Disclaimer : While spreadsheets certainly have their limitations, I hope people understand the real damage output will vary between players. If you're running, taking a second to recast an armor spell, moving, being hit, frozen, slowed, clapping, eating, whatever, you may lose some 'potential damage'.
Things spreadsheets fail to accurately depict would be any of the following:
-One person may click their mouse fast than another
-One person may press keyboard buttons less rapidly
-Unknown interruptions in the natural flow of combat
-just general, play style and ability
What they're good for, is a starting point for a build. The numbers I'm crunching are damage/sec over a certain time period. I advise you all to take my information into consideration, but have other types of skills to compliment them for different situations.
Again, these numbers are based on a 'perfect world' and 'best case scenario'. They are for you to consider and to figure out how to fit them into your build, should you decide to do so. I am reporting numbers. Not which combination is best. The 'best' combination will depend on your other skills, what kind of player you are, and how the game plays once its released.
------------------------------------------------------------------------------------------------------------------------- Skills & Runes I'm Comparing
Offensive: Ray of Frost - Magic Missile - Disintegrate - Arcane Torrent
Defensive: Storm Armor - Energy Armor
Runes: Golden - Crimson - Alabaster
120 Second Time Period
Please ask questions if you have them, and if you find mistakes, please let me know. I've checked my work but I'm only a man. If you have requests let me know. But please be aware that it is impossible to get reliable numbers on damage for some skills. These figures may be, in certain situations or points in the game, infeasible. I created this for myself and to contribute to the community in a small way. Also, do make note of the "~" in front of the damage numbers. I work with averages.
Keep in mind...don't automatically think the combination with highest damage is the 'best'. Your other skills can easily change the conceptual play-style and/or total damage.
------------------------------------------------------------------------------------------------------------------------- #1
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63609.6 damage
#2
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63616 damage
#3
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Crimson 178.4 dmg
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63168 damage
#4
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Arcane Torrent-Crimson 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells (after the 1st initial cast)
Method: Rof until AP is depleted, AT until refilled, repeat
= ~61291.52 damage
NOTE* - The damage total remains the same when casting AT to any point of AP regeneration.
#5
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Disintegrate-Crimson 742.72 dmg/sec
Arcane Torrent-Crimson 230.4 dmg, but 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells
Method: Cast AT, then Disintegrate for 6 seconds, repeat. This is to ensure Dis has 120% damage boost
= ~79904.64 damage
#6
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor-Alabaster Increases Precision by 40%, increases defense 20%, lowers AP by 20
Ray of Frost-Golden Reduced to 3 AP/sec 543.84 dmg/sec.
Method: Constant casting of RoF over 120 seconds. 40% of them being crits from EA-Alabaster
= 87014.4 damage
#7
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Golden 4.5 AP/sec regeneration
Energy Armor-Alabaster Increases Precision by 40%, increases defense by 20%, lower AP by 20
Arcane Torent-Crimson 172.8 dmg
Disintegrate-Crimson 253.2 dmg but 557.04 dmg from being disrupted
Method: Cast AT, then Dis for 6 seconds to ensure it gain 120% damage, repeat. At a certain point, there is a downtime to wait for AP regeneration (only 6 seconds to refill from 0). I left it open/blank denpending on various build possibly incorporating an AP regen Sig spell.
= 78138 damage
#8 - Courtesy of emyln
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Method: Cast MM all the way = ~21408 Damage
#9- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Golden 50.5 dmg , +14AP
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy - +5AP
Method: Meteor till AP gone, then MM till Full AP, repeat = ~51672 Damage
#10- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy
Method: Meteor till AP gone, then MM till Full AP, repeat = ~51475.2 Damage #11- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
#12- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 66847.2 Damage
#13- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Arcane Orb - Crimson - 351.5dmg (28AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (13AP)
Duration: 120sec
Method: Cast AT once, cast AO next 6 secs, MM till max(3 times), repeat = ~94757.76 Damage
#14- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor - Indigo +40Ap
Arcane Orb - Crimson - 351.5dmg (35AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (20AP)
Duration: 120sec
Method: Cast AT, Cast AO next 5 sec, Cast AT, Cast AO Next 5 sec, Cast AT, Cast MM next 5 secs, repeat = ~101073.12 Damage
------------------------------------------------------------------------------------------------
Great start! A couple things:
1) RoF does not get the 120% boost from AT! It is cold damage! I do not know if you added the 120% in your calculations, but it does not make sense to put up the debuff then cast cold spells until it is down, Someone beat me to this!
2) We definitely should compare Energy Armor Alabaster with Disintegrate rotation, crit that mess up! Speaking of which, do you have the calculations for precision exactly? Are you assuming we put all of our level up points into Precision, then multiplying that by 40%? And I did not know if it is known the scaling of crit chance per level, or if there are diminishing returns on it... Critting spells seems like a strong idea, though!
Edit: If we were to try the Energy Armor Alabaster with the AT/Disintegrate rotation, we would need a MM phase to regen, requiring multiple calculations like the ones you did at the top with MM Crimson, Golden, Prodigy, etc...
Awesome job DKR_87. Some minor nitpicky math details
Scenario #1 - Actually got the exact same number you did
Scenario #2 - Got the exact same number as scenario 1 - 63609.6 But its a minor diff regardless.
Scenario #3 - Got the exact same number you did
Scenario #4 - Had to finagle 2 rows but I see how you got the numbers
However the first cast of AP is not at 120% so it should be ~64609.28 dmg
Scenario #5 - Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
Scenario #6 - Got the same number you did, but again 1st cast of AT does not have 120% so it should be 79904.64]
But I did crunch the number if you cast Disintegrate for 5 sec then AT on the 6th sec then its 84133.12 dmg
Scenario #7 - Again Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
There's lots of unknowns such as would all missiles from a Folked MM hit targets? How large is the radius of Meteor, Is Blizzard feasible as a damage spell or is it only for kiting? Hydra, just how many bolts can it breath per sec or for 9 secs? Is it possible for a decent wand to do over 60 dps which would make Virtuosity and better than Crimson MM?
But while we're in that vein I thought to add a few more scenarios. Meteor's numbers don't look as good as Disintegrate and AT but its also an AoE spell and no one has really seen it in action.
Disclaimer: This is Diablo 3 and honestly Max damage builds are not always the best options. So don't think Crimson Familiar and Glass Cannons are mandatory in builds. And if it turns out they are mandatory, Blizzard will nerf them, count on it.
Scenario #A
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Method: Cast MM all the way = ~21408 Damage
Scenario #B
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Golden 50.5 dmg , +14AP
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy - +5AP
Method: Meteor till AP gone, then MM till Full AP, repeat = ~51672 Damage
Scenario #C
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy
Method: Meteor till AP gone, then MM till Full AP, repeat = ~51475.2 Damage
Thanks for the added data! A few requests from one without an excel sheet:
1)Indigo Energy Armor used during the Metoer > MM build, but maybe we could start doing the math for 3 targets hit? That way we could use Golden Electrocute for near instant regen instead of MM. It seems obvious that RoF is the best single target spell, as long as it either a)benefits from +casting speed, or b)you don't use +casting speed gear. I think focusing on whether or not meteor > AT buffed Disintegrate for 3 targets hit is the next step in the discussion. This will again be compared with the 2 requirements I stated above for RoF kept in mind.
2)Could fellow min/max'ers be linked to a spreadsheet download? One standard spreadsheet would be quite helpful in the discussion, both to fact check and to increase output of data
Edit: Prodigy is the only thing not compared to your 3 scenarios, which DKR has shown to be a small dps increase. Arcane Dynamo also enters the discussion now, even if it takes a couple rotations to give the bonus, will it beat out Prodigy? (Given that Glass Cannon and Astral Presence are accepted as the two top DPS-increasing passive skills, when not using cooldown based rotations.
Arcane Dynamo is a lot more work to predict in a spreadsheet, cos you can only gain 1 charge ever 1.5 secs. But doable, I'll look at it tonight. Not sure what you mean about Prodigy. Scenario A doesn't need it cos there is 0AP used. and in B & C, it is the main AP regen skill.
Making some really really unlikely scenarios using Electrocute which is why I didn't include them originally.
Scenario #D
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
Scenario #E
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 66847.2 Damage
Arcane Dynamo is a lot more work to predict in a spreadsheet, cos you can only gain 1 charge ever 1.5 secs. But doable, I'll look at it tonight. Not sure what you mean about Prodigy. Scenario A doesn't need it cos there is 0AP used. and in B & C, it is the main AP regen skill.
Making some really really unlikely scenarios using Electrocute which is why I didn't include them originally.
Scenario #D
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
Scenario #E
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat = 66847.2 Damage
Sorry to nitpick, but I think that we should compare not only Electrocute hitting 3 targets, but also Meteor hitting all three. This damage output could be compared to the rotation of AT and AT buffed Disintegrate hitting 3 targets. The outcome of such a comparison could show which AoE spell (at least right now) reigns surpreme, given that neither are particularly awesome at always hitting three mobs, especially if they are anywhere near as fast as the pygmies from d2 act3... Just some suggestions to keep the ball rolling!
Sorry to nitpick, but I think that we should compare not only Electrocute hitting 3 targets, but also Meteor hitting all three. This damage output could be compared to the rotation of AT and AT buffed Disintegrate hitting 3 targets. The outcome of such a comparison could show which AoE spell (at least right now) reigns surpreme, given that neither are particularly awesome at always hitting three mobs, especially if they are anywhere near as fast as the pygmies from d2 act3... Just some suggestions to keep the ball rolling!
Uhhhh... ok sure, so I basically took the damage from all Meteors and multiplied by 3 (Scenario D) = 165886.4 dmg
Logic tells you it's crazy awesome dmg, however unrealistic, cos you can also do the same with Disintegrate, have 3 mobs stand close in a row, AT dmg might affect all 3 and Disintegrate will hit all 3 cos of pierce.
Uhhhh... ok sure, so I basically took the damage from all Meteors and multiplied by 3 (Scenario D) = 165886.4 dmg
Logic tells you it's crazy awesome dmg, however unrealistic, cos you can also do the same with Disintegrate, have 3 mobs stand close in a row, AT dmg might affect all 3 and Disintegrate will hit all 3 cos of pierce.
True, nevermind, single target damage is the only realistic way to calculate a supposed "best" rotation.
Updated* with a couple new scenarios, both mine and from emyln.
A few mis-copy/paste and mistakes. Thanks guys. This is a community thing and for everyone to share and add.
For simplicity, regarding Energy Armor-Alabaster, I make 40% of the total amount of time the skill did damage and made them crits. I believe, without looking, that the total number of hits from that skill in 120 seconds was 102....40% of them roughly being crits.
Awesome job emyln
Do keep in mind friends, that I am serious about not assuming the highest damage 'scoring' combinations are the best. It was noted in a couple previous posts above this, but I've said it before and I'll say it again. It's not how much damage you're doing, it's to who and how many.
For baseline, simple, starting-point numbers its my opinion numbers should be based on single targets. Then we can, on our own, ponder on the damage possibilities when these skills (say, meteor) hit MULTIPLE enemies.
Tough stuff. Blizzard isn't f****** around on this one.
I figured that the max damage cap could be increased beyond 100k. And not only is AO awesome damage, its also AoE dmg!!! Forget disintegrate, if you can handle keeping AT up all the time, you're golden.
Scenario #AB
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Arcane Orb - Crimson - 351.5dmg (28AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (13AP)
Duration: 120sec
Method: Cast AT once, cast AO next 6 secs, MM till max(3 times), repeat = ~94757.76 Damage
Scenario #AC
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor - Indigo +40Ap
Arcane Orb - Crimson - 351.5dmg (35AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (20AP)
Duration: 120sec
Method: Cast AT, Cast AO next 5 sec, Cast AT, Cast AO Next 5 sec, Cast AT, Cast MM next 5 secs, repeat = ~101073.12 Damage
With this scenario, You have a 160AP pool, and can keep AT up constantly except for the 1st second. You can do 2 sets of AT + 5AO, AT again then 5 MM (cos MM is arcane dmg). Someone check my numbers to keep me from Lying. My only regret is we can't also have Temporal Flux up.
And in my estimation, finish the final skill with Slow time so you can spam the whole sequence even faster! http://us.battle.net...kQOS!YbX!bZZYZa
Things spreadsheets fail to accurately depict would be any of the following:
-One person may click their mouse fast than another
-One person may press keyboard buttons less rapidly
-Unknown interruptions in the natural flow of combat
-just general, play style and ability
What they're good for, is a starting point for a build. The numbers I'm crunching are damage/sec over a certain time period. I advise you all to take my information into consideration, but have other types of skills to compliment them for different situations.
Again, these numbers are based on a 'perfect world' and 'best case scenario'. They are for you to consider and to figure out how to fit them into your build, should you decide to do so. I am reporting numbers. Not which combination is best. The 'best' combination will depend on your other skills, what kind of player you are, and how the game plays once its released.
-------------------------------------------------------------------------------------------------------------------------
Skills & Runes I'm Comparing
Offensive: Ray of Frost - Magic Missile - Disintegrate - Arcane Torrent
Defensive: Storm Armor - Energy Armor
Runes: Golden - Crimson - Alabaster
120 Second Time Period
Please ask questions if you have them, and if you find mistakes, please let me know. I've checked my work but I'm only a man. If you have requests let me know. But please be aware that it is impossible to get reliable numbers on damage for some skills. These figures may be, in certain situations or points in the game, infeasible. I created this for myself and to contribute to the community in a small way. Also, do make note of the "~" in front of the damage numbers. I work with averages.
Keep in mind...don't automatically think the combination with highest damage is the 'best'. Your other skills can easily change the conceptual play-style and/or total damage.
-------------------------------------------------------------------------------------------------------------------------
#1
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63609.6 damage
#2
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63616 damage
#3
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Crimson 178.4 dmg
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63168 damage
#4
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Arcane Torrent-Crimson 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells (after the 1st initial cast)
Method: Rof until AP is depleted, AT until refilled, repeat
= ~61291.52 damage
NOTE* - The damage total remains the same when casting AT to any point of AP regeneration.
#5
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Disintegrate-Crimson 742.72 dmg/sec
Arcane Torrent-Crimson 230.4 dmg, but 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells
Method: Cast AT, then Disintegrate for 6 seconds, repeat. This is to ensure Dis has 120% damage boost
= ~79904.64 damage
#6
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor-Alabaster Increases Precision by 40%, increases defense 20%, lowers AP by 20
Ray of Frost-Golden Reduced to 3 AP/sec 543.84 dmg/sec.
Method: Constant casting of RoF over 120 seconds. 40% of them being crits from EA-Alabaster
= 87014.4 damage
#7
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Golden 4.5 AP/sec regeneration
Energy Armor-Alabaster Increases Precision by 40%, increases defense by 20%, lower AP by 20
Arcane Torent-Crimson 172.8 dmg
Disintegrate-Crimson 253.2 dmg but 557.04 dmg from being disrupted
Method: Cast AT, then Dis for 6 seconds to ensure it gain 120% damage, repeat. At a certain point, there is a downtime to wait for AP regeneration (only 6 seconds to refill from 0). I left it open/blank denpending on various build possibly incorporating an AP regen Sig spell.
= 78138 damage
#8 - Courtesy of emyln
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Method: Cast MM all the way
= ~21408 Damage
#9- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Golden 50.5 dmg , +14AP
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy - +5AP
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51672 Damage
#10- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51475.2 Damage
#11- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
#12- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 66847.2 Damage
#13- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Arcane Orb - Crimson - 351.5dmg (28AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (13AP)
Duration: 120sec
Method: Cast AT once, cast AO next 6 secs, MM till max(3 times), repeat
= ~94757.76 Damage
#14- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor - Indigo +40Ap
Arcane Orb - Crimson - 351.5dmg (35AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (20AP)
Duration: 120sec
Method: Cast AT, Cast AO next 5 sec, Cast AT, Cast AO Next 5 sec, Cast AT, Cast MM next 5 secs, repeat
= ~101073.12 Damage
------------------------------------------------------------------------------------------------
RoF won't get the 120% damage boost from Disruption because RoF doesn't deal arcane damage.
1)
RoF does not get the 120% boost from AT! It is cold damage! I do not know if you added the 120% in your calculations, but it does not make sense to put up the debuff then cast cold spells until it is down,Someone beat me to this!2) We definitely should compare Energy Armor Alabaster with Disintegrate rotation, crit that mess up! Speaking of which, do you have the calculations for precision exactly? Are you assuming we put all of our level up points into Precision, then multiplying that by 40%? And I did not know if it is known the scaling of crit chance per level, or if there are diminishing returns on it... Critting spells seems like a strong idea, though!
Edit: If we were to try the Energy Armor Alabaster with the AT/Disintegrate rotation, we would need a MM phase to regen, requiring multiple calculations like the ones you did at the top with MM Crimson, Golden, Prodigy, etc...
Scenario #1 - Actually got the exact same number you did
Scenario #2 - Got the exact same number as scenario 1 - 63609.6 But its a minor diff regardless.
Scenario #3 - Got the exact same number you did
Scenario #4 - Had to finagle 2 rows but I see how you got the numbers
However the first cast of AP is not at 120% so it should be ~64609.28 dmg
Scenario #5 - Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
Scenario #6 - Got the same number you did, but again 1st cast of AT does not have 120% so it should be 79904.64]
But I did crunch the number if you cast Disintegrate for 5 sec then AT on the 6th sec then its 84133.12 dmg
Scenario #7 - Again Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
But while we're in that vein I thought to add a few more scenarios. Meteor's numbers don't look as good as Disintegrate and AT but its also an AoE spell and no one has really seen it in action.
Disclaimer: This is Diablo 3 and honestly Max damage builds are not always the best options. So don't think Crimson Familiar and Glass Cannons are mandatory in builds. And if it turns out they are mandatory, Blizzard will nerf them, count on it.
Scenario #A
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Method: Cast MM all the way
= ~21408 Damage
Scenario #B
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Golden 50.5 dmg , +14AP
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy - +5AP
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51672 Damage
Scenario #C
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51475.2 Damage
1)Indigo Energy Armor used during the Metoer > MM build, but maybe we could start doing the math for 3 targets hit? That way we could use Golden Electrocute for near instant regen instead of MM. It seems obvious that RoF is the best single target spell, as long as it either a)benefits from +casting speed, or b)you don't use +casting speed gear. I think focusing on whether or not meteor > AT buffed Disintegrate for 3 targets hit is the next step in the discussion. This will again be compared with the 2 requirements I stated above for RoF kept in mind.
2)Could fellow min/max'ers be linked to a spreadsheet download? One standard spreadsheet would be quite helpful in the discussion, both to fact check and to increase output of data
Edit: Prodigy is the only thing not compared to your 3 scenarios, which DKR has shown to be a small dps increase. Arcane Dynamo also enters the discussion now, even if it takes a couple rotations to give the bonus, will it beat out Prodigy? (Given that Glass Cannon and Astral Presence are accepted as the two top DPS-increasing passive skills, when not using cooldown based rotations.
Making some really really unlikely scenarios using Electrocute which is why I didn't include them originally.
Scenario #D
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
Scenario #E
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 66847.2 Damage
Uhhhh... ok sure, so I basically took the damage from all Meteors and multiplied by 3 (Scenario D)
= 165886.4 dmg
Logic tells you it's crazy awesome dmg, however unrealistic, cos you can also do the same with Disintegrate, have 3 mobs stand close in a row, AT dmg might affect all 3 and Disintegrate will hit all 3 cos of pierce.
A few mis-copy/paste and mistakes. Thanks guys. This is a community thing and for everyone to share and add.
For simplicity, regarding Energy Armor-Alabaster, I make 40% of the total amount of time the skill did damage and made them crits. I believe, without looking, that the total number of hits from that skill in 120 seconds was 102....40% of them roughly being crits.
Awesome job emyln
Do keep in mind friends, that I am serious about not assuming the highest damage 'scoring' combinations are the best. It was noted in a couple previous posts above this, but I've said it before and I'll say it again. It's not how much damage you're doing, it's to who and how many.
For baseline, simple, starting-point numbers its my opinion numbers should be based on single targets. Then we can, on our own, ponder on the damage possibilities when these skills (say, meteor) hit MULTIPLE enemies.
Tough stuff. Blizzard isn't f****** around on this one.
Scenario #AB
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Arcane Orb - Crimson - 351.5dmg (28AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (13AP)
Duration: 120sec
Method: Cast AT once, cast AO next 6 secs, MM till max(3 times), repeat
= ~94757.76 Damage
Scenario #AC
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor - Indigo +40Ap
Arcane Orb - Crimson - 351.5dmg (35AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (20AP)
Duration: 120sec
Method: Cast AT, Cast AO next 5 sec, Cast AT, Cast AO Next 5 sec, Cast AT, Cast MM next 5 secs, repeat
= ~101073.12 Damage
With this scenario, You have a 160AP pool, and can keep AT up constantly except for the 1st second. You can do 2 sets of AT + 5AO, AT again then 5 MM (cos MM is arcane dmg). Someone check my numbers to keep me from Lying. My only regret is we can't also have Temporal Flux up.
And in my estimation, finish the final skill with Slow time so you can spam the whole sequence even faster!
http://us.battle.net...kQOS!YbX!bZZYZa
Check the skills page!!!! BLizz updated it and its COMPLETELY DIFFERENT!
WE JUST WAASTED SOME MUCH TIMET
AGIOHAOGHAEO;GHAOIERGH;OAEHGO;IAEHG'OIARHGO;IAR
OMG OMG OMG
Just assume 1000 damage and take your spell modifications off of that. Just remember spells are %'s of damage, not +%s.