Looks ace some of the changes but i dont understand what i means with vampire bats? can anyone explain
FirebatsNow costs 150 Mana initially (down from 225)
Dire Bats : Now deals 495% (up from 300%) weapon damage
Hungry Bats : Now deals 635% (up from 350%) weapon damage
Vampire Bats : Reworked: Firebats initial cost increased to 225 mana but no longer has a channeling cost.
this is just saying that they lowered the cost of firebats to 150mana initially. it was raised to 225 for RoS. the vampire bats rune, removes the channel cost, as it has done since RoS, but the initial casting cost will remain at the original RoS 225 mana. essentially, there is no change to this rune as it currently stands, simply the initial cost was reduced for all other runes
Just posting to say that Tall Man's Finger's dog is now incredibly powerful, he munches through mobs like there's no tomorrow. And the haunt/spirit barrage/locust build with sycophants is also even stronger than it was. Oh, and the Grin Reaper's mimics even cast Piranhado every once in a while!
Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
So What does this means EXACLY? Is this a NERF or a BUFF for us? im having a hard time to REALLY understand what this means for us Full geared jade Doctors, will jade still be strong? will u still be able to go in and "crit" with your Soul Harvest for 1-2 billion dmg? If u cast a haunt on a target with, lets say 4million ticks, and then cast again, it will still be 4 million ticks like the first cast?
Someone, whos actually good at reading this til 100%, try to explain for us other doctors who hasnt got a doctor's license!
@TOPRZI i'm not 100% sure, but i'll take a guess. from the way it sounds, instead of casting 6 times to get a crit roll on the DoT damage, they're just gonna smooth it out, so 1 cast should suffice. this damage will not likely be as high as a crit roll, but it will be consistent against everything you cast it on, thus you only need to cast it, then blast it. you don't need to worry about if you're gonna see that next big ass number, it's just going to be around the same. i base this off of nothing, just my basic understanding of the english language. this could be how it works, or it could be completely wrong, so take it for what it's worth. ;]
I run a explosive Toad with the Rhen dagger and lots of area damage and it procs a decent amount of Fetish guys constantly. With this patch I will use bruiser because I like my garg out at all times and fire is looking good for me, plus I spam Haunt and fire bomb. With the extra damage now and added speed things are looking good, will try it out when I get home from work.
Also I see now that Fetish are summoned on hit, thats great because my Toads seek targets and hit non stop even on the same target so I will or should get more fetish then before.......sorry bat guys lol
Spells usually don't proc themselves, so I doubt this will be the case. It would most likely lead to exploitive behaviour of some kind, or a playstyle where the goal is to summon as much fetishes as possible first, before going to do what you need to do (since they'd be replenishing themselves automatically, even if not at a rate to keep the numbers up).
People don't understand proc coefficients - spells have a modifier. So "up to 10%" chance to proc a fetish is modified by this. Spells that hit multiple monstres are often lower like 25% or 33% - so would really have ~3% per hit to make a fetish. But the more monsters you hit the more chances you are getting.
Anyway the cold build is extremely good and made much better by these changes. Dots are now buffed by crit like attack speed buffs pets -- just an average amount of buff is applied. Instead of my haunt hitting for either 2M or 9M before (with a fast weapon), now it's always 5 million etc.
Tall man's finger dog seems to do more than x3 (around 320%?) the combined damage of the normal dogs. So yes if you're a madman and put in all the pet talents it does a base of 864% weapon damage per hit, it used to not buff the glyphs like fire aura (tho dog gets an aura that is 20% for every dog you would have had - eg 5 dogs = 100% aura). Not that I'm personally using that as there are better talents, but it is still interesting. With the upside that it has so much health that it survives very well on high torment for ukhapian serpent use.