Accurate data, spreadsheets and lots of testing...all done by yours truly Thread updates will be on-going throughout the weeks, enjoy!
My “Power Rating” and “Test Status” explained:
Power Rating: ☆☆☆☆☆ = Utterly useless effect, not worth building around it.
Power Rating: ★☆☆☆☆ = Fairly weak effect, but still gives you something to work with.
Power Rating: ★★☆☆☆ = Moderately useful, some builds can be effective with it.
Power Rating: ★★★☆☆ = Very good item for its slot, has strong builds supporting it.
Power Rating: ★★★★☆ = Excellent proc, will find much use even in the late-game.
Power Rating: ★★★★★ = High-end powerhouse, can be adapted with any build. (Test Complete) = Most of the effects have been noted, but further discoveries might be added. (Test Incomplete) = Tests are pending for some of its functions, especially when combined with other legendary effects.
Description:20-40% chance to cast Chain Lightning that strikes 3 times, dealing ~150% weapon damage. If no other enemies are around, the effect strikes a single target 3 times, dealing 3x150% weapon damage to it. Noteworthy facts:
Its cooldown is either very low or it doesn’t have one.
It doesn't benefit from +lightning skill damage.
Maximum range for chaining multiple targets is approx ~20 yards.
It can be triggered by a wizard’s Storm Armor within ~30 yards of the hero. Awesome.
Compared to Magic Missile (no rune), which does 170% weapon damage, the Odyn proc seems to crit higher, despite being only 150% weapon damage. I suspect this may be unintentional and the proc crit is multiplied by itself for another 150% and this would match the numbers I see in practice.
Description:Grasp of the Dead gains the effect from the Rain of Corpses rune, but doesn’t stack with it. A total of 4 corpses rain down for 105% weapon damage as physical every 2 seconds. Noteworthy facts:
Its AOE corpse spawn follows the hero now, not the spell location.
It should benefit from bonus +physical skill damage.
It hits only once every 2 seconds, so the 4 corpses rain on random monsters, doing that mediocre 105% damage.
Casting multiple Grasp of the Dead spells simultaneously only resets the corpses effect, it doesn’t stack with itself.
Description:100% chance on hit to summon a Demonic Slave to fight alongside you for 15 seconds, striking for 105% of your weapon damage. The Slave is bound to you by a firechain, burning enemies it passes trough for 150% damage per tick. Noteworthy facts:
Its attack power stems only from your on-hit damage (weapon, primary stat, passives).
It cannot crit. Also, your hero’s attack speed, critical chance and critical damage provide no benefit.
It benefits from your hero’s toughness AND from the Jungle Fortitude passive!
It benefits from Mask of Jeram and Tasker & Theo.
It taunts enemies, so you are less likely to be attacked as long as it lives.
It has the “ouch” syndrome, but to a lesser extent compared to the Ghostly Fallen Champion.
Its firechain DOES crit and deals 150% weapon damage 3-4 times per second!
It can only proc when hitting an enemy, not when shooting in the open!
Description:100% chance to charge you with Lightning when getting hit, causing you to deal 190–250% weapon damage as Lightning every second for 5 seconds to enemies in a 20 yard radius. Noteworthy facts:
It has no cooldown, so its possible to keep the proc up forever while you are getting hit.
It doesn't benefit from +lightning skill damage.
Its AOE range is absolutely huge, I estimated 20 yards (may even turn out to be 22 yards).
It crits, which automatically guaranteed this hammer’s place in my test thread.
It also procs life on hit for each enemy it strikes, so how do you like them apples!
There is a small bug: the proc disappears when you enter a new map area (like Old Tristram Road -> The Old Ruins).
(2) Set Bonus:+500 Intelligence. (4) Set Bonus:You avoid death, keeping all buffs and shrine effects you may have. A meteorite strikes at your position, dealing damage to all enemies around. The meteorite will adopt the currently equipped spell rune, or the default no rune effect (if the spell is not equipped). (6) Set Bonus:All fire damage that kills an enemy makes it explode, setting other enemies on fire in a ~8 yard radius. They burn for 60% weapon damage as fire each second, for 5 seconds. If the burning target dies, the effect is triggered anew on all nearby enemies. Noteworthy facts:
The (4) Set Bonus works in Hardcore just the same as in Softcore.
Enemies that surround you will remain at your position when you ressurect. Practically, they just cannot target you until the meteorite has fallen. A normal softcore respawn makes you immune to NPC aggression, but here the mobs will remain focused on you.
Very important - while “dead”, you can use potions. That’s a problem, because after you come back to life, they will be on cooldown and as a result, you may die again. Hardcore players, beware.
All of the meteorite spell runes work (when the spell is equipped) and they also apply their secondary effects, like the comet’s slow or lightning’s immobilize effect upon crit. Even the meteor shower will work.
The (6) Set Bonus scales with fire builds pretty well, but could be buffed in a future patch.
My two favorite set pieces by far are the Shoulders (5-8% resource cost reduction) and Source (15-20% fire skill damage). Worst piece is the Armor (a Cindercoat is BiS).
(2) Set Bonus:Cold, Fire, Lightning and Arcane skills deal 5% more damage. (3) Set Bonus:+100 Resistance to All Elements. Increases Arcane Power Regeneration by 2.00 per second (Wizard Only). (4) Set Bonus:Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type. Noteworthy facts:
The (4) Set Bonus will proc from any damage source of the same type (e.g. Thunderfury’s proc triggers a lightning meteor, the Arcane Hydra triggers the star pact meteor).
It won’t proc on other hero classes.
Both the Comet and Lightning Bind meteors retain their slow and immobilize effects.
For maximum benefit, use the Elemental Exposure passive.
My two favorite set pieces by far are the Armor (5-7% attack speed) and Amulet (can roll trifecta). Worst piece is the Helmet (lacks arcane power on crit).
For the Gidbinn, the damage is checked when the summon procs and doesn't update dynamically. It does work with mask of jeram (which does check dynamically for w/e reason). They don't scale with attack speed and they seem to do about 230% weapon damage. Oh, also their duration is 15 sec.
hum, just to clarify, Odyn's proc DOES take the %lightning damage into account, whereas Fulminator doesnt.
because if u say that Odyn's proc is 150% weapon damage, and my fulminator's is 200% :
from my tests,procs form odyn do ~10 mil dmg, whereas fulminator's do ~ 1/1,5 mil dmg
edit : knowing that i have 80% lightning dmg on my gear
Well, I have tested the Odyn without (and with) some bracers that have ONLY 15% lightning skill damage (so no primary stat or cc) and according to the numbers, I get the same damage in both cases. This led me to the conclusion that lightning skill dmg doesn't affect the proc. Also, I have only taken into account regular white hits, not criticals.
Critical hits however are another story. I have added some fresh info to the odyn spoiler, theorizing that on criticals, the proc might actually multiply its damage by itself one more time than it should. I compared the numbers I get from Magic Missile crits and the proc crits and the numbers speak for themselves Its way higher than expected.