I recently started playing around seriously with my 2 favorite classes and I ran into some odd questions relating to certain skills, so here they are - and if anyone got knowledge (rather than assumption) of how they work I would honestly love to know as well:
Wizard -
Magic Weapon (how does it affect spells? It says physical damage)
Familiar - fiery familiar (Sparkflint rune) = fire damage I assume
Ray of Frost - Cold Blood Rune (really 0 cost? seems a bit too strong)
Prodigy "you gain 4 arcane energy each time you deal damage with a signature move" (passive) - is it per enemy hit or per use? As in with Electrocute splits etc.
Arcane Dynamo - chance to gain a stack each time you deal damage with a signature (passive) - per damaged enemy or per use of the signature move?
A bit more related to my Barb builds but a general question still:
2handed weapon scaling with AoE (namely cleave/whirlwind) vs dual wield
Does dual wield damage for aoe count off both weapons (say, 50% from offhand) or just the main hand?
I recently started playing around seriously with my 2 favorite classes and I ran into some odd questions relating to certain skills, so here they are - and if anyone got knowledge (rather than assumption) of how they work I would honestly love to know as well:
Wizard -
Magic Weapon (how does it affect spells? It says physical damage)
Familiar - fiery familiar (Sparkflint rune) = fire damage I assume
Ray of Frost - Cold Blood Rune (really 0 cost? seems a bit too strong)
Prodigy "you gain 4 arcane energy each time you deal damage with a signature move" (passive) - is it per enemy hit or per use? As in with Electrocute splits etc.
Arcane Dynamo - chance to gain a stack each time you deal damage with a signature (passive) - per damaged enemy or per use of the signature move?
A bit more related to my Barb builds but a general question still:
2handed weapon scaling with AoE (namely cleave/whirlwind) vs dual wield
Does dual wield damage for aoe count off both weapons (say, 50% from offhand) or just the main hand?
Thanks in advance,
Keelyn.
From when Magic Weapon was in the beta, it also affected spell damage.
The Sparkflint rune for the Familiar just increases the damage of all attacks by 15%.
The casting cost would be reduced to 0 with the Cold Blood rune but its channeling cost is still 20 AP per second. Or what ever it is.
The Prodigy passive is per hit. I don't know about the Electrocute only because Prodigy and Electrocute aren't in the Beta.
As Arcane Dynamo says, it is per spell that damages. You could spam Shock Pulse all you want but it if doesn't hit, you don't get a stack.
With the Barbarian Cleave, you do more damage using it with a two-hander than dual wielding. The reasoning is that Cleave takes the weapon damage that is currently up. With two-handers, it is always one weapon. But with dual wielding, it switches every attack so you would be doing less damage with Cleave than with a two-hander.
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I don't always burn. But when I do, I use hellfire.
As for Sparkflint - I meant to ask if it's fire damage the pet deals, I'm assuming it is but it opens varied options if not.
Arcane Dynamo - was more curious regarding Electrocute (it hits up to 6 targets with a certain rune), I'll be assuming the chance to get a stack is low as it is, so 6 targets per signature is not overpowered but if you know anything please do share.
With the Barbarian Cleave, you do more damage using it with a two-hander than dual wielding. The reasoning is that Cleave takes the weapon damage that is currently up. With two-handers, it is always one weapon. But with dual wielding, it switches every attack so you would be doing less damage with Cleave than with a two-hander.
thats not fully true... cleave may do more damage per hit... but with dual wielding you attack faster meaning more cleaves in the same amount of time.
As for Sparkflint - I meant to ask if it's fire damage the pet deals, I'm assuming it is but it opens varied options if not.
Arcane Dynamo - was more curious regarding Electrocute (it hits up to 6 targets with a certain rune), I'll be assuming the chance to get a stack is low as it is, so 6 targets per signature is not overpowered but if you know anything please do share.
Thanks again.
Sparkflint wont give the Familiar fire damage. While the name sounds like it, the rune description tells what it actually does.
And my guess is that with Electrocute, you will gain one stack for the first hit and then one every second for channeling it.
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I don't always burn. But when I do, I use hellfire.
With the Barbarian Cleave, you do more damage using it with a two-hander than dual wielding. The reasoning is that Cleave takes the weapon damage that is currently up. With two-handers, it is always one weapon. But with dual wielding, it switches every attack so you would be doing less damage with Cleave than with a two-hander.
thats not fully true... cleave may do more damage per hit... but with dual wielding you attack faster meaning more cleaves in the same amount of time.
I never meant to imply that two-handers were better. And it seemed to me that he asked about if it combined the damage of dual wielding for Cleave. So I gave my answer as how much damage per hit.
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I don't always burn. But when I do, I use hellfire.
Yea I know the speed of a weapon changes how fast you dish the attacks out, was merely curious what's the basic bonus of dual wielding over just a 1hander in that situation (ignoring stats on offhand). It's not as if I cleave twice as often, it only depends on the main hand weapon no? I should probably go and check the different between an average 1h speed to a 2h and do my own calcs but there's time for that later on.
What I'm trying to say is I might fail to see how dual wielding can build the same AoE and the game somewhat relies on AoE if I get it right.
On the sparkflint - it says "a fiery familiar" so I was assuming that, I use that variant in most builds I made and the arcane allows me to think on some more arcane focused builds for that matter.
Yea I know the speed of a weapon changes how fast you dish the attacks out, was merely curious what's the basic bonus of dual wielding over just a 1hander in that situation (ignoring stats on offhand). It's not as if I cleave twice as often, it only depends on the main hand weapon no? I should probably go and check the different between an average 1h speed to a 2h and do my own calcs but there's time for that later on.
Unless both your weapons are within a margin of 15% dps from each other... or they both add lots of stats - it is better to use a 2h or 1H + shield/ offhand accessory.
However... say both weapons give +25 of your prime stat that means your offhand weapon will actually increase your mainhand's damage by +25% - therefore, making your dps increase.
I recently started playing around seriously with my 2 favorite classes and I ran into some odd questions relating to certain skills, so here they are - and if anyone got knowledge (rather than assumption) of how they work I would honestly love to know as well:
Wizard -
Magic Weapon (how does it affect spells? It says physical damage)
"Imbue your weapon with magical energy, granting it 10% increased Physical damage. Lasts 120 seconds."
Remember the D2 skill Enchant Weapon, that enchanted your weapon with fire damage? This will be similar, only it will give you an overall 10% damage buff. I assume it will effect all skills, as there is not much melee going on with the Wizard. Even Spectral Blade is not really "melee".
Ray of Frost - Cold Blood Rune (really 0 cost? seems a bit too strong)
Right now in the beta, we have access to Sleet Storm. It's pretty awesome, but it's range is short and it WILL drain the hell out of your mana. An easy way to counteract this effect is to use the "Power Hungry" passive. You can spin little frost swirls all day long provided health globes are around, and they usually are.
As for Ray of Frost in general, it kind of sucks. Even if it was free to cast, it will still have a channeling cost, and it's really just a beam of frost. It doesn't help much with multiple groups, especially when you can just run up and Sleet Storm them.
Prodigy "you gain 4 arcane energy each time you deal damage with a signature move" (passive) - is it per enemy hit or per use? As in with Electrocute splits etc.
I'm not sure about this, as it's not in the beta. But mana is also not much of an issue in the beta. Whether this passive will be useful or not can only be speculated.
Arcane Dynamo - chance to gain a stack each time you deal damage with a signature (passive) - per damaged enemy or per use of the signature move?
I would assume its each time you fire your signature move and actually do damage, not each individual bit of damage that is done to any mob. Think: Fury barb.
A bit more related to my Barb builds but a general question still:
2handed weapon scaling with AoE (namely cleave/whirlwind) vs dual wield
Does dual wield damage for aoe count off both weapons (say, 50% from offhand) or just the main hand?
This has been answered. You do more damage per Cleave with a 2 hander, but you do more Cleaves with a 1 hander.
My barb 1 shots things with Cleave and a 2 hander in the beta. He doesn't need a second swing. Maybe other players like swinging more, and I'd suggest trying Fury if you just want to swing swing swing.
Me barb, me crush. Gief barb huge tree trunk. Me use to smash.
Ray of Frost 0 Cost is actually no correct, its actually 13AP a second. If you turn advanced tooltips on in the beta and select RoF, then you look at all the runes for RoF, you will see that RoF is only reduced to 13AP/S not 0.
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
Yea I know the speed of a weapon changes how fast you dish the attacks out, was merely curious what's the basic bonus of dual wielding over just a 1hander in that situation (ignoring stats on offhand). It's not as if I cleave twice as often, it only depends on the main hand weapon no? I should probably go and check the different between an average 1h speed to a 2h and do my own calcs but there's time for that later on.
Unless both your weapons are within a margin of 15% dps from each other... or they both add lots of stats - it is better to use a 2h or 1H + shield/ offhand accessory.
However... say both weapons give +25 of your prime stat that means your offhand weapon will actually increase your mainhand's damage by +25% - therefore, making your dps increase.
This is true.
I like the big sword barbs. But, I had two rare clubs with life leach that just wouldn't quit! So I used them like a mofo, until I was finally able to craft a decent 2h sword. When I used the two rare clubs, I went Leap Attack, Fury, Rend, and either Ancient Spear or War Stomp. It was beautiful. Do not underestimate the power of Rend if you go Fury, imo.
But yes, you have to do some simple math with every piece, and find out if you would rather like the fast swings, or the +5 damage increase, and what-not. Gearing decisions abound in the beta - can only imagine what they are like on Inferno.
In short, there is no simple way to theorycraft a build. Even in Inferno, you will still be working your build around your current gear, trying to get the most out of it without losing survivability or bonus stats (MF/GF). Once you have access to all godlies though, surely it will change.
But for now, the main rule of D3 theorycrafting is: Adaptation.
Wizard -
Magic Weapon (how does it affect spells? It says physical damage)
Familiar - fiery familiar (Sparkflint rune) = fire damage I assume
Ray of Frost - Cold Blood Rune (really 0 cost? seems a bit too strong)
Prodigy "you gain 4 arcane energy each time you deal damage with a signature move" (passive) - is it per enemy hit or per use? As in with Electrocute splits etc.
Arcane Dynamo - chance to gain a stack each time you deal damage with a signature (passive) - per damaged enemy or per use of the signature move?
A bit more related to my Barb builds but a general question still:
2handed weapon scaling with AoE (namely cleave/whirlwind) vs dual wield
Does dual wield damage for aoe count off both weapons (say, 50% from offhand) or just the main hand?
Thanks in advance,
Keelyn.
http://www.d3unlimited.com
The Sparkflint rune for the Familiar just increases the damage of all attacks by 15%.
The casting cost would be reduced to 0 with the Cold Blood rune but its channeling cost is still 20 AP per second. Or what ever it is.
The Prodigy passive is per hit. I don't know about the Electrocute only because Prodigy and Electrocute aren't in the Beta.
As Arcane Dynamo says, it is per spell that damages. You could spam Shock Pulse all you want but it if doesn't hit, you don't get a stack.
With the Barbarian Cleave, you do more damage using it with a two-hander than dual wielding. The reasoning is that Cleave takes the weapon damage that is currently up. With two-handers, it is always one weapon. But with dual wielding, it switches every attack so you would be doing less damage with Cleave than with a two-hander.
As for Sparkflint - I meant to ask if it's fire damage the pet deals, I'm assuming it is but it opens varied options if not.
Arcane Dynamo - was more curious regarding Electrocute (it hits up to 6 targets with a certain rune), I'll be assuming the chance to get a stack is low as it is, so 6 targets per signature is not overpowered but if you know anything please do share.
Thanks again.
http://www.d3unlimited.com
thats not fully true... cleave may do more damage per hit... but with dual wielding you attack faster meaning more cleaves in the same amount of time.
And my guess is that with Electrocute, you will gain one stack for the first hit and then one every second for channeling it.
http://www.d3unlimited.com
On the sparkflint - it says "a fiery familiar" so I was assuming that, I use that variant in most builds I made and the arcane allows me to think on some more arcane focused builds for that matter.
http://www.d3unlimited.com
Unless both your weapons are within a margin of 15% dps from each other... or they both add lots of stats - it is better to use a 2h or 1H + shield/ offhand accessory.
However... say both weapons give +25 of your prime stat that means your offhand weapon will actually increase your mainhand's damage by +25% - therefore, making your dps increase.
http://www.d3unlimited.com
"Imbue your weapon with magical energy, granting it 10% increased Physical damage. Lasts 120 seconds."
Remember the D2 skill Enchant Weapon, that enchanted your weapon with fire damage? This will be similar, only it will give you an overall 10% damage buff. I assume it will effect all skills, as there is not much melee going on with the Wizard. Even Spectral Blade is not really "melee".
"Summons a fiery Familiar that increases damage of all attacks by 15% while Familiar is active."
Sounds to me like the familiar looks fiery, and possibly does some fire damage, but is mainly a 15% damage buff for you.
Right now in the beta, we have access to Sleet Storm. It's pretty awesome, but it's range is short and it WILL drain the hell out of your mana. An easy way to counteract this effect is to use the "Power Hungry" passive. You can spin little frost swirls all day long provided health globes are around, and they usually are.
As for Ray of Frost in general, it kind of sucks. Even if it was free to cast, it will still have a channeling cost, and it's really just a beam of frost. It doesn't help much with multiple groups, especially when you can just run up and Sleet Storm them.
I'm not sure about this, as it's not in the beta. But mana is also not much of an issue in the beta. Whether this passive will be useful or not can only be speculated.
I would assume its each time you fire your signature move and actually do damage, not each individual bit of damage that is done to any mob. Think: Fury barb.
This has been answered. You do more damage per Cleave with a 2 hander, but you do more Cleaves with a 1 hander.
My barb 1 shots things with Cleave and a 2 hander in the beta. He doesn't need a second swing. Maybe other players like swinging more, and I'd suggest trying Fury if you just want to swing swing swing.
Me barb, me crush. Gief barb huge tree trunk. Me use to smash.
for he to-day that sheds his blood with me
shall be my brother..."
This is true.
I like the big sword barbs. But, I had two rare clubs with life leach that just wouldn't quit! So I used them like a mofo, until I was finally able to craft a decent 2h sword. When I used the two rare clubs, I went Leap Attack, Fury, Rend, and either Ancient Spear or War Stomp. It was beautiful. Do not underestimate the power of Rend if you go Fury, imo.
But yes, you have to do some simple math with every piece, and find out if you would rather like the fast swings, or the +5 damage increase, and what-not. Gearing decisions abound in the beta - can only imagine what they are like on Inferno.
In short, there is no simple way to theorycraft a build. Even in Inferno, you will still be working your build around your current gear, trying to get the most out of it without losing survivability or bonus stats (MF/GF). Once you have access to all godlies though, surely it will change.
But for now, the main rule of D3 theorycrafting is: Adaptation.
http://www.d3unlimited.com