So yeah, if it's about customization you should be able to customize the monsters looks as well.
That was considered at one point, but there was a huge outcry amongst monsters. It turns out they are all very concerned that players will make them look ugly on purpose.
I mean it's one thing to allow players to change their own appearance, but a whole other thing to allow them to change someone elses appearance. That wouldn't be fair at all.
Maybe the affix "Lightning Skills deal +% more damage" applies to all Lightning damage dealt by your character, and not just those that come from skills.
If the damage added from SoJ, Tal Rasha's amulet and that sort of item takes your black damage and adds that amount in "lightning damage" there's a good chance that it might get affected by the affix from Schaefer's Hammer.
Anyways, I'm looking forward to trying this on my HC Barbarian or Wizard.
I'm not completely sure but I don't think it will apply to the SoJ or Tal ammy damage because the extra damage isn't lightning damage. The damage is converted into the damage type of the skill. In the case of the skills used, since I think they're all lightning, then it is lightning damage but the "Lightning Skills deal +% more damage" should only apply once and to the final amount of damage done. That means if you have +fire soj, you do the same base damage as a +lightning soj, that base damage is then converted into lightning, then the affix applies. In both cases I think you'd do the same damage.
Correct. "Lightning Skills deal +% more damage" increases all the lightning damage you deal. So unless you're planning to use Spectral Blade or wand attack, the damage type on SoJ and the likes never matters.
No, I'm not mad. Just think it's funny how developers make an online game and then complain about the internet
Offline games have the same problems, and Blizzard reposts guides regularly in their Community Commentary or links them in blueposts - so your provocative joke is pointless.
I know that. Diablo 2 had the same "problem", maybe to a lesser extent. What I meant to say: It is how it is. Only one person has to find out something and everyone can read it. This doesn't create problems, it makes existing problems more visible.
They're just stating the facts, and I'll throw this at the angry mob the next time it comes up.
Now that's pointless. What are you suggesting? "If you are not satisfied with anything, it's your own fault for looking too closely"?
For example, take this group combo - it has been possible for months, but instead of trying stuff like this people cry "barb OP, DH useless". Just because it's what the theorycrafters' verdict was for months.
Oh yes, that's an excellent example for... theorycrafting?
By the way, I still think DHs (relatively) suck. It's one skill that works well in a specialized group...
Same affixes are additive, yes. 25% Sever and 15% Tyrael's give you 40% more damage versus demons (I think some people have extensively tested this on the official forums, remember having read about this there).
Diabloprogress does count paragon levels but it doesn't count buffs or follower. It also sometimes has to be updated a couple times to properly update your paragon level.
I think it's generally accepted that wizards have the lowest dps multiplier out of the classes, or at least lower than monks and barbs. The SNS build has the highest multiplier of all wizards but we lack the extra buffs that other classes can easily stack.
Thanks, you were right. diabloprogress was stuck at plvl 15, while I'm actually 52. Thus the difference.
Not sure where you get 17 multiplier from. My 316k stat sheet unbuffed barb (with soj) can down MP10 ghom in 43 seconds for 3.22mil true dps. That's a multiplier of around 10. SNS wizards get around a 7-8 true multiplier.
I just dug up a recent video from the recycle bin. With Scoundrel (Buriza, no damage, just freeze and CC bonus) I took 80 seconds for MP10 Ghom. That's 138425408 / 80 = 1730317 DPS
My DPS without passives, with follower: 102164 *
With passives, with follower: 138772
Depending on your definition of "unbuffed" (one could argue that passives are buffs - after all, Cold Blooded also counts towards the multiplier, not unbuffed DPS), that leaves me with a multiplier of either
1730317 / 102164 = 16.94
or
1730317 / 138772 = 12.47
Again, that's regular WW farming spec with Overpower/Killing Spree. Nothing I don't use in regular gameplay.
And last time I tried, switching to a HotA spec gave me a considerable bump in (single target) effective DPS, despite me having to swap out my generic 30% SoJ for a 23% HotA SoJ.
So I think it's a fair assumption that if you really try, you can achieve even higher multipliers.
* I said 92k earlier, but that was the diabloprogress value. Which I believe doesn't count paragon levels either. The values above are taken from ssdrawr's DPS calc.
Regarding similar dps numbers among other classes and true damage. I do a lot of timed kills against mp10 ghom to get true damage. To match a 300dps HOTA barb in damage output you need to be at around 300kdps stat sheet and run SNS set up. Of course thesea re rough estimates and depends on that 300kdps barb whether thats unbuffed or not.
My WW barb does like 1.5-1.6m DPS against Ghom. With 92k DPS unbuffed (without passives). Replacing my SoJ with my hellfire ring obviously hurts the multiplier, because it makes both my effective DPS fall and my unbuffed DPS rise. But in any case, even if you include passives, it's a multiplier of at least 10, up to 17 or something like that.
And HotA should be even better against single targets.
Granted, CM has crowd control. But in terms of raw damage, it doesn't come close to a barb.
^^Yes, but is it really 35% per second? Or is it per tick, and the tick speed varies? All the numbers you provide there are approximations, nobody really knows exactly how Blizzard (the spell) works, except for Blizzard (the company), but they won't tell us.
The tooltip gives us total damage and duration. DPS calculation is quite simple in that case
Regarding tick speed (based on LoH tests): 4 ticks/s, not scaling with attack speed (total 24 ticks normally, 32 ticks with Unrelenting Storm).
If you don't trust the numbers, you can always get some min=max dmg testing equip and see for yourself if the actual damage matches your expectations.
But still. While I do believe I have a very good understanding of how Blizzard works, you are right. I did not actually test anything specifically for +duration gear. So my assumption on this part is just that. An assumption. Based on how Unrelenting Storm works.
Looking at Unrelenting Storm, total damage scales with duration. I see no reason why this would be different for the +duration item affix.
And how exactly are we supposed to know how much damage out Blizzard is doing after we added 6 seconds to its duration? Is it reflect on the tooltip? I would not think so.
Basic Blizzard = 210% over 6 seconds -> 35% per second
Unrelenting Storm = 280% over 8 seconds -> 35% per second
Pretty straight forward. After adding 6 seconds I expect it to do 420%/490%
You are right. I skipped the last step and missed that your example was already correctly calculated.
~20-25% overal damage increase still doesn't sound so bad. Well, on the other hand, Stretch Time doesn't depend on how many targets are available... Wizards need more skill slots
As far as I understood:
If we take your example on 4 targets, we have 30*4=120 ticks per WW.
That means 15 electrify procs per WW all of which will hit 3 targets.
That's 450% damage compared to 252%*4 = 1008% damage for the WW hitting 4 targets.
And suddenly it's a 44% increase :-)
Now if you factor in that most of the people discussing this stuff are above the 2.73 aps breakpoint, it's 144 ticks, 18 procs, 540% damage, 53% increase.
And I guess it also still gives the base 10% damage increase.
Nice list, thank you! Always thought one list for all classes would be nice.
I really miss the "extended info" though. Like how fast do skills tick/cast and how often they hit.
Btw.: For most accurate results you don't need to get as much LoH as possible. Most of the proc ratios seem to be pretty straight forward 1/X fractions. So if you use for example exactly 600 LoH, you get unrounded ticks for all proc ratios of 1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10 etc.
Of course there are exceptions (like Meteor/Liquefy - I have NO idea why the hell they set that to 0.10625), but for most skills this method works great. Only downside is you have to find items with neat LoH values ;-)
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I mean it's one thing to allow players to change their own appearance, but a whole other thing to allow them to change someone elses appearance. That wouldn't be fair at all.
Now that's pointless. What are you suggesting? "If you are not satisfied with anything, it's your own fault for looking too closely"?
Oh yes, that's an excellent example for... theorycrafting?
By the way, I still think DHs (relatively) suck. It's one skill that works well in a specialized group...
No, I'm not mad. Just think it's funny how developers make an online game and then complain about the internet
No, not always.
http://www.diablofan...l/#entry1081786
My DPS without passives, with follower: 102164 *
With passives, with follower: 138772
Depending on your definition of "unbuffed" (one could argue that passives are buffs - after all, Cold Blooded also counts towards the multiplier, not unbuffed DPS), that leaves me with a multiplier of either
1730317 / 102164 = 16.94
or
1730317 / 138772 = 12.47
Again, that's regular WW farming spec with Overpower/Killing Spree. Nothing I don't use in regular gameplay.
And last time I tried, switching to a HotA spec gave me a considerable bump in (single target) effective DPS, despite me having to swap out my generic 30% SoJ for a 23% HotA SoJ.
So I think it's a fair assumption that if you really try, you can achieve even higher multipliers.
* I said 92k earlier, but that was the diabloprogress value. Which I believe doesn't count paragon levels either. The values above are taken from ssdrawr's DPS calc.
And HotA should be even better against single targets.
Granted, CM has crowd control. But in terms of raw damage, it doesn't come close to a barb.
Regarding tick speed (based on LoH tests): 4 ticks/s, not scaling with attack speed (total 24 ticks normally, 32 ticks with Unrelenting Storm).
If you don't trust the numbers, you can always get some min=max dmg testing equip and see for yourself if the actual damage matches your expectations.
But still. While I do believe I have a very good understanding of how Blizzard works, you are right. I did not actually test anything specifically for +duration gear. So my assumption on this part is just that. An assumption. Based on how Unrelenting Storm works.
Unrelenting Storm = 280% over 8 seconds -> 35% per second
Pretty straight forward. After adding 6 seconds I expect it to do 420%/490%
~20-25% overal damage increase still doesn't sound so bad. Well, on the other hand, Stretch Time doesn't depend on how many targets are available... Wizards need more skill slots
If we take your example on 4 targets, we have 30*4=120 ticks per WW.
That means 15 electrify procs per WW all of which will hit 3 targets.
That's 450% damage compared to 252%*4 = 1008% damage for the WW hitting 4 targets.
And suddenly it's a 44% increase :-)
Now if you factor in that most of the people discussing this stuff are above the 2.73 aps breakpoint, it's 144 ticks, 18 procs, 540% damage, 53% increase.
And I guess it also still gives the base 10% damage increase.
I really miss the "extended info" though. Like how fast do skills tick/cast and how often they hit.
Btw.: For most accurate results you don't need to get as much LoH as possible. Most of the proc ratios seem to be pretty straight forward 1/X fractions. So if you use for example exactly 600 LoH, you get unrounded ticks for all proc ratios of 1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10 etc.
Of course there are exceptions (like Meteor/Liquefy - I have NO idea why the hell they set that to 0.10625), but for most skills this method works great. Only downside is you have to find items with neat LoH values ;-)