No it's not and i'll prove both your statements are false.
1-"Actually the DPS would be the same assuming the Dps on the weapons are the same"
Same dps situation example inc
WeaponA- 100damage, 1.0speed-> 100dps
WeaponB- 50damage, 2.0speed-> 100dps
Why do you use 280% for weapon A and 215% for weapon B?
Yea, I think he kinda messed up a little bit here, but ill try to explain his point a little bit better.
If both weapon A and weapon B have the same DPS then theoretically the dps of ray of frost will be the same. The differentiation in damage is created because with weapon A you can use ray of frost for 10 seconds, while weapon B can only use ray of frost for 3.3 seconds which leads to a trememdous dps loss over the course of a 10 seconds period.
Now this is the point that the OP is trying to make, but im not sure if this is correct. Correct me if I am wrong, but I would think that ray of frost would cost 20 arcane power every second, not every cycle, making it so both weapon A and weapon B could be used for 10 seconds, and would both do the same amount of dps. This speculation might be incorrect though.
Anyone who's able to post on the official D3 forums, could you please ask for a blue post regarding how CC skills work when used in succession?
For instance: 4 wizards: 7.65 second cooldown on Frost Nova's 3 second freeze with the cooldown reduction mastery. 4 wizards can freeze something for 12 seconds just by timing all freezes in succession, but each can reuse the move well before they would ever need to again.
4 barbs doing ground slam for a 4 second stun, with a 12 second cooldown also means a mob could be perma stunned just with some teamwork.
This kind of thing obviously won't work, but without any information, blizz is just sort of setting us up to want to try some sort of cheesy CC lock strats, without telling us that it won't work or why.
Could someone please post in the official D3 forums and ask for some clues on the PvE croud control mechanics? Do higher difficulties take reduced CC by default? Or is there some sort of diminishing return that puts a complete end to chain Stunning/freezing. Does it affect fears or random chance stuns, too?
i lol'ed at croud control. moving on.
i would bet my left nut that they will go with what has worked for them in past, both in WoW and in diablo 2, which is DIMINISHING RETURNS. i.e first stun lasts 4 seconds, second might last 3, third might last 1.5 seconds, then 4th and any more stuns last 1 second, until a grace period of no stuns for like 5 seconds or something is given. if that makes sense. this system is in place in 99% of MMO's and games like this, i don't see why they wouldnt implement it here. in fact i'm pretty sure i have read that this will be how it works, in a blue post some time back, but i don't care to find it.
They have already stated that they are not using diminishing returns.
considering that the internal testing has been going on for years and noone has beaten inferno yet, I would bet you it will take much longer then 4 weeks.
each spear will have an individual attack speed so weapon master will increase each spears attack speed by 10%. Spears act as any other melee weapon in terms of range.
There may be many viable builds, but there still will most likely be optimal builds which will in essence become "cookie cutter". Not all the skills are going to be 100% balanced, some will be better than others, and when you break down the abilities mathematically, more optimal builds will arise. Obviously not everyone will use the same build, but you can bet that some abilities will see greater use than others.
Here is a sacrifice Witch Doctor build I made that would mostly likely not work, but would be entertaining to try and use. This would be mainly used for PvE since it requires monsters to die. This would most likely be inneffective for inferno and probably hell too.
Primary - Firebomb
I chose firebomb over the others because it has good AoE and a very small mana cost so it can be spammed. I chose Comflagaration to have more AoE potential but this could be changed.
Secondary - Grasp of the Dead
Thisis a great skill for the AoE slow, and does some moderate damage. Sets up enemies nicely for Firebomb. I chose Unbreakable Grasp for a better slow. Ths could also changed.
Defensive - Summon Zombie Dogs
Obviously this is a must since it automatically summons 4 dogs that can take or be sacrificed. I chose Final Gift which will be explained later.
Terror - Sacrifice
Obviously you need sacrifice in a sacrifice build. I chose next of kin to allow zombie dogs to be resummoned after the sacrifice. This will allow you to do multiple sacrifices in a row for more damage.
Decay - Mass Confusion
I know this isnt really a decay move, but it has a nice setup with the build. For one, It can be used as a defensive ability to fear if you get overwelmed. With the Devolution rune, all monsters killed during the 12 second period have a 50% chance to reserect as a dog. Throw this down, then start sacrificing/firebombs, awesome!
Voodoo - Gargantuan
This last one I was debating on whether to use gargantuan for a solid tank and some extra damage to kill some creatures, or Big Bad Voodoo to give a 50% chance of summoning a dog whenever an enemie dies, either one of these could work. I chose gargantuan to be more defensive.
PASSIVE
Circle of Life
This thing I find kinda interesting because it gives you an even greater chance of summoning a dog when enemies die. The greater chance you have a resummoning the better, since Sacrifice can result in alot of AoE damage.
Zombie Hander
Sacrificing 4 dogs instead of 3 leads to more damage which leads to more monster deaths which leads to more dogs. Also makes the gargantuan tankier which is a plus since you dont have a whole lot of defense after you Sacrifice.
Grave Injustice
I know you may be thinking why would I use this, but would have some synergy with the zombie dog rune chosen. For every dog that dies, they have a greater chance of dropping health globes, the health globes will give you mana back, which would help somewhat with mana issues. It would also decrease CD of your zombie dog, grasp of the dead, and mass confusion, which in turn, would lead to more dogs and more sacrifices.
I know this build has some problems with it, but maybe with the right gear and some tweaking, you could make a fun and entertaining sacrifice build.
So much hate on runewords in here. I actually think they were a great idea, even if they were a bit unbalanced. You guys are saying that it "broke" the game because it allowed characters to become uber powerful, this is the exact reason why people have been still playing d2 to this day. There is a huge gap between a character that just has normal gear, and someone who has the best gear, and I think this is what makes d2 so unique and wonderful. Sadly this type of feeling wont ever happen in D3.
I think its good in that it prevents the market from being flooded with useless crap, and it makes it so farming organizations must get several copies of the game if they wish to have more items on the AH which is good for blizzard since they make more money. As for players, it probably wont change much since you wont be finding more then 10 things that could actually sell effectively anyway.
I would take at least 1 ability that can be used to escape enemies that get to you, either horrify or spiritwalk. Also, as a lighter note, your poison darts would actually be doing fire damage instead of poison with the runestone that you used making it so the passive used would not proc. For inferno, you would definently want more survivability aswell.
I don't know why people care so much about graphics in a game. graphics do nothing to make the game more entertaining, just makes it more appealing to the eyes.
Also, in order to get get to lvl 5 blacksmith and up you need to acquire a bunch of blacksmithing plans which drops from mobs in nightmare and above.
Yea, I think he kinda messed up a little bit here, but ill try to explain his point a little bit better.
If both weapon A and weapon B have the same DPS then theoretically the dps of ray of frost will be the same. The differentiation in damage is created because with weapon A you can use ray of frost for 10 seconds, while weapon B can only use ray of frost for 3.3 seconds which leads to a trememdous dps loss over the course of a 10 seconds period.
Now this is the point that the OP is trying to make, but im not sure if this is correct. Correct me if I am wrong, but I would think that ray of frost would cost 20 arcane power every second, not every cycle, making it so both weapon A and weapon B could be used for 10 seconds, and would both do the same amount of dps. This speculation might be incorrect though.
They have already stated that they are not using diminishing returns.
http://us.battle.net/d3/en/calculator/witch-doctor#eZYSQT!bWS!cZbZZY
ACTIVE
Primary - Firebomb
I chose firebomb over the others because it has good AoE and a very small mana cost so it can be spammed. I chose Comflagaration to have more AoE potential but this could be changed.
Secondary - Grasp of the Dead
Thisis a great skill for the AoE slow, and does some moderate damage. Sets up enemies nicely for Firebomb. I chose Unbreakable Grasp for a better slow. Ths could also changed.
Defensive - Summon Zombie Dogs
Obviously this is a must since it automatically summons 4 dogs that can take or be sacrificed. I chose Final Gift which will be explained later.
Terror - Sacrifice
Obviously you need sacrifice in a sacrifice build. I chose next of kin to allow zombie dogs to be resummoned after the sacrifice. This will allow you to do multiple sacrifices in a row for more damage.
Decay - Mass Confusion
I know this isnt really a decay move, but it has a nice setup with the build. For one, It can be used as a defensive ability to fear if you get overwelmed. With the Devolution rune, all monsters killed during the 12 second period have a 50% chance to reserect as a dog. Throw this down, then start sacrificing/firebombs, awesome!
Voodoo - Gargantuan
This last one I was debating on whether to use gargantuan for a solid tank and some extra damage to kill some creatures, or Big Bad Voodoo to give a 50% chance of summoning a dog whenever an enemie dies, either one of these could work. I chose gargantuan to be more defensive.
PASSIVE
Circle of Life
This thing I find kinda interesting because it gives you an even greater chance of summoning a dog when enemies die. The greater chance you have a resummoning the better, since Sacrifice can result in alot of AoE damage.
Zombie Hander
Sacrificing 4 dogs instead of 3 leads to more damage which leads to more monster deaths which leads to more dogs. Also makes the gargantuan tankier which is a plus since you dont have a whole lot of defense after you Sacrifice.
Grave Injustice
I know you may be thinking why would I use this, but would have some synergy with the zombie dog rune chosen. For every dog that dies, they have a greater chance of dropping health globes, the health globes will give you mana back, which would help somewhat with mana issues. It would also decrease CD of your zombie dog, grasp of the dead, and mass confusion, which in turn, would lead to more dogs and more sacrifices.
I know this build has some problems with it, but maybe with the right gear and some tweaking, you could make a fun and entertaining sacrifice build.
sad face