Pure speculation but I imagine the ~244% is closer to reality. This makes it slightly better than Puncturing for bosses, but due to some of the aforementioned drawbacks less and less good the weaker and weaker your enemies are. I think I personally still prefer Puncturing, and assuming the ~244% is correct, it seems there wont really be a right or wrong choice, just preference.
Dividing up a hundred shots and rounding it is a bit less accurate than using summation, but it gives a decent picture to the less mathy folks. I believe it's still a question as to whether each pierce of Devouring Arrow adds 70% of weapon damage, or 70% of the initial hit (which would be 70% * 115% = 80.5%)
Devouring Arrow may do a little bit more damage on average, if the above is accurate, but its so close that I am going to continue using Puncturing Arrow (which yields an average of 2 hits vs 1.53, and thus works better with On Hit and On Crit effects)
We know its for sure not 70% OF the initial hit. First off, you can see the damage going up in game, rather than down. And secondly, the tooltip says it increases the damage of the arrow BY 70% for each pierce. So the question is whether its multiplicative or additive. If multipilicative, than Devouring Arrow does a TON more damage, but if additive, it does a tiny bit less than Puncturing. And yeah, I figured my math wasn't super accurate like a summation would be, but I thought it would paint a general picture of how much damage each rune does over a period of time that everyone can understand.
You misunderstand, I meant that it may add 70% to the damage of the first hit, as opposed to simply adding 70% weapon damage. Note that this is different, because the first hit does a bit more than weapon damage.
Obviously they wouldn't give us a rune that makes the ability strictly worse
"Each consecutive pierce increases dmg by 70%."
You have each each consecutive pierce spawns another arrow that hits for 70% dmg.
The question is whether devouring arrow increases every subsequent pierces damage by 70%, or whether it simply adds 70% of the initial 115% for each additional pierce. I'm not a mathematician or even a math major, but by my calculations that either equals ~284% or ~244%, not the 215% listed in the OP.
^^ Pretty sure Robi has the 3 scenarios for devouring correct. One of these summations has to be correct, just need someone to test/confirm which scenario should be used.
In reference to the highest damage option for runes, there are essentially 2 scenarios: 1) Single target DPS, 2) Multiple target DPS.
In case 1), rankings are:
SoT (average crit % > ~75%) at >235
Devouring (worst case additive situation) at ~235
SoT (70% > average crit % > 75%) ~231-235
Cinder at ~231
Puncturing at ~230
SoT (0% > average crit % > 69%) at ~177-230
No Rune at ~177
Shatter at ~155 DPS (This assumes what others have tested is right and that 1 of the 3 shatters comes back to original target, and does not pierce a second time)
*Note - With crit % passive, average crit % is extremely hard to model, so devouring may be more reliable than SoT. It's all just a roll of the dice.
In case 2),
Shatter has a maximum of ~300 (according to the front page, but I don't agree with the way the arrow behaves, and imo, the actual max will probably be lower).
SoT is the only other viable option and theoretically has no limit assuming there are infinite mobs around the mob that was crit.
For this case, imo, the clear best option is to use some other AoE. However, if you just have your heart set on using HA for AoE, then have fun doing subpar dps.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
You misunderstand, I meant that it may add 70% to the damage of the first hit, as opposed to simply adding 70% weapon damage. Note that this is different, because the first hit does a bit more than weapon damage.
Obviously they wouldn't give us a rune that makes the ability strictly worse
One arrow maintains the hungering arrow function, and the other 2 just kind of fly off and might hit something.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
You have each each consecutive pierce spawns another arrow that hits for 70% dmg.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
The question is whether devouring arrow increases every subsequent pierces damage by 70%, or whether it simply adds 70% of the initial 115% for each additional pierce. I'm not a mathematician or even a math major, but by my calculations that either equals ~284% or ~244%, not the 215% listed in the OP.
In reference to the highest damage option for runes, there are essentially 2 scenarios: 1) Single target DPS, 2) Multiple target DPS.
In case 1), rankings are:
SoT (average crit % > ~75%) at >235
Devouring (worst case additive situation) at ~235
SoT (70% > average crit % > 75%) ~231-235
Cinder at ~231
Puncturing at ~230
SoT (0% > average crit % > 69%) at ~177-230
No Rune at ~177
Shatter at ~155 DPS (This assumes what others have tested is right and that 1 of the 3 shatters comes back to original target, and does not pierce a second time)
*Note - With crit % passive, average crit % is extremely hard to model, so devouring may be more reliable than SoT. It's all just a roll of the dice.
In case 2),
Shatter has a maximum of ~300 (according to the front page, but I don't agree with the way the arrow behaves, and imo, the actual max will probably be lower).
SoT is the only other viable option and theoretically has no limit assuming there are infinite mobs around the mob that was crit.
For this case, imo, the clear best option is to use some other AoE. However, if you just have your heart set on using HA for AoE, then have fun doing subpar dps.