Crimson Corpse spider fun.

  • #1
    I had this originally over in the WD forum but opted to delete and repost it over here.

    http://us.battle.net...h-doctor#W!Ze!Z

    So I was just playing with numbers and noticed something interesting with the Crimson Corpse Spiders.
    To begin with, if you click the link you'll notice there is the obvious crimson runed corpse spiders, there is also the passive Vermin, and the passive Pierce the Veil.
    Crimson Corpse Spiders do 52% weapon damage as fire per spider bite.
    Vermin and Pierce the Veil increase that damage by 20% each. Now Blizzard typically does these sorts of bonuses multiplicatively rather than additively. So take 52 * 1.2 (20% bonus to damage for Vermin) * 1.2 (20% bonus to damage for Pierce the Veil). That leaves you with 74.88% weapon damage as fire damage per spider bite. The rune does not say that it lowers the number of spiders, so you remain with 4 spiders per cast. That takes you up to 299.52% weapon damage per bite. Not quite impressed yet? You can chain spam spiders a little bit (I'll go into mana costs a little later). Let's say you toss four vases of spiders out on a boss, so you'll take that 299.52% and multiply it by four and you get 1198.08% weapon damage per spider bite. IIRC spiders seem to bite every second, should that be correct, then that is 1198.08% weapon damage per second as fire damage. Spiders seem to last somewhere between four to five seconds, so you can expect to get four to five bites out of each one.

    Now to the mana costs!
    473 mana at level 60 is the cost for Corpse Spiders. Pierce the Veil increases that cost by 30%, so 473 * 1.3 = 614.9 mana per cast. Multiply that by four and you get 2459.6 mana. I believe it has been mentioned in the past that at level 60, with gear a WD has around 3k mana. So a feat that is possible for a very heavy burn phase.

    After a little bit of number crunching on my own one build solution I've come up with is this:
    http://us.battle.net/d3/en/calculator/witch-doctor#WUQPdZ!Zeg!ZbbabY

    I used two assumptions, first I had spiders last 4 seconds, next I did spirit walk's cooldown start once you started using the ability. With a little fun in excel I came up with a casting order of
    big bad voodoo
    corpse spider x 2
    corpse spider x 2
    fetish army
    corpse spider x 2
    corpse spider x 2
    corpse spider x 2
    Spirit walk
    corpse spider x 2
    corpse spider x 2
    hex
    corpse spider x 2
    corpse spider x 2
    corpse spider x 2
    two second idle time
    corpse spider x 2
    corpse spider x 2
    corpse spider x 2
    one second idle time
    hex
    one second idle time
    corpse spider x 2

    This ended with 61.3 mana remaining after a 26 second burn period where I more or less decided to end calculations as output was going to start curbing out. I came out with 35,942.4% weapon damage done in total by the fire spiders alone over that 26 second period. The mana regen utilized was just the base 60 mana plus rune and passive bonuses (point being no assumed mana regen from gear), and an assumed 3k mana pool.

    Throughout the burn there was no excess mana wasted (always kept it below 2.5k). Now onto the topic of discussion. Can anyone think of a way to do better? Either slightly lower dps with longer duration or higher dps with longer or shorter duration is fine.
    This build isn't intended as a serious inferno build or anything, just a hypothetical maximization.
    If anyone wants to see the excel sheet I used to do my calcs I can upload it.
    What are you willing to sacrifice?
  • #2
    http://us.battle.net...YegZ!Zec!ZbabbY


    gruesome feast offers far higher potential damage then those other 2 passives combined if you can keep the max stacks up by killing fast enough. also added soul harvest for higher int for higher dmg as well. gruesome feast also returns 10% mana per globe too.

    with this build i would stack super high health globe pick up radius, which at max at lvl 60 is 49 yards, which is pretty huge. so in co op i can suck up those health globes from super far away to keep the stacks up.

    also if you golden runed spiders, which only has 14% less dmg. you could spam spiders A LOT more without worrying about mana and get other skills that arent for mana regen. but i get that your trying to get the highest possible damage
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #3
    I noticed when I was watching my friend play a WD, spiders seemed kind of lacking. I never saw one attack more than twice, and that was fairly rare.

    They usually hopped out, ran around a bit, and attacked once. Based on the damage numbers, they seem to be balanced around attacking 1-2 times as well.
  • #4

    I noticed when I was watching my friend play a WD, spiders seemed kind of lacking. I never saw one attack more than twice, and that was fairly rare.

    They usually hopped out, ran around a bit, and attacked once. Based on the damage numbers, they seem to be balanced around attacking 1-2 times as well.


    the spiders last 4 seconds and die, they will attack a maximum of 2 times per spider so you have to aim them well on top of mobs or in the path of them so the spiders get to hit. once i started aiming it right it turned out to be the best spell in the beta and i killed the SK in mere seconds with it
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #5
    Yea, spiders look cool and all. But from the many, many streams I've watched while trying to get a key, they don't appear to hit or attack much. Maybe more useful in higher levels when perhaps more monsters are on screen.
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