Damage and Survivability Spreadsheet - Barbarian: Bastion's Keep - Diablo III Class Forums - Forums - Diablo Fans

This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.

All users will need to merge their Diablofans account with a new or existing Twitch account starting Nov 20th. You can merge your accounts by clicking here. Have questions? Learn more here.

The Barbarian belt modifiers to Bash,Cleave,Frenzy,Rend,Revenge,Weapons Throw
The Barbarian 2-hand modifiers Hammer of the Ancients,Overpower,Seismic Slam,Whirlwind
Also the Monk abilities for those monk players.
Would it be possible to add to the Relative Stat values or something along those lines so we can get an idea of what amount of dps they will add. Or what they are normalized to Str.
Example. Belt 1: 200 Str 100 Vit 60 RAE = 2000 dps upgrade
Belt 2: 100 Str 100 Vit 60 RAE 10% increased Frenzy Damage = ?
Also Damage increased by skills % add it to be modified with current equipped an possible switch.
Since with passive talent mace gets 10% crit were sword gets 15% damage. This way we can see the dps change based on weapon type when we are looking for upgrades.

I am so thoroughly confused... Can't you just put in belt 1 and belt 2, and see how much of a change between them they are and then if its more then 10%, for sure use belt 1, and if its less then 10% decide if its worth the frenzy damage?

Also, you can put in % damage (D33) and % crit (F/G35) into the spreadsheet, although weapon type is an addition that probably will make it into the next version.

Loving this sheet, thank you so much for making it.

I want to compare weapons, one has +STR one doesn't. If I'm doing this correctly, do I just put -100 in the Possible Switch column under Strength to reflect the change in DPS?

The belt modifiers to abilities like Frenzy is not a strait damage increase to ability its factored in after all other modifiers. So say you hit for 100k an have 10% Frenzy on belt you would then hit for 110k. I dont know the math for it but its possible to get an idea of what it translates into compared to str (yes rotation an usage factor into it also). Same for the modifers to other abilities. Most people would like an idea even if its a rough one on what you get from these abilities compared to other stats. Even setting on spreadsheet to state your rotation to get a more precise number. I am just posting what alot of people might find useful.

Maybe you misunderstood me. Look at this:
Lets say you do these numbers without the 10% more dmg to frenzy, then your numbers look like this:
First hit: 20k dmg, Second 10k dmg, Third crit 30k dmg.
Total 60k dmg.

If you equip the 10% dmg piece, your dmg would look like this:
22k dmg, 11k dmg, 33k dmg.
Total 66k dmg.

As you can see, a 10% increase on every hit is a 10% increase on total dmg done.

Its perfectly possible to factor this in. But are you only using Frenzy as your sole dmg ability? No Revenge? No Whirlwind? If yes, then it might be easily possible. If no to any of these, your best bet is to guess how much of your dps will come from Frenzy, as this highly depends on playstyle.

I am so thoroughly confused... Can't you just put in belt 1 and belt 2, and see how much of a change between them they are and then if its more then 10%, for sure use belt 1, and if its less then 10% decide if its worth the frenzy damage?

You cant calculate this. The only help you could give him, is a box where he could put in how much %dmg he thinks he will get from such pieces.

Loving this sheet, thank you so much for making it.

I want to compare weapons, one has +STR one doesn't. If I'm doing this correctly, do I just put -100 in the Possible Switch column under Strength to reflect the change in DPS?

Yep, or you could put 100 dps in the current equip column, but both will do the same thing.

I don't know why nobody has talked about this spreadsheet for over a month but I found it a few weeks ago and it's by far the best I've seen.

One little nitpick I have though is it is confusing that, in the relative stat values, +bonus damage is calculated as +1-2 bonus dmg (+3 total bonus dmg) normalized to 1 str instead of just 1 bonus dmg normalized to 1 str. It's much easier eyeball upgrades when 1 bonus dmg is normalized to 1 str so that you just have to multiply the normalized value by however much bonus dmg the item gives instead of having to also divide by 3.

I am so thoroughly confused... Can't you just put in belt 1 and belt 2, and see how much of a change between them they are and then if its more then 10%, for sure use belt 1, and if its less then 10% decide if its worth the frenzy damage?

Also, you can put in % damage (D33) and % crit (F/G35) into the spreadsheet, although weapon type is an addition that probably will make it into the next version.

I want to compare weapons, one has +STR one doesn't. If I'm doing this correctly, do I just put -100 in the Possible Switch column under Strength to reflect the change in DPS?

Lets say you do these numbers without the 10% more dmg to frenzy, then your numbers look like this:

First hit: 20k dmg, Second 10k dmg, Third crit 30k dmg.

Total 60k dmg.

If you equip the 10% dmg piece, your dmg would look like this:

22k dmg, 11k dmg, 33k dmg.

Total 66k dmg.

As you can see, a 10% increase on every hit is a 10% increase on total dmg done.

Its perfectly possible to factor this in. But are you only using Frenzy as your sole dmg ability? No Revenge? No Whirlwind? If yes, then it might be easily possible. If no to any of these, your best bet is to guess how much of your dps will come from Frenzy, as this highly depends on playstyle.

You cant calculate this. The only help you could give him, is a box where he could put in how much %dmg he thinks he will get from such pieces.

Yep, or you could put 100 dps in the current equip column, but both will do the same thing.

One little nitpick I have though is it is confusing that, in the relative stat values, +bonus damage is calculated as +1-2 bonus dmg (+3 total bonus dmg) normalized to 1 str instead of just 1 bonus dmg normalized to 1 str. It's much easier eyeball upgrades when 1 bonus dmg is normalized to 1 str so that you just have to multiply the normalized value by however much bonus dmg the item gives instead of having to also divide by 3.

~~Adding +1-2 bonus dmg is the same as adding +1 minimum dmg and +1 maximum dmg.~~~~By adding +1-2 bonus dmg to a weapon equals to +1 DPS.~~

I guess thats why it's normalized to 1-2 bonus dmg.

Edit: I was wrong with this.