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[Kotaku] Diablo III’s Skill-Transforming Runestone System in Action - Page 2

post #11 of 18
Quote:
Originally Posted by iWantACookie View Post
inb4cartoonygraphics
I really hate pointless posts like this... Cant watch the vids at work but it sounds like an interesting addtion. Wonder if the runes can be chagned during the course of the game or if its a one time deal in SP
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post #12 of 18
Thread Starter 
Quote:
Originally Posted by iscariot View Post
I really hate pointless posts like this... Cant watch the vids at work but it sounds like an interesting addtion. Wonder if the runes can be chagned during the course of the game or if its a one time deal in SP
It's a core feature of the game. Imagine socketing an item, but instead you're socketing a spell to get different effects.
post #13 of 18
kind of disappointed I was/am really hoping they continue/build off of the rune/runeword system they had going...
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post #14 of 18
Thread Starter 
Quote:
Originally Posted by H3||scr3am View Post
kind of disappointed I was/am really hoping they continue/build off of the rune/runeword system they had going...
This is not a new change, they announced this a year or more ago!
post #15 of 18
Quote:
Originally Posted by H3||scr3am View Post
kind of disappointed I was/am really hoping they continue/build off of the rune/runeword system they had going...
They announced this system at E3 around a year ago I believe.
post #16 of 18
Why are you disappointed ? they are showing just a tip of the iceberg.

Seven ranks per rune type.


MEANING.

Each rank up is going to have different customizations! different graphics! omg double rainbow.

Wizard with Indigo Rune looks awesome! how much more if Indigo rune was rank 2. or rank 3. and how much more if the skill level of the spell indigo rune is attached to is high.

more info here..
http://www.diablofans.com/topic/2330..._1#entry573293

that means 97 billion builds per class because of the runes system.

that doesn't disappoint me at all

Quote:
Thanks to the Diablo III’s rune system, there are roughly 97 billion potential builds per class. And that’s not even factoring in traits, charms, and armor. So eat it, Borderlands
How did it reach 97 billion ? Calculation? Impossible ? here you go:

Quote:
nCr * x^r

where

n=total active skills available
r=number of skills chosen
x=number of skill runes*

*Blizzard added a +1 to this number because they are counting plain, rune-less skills as an option, but we have since found out that it won't be one, as every rune will be a drastic improvement.

Blizzard's equation
nCr * x^r
24C7 * 6^7
346104 * 279936
96.89 Billion

Actual equation
nCr * x^r
24C7 * 5^7
346104 * 78125
27.04 Billion

For reference: nCr = n! / r! * (n-r)!
need more calculation ? how ??
Quote:
hoose 7 out of 25 without caring about order.

25 (C) 7 = 480,700 builds per character

Now the question is how much do runestones (assuming there are 5 types) affect this number?

(normal and 5 types)6 x 7(active skills) or 6^7 ? It looks i calculated it wrong again. I should have taken 6^7 instead of 6x7.

So…

480,700 x 6^7 = 134,5 billion per one character

I assume there are 24 active skills instead of 25. And it exactly gives us

24 (c) 7 ( 24*23*22*21*20*19*18/7/6/5/4/3/2/1) = 346,104

346,104 x 6^7 ( 6*6*6*6*6*6*6) = 96,9 billion per character.

Yes, D3 senior producer was right.

And there are 24 active skills and 5 runestones per character. Meaning each skill has 6 variations.

NEED more explanation ?
to move away from math into words, here's the explanation given in a new interview posted today from Blizzcon: http://www.game.co.uk/lowdown.aspx?l...ablo-_-diablo3

Quote:
Speaking of accessibility, the whole 97 billion combinations thing... it doesn't sound accessible. Can you pull the veil back on it a little?

KM: Yeah absolutely. It's more the math; you've got near 30 skills per character class, five rune types and seven levels of rune, and as you try any level of runes, that comes out at that huge number. However when you're actually making a choice you don't have to think about all the combinations; you start out with one skill, you don't even have a rune yet, so you just learn how to use that skill. Then you get a second skill, then you get a skill point you can put into either of them, and so on, with you building up slowly - so it's the same sort of accessibility that Blizzard games always try to have, where we introduce the complexity over time.

When you get your first rune its usually when you have about three skills and you're very familiar with how they work, and then you only get one rune to start with, so when you're moving it up and down at the top of the skill system you just have to learn how to use one of your skills differently. Then you get your second rune. Then maybe we give you the second level of the first rune.

So you're never making a whole bunches of choices at once; you're making one choice that slowly teaches you about the game, but as it gets more complex your knowledge of the game rises with it, so it feels just as simple as the very first choice you made.

AM: What I find really compelling about the rune system is if I'm playing I get a rune, and there's these skills that I have, the rune will do something entirely different to each of those skills. Say I find another rune and I have to make a decision, "do I keep this one that I've put in, or do I want to swap it out?" You have lots of choices, and when you do finally get more runes, that's when you get to start customising your character.

Edited by andygoyap - 5/26/11 at 7:21am
 
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post #17 of 18
awesome
    
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post #18 of 18
Its pretty basic statistics. Loads of games boast x billion combinations. Pretty much any game with any sort of skill modifier can claim this because of how quickly the numbers start to add up.

Lets see how many PLAYABLE combinations the game actually has. Then once you have a group of playable combinations, how many of them will be competitive in hell or in PVP?
    
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