So what co you guys think of the new Passive? I think it will make builds based on signature spells and tons of cooldowns quite a bit more effective.
High precision, very high attack/cast speed... With 50% chance to crit and 2 casts a second you could easily cut your cooldowns in half as long as you keep blasting something. I know some skills in D2 that could cast much faster than twice a second too.
Assuming constant combat and 50% Crit chance:
2 casts a second -50% cooldowns
4 casts a second -66% cooldowns
10 casts a second -80% cooldowns
Also assumes that there isn't an internal cooldown on the CD reduction proc.
Something interesting to know would be if AoE and damage-over-time procs multiple CD reductions. Anyone in the beta want to do some testing?
Then what's the point of this attribute ? They could just take it off, same result. I mean, it doesn't make sense at all if they don't want us to focus on a single attribute, or denigrate another.
Well, essentially you will have to trade ~1100 precision for ~1100 attack that you would get from Tier 14 gems in every slot. Possibly more, as there are likely multiple sockets per slot, but 1100 is a good number to think about.
Is 1100% more damage better than a ~10-12% chance to crit? I would think so.
Precision would have to give extra crit damage to match up to that. Even 100% crit chance wouldn't match up to 1100% more damage from attack.
Of course, potentially on crit effects from some of the skills could be powerful, but they don't seem plentiful or powerful enough to make up for trading 1100% damage for 12% crit.
So yeah, I don't think we have enough information about what Precision actually gives you.
I think Virtuoso would increase any weapon damage reliant on that wand as well which used to just be Spectral Blade. Now that they have made all spells scale from weapon damage, I have a feeling that Virtuoso will change as well.
Yeah, I don't see the point in changing a passive into an active. Just make the passive better. I agree that it is weak. It should be something more like:
It's slightly outside of melee range. But you need to itemize to use spectral blade as well. That is a move I wouldn't be surprised to see Great Sword Wizards running around spamming. It does 30% weapon damage 3 times per cast. With a little dinky wand the normal attack might do more damage tbh lol.
I think the Spectral Blade will also hit multiple enemies, so that is a plus. Also, you can't rune your basic wand attack to do some of the crazy things that SB can.
Yeah it will increase the stat. The real question is, once at 60, what is the precision to crit ratio? Tier 14 Emeralds give 100 Precision. If you slot them in 11 pieces of gear, that is (1100 Precision + gear)*1.4. Critting like a madman I would think.
On the other hand, 1100 Defense could be pretty insane too... I wonder how much that reduces damage taken.
I hope they don't bring in some lame diminishing return mechanic.
It is true that many of the calculations are somewhat pointless(yet fun) at this time. The calculator and items reflect what is currently in the game. It seems to me like they changed Wizard spells to weapon damage without much tinkering. Probably just converted it straight across without taking into account the current weapon damage.
Probably the single biggest even that pushed release back a month or two. They have to rebalance the entire system now
all of this means very little when we dont know the area effects and the average cluster ratio of enemies you would expect. for all we know, indigo meteor could have an area of 40ft with each meteor crashing randomly covering a 5ft radius. while crimson could cover 20ft and have no impact cooldown (have to wait for the spell to finish before you cast another). im pretty sure that most spells we are expecting to be op have a built in down side. In d2 how overpowered would orb have been if it had the same cast rate are fireball?
There are some actual videos showing Indigo Meteor and it falls in a pretty tight radius. I saw one where the Wizard used it on a door and they all went through the door. Old video though, so maybe the upped the radius and increased the meteor count.
I included Frost Nova in my 2 examples because it isn't a simple matter of adding 110% damage, it changes the rotations quite a bit.
Something like 40% from Familiar is on all the time, but Frost Nova requires planning and greatly increases burst damage.
You could also include it in your Arcane Torrent/Arcane twists. It won't be a simple "Add 110% at the end", you will have to work it out and come up with the rotation.
Indigo Meteor is no way better than crimson... Did you add the 990% weapon dmg from the impact? Just take the best wand (think it has 156 attack on it).
Did you take 292% and multiply it by 14? Cause that is the % weapon damage that Indigo Meteor does base.
Crimson Ray of Frost:
1 - Crimson Frost Nova: 750 damage.
2 - Ray of Frost: 15,015 damage.
3 - Ray of Frost: 15,015 damage.
4 - Ray of Frost: 15,015 damage.
5 - Ray of Frost: 15,015 damage.
6 - Ray of Frost: 7,150 damage.
7 - Ray of Frost: 7,150 damage
Total Damage = 75,110.
Depends on how many Emeralds you can socket in all your gear. Level 14 Emerald gives +20% MF and 100 precision. Apparently the MF classes will be crit reliant.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
High precision, very high attack/cast speed... With 50% chance to crit and 2 casts a second you could easily cut your cooldowns in half as long as you keep blasting something. I know some skills in D2 that could cast much faster than twice a second too.
Assuming constant combat and 50% Crit chance:
2 casts a second -50% cooldowns
4 casts a second -66% cooldowns
10 casts a second -80% cooldowns
Also assumes that there isn't an internal cooldown on the CD reduction proc.
Something interesting to know would be if AoE and damage-over-time procs multiple CD reductions. Anyone in the beta want to do some testing?
Of course, it would have to be implemented in a way that would be neutral to the color of the rune itself.
Well, essentially you will have to trade ~1100 precision for ~1100 attack that you would get from Tier 14 gems in every slot. Possibly more, as there are likely multiple sockets per slot, but 1100 is a good number to think about.
Is 1100% more damage better than a ~10-12% chance to crit? I would think so.
Precision would have to give extra crit damage to match up to that. Even 100% crit chance wouldn't match up to 1100% more damage from attack.
Of course, potentially on crit effects from some of the skills could be powerful, but they don't seem plentiful or powerful enough to make up for trading 1100% damage for 12% crit.
So yeah, I don't think we have enough information about what Precision actually gives you.
+50% damage, -75% armor/resists.
Now that is a Glass Cannon.
I think the Spectral Blade will also hit multiple enemies, so that is a plus. Also, you can't rune your basic wand attack to do some of the crazy things that SB can.
On the other hand, 1100 Defense could be pretty insane too... I wonder how much that reduces damage taken.
I hope they don't bring in some lame diminishing return mechanic.
And yeah that video is beyond hardcore.
Probably the single biggest even that pushed release back a month or two. They have to rebalance the entire system now
There are some actual videos showing Indigo Meteor and it falls in a pretty tight radius. I saw one where the Wizard used it on a door and they all went through the door. Old video though, so maybe the upped the radius and increased the meteor count.
Something like 40% from Familiar is on all the time, but Frost Nova requires planning and greatly increases burst damage.
You could also include it in your Arcane Torrent/Arcane twists. It won't be a simple "Add 110% at the end", you will have to work it out and come up with the rotation.
Did you take 292% and multiply it by 14? Cause that is the % weapon damage that Indigo Meteor does base.
Let me add a couple(with Frost Nova):
Crimson Ray of Frost:
1 - Crimson Frost Nova: 750 damage.
2 - Ray of Frost: 15,015 damage.
3 - Ray of Frost: 15,015 damage.
4 - Ray of Frost: 15,015 damage.
5 - Ray of Frost: 15,015 damage.
6 - Ray of Frost: 7,150 damage.
7 - Ray of Frost: 7,150 damage
Total Damage = 75,110.
Indigo Meteor:
1 - Crimson Frost Nova: 750
2 - Meteor: 2,920 * 14 = 85,848 damage.
3 - 0 damage.
4 - 0 damage.
5 - Meteor: 2,920 * 14 = 85,848 damage.
6 - 0 damage.
7 - 0 damage.
Total Damage = 172,446.
True, I had forgotten that is how they worked.
Main/Offhand - 29x2=58
Rings/Ammy - 54x3=162
Belt - 54
Chest - 39
Glove 34
Boots - 54
Pants - 29
Helm - 29+20(per socket)=49-109
= 479-539
Bracers - Between 29-54 likely
Shoulders - Between 29-54 likely
= 537-589
If each piece potentially gives 54-70MF:
722-990
Yeah I am sure rares will have more MF potential, and there are probably going to be some other ways to get MF.
What was the most MF a D2 Sorc could get?
Depends on how many Emeralds you can socket in all your gear. Level 14 Emerald gives +20% MF and 100 precision. Apparently the MF classes will be crit reliant.