% weapon damage uses the non-dps, 'naked' damage. For dual wielding, it does some sort of weighted average, but I'm not sure on the details.
some kind of weighted average makes sense. i was looking for the sense of dualwielding when only the "mainhand" deliver the damage-output since there is no auto-attack for the offhand.
is there a way to easy compare or easy decide "ok, this 2h is dealing now much more damage than my 2 1h"?
if an ability "deals 150% weapondamage" - WHICH number is taken for that 150%?
the naked "x-x Damage" on the weapon? the listed dps on the weapon? or even the final damage shown on the char-screen?
and if the number is taken from the "weapon-screen" - what about 2 1hands.... from which one will be the number taken? left or right? or additive from both?
See that (white quality) normal dagger that dropped? If you had more Magic Find it could have been magical (blue), rare (yellow) or set/legendary (green/purple - if it exists)
That's what MF does.
That is what i thought MF do (and in D2 did).... but a few people say that MF just increases the amount of drops, not the quality.
so if a mob droppes without any MF for example 1 item - and with a lot of mf for example 4 items. but the chance that these items are rare-items are for every item the same.
so whats right now?
higher mf -> more dropps with the same chances of better quality? or the same amount of dropps with higher changes of a better item-quality?
thanks a lot for the hard work bringing the guide to this site/forum!!
for me - i will only take a look at the item-affixes and the monster traits, these infos are really neccesary to play diablo like a boss ;-)
the other infos are too great spoilers and decrease the game-fun! i dont wanne know all bosses or legendaries... i want to still have the "aaaaah nice, reminds me of d2"-effect.
I wanted to create a wizard with nice ap-reg and maximum dmg-output for groups and single-target in the hope, that i can survive without an armor or any else survival-skill --> kill enemies befor they come to close to hit me! ;-)
High arcane-power-regeneration:
- attunement-rune for magic missiles
- passiv skill: prodigy (so we get 8 AP per magic missile)
- passiv skill: astral presence
I hope that this combination should be enough regeneration that i can use mostly the "real" damage-spells instead of the signature spell
AE-Dmg for mob-groups:
- arcane-orb with obliteration-rune (even more ae-boom to 325%)
Single-Target-Dmg and Support for Bosses and stronger single enemies:
- Ray of Frost with snow blast-rune (increased dmg to 260%)
- Hydra for support
More over-all Damage:
- Familiar with Sparkflint-rune (15% more damage for all attacks)
- passiv Skill: Glass Cannon (15% more damage for all attacks)
well, and at least the Archon with decreased cooldown-rune. I'm not sure how powerful the archon will be, but i plan with this skill for situations where i seem to be overrunned by hordes of enemies..... and perhaps it could be a good boss-killer too.
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some kind of weighted average makes sense. i was looking for the sense of dualwielding when only the "mainhand" deliver the damage-output since there is no auto-attack for the offhand.
is there a way to easy compare or easy decide "ok, this 2h is dealing now much more damage than my 2 1h"?
if an ability "deals 150% weapondamage" - WHICH number is taken for that 150%?
the naked "x-x Damage" on the weapon? the listed dps on the weapon? or even the final damage shown on the char-screen?
and if the number is taken from the "weapon-screen" - what about 2 1hands.... from which one will be the number taken? left or right? or additive from both?
That is what i thought MF do (and in D2 did).... but a few people say that MF just increases the amount of drops, not the quality.
so if a mob droppes without any MF for example 1 item - and with a lot of mf for example 4 items. but the chance that these items are rare-items are for every item the same.
so whats right now?
higher mf -> more dropps with the same chances of better quality? or the same amount of dropps with higher changes of a better item-quality?
i am a little bit confused o.O
for me - i will only take a look at the item-affixes and the monster traits, these infos are really neccesary to play diablo like a boss ;-)
the other infos are too great spoilers and decrease the game-fun! i dont wanne know all bosses or legendaries... i want to still have the "aaaaah nice, reminds me of d2"-effect.
as i said - it should be 21:00 in GMT-Time.
12:01 PM means 12:01 (evening) - the PST-zone is 9 hours behind us...
so 12:01 + 9hours -> 21:01 GMT
but i can have a mistake in my thoughts... so... pleas someone confirm this ^^
I'M SO EXCITED *sing*
http://www.timeanddate.com/worldclock/converted.html?day=20&month=4&year=2012&hour=12&min=0&sec=0&p1=137&p2=972
omfg.... i'm just downloading the beta-client here at work.....
he said "TWO of them with 300% mf EACH" - so 600 / 4 = 125% - as he said! ;-)
Wizard-Build:
http://us.battle.net...Zilm!cXY!YabZab
High arcane-power-regeneration:
- attunement-rune for magic missiles
- passiv skill: prodigy (so we get 8 AP per magic missile)
- passiv skill: astral presence
I hope that this combination should be enough regeneration that i can use mostly the "real" damage-spells instead of the signature spell
AE-Dmg for mob-groups:
- arcane-orb with obliteration-rune (even more ae-boom to 325%)
Single-Target-Dmg and Support for Bosses and stronger single enemies:
- Ray of Frost with snow blast-rune (increased dmg to 260%)
- Hydra for support
More over-all Damage:
- Familiar with Sparkflint-rune (15% more damage for all attacks)
- passiv Skill: Glass Cannon (15% more damage for all attacks)
well, and at least the Archon with decreased cooldown-rune. I'm not sure how powerful the archon will be, but i plan with this skill for situations where i seem to be overrunned by hordes of enemies..... and perhaps it could be a good boss-killer too.