I've taken into consideration some suggestions/opinions from folks. I've been also painstakingly crunching numbers on an enormous Excel worksheet I have going. Directly below is a link to my build, and below there is a description and explanation of the math and my concept. Any thoughts or helpful advice is definitely appreciated!
The general play style of this build is that of a 'glass cannon'. It is my idea to only play this build with other party members as I hang back and deal massive damage, both instant AoE and over time. While this build lacks any real defensive capabilities, I think I'll need to rely on gems and items to enhance either my Life, Defense, Dodge, or whatever else they may have. Depending on what is provided between a staff, orb, or wand, I'd prefer to use a shield for this build.
1. Storm Armor - Golden - The sole purpose of this skill is to provide a flat 7 AP reduction in all skills while it is active. Later on, I'll examine & explain why exactly I chose this over Energy Armor with an Indigo rune.
2. Familiar - Crimson - Increase damage of all attacks by 40% while Familiar is active. This build is built around a maximum-damage paradigm, and this will compliment Glass Cannon's 20% damage boost nicely. (Total-60% dmg increase)
3. Frost Nova - Crimson - Enemies are frozen for 4 seconds and take 110% more damage while frozen or chilled by Frost Nova.
It's safe to assume I'll run into quick, elusive monsters as well as being surprised by a surrounding mob. This skill is reserved not only to debuff them, but to freeze them while I have time to take them out.
4. Magic Missle - Golden - You can thank ArcaneWeapon for this contribution. (explained below) This regenerates 14 Arcane Power per hit. A must have with this particular build. ---------------
The next two skills are the main damage spells. I'll describe the skills and effects, but below is a more intricate explanation of my math, concepts, and goals. ---------------
5. Arcane Orb - Crimson - Used for mass mobs, this will do 562.4 avg damage(475.2-649.6). Remember, I'm sitting on 60% increased damage from Gl.Cannon & Familiar(Crim). It won't be used as only main damage spell. While the AP cost per cast is relatively higher, it will be reserved for bigger mobs that are some distance away.
6. Ray of Frost - Crimson - Used primarily for single targets, bosses, or any lonesome survivors my Fr.Nova and WoF didn't decimate, this will deal 642.4 damage/sec on average.(590.4-694.4) Again, the damage is boost 60% by Gl.Cannon & Familiar(Crim). Ray of Frost does 90.28% more damage PER SECOND the Disintegrate. I will note that RoF is a single-target-only spell and Disintegrate pierces enemies. I have decided to use ArcOrb for my 'multi-monster' damage skill. Many prefer Dis, but the numbers for RoF are outstanding. Again, it will be best suited for single targets, especially bosses. (Check my numbers below. You'll drool over RoF for boss fights.) ---------------
My AP pool - 120
My AP regen - 14.5/second
RoF AP cost - 29/second
Storm Armor - AP cost reduced by 7
29-7+14.5 = 7.5/sec AP cost for Ray of Frost
To save you from more complicated math, :P, I've worked it out to be more profitable damage-wise to cast RoF until arcane power is exhausted and then use MM to hit enemies and regen 14 AP/sec. It will take ~5 seconds for it to refill all the way,(if you hit a monster/sec-best case scenario) then cast RoF again until AP is exhausted once more. With waiting for ~5 seconds in between 'fill-ups', you can cast Ray of Frost 6 times over a roughly ~2 minute period (with waiting for AP regeneration in between exhaustions) to do a grand total of ~61,670.4 damage.
Please make note of the "~" signs on those numbers. Remember the Familiar Pet last 60s max, so at some point, you'll be recasting it, so you'll lose a second or two of 'Ray of Frost Damage', or at the very least have to wait a second or two to regenerate to full AP again.
For those of you who utilize Galvanizing Ward, your armor spell will stay active for 120 seconds longer, granting the 7 AP reduction for those two extra minutes as well. So you'll do ~123,340.8 damage of 4 minutes. Again, you'll be losing a few seconds recasting Familiar. ( or running )
Why I chose Storm Armor(Golden) over Energy Armor(Indigo):
Having a flat 7 AP reduction in my skills is exponentially beneficial since my main spells are per/second.
- Although Energy Armor grants a 40 AP increase to my pool to a cool total of 160, its not the AMOUNT of total AP I have that delegates how long and how powerful I can be over a 2, or even 4 minute period. I wait ~3-4 seconds longer for my AP to regenerate completely and I actually run out of AP/second more quickly, making my 40 AP boost meaningless. Within a 2-minute time period I can do ~42,398.4 damage.
- With Storm Armor (7ap reduction)- I exhaust my arcane power less frequently in a 2 minute period. I can reach higher damage totals before my arcane power is exhausted and the downtime of waiting for a full AP regeneration is lower. Over a 2-minute time period, I can do ~61,670.4 damage.
Since this build is designed for maxed-damage output, Storm Armor is my choice.
I chose Ray of Frost over Disintegrate for my single target, boss battles because Disintegrate (Crimson) only does 40,512 damage over that same 2 minute time period.
Nice choice of storm armor, I'm sure I'll end up using it too for the very same reasons, same for RoF. I don't know about Frost nova, Arcane Torrent from the video I saw has a longer reach but it won't matter if your around people, wizards will probably use both Frost Nova and Arcane Torrent in equal amounts. However, Frost Nova I think would be better in speed due to no mana and no clicking to cast. I got 7.5 ap a second for RoF: 29 ap for RoF initial - 7 = 22 subtract 14.5 normal regen with AastralP and it is 7.5 ap lost total, are you testing me ?
120 mana from Astral P
12.5X60 seconds = 750
870 / 60 = 14.5 base regen.
I'd be hesitant to call any theory crafted build "final", but I get what you're saying. I'm not sure I'm with you on the Frost Nova and Wave of Force combo. If the target is frozen in place a knock-back isn't going to have any effect. Even if you weren't going for the knock-back, in that case Arcane Orb would fill the same role and do more damage.
With a build like this I agree with Storm over Energy since you don't have any of the huge sink spells which kinda force a large pool.
Slight concerns: You don't actually have anything that makes you a bit tankier, in fact with only Glass Cannon you're weaker defense wise than a base wizard. You also have no form of AP regen other than per second. Even with Storm reducing costs by a bit I have a feeling you're going to be a bit starved for AP.
I wouldn't worry about there being down time to recast Familiar, and for the same reason you shouldn't really worry about recasting your armor spell. To me the only reason to take Galvanizing is assuming the HP/sec scales with gear and reaches a useful number. Now. Recasting these actually becomes an issue with no AP gen spell since you need the downtime you'd normally use to refresh these spells to regen before the next fight.....
So the 2 suggestions I'd make: Swap out Wave of Force for Golden MM or Electrocute and switch Galvanizing Ward to Blur (assuming the HP/sec ends up being garbage, otherwise it's not so bad).
You can see from my concerns why it's a bit hard to say final huh? Until we actually test these builds out numbers alone sadly aren't enough. Can't wait for Beta to start so we can at least get a feel for the intro spells.
Nice choice of storm armor, I'm sure I'll end up using it too for the very same reasons, same for RoF. I don't know about Frost nova, Arcane Torrent from the video I saw has a longer reach but it won't matter if your around people, wizards will probably use both Frost Nova and Arcane Torrent in equal amounts. However, Frost Nova I think would be better in speed due to no mana and no clicking to cast. I got 7.5 ap a second for RoF: 29 ap for RoF initial - 7 = 22 subtract 14.5 normal regen with AastralP and it is 7.5 ap lost total, are you testing me ?
120 mana from Astral P
12.5X60 seconds = 750
870 / 60 = 14.5 base regen.
How embarassing. I've been working on this for freakin' ever, and I made a simple mistake. You are correct. I corrected the numbers in the build, which ended up increasing damage output over the 2 minute time period. Thanks for that. Now it looks even more attractive of a build!
I can't see him ever having a problem with AP regen, if he stands still for a few seconds he'll regenerate everything lost from RoF, you know how I feel about arcane orb.... when I do a build that will pretty much look like this minus orb/WoF, I'll do diamond skin indigo, working on it solely for the higher difficulties. I'm using disintegrate and slow time with miasma or 140 damage. http://us.battle.net/d3/en/calculator/wizard#kSUgjV!WXb!ZZZbZY I put glass cannon only because with diamond skin I can't see it ever mattering and I can't think of anything better. I like WoF, I just like diamond skin and slow time more...
I'd be hesitant to call any theory crafted build "final", but I get what you're saying. I'm not sure I'm with you on the Frost Nova and Wave of Force combo. If the target is frozen in place a knock-back isn't going to have any effect. Even if you weren't going for the knock-back, in that case Arcane Orb would fill the same role and do more damage.
With a build like this I agree with Storm over Energy since you don't have any of the huge sink spells which kinda force a large pool.
Slight concerns: You don't actually have anything that makes you a bit tankier, in fact with only Glass Cannon you're weaker defense wise than a base wizard. You also have no form of AP regen other than per second. Even with Storm reducing costs by a bit I have a feeling you're going to be a bit starved for AP.
I wouldn't worry about there being down time to recast Familiar, and for the same reason you shouldn't really worry about recasting your armor spell. To me the only reason to take Galvanizing is assuming the HP/sec scales with gear and reaches a useful number. Now. Recasting these actually becomes an issue with no AP gen spell since you need the downtime you'd normally use to refresh these spells to regen before the next fight.....
So the 2 suggestions I'd make: Swap out Wave of Force for Golden MM or Electrocute and switch Galvanizing Ward to Blur (assuming the HP/sec ends up being garbage, otherwise it's not so bad).
You can see from my concerns why it's a bit hard to say final huh? Until we actually test these builds out numbers alone sadly aren't enough. Can't wait for Beta to start so we can at least get a feel for the intro spells.
Nice build.
Thank you for your suggestions. You're right, actually, about the whole Frost Nova and Wave of Force thing. I'd better just blowin' them away with Arcane Orb because its way more damage, like you said. Thanks.
My friend, you just took this build to some serious numbers, in terms of damage output over time. I am admitting to everyone now that throwing in a AP regen spell TOTALLY slipped my mind. If I can regen my AP faster, then I can do more RoF or ArcOrb damage.
.....crunching numbers....
Hah !
As I suspected, throwing in a simple MM-Golden would increase my damage over time, thanks to you.
In a 'best-case' scenario, after exhausting AP, and regenerating 14.5/sec, and also regenerating 14AP/sec from MM, (best case scenario-one hit a sec~?), then I'd regen 28.5/second. That takes my damage over 2 minutes with RoF to 61670.4 damage.
3 Seconds of him standing still will gain enough arcane power for 5.8 seconds of RoF (it'll add 43.5 arcane power) or, unlimited Disintegrate since it is only 13 ap a cast, if not casting for 1 second. This is why I'm sure I'll be alternating RoF, DIAT. It is almost impossible that he will have ap problems.
3 Seconds of him standing still will gain enough arcane power for 5.8 seconds of RoF (it'll add 43.5 arcane power) or, unlimited Disintegrate since it is only 13 ap a cast, if not casting for 1 second. This is why I'm sure I'll be alternating RoF, DIAT. It is almost impossible that he will have ap problems.
Or you could cast Golden Electrocute twice and get 42 AP in 2 seconds. (1.3 less, a second faster)
Edit: Hah! I forgot base regen! So in 2 seconds casting the above you'll actually get 75 AP.
Riddle me this, what does more damage, standing around twiddling your thumbs or casting a spell twice?
You still don't get it. It's not an AP problem. It's the fact that incorporating an AP generator allows you to put out more damage. The faster you regen, the more damage you can do. He just booted his numbers by 20k from a simple Golden MM. I think that's a worthwhile investment.
Electrocute is purely for Arcane Power regeneration. Meteor is your main source of AoE Damage, Ray of Frost is the follow up and also your highest single target DPS. Frost Nova is for increased damage and crowd control, familiar is obviously for the increased damage, and Slow Time with the 140% cast increase is mostly for boss fights but, can also be handy in sticky situations. Glass Cannon for damage, Astral Presence for regeneration, and Evocation to use Frost Nova and Time Slow more during boss fights.
3 Seconds of him standing still will gain enough arcane power for 5.8 seconds of RoF (it'll add 43.5 arcane power) or, unlimited Disintegrate since it is only 13 ap a cast, if not casting for 1 second. This is why I'm sure I'll be alternating RoF, DIAT. It is almost impossible that he will have ap problems.
I ran this through my SuperExcelSheet x3000 actually, and I found that alternating RoF with Disintegrate yields lower damage output over any time frame. It is, according to the numbers, best to wait for quick regen by not casting anything at all, and then continue RoF until exhaustion
or
MM-Golden to regen AP faster during RoF-downtime, and then continue RoF.
3 Seconds of him standing still will gain enough arcane power for 5.8 seconds of RoF (it'll add 43.5 arcane power) or, unlimited Disintegrate since it is only 13 ap a cast, if not casting for 1 second. This is why I'm sure I'll be alternating RoF, DIAT. It is almost impossible that he will have ap problems.
I ran this through my SuperExcelSheet x3000 actually, and I found that alternating RoF with Disintegrate yields lower damage output over any time frame. It is, according to the numbers, best to wait for quick regen by not casting anything at all, and then continue RoF until exhaustion
or
MM-Golden to regen AP faster during RoF-downtime, and then continue RoF.
Suggestions,
DKR
I assume that's taking into account the build up time it takes to reach the Crimson top end damage? I assumed as much without crunching the numbers, there's always a trade off. To get that much damage output you have to stand still long enough. First thing you learn playing a Sorc in D2: a stationary Sorc is a dead Sorc.
It'll work multiplayer, not solo.
I'm curious. With your spreadsheet can you get some guesstimate numbers on Alabaster Disintegrate? I have a sneaking suspicion it is faaaaaaaaaar better than Crimson. Each of those little explosions that goes off is gonna be hitting several enemies. AoE damage is king in these types of games.
Of course it would slow down the regen to 1 ap a second but I'd use it with slowtime and 140% damage and AT 120 % with GC 20% for total of 280% damage just to hit as many monsters as possible, I'll have to use disintegrate and AT to get the monsters in the back.
Ya I've been lustfully eyeing alabaster disintegrate for quite some time, that was main reason I hated arcane orb, it pretty much is arcane orb.... but faster. I think magic missile and disintegrate are basically the parents of Arcane orb, put in a rune, and magic missile does comparable damage, but faster, disintegrate: pierces. It is like MM and D had a baby and it was AO and it is slow....
Electrocute is purely for Arcane Power regeneration. Meteor is your main source of AoE Damage, Ray of Frost is the follow up and also your highest single target DPS. Frost Nova is for increased damage and crowd control, familiar is obviously for the increased damage, and Slow Time with the 140% cast increase is mostly for boss fights but, can also be handy in sticky situations. Glass Cannon for damage, Astral Presence for regeneration, and Evocation to use Frost Nova and Time Slow more during boss fights.
In a 3 second period Meteor-Crimson will do 1264.8 Fire damage costing you 60 AP
In a 3 second period ArcOrb-Crimson will do 1686 Arcane damage costing you 61 AP
I'm worried Meteor might be a bit clumsy, and I'm not sure of the yardage.
Electrocute is purely for Arcane Power regeneration. Meteor is your main source of AoE Damage, Ray of Frost is the follow up and also your highest single target DPS. Frost Nova is for increased damage and crowd control, familiar is obviously for the increased damage, and Slow Time with the 140% cast increase is mostly for boss fights but, can also be handy in sticky situations. Glass Cannon for damage, Astral Presence for regeneration, and Evocation to use Frost Nova and Time Slow more during boss fights.
In a 3 second period Meteor-Crimson will do 1264.8 Fire damage costing you 60 AP
In a 3 second period ArcOrb-Crimson will do 1686 Arcane damage costing you 61 AP
I'm worried Meteor might be a bit clumsy, and I'm not sure of the yardage.
We shall see!
Ah but Crimson meteor isn't the top end. It's Indigo. And we just found a video of it. The 14 meteors touch ground in about .8 of a second.
Edit: to be a bit more precise I think we've found a video of it, the problem is that only 7 meteors are falling, not 14, BUT it isn't a blizzard release and it could be an older version.
I assume that's taking into account the build up time it takes to reach the Crimson top end damage? - It takes 1.5 seconds to build up to that Crimson top-end damage for Ray of Frost. These skills/runes are all maxed on skill calculator. The 'wind-up' time will decrease as you progress.
It'll work multiplayer, not solo. - Yep, made that clear. Definitely.
I don't believe I can set it up like that. Not knowing if Dis will kill an enemy, then having only 35% chance of exploding, then not know how many enemies would be around really does not compute with the data I have to work with. sorry bud. I'm curious myself.
Just a thought, those explosions are being caused by the monsters. They wouldn't posses a 20% dmg increase from Glass Cannon, or 40% dmg increase from Familiar-Crimson like you, the wizard, do. Unless the adjacent monsters in a Slow Time-Crimson bubble or are Frozen-Crimson, they won't take any more damage than is labeled there : 153-177.
Electrocute is purely for Arcane Power regeneration. Meteor is your main source of AoE Damage, Ray of Frost is the follow up and also your highest single target DPS. Frost Nova is for increased damage and crowd control, familiar is obviously for the increased damage, and Slow Time with the 140% cast increase is mostly for boss fights but, can also be handy in sticky situations. Glass Cannon for damage, Astral Presence for regeneration, and Evocation to use Frost Nova and Time Slow more during boss fights.
In a 3 second period Meteor-Crimson will do 1264.8 Fire damage costing you 60 AP
In a 3 second period ArcOrb-Crimson will do 1686 Arcane damage costing you 61 AP
I'm worried Meteor might be a bit clumsy, and I'm not sure of the yardage.
We shall see!
Ah but Crimson meteor isn't the top end. It's Indigo. And we just found a video of it. The 14 meteors touch ground in about .8 of a second.
Edit: to be a bit more precise I think we've found a video of it, the problem is that only 7 meteors are falling, not 14, BUT it isn't a blizzard release and it could be an older version.
Then it isn't an AoE skill. It hits a target. Thats definitely is hands down, the most damaging single hit skill out there. I thought we were talking about AoE
explosions are being caused by the monsters. They wouldn't posses a 20% dmg increase from Glass Cannon, or 40% dmg increase from Familiar-Crimson like you, the wizard, do. Unless the adjacent monsters in a Slow Time-Crimson bubble or are Frozen-Crimson, they won't take any more damage than is labeled there : 153-177.
That's getting a little nit picky on wordings. I would assume that they would be fully affected by modifiers. That base number certainly will be from your attack stat. I read it as "there's a chance when enemies die to set off a small explosion at their location".
Edit: to avoid a double post, on meteor:
No it is AoE, not a very large AoE, but it's still meteor so it hits an area. Here:
Go to 3 minutes 37 seconds. It's labeled as Arcane Torrent, but it clearly isn't channeled and it looks nothing at all like the official Blizzard release of Torrent.
I read the whole post, and the one you did before it.... what is your point?
You say it like that, it sounds like your just trying to be a male organ... I can't find another image of it, and didn't say I was absolutely sure................
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http://us.battle.net/d3/en/calculator/wizard#acegjO!bXW!ZZZbZZ
The general play style of this build is that of a 'glass cannon'. It is my idea to only play this build with other party members as I hang back and deal massive damage, both instant AoE and over time. While this build lacks any real defensive capabilities, I think I'll need to rely on gems and items to enhance either my Life, Defense, Dodge, or whatever else they may have. Depending on what is provided between a staff, orb, or wand, I'd prefer to use a shield for this build.
1. Storm Armor - Golden - The sole purpose of this skill is to provide a flat 7 AP reduction in all skills while it is active. Later on, I'll examine & explain why exactly I chose this over Energy Armor with an Indigo rune.
2. Familiar - Crimson - Increase damage of all attacks by 40% while Familiar is active. This build is built around a maximum-damage paradigm, and this will compliment Glass Cannon's 20% damage boost nicely. (Total-60% dmg increase)
3. Frost Nova - Crimson - Enemies are frozen for 4 seconds and take 110% more damage while frozen or chilled by Frost Nova.
It's safe to assume I'll run into quick, elusive monsters as well as being surprised by a surrounding mob. This skill is reserved not only to debuff them, but to freeze them while I have time to take them out.
4. Magic Missle - Golden - You can thank ArcaneWeapon for this contribution. (explained below) This regenerates 14 Arcane Power per hit. A must have with this particular build.
---------------
The next two skills are the main damage spells. I'll describe the skills and effects, but below is a more intricate explanation of my math, concepts, and goals.
---------------
5. Arcane Orb - Crimson - Used for mass mobs, this will do 562.4 avg damage(475.2-649.6). Remember, I'm sitting on 60% increased damage from Gl.Cannon & Familiar(Crim). It won't be used as only main damage spell. While the AP cost per cast is relatively higher, it will be reserved for bigger mobs that are some distance away.
6. Ray of Frost - Crimson - Used primarily for single targets, bosses, or any lonesome survivors my Fr.Nova and WoF didn't decimate, this will deal 642.4 damage/sec on average.(590.4-694.4) Again, the damage is boost 60% by Gl.Cannon & Familiar(Crim). Ray of Frost does 90.28% more damage PER SECOND the Disintegrate. I will note that RoF is a single-target-only spell and Disintegrate pierces enemies. I have decided to use ArcOrb for my 'multi-monster' damage skill. Many prefer Dis, but the numbers for RoF are outstanding. Again, it will be best suited for single targets, especially bosses. (Check my numbers below. You'll drool over RoF for boss fights.)
---------------
My AP pool - 120
My AP regen - 14.5/second
RoF AP cost - 29/second
Storm Armor - AP cost reduced by 7
29-7+14.5 = 7.5/sec AP cost for Ray of Frost
To save you from more complicated math, :P, I've worked it out to be more profitable damage-wise to cast RoF until arcane power is exhausted and then use MM to hit enemies and regen 14 AP/sec. It will take ~5 seconds for it to refill all the way,(if you hit a monster/sec-best case scenario) then cast RoF again until AP is exhausted once more. With waiting for ~5 seconds in between 'fill-ups', you can cast Ray of Frost 6 times over a roughly ~2 minute period (with waiting for AP regeneration in between exhaustions) to do a grand total of ~61,670.4 damage.
Please make note of the "~" signs on those numbers. Remember the Familiar Pet last 60s max, so at some point, you'll be recasting it, so you'll lose a second or two of 'Ray of Frost Damage', or at the very least have to wait a second or two to regenerate to full AP again.
For those of you who utilize Galvanizing Ward, your armor spell will stay active for 120 seconds longer, granting the 7 AP reduction for those two extra minutes as well. So you'll do ~123,340.8 damage of 4 minutes. Again, you'll be losing a few seconds recasting Familiar. ( or running )
Why I chose Storm Armor(Golden) over Energy Armor(Indigo):
Having a flat 7 AP reduction in my skills is exponentially beneficial since my main spells are per/second.
- Although Energy Armor grants a 40 AP increase to my pool to a cool total of 160, its not the AMOUNT of total AP I have that delegates how long and how powerful I can be over a 2, or even 4 minute period. I wait ~3-4 seconds longer for my AP to regenerate completely and I actually run out of AP/second more quickly, making my 40 AP boost meaningless. Within a 2-minute time period I can do ~42,398.4 damage.
- With Storm Armor (7ap reduction)- I exhaust my arcane power less frequently in a 2 minute period. I can reach higher damage totals before my arcane power is exhausted and the downtime of waiting for a full AP regeneration is lower. Over a 2-minute time period, I can do ~61,670.4 damage.
Since this build is designed for maxed-damage output, Storm Armor is my choice.
I chose Ray of Frost over Disintegrate for my single target, boss battles because Disintegrate (Crimson) only does 40,512 damage over that same 2 minute time period.
I'm finally done with math and equations,
DKR
120 mana from Astral P
12.5X60 seconds = 750
870 / 60 = 14.5 base regen.
With a build like this I agree with Storm over Energy since you don't have any of the huge sink spells which kinda force a large pool.
Slight concerns: You don't actually have anything that makes you a bit tankier, in fact with only Glass Cannon you're weaker defense wise than a base wizard. You also have no form of AP regen other than per second. Even with Storm reducing costs by a bit I have a feeling you're going to be a bit starved for AP.
I wouldn't worry about there being down time to recast Familiar, and for the same reason you shouldn't really worry about recasting your armor spell. To me the only reason to take Galvanizing is assuming the HP/sec scales with gear and reaches a useful number. Now. Recasting these actually becomes an issue with no AP gen spell since you need the downtime you'd normally use to refresh these spells to regen before the next fight.....
So the 2 suggestions I'd make: Swap out Wave of Force for Golden MM or Electrocute and switch Galvanizing Ward to Blur (assuming the HP/sec ends up being garbage, otherwise it's not so bad).
You can see from my concerns why it's a bit hard to say final huh? Until we actually test these builds out numbers alone sadly aren't enough. Can't wait for Beta to start so we can at least get a feel for the intro spells.
Nice build.
How embarassing. I've been working on this for freakin' ever, and I made a simple mistake. You are correct. I corrected the numbers in the build, which ended up increasing damage output over the 2 minute time period. Thanks for that. Now it looks even more attractive of a build!
DKR
I wonder about Archon.... it has a disintegrate, and more bonuses I could easily see replacing disintegrate with this for that reason. http://us.battle.net/d3/en/calculator/wizard#kSmgjV!WXV!ZZZbZY
Eh, it happens, ya I was thinking that is a good thing !
Thank you for your suggestions. You're right, actually, about the whole Frost Nova and Wave of Force thing. I'd better just blowin' them away with Arcane Orb because its way more damage, like you said. Thanks.
My friend, you just took this build to some serious numbers, in terms of damage output over time. I am admitting to everyone now that throwing in a AP regen spell TOTALLY slipped my mind. If I can regen my AP faster, then I can do more RoF or ArcOrb damage.
.....crunching numbers....
Hah !
As I suspected, throwing in a simple MM-Golden would increase my damage over time, thanks to you.
In a 'best-case' scenario, after exhausting AP, and regenerating 14.5/sec, and also regenerating 14AP/sec from MM, (best case scenario-one hit a sec~?), then I'd regen 28.5/second. That takes my damage over 2 minutes with RoF to 61670.4 damage.
Good suggestion. I owe you!
OP edited/corrected
Or you could cast Golden Electrocute twice and get 42 AP in 2 seconds. (1.3 less, a second faster)
Edit: Hah! I forgot base regen! So in 2 seconds casting the above you'll actually get 75 AP.
Riddle me this, what does more damage, standing around twiddling your thumbs or casting a spell twice?
You still don't get it. It's not an AP problem. It's the fact that incorporating an AP generator allows you to put out more damage. The faster you regen, the more damage you can do. He just booted his numbers by 20k from a simple Golden MM. I think that's a worthwhile investment.
Electrocute is purely for Arcane Power regeneration. Meteor is your main source of AoE Damage, Ray of Frost is the follow up and also your highest single target DPS. Frost Nova is for increased damage and crowd control, familiar is obviously for the increased damage, and Slow Time with the 140% cast increase is mostly for boss fights but, can also be handy in sticky situations. Glass Cannon for damage, Astral Presence for regeneration, and Evocation to use Frost Nova and Time Slow more during boss fights.
http://www.diablofans.com/topic/29030-aoe-farmlate-game-crit-reactive-build/
http://www.diablofans.com/topic/29032-aoe-farmlate-game-wizard-build/
http://www.diablofans.com/topic/29033-aoe-farmlate-game-monk-build/#entry663274
I ran this through my SuperExcelSheet x3000 actually, and I found that alternating RoF with Disintegrate yields lower damage output over any time frame. It is, according to the numbers, best to wait for quick regen by not casting anything at all, and then continue RoF until exhaustion
or
MM-Golden to regen AP faster during RoF-downtime, and then continue RoF.
Suggestions,
DKR
I assume that's taking into account the build up time it takes to reach the Crimson top end damage? I assumed as much without crunching the numbers, there's always a trade off. To get that much damage output you have to stand still long enough. First thing you learn playing a Sorc in D2: a stationary Sorc is a dead Sorc.
It'll work multiplayer, not solo.
I'm curious. With your spreadsheet can you get some guesstimate numbers on Alabaster Disintegrate? I have a sneaking suspicion it is faaaaaaaaaar better than Crimson. Each of those little explosions that goes off is gonna be hitting several enemies. AoE damage is king in these types of games.
Ya I've been lustfully eyeing alabaster disintegrate for quite some time, that was main reason I hated arcane orb, it pretty much is arcane orb.... but faster. I think magic missile and disintegrate are basically the parents of Arcane orb, put in a rune, and magic missile does comparable damage, but faster, disintegrate: pierces. It is like MM and D had a baby and it was AO and it is slow....
In a 3 second period Meteor-Crimson will do 1264.8 Fire damage costing you 60 AP
In a 3 second period ArcOrb-Crimson will do 1686 Arcane damage costing you 61 AP
I'm worried Meteor might be a bit clumsy, and I'm not sure of the yardage.
We shall see!
Ah but Crimson meteor isn't the top end. It's Indigo. And we just found a video of it. The 14 meteors touch ground in about .8 of a second.
Edit: to be a bit more precise I think we've found a video of it, the problem is that only 7 meteors are falling, not 14, BUT it isn't a blizzard release and it could be an older version.
It'll work multiplayer, not solo. - Yep, made that clear. Definitely.
I don't believe I can set it up like that. Not knowing if Dis will kill an enemy, then having only 35% chance of exploding, then not know how many enemies would be around really does not compute with the data I have to work with. sorry bud. I'm curious myself.
Just a thought, those explosions are being caused by the monsters. They wouldn't posses a 20% dmg increase from Glass Cannon, or 40% dmg increase from Familiar-Crimson like you, the wizard, do. Unless the adjacent monsters in a Slow Time-Crimson bubble or are Frozen-Crimson, they won't take any more damage than is labeled there : 153-177.
But any damage is good damage!
Then it isn't an AoE skill. It hits a target. Thats definitely is hands down, the most damaging single hit skill out there. I thought we were talking about AoE
That's getting a little nit picky on wordings. I would assume that they would be fully affected by modifiers. That base number certainly will be from your attack stat. I read it as "there's a chance when enemies die to set off a small explosion at their location".
Edit: to avoid a double post, on meteor:
No it is AoE, not a very large AoE, but it's still meteor so it hits an area. Here:
Go to 3 minutes 37 seconds. It's labeled as Arcane Torrent, but it clearly isn't channeled and it looks nothing at all like the official Blizzard release of Torrent.
http://www.youtube.com/watch?v=kqEGfgZuLI8
Huge props to Geoff326 for catching this.
Go to 2:10 I think that is meteor... there is a youtube video of a guy commentating too and I'm reaaaaaaly sure that was meteor.
http://www.youtube.com/watch?v=ej-rEJvRYps&feature=related
I haven't found another arcane torrent video though...
It looks just like this article on AT.. http://www.diablowiki.net/Arcane_Torrent but it is from the same video that you posted.
My god, you really don't read my posts before responding do you? 2:10 is base or Crimson Meteor, yes. 3:37 is Indigo, not Torrent.
You say it like that, it sounds like your just trying to be a male organ... I can't find another image of it, and didn't say I was absolutely sure................