Beta Combat Mechanics Compendenium - Theorycrafting and Analysis - Diablo III Misc Forums - Forums - Diablo Fans

This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.

All users will need to merge their Diablofans account with a new or existing Twitch account starting Nov 20th. You can merge your accounts by clicking here. Have questions? Learn more here.

Meh ... looks like lvl60 wizards hunters and doctors will need 2K precision to reach 100% crit .. how distressing.

Assuming the level 60 base modifier is .01, you'll need 1000 precision just to get +10% crit. If this is true I find Precision will be a very lackluster stat compared to the other three. Of course this all depends on the amount of crit you can get from items / abilities.

Assuming the level 60 base modifier is .01, you'll need 1000 precision just to get +10% crit. If this is true I find Precision will be a very lackluster stat compared to the other three. Of course this all depends on the amount of crit you can get from items / abilities.

I guess it'll be most likely .05, due to the gap decrease/lvl. Still ridiculous though. .075 could be more balanced IMO ..

The thing about Crit in D3 is that it's not just +50% damage, once Runes come into play your Crits can also proc lots of special effects.

While 1000 precision may be significantly less upfront damage than 1000 attack, it may still be worthwhile if you build a character with a ton of proc-on-crit effects.

These are the crit formulas for some levels 1-4, 9-11 and 13.

To build on what you did, in a way. I noticed that you see the amount of stats you gain per level. So, with that in mind went through all five of Force's playthroughs and here is the point increase per level (for the levels he got in the playthroughs:

I will be using these in my calculator, and update (for wizard only) right now.

Btw, has anybody been able to calculate the formula for critical hit percentage? If it's the same for all classes, the barb will have a hard time getting a high crit %

Btw, has anybody been able to calculate the formula for critical hit percentage? If it's the same for all classes, the barb will have a hard time getting a high crit %

At the top of this page. The game appears to be using a precalculated table. So far nobody has figured out a formula that produces said constants, used for those few know champion levels we have from watching beta footage.

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

At the top of this page. The game appears to be using a precalculated table. So far nobody has figured out a formula that produces said constants, used for those few know champion levels we have from watching beta footage.

Thanks, but I did see your post at the top of the page. It seems unlikely that Blizz would use a formula to calculate everything else, but use a fixed table for crit %. I guess I'll have to wait until I get the full game and get some substantial data from leveling up and different gear, and hopefully I can figure this formula out.

Concerning % to crit:
I dabbled a bit in Excel, and it seems that for a lvl 60 barb each point of precision will do almost nothing to raise your % to crit. The only info I have on a high lvl char is the one released from Blizzard with the "Stats Progression" caption, a lvl 60 female barb with 230 precision and 2.62% chance to crit. That means each point of precision adds 0.0114% to your chance to crit, which seems to be consistent with the data above for character levels 1-13.

Even if you socket in the highest level emerald for the full 80 precision, this is still less than 1% crit (0.911% to be exact). Even with godly gear and man fully socketed emeralds you will struggle to add just 5% crit chance.

The almost meaningless effects of adding precision become even more ridiculous when you look at what you could be getting instead. For the almost 500 precision needed to add 5% crit chance you can instead get +500% damage (from +attack) or +500 vitality (not sure how much life this is, but I'm guessing it's either 1k or 2k life for a barb).

If this is the way crit works in the final game, then it's obvious that (at least for barbs, and most likely all other chars) precision is a worthless attribute. Items that add +precision should be avoided since this just takes up an affix slot that could be used for something more usefull. All the good rares will be lacking +precision. Socketing emeralds in anything other than a helm (for MF) will be pointless.

The various item affixes with +precision (even in decenet amounts) will be about as usefull as the "adds light radius" affixes in D2. In D3 I'm guesing even weak affixes like "grab health globes from +2 yards" will be more usefull than +precision.

Concerning % to crit:
I dabbled a bit in Excel, and it seems that for a lvl 60 barb each point of precision will do almost nothing to raise your % to crit. The only info I have on a high lvl char is the one released from Blizzard with the "Stats Progression" caption, a lvl 60 female barb with 230 precision and 2.62% chance to crit. That means each point of precision adds 0.0114% to your chance to crit, which seems to be consistent with the data above for character levels 1-13.

Even if you socket in the highest level emerald for the full 80 precision, this is still less than 1% crit (0.911% to be exact). Even with godly gear and man fully socketed emeralds you will struggle to add just 5% crit chance.

The almost meaningless effects of adding precision become even more ridiculous when you look at what you could be getting instead. For the almost 500 precision needed to add 5% crit chance you can instead get +500% damage (from +attack) or +500 vitality (not sure how much life this is, but I'm guessing it's either 1k or 2k life for a barb).

If this is the way crit works in the final game, then it's obvious that (at least for barbs, and most likely all other chars) precision is a worthless attribute. Items that add +precision should be avoided since this just takes up an affix slot that could be used for something more usefull. All the good rares will be lacking +precision. Socketing emeralds in anything other than a helm (for MF) will be pointless.

The various item affixes with +precision (even in decenet amounts) will be about as usefull as the "adds light radius" affixes in D2. In D3 I'm guesing even weak affixes like "grab health globes from +2 yards" will be more usefull than +precision.

Since you seem interested in Barbarian mechanics you might want to read some of my conclusions so far in the thread in my signature. For example this passage might be of interest to you:

"- We should expect some revamping of Precision, currently it is an absolutely horrible stat and should generally be avoided for any other offensive stat. I would personally take a defensive stat as well over Precision in every scenario. To illustrate just how bad it is:

a level 1 ruby gives 8 attack and a level 14 emerald gives 100 precision. The level 1 ruby yields ~80-85 % of the damage of a level 14 emerald (in endgame gear). At lower gear levels, the ruby will pull away and actually surpass the level 14 emerald (depending on how much critical hit damage % is stacked, which scales downward with gear level obviously)."

As a last note, crit chances for Barbarian is likely to be fine due to all the reactive crit chances we can get (runestones on both revenge and overpower gives increased crit chances for a duration, wrath of the berserker as well, battle rage and so on).

edit: I should add that the precision formula for level 60 used in my spreadsheet is based on that screenshot from the press event where they showcased a Barbarian's level 60 stats.

Thanks, but I did see your post at the top of the page. It seems unlikely that Blizz would use a formula to calculate everything else, but use a fixed table for crit %. I guess I'll have to wait until I get the full game and get some substantial data from leveling up and different gear, and hopefully I can figure this formula out.

Blizzard will be using plenty of tables in D3, trust me on this. They have in D2.
It's generally more effecient to just reference a table (costing a few hundred bytes of disk space) instead of using a 3-digit CPU cycle costing algorithm.

Concerning % to crit:
I dabbled a bit in Excel, and it seems that for a lvl 60 barb each point of precision will do almost nothing to raise your % to crit. The only info I have on a high lvl char is the one released from Blizzard with the "Stats Progression" caption, a lvl 60 female barb with 230 precision and 2.62% chance to crit. That means each point of precision adds 0.0114% to your chance to crit, which seems to be consistent with the data above for character levels 1-13.

Nice find, I forgot about that video (didn't know there was a HD version of that where you can actaully read the values). Anyway my estimate was around 0.01%. Glad to see I was close.

The almost meaningless effects of adding precision become even more ridiculous when you look at what you could be getting instead. For the almost 500 precision needed to add 5% crit chance you can instead get +500% damage (from +attack) or +500 vitality (not sure how much life this is, but I'm guessing it's either 1k or 2k life for a barb).

I have been saying this all along. Precision is very subpar at the moment, actually it's just outright bad.

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

You start with 2x7 (= one slot) initially. This is free. Each improvement (additional slot) costs gold (see above) and provides an additional 2x7 of chest inventory. These slots are account wide. There are 5 slots per tab and there are 5 tabs in total. So the maximum amount of room available is 2*7*5*5 = 14*25 = 350.

Shrines

Descrated Fortune Shrine => +25% magic and gold find (2 minute duration)
Descrated Frenzied Shrine => +25% attack speed and chance to crit (2 minute duration)
Descrated Blessed Shrine Shrine => Damage taken reduced by 25% (2 minute duration)
Descrated Enlightened Shrine => +25% experience (not working in beta)

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

Shouldn't the stash have 5 expansions (each with 14 slots) per tab? The way it is now the max stash size seems to be 4 x 14 x 5 = 280. If I remember correctly it's supposed to be 70 slots per tab, with 5 tabs, so total of 350.

Edited for clarification and corrected. Thanks.
1 Slot = 2x7 spaces. There are 5 slots per tab, and there are 5 tabs in total. 2*7*5*5 = 14 * 25 = 350.

I'm looking for "Mighty Blow" values (N monsters killed by one strike), Level 1-12 mostly to confirm my formula.

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

Nice to see you guys are doing a lot of serious work figuring out all the details. I still wonder what the "monster health multiplier is for". Also, are there other shrines in the game besides the 4 you list? Or is that it?

Nice to see you guys are doing a lot of serious work figuring out all the details. I still wonder what the "monster health multiplier is for". Also, are there other shrines in the game besides the 4 you list? Or is that it?

I'm pretty sure the monster health multiplier determines how much health enemies have vs party size.

Nice to see you guys are doing a lot of serious work figuring out all the details. I still wonder what the "monster health multiplier is for". Also, are there other shrines in the game besides the 4 you list? Or is that it?

I'm pretty sure the monster health multiplier determines how much health enemies have vs party size.

Correct.

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

The basic idea is if you plot the precision needed for max crit vs level based on current beta data, it approaches an asymptote around 1500 precision. So the gamescon level 60 stat screen showing ~9,000 precision for max crit is probably wrong.

Rollback Post to RevisionRollBack

To post a comment, please login or register a new account.

Sources: German D2 board, Gamescon Video

These are the crit formulas for some levels 1-4, 9-11 and 13, 60.

Assuming the level 60 base modifier is .01, you'll need 1000 precision just to get +10% crit. If this is true I find Precision will be a very lackluster stat compared to the other three. Of course this all depends on the amount of crit you can get from items / abilities.

1000 Vitality = +4000 health

1000 Attack = +1000% damage

1000 Defense = +80% damage reduction

1000 Precision = +10% crit chance

And why bother to improve a stat when you can get some Power Potion to achieve 100% crit chance for 30s, whether you have 0 precision or 1000.

I guess it'll be most likely .05, due to the gap decrease/lvl. Still ridiculous though. .075 could be more balanced IMO ..

Yup.

Because I want my wizard to deal nonstop 20K explosive blast indigo

While 1000 precision may be significantly less upfront damage than 1000 attack, it may still be worthwhile if you build a character with a ton of proc-on-crit effects.

To build on what you did, in a way. I noticed that you see the amount of stats you gain per level. So, with that in mind went through all five of Force's playthroughs and here is the point increase per level (for the levels he got in the playthroughs:

I will be using these in my calculator, and update (for wizard only) right now.

Btw, has anybody been able to calculate the formula for critical hit percentage? If it's the same for all classes, the barb will have a hard time getting a high crit %

At the top of this page. The game appears to be using a precalculated table. So far nobody has figured out a formula that produces said constants, used for those few know champion levels we have from watching beta footage.

Thanks, but I did see your post at the top of the page. It seems unlikely that Blizz would use a formula to calculate everything else, but use a fixed table for crit %. I guess I'll have to wait until I get the full game and get some substantial data from leveling up and different gear, and hopefully I can figure this formula out.

I dabbled a bit in Excel, and it seems that for a lvl 60 barb each point of precision will do almost nothing to raise your % to crit. The only info I have on a high lvl char is the one released from Blizzard with the "Stats Progression" caption, a lvl 60 female barb with 230 precision and 2.62% chance to crit. That means each point of precision adds 0.0114% to your chance to crit, which seems to be consistent with the data above for character levels 1-13.

Even if you socket in the highest level emerald for the full 80 precision, this is still less than 1% crit (0.911% to be exact). Even with godly gear and man fully socketed emeralds you will struggle to add just 5% crit chance.

The almost meaningless effects of adding precision become even more ridiculous when you look at what you could be getting instead. For the almost 500 precision needed to add 5% crit chance you can instead get +500% damage (from +attack) or +500 vitality (not sure how much life this is, but I'm guessing it's either 1k or 2k life for a barb).

If this is the way crit works in the final game, then it's obvious that (at least for barbs, and most likely all other chars) precision is a worthless attribute. Items that add +precision should be avoided since this just takes up an affix slot that could be used for something more usefull. All the good rares will be lacking +precision. Socketing emeralds in anything other than a helm (for MF) will be pointless.

The various item affixes with +precision (even in decenet amounts) will be about as usefull as the "adds light radius" affixes in D2. In D3 I'm guesing even weak affixes like "grab health globes from +2 yards" will be more usefull than +precision.

Since you seem interested in Barbarian mechanics you might want to read some of my conclusions so far in the thread in my signature. For example this passage might be of interest to you:

"- We should expect some revamping of Precision, currently it is an absolutely horrible stat and should generally be avoided for any other offensive stat. I would personally take a defensive stat as well over Precision in every scenario. To illustrate just how bad it is:

a level 1 ruby gives 8 attack and a level 14 emerald gives 100 precision. The level 1 ruby yields ~80-85 % of the damage of a level 14 emerald (in endgame gear). At lower gear levels, the ruby will pull away and actually surpass the level 14 emerald (depending on how much critical hit damage % is stacked, which scales downward with gear level obviously)."

As a last note, crit chances for Barbarian is likely to be fine due to all the reactive crit chances we can get (runestones on both revenge and overpower gives increased crit chances for a duration, wrath of the berserker as well, battle rage and so on).

edit: I should add that the precision formula for level 60 used in my spreadsheet is based on that screenshot from the press event where they showcased a Barbarian's level 60 stats.

Decimation, a Barbarian spreadsheet

Blizzard will be using plenty of tables in D3, trust me on this. They have in D2.

It's generally more effecient to just reference a table (costing a few hundred bytes of disk space) instead of using a 3-digit CPU cycle costing algorithm.

Nice find, I forgot about that video (didn't know there was a HD version of that where you can actaully read the values). Anyway my estimate was around 0.01%. Glad to see I was close.

I have been saying this all along. Precision is very subpar at the moment, actually it's just outright bad.

mfbfrom indiablo. Source: Indiablo.de. Let me translate this...... and some additions by myself.

Monster Health MultiplierKill Series, Consecutive, "Massacre"The "level" is determind at the end of the series.Kill Series, One-Hit, "Mighty Blow"The formula seems to match all values I have seen so far.

Afterwards it either rounded up or down, not sure by what rules.

Most of the data is from Force Videos.

Kill Series, Dungeon, ""*work in progress*

Chest Improvements(onehit)You start with 2x7 (= one slot) initially. This is free. Each improvement (additional slot) costs gold (see above) and provides an additional 2x7 of chest inventory. These slots are account wide. There are 5 slots per tab and there are 5 tabs in total. So the maximum amount of room available is 2*7*5*5 = 14*25 = 350.ShrinesWhat are the numbers 1-4? Nr of players in game? Difficulty (1= normal etc)?

Shouldn't the stash have 5 expansions (each with 14 slots) per tab? The way it is now the max stash size seems to be 4 x 14 x 5 = 280. If I remember correctly it's supposed to be 70 slots per tab, with 5 tabs, so total of 350.

1 Slot = 2x7 spaces. There are 5 slots per tab, and there are 5 tabs in total. 2*7*5*5 = 14 * 25 = 350.

I'm looking for "Mighty Blow" values (N monsters killed by one strike), Level 1-12 mostly to confirm my formula.

Correct.

http://diablo.incgamers.com/forums/showthread.php?t=813161

The basic idea is if you plot the precision needed for max crit vs level based on current beta data, it approaches an asymptote around 1500 precision. So the gamescon level 60 stat screen showing ~9,000 precision for max crit is probably wrong.