and then watch them go 'Bye skrubs, thanks for all the lewtz'.
On the other hand, its not uncommon for a good many guilds to be just looking for turn-key raiders to be moderately competent, fill slots, shut up and do what they're told on raid night.
A fair few are run by people that probably shouldn't be entrusted to take care of a plant, let alone a guild. I'm not sure what could be done about most of it, though I know that I, for one, find it really disheartening. I don't like how alienated gear makes us be. That much, I do know. Nvm about my toughness statement it seems that Will has corrected me on that fact! Originally Posted by Seranov. When I was Warrior officer of a guild, I would take people with hit and honored runes and I would bring them into my personal dimension and parse with them.
I'd ask them about how they play, what their status is on reps and stuff, what specs they could play, and then I would let them show me. Really, all I get from your huge, drawn-out whine posts is that guilds don't want you for whatever reason hmm, I wonder why? Aaaaand there you are with attempted forum psychology. After almost three years since I posted this question which I asked soon after Reaper of Souls was released a few changes to the game have been made: most relevant is to rifts.
This information is for the revamped rift system. Greater rift difficulty is now determined not by the difficulty of the game you spawn, but the drop-down list of the rift: furthermore, difficulty roughly corresponds with game difficulty, but with additional granularity: level 10 corresponds with Torment I, level 13 with Torment II: there are two difficulties in-between.
To determine the proper difficulty, simply push Nephalem rifts and see what you can complete: then see what difficulty of Greater Rift you can complete efficiently: minutes for more rift completions per unit time, but certainly under 15 for the gem upgrades.
Nephalem rifts are great for seeing what you can survive, while greater rifts are great for what you can clear efficiently. With greater rifts being Diablo 3's endgame, the answer to my question is "play whatever greater rift difficulty you can while completing it in under 15 minutes.
The difficulties in-between reward Torment I crafting material quantities while being more difficult. The method I use to determine if my DPS is ready for a certain difficulty level is by observing if I can kill a goblin on that difficulty. And if you can kill a goblin, how fast, if you kill it right before he disappears, then your DPS is just about there. If you kill it earlier, then you're prepared to farm in that level.
Toughness wise, just fight some elites and see how you fare against each type. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How to determine correct difficulty to play at max level? Ask Question. Asked 7 years, 7 months ago. Active 4 years, 10 months ago. Viewed 92k times. How do I determine which difficulty my max level Diablo 3 character should play?
Improve this question. You didn't mention healing, but healing is just as important as toughness for survivability. Toughness is the amount of raw damage it would take to kill you, on average, and if you notice is generally an order of magnitude or more greater than your HP.
Each point of healing is therefore worth ten times that much toughness per second. You are good around mil toughness and k damage in your charscreen.
Below might work, depending on your class. But take it as a general guideliine. StrixVaria I added healing. Depending on you build and, more importantly, Legendaries, you may be able to dish out 10 to 30 times more actual DPS than what character sheet says. So any ranges given without a specific build are bound to be very approximate. OrcJMR you are correct, there is more to it than that. My wizard's primary abilities are all area of effect, so the damage is applied to more monsters at a time.
Legendaries that buff abilities damage, piercing, etc can also cause damage to be understated. Add a comment. Active Oldest Votes. This depends on what you are trying to accomplish. Improve this answer. Invader Skoodge Invader Skoodge Thanks, that is a good explanation.
The idea of sticking to Normal for farming matches what I have read elsewhere. Even if it does not strictly answer my question it is still good advice.
I would like to add that as far as farming gear, even on normal the upgrades definitely slow down minus gambling. I noticed that after a while I had zero upgrades and my stats were not changing significantly. So I had to jump to Torment I for the Torment-specific legendaries. So maybe one indicator is "I am farming Normal two hours a night and went a week without a single upgrade. In addition to StrixVaria's answer I would add: It is important to note whether you are playing on Hardcore or Softcore and the Class you are using, the progression numbers will be different based on those.
Ivo Coumans 5, 26 26 silver badges 41 41 bronze badges. DiabloMonkey DiabloMonkey 2, 18 18 silver badges 32 32 bronze badges. My answer is already the Softcore point of view. StrixVaria as a softcore player, I still value the hardcore opinion.
I do not like corpse running or staring at a respawn timer. The hardcore mentality brings survivability, which has value in softcore as well. JohnGaughan I do build for survivability in softcore; dying isn't fun even if the penalty isn't that steep. I think the main difference is that in hardcore you build up a ton of "buffer" survivability. I really have no trouble not dying on Torment 1 in softcore either.
You shouldn't push yourself to farm Torment until your gear is ready for it. I play Hardcore and would love to see an update here. I would disagree about 15 minute benchmark. Playing a rift for full 15 minutes i.
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