I don't use a companion and it works fine for me. (single player)
I don't use a companion and it works fine for me. (single player)
yeah .... im not talking about 1 player im talking about 2 or more... dont d/c in 1
okay so im still having the issue, the thing is i dont know why it happens to me and not my friend... hes doing nothing different
now im using no companion still happens, ive tried full screen active, windowed mode active/inactive, fullscreen minimized... none of them work in a non single game for me... i d/c after like half an hour or something
i even tried changing who hosts the game cause we thought maybe thats why he wasnt getting d/ced and that makes no difference, so now im testing while im at the computer every 10-15 min ill just use a skill or w/e to keep myself from idling out cause im assuming thats whats happening and when i go truely afk i will jam a key (trying to avoid using a macro) to keep using a skill each time its off cd
i hope this will work, will know in time
edit: well its been 2 hours and this method is working... not d/cing so far
Last edited by B166ER; 09-06-2012 at 06:03 PM.
it just occurred to me what we could make a table of dmg taken vs regen required.
with 2 bars: I receive 75dmg per popup (with dmg numbers turned on) 332 life per second appears to cancel it out.
if we all start posting our findings it might be easier to do after each level. we'll see the new observed dmg per tick and be able to just adjust our regen.
in theroy we could then graph it and extrapolate the regen required based on linearity of dmg taken per tick.
Thoughts?
I find with 331 i slowly drop by about 1% in 5 minutes and at 332 regen i slowly go up. it will run a hour and only change by like 1% upwards.
qtyplayer--bars--dmg--regen
1---------------2------75-----332 (very slow climb in hp)
1---------------2------76-----332 (very slow drop in hp)
2---------------2------76-----664 (very slow drop in hp)
found that adding a player just needs to double your regen from 1 player to 2 player.
Curious if 3 player is 3x regen. might make it easier to calc your requirements. just do it in a single player game then multiply up!
Last edited by suthek; 09-07-2012 at 12:06 AM. Reason: cuz I can
You don't have to be 60. I'm doing this at 55 (now, started at 52 I believe) Monk.
The damage does a % of your life. You only get xp when you're under 10% max. Obviously it's easier to keep yourself under 10% when that 10% is 3000, as opposed to keeping it under 500 etc. (remember, the damage will tick 5x or more in a few seconds, for me it's 97damage per tick)
If you need to, look for reduced level requirement. I stacked a bunch of lv 63 gear for DPS at lv 45 (15lv reduced requirement)
FYI, my poison resist is less than 200 total and i'm pulling it off with 32k hp.
I have 8 pairs of boots and 9 pairs of gloves with various regen numbers as the pieces I swap into to massage it until it's right.
I'm leveling so fast I can't go more than a hr or so before I need to reset the regen numbers.
I don't think it has anythign to do with xp.
However, I did notice a small disturbance of balance once i started casting caltrops not to get d/c. What I am guessing here is that the animanion for the cast, might briefly reposition your char, and take less damage, or maybe even skip a tick. So it's probably best to jsut open close inventory.
However
Dmg taken over one cycle seems to be consistent, even if not all the dmg ticks are the same. So don't base your calculations on tick damage but rather on total cycle damage.
For example, I might get a total cycle damage of 122. Now divided by 5, that's 24.4. From what I have read, all numbers past weapon dmg in diablo are rounded to the closest integer. So if you buy a 24 regen ring, you will be regening too litle (120), and too much (125) with 25.
So what I do, I try to make sure the total cycle damage is a multiple of 5. Takes a bit of trial and error, but you can just buy a 3 sock chest, and drop yellow gems in it, to get some int-> res, this will make adent in dmg taken. Try with different number and sizes of gems.
Has anybody figure out a formula for a 2 player game? The ticks are crazy, and the pause betwen the actual dmg cycles is so short, that it's hard to distinguish when one cycle ends and the next one begins. Is it just double the nubmer of ticks for 2 players?
Last edited by yoyos; 09-06-2012 at 08:27 PM.
Anyone have a multi player game going I can join in on?
I wouldn't mind trying that out and it helps us all![]()
I still don't get why you can't do it based on ticks of dmg.
in a multi player game where cycles are harder to break apart it would be way easier to do it based on visible ticks.
I'm not saying it's easier to calculate than cycles but once you have the results for x dmg per tick = x regen you should be able to share and help others out.
I know it fluctuates for every cycle but overall x dmg per tick is the exact same as x dmg per cycle when averaged over time and a visible dmg tick is way easier to see immediately for people jumping in.
I know for myself I cant just take my regen gear off and do the math for dmg per cycle as, without gear, my dmg a cycle is different.
Last edited by suthek; 09-06-2012 at 09:32 PM.
That's what i did, but ti was too hard, so i just bought cheap res gear, and just bought a ton of blue rings/ammys with regen. Have lots with 2-3-4 regen, so i can tweak my regen easily.
Why i'm saying it's hard (or maybe i'm just slow or lazy) is because you get 10 or 11 ticks per cycle, probable double that in the double xp spot, and in a 2 player game, double xp spot, it's simply a cloud of numbers.
Also, right all my ticks are 32 right now, but my overall dmg per cycle is somehow 143. And i'm sure of the 143, because im running with 143 regen for 5+ hours at ~600 life, and didn't change.
Also, I have tried this on my barb, and somewhere below 2 dmg per tick, it won't even display them.
So i wouldn't trust tick damage.
I can stay in a game with you if you want to tweak your setup, but i'll idle coz i'm at work.
confirmed. when I'm doing 2player exping I only double my life/s with rings and all is working fine.
Because what you see is not exactly what you get. Graphic approximations cause misleading.
Each cycle in double spot hits 22 times. Noticed tick was 117dmg (22x117=2574dmg) but I was losing 2575-2576-2575-2576-2575 life per cycle.
In 2nd gearset I was getting 8dmg/tick but after lvling up all messed up and I was losing % during the time. Of course tick damage stayed at the same level of 8.
Indeed. Smaller tick dmg means bigger %approx.
I ended up the same. Rings 1-2-3-4-5-6 make it easy to adjut after lvling up.
Also changing gems (especially rubies) seems to work as well.
Anyone know whats causes the disconnection issue?
Does this still work? There was a small server side patch this morning...
Still working here
dont use a formula... to complex, and basicly the damage ticks (and there for experiance) are multiplied by the number of people standing there... ive got it tow ork without a macro for over 24 hours in a 2 player game without using rings or ammies, each time i level i just gotta make a minor adjustment to the gear i already have
id love to do a 4 player game, however only doing 2 player since i only have 1 copy myself and my friend whos the only person i can rely on to want to do this / be available to do it and not leave messing it up haha
and yes... still working
in multiplayer games?... after testing different things, it seems to be idling out do to inactivity. im not sure why my friend for example doesnt have that issue, possibly some program that is running on his computer which someone tricks d3 into thinking hes there and active. who knows... however the way i fixed it is i just jam a key to spam a skill each time its off cd, something that wont move u or someone pull the elites at the far end of the bridge to u that at least works for me
Last edited by B166ER; 09-07-2012 at 11:58 AM.