I see both sides. It initially feels like it will be a grind to find a specific desired rune. But combined with the fact that you don't have to fight for dropped items and there is a great AH to sell/find runes, I think it will not only be a blast to hunt for them but it won't be as tedious as it seems.
IMO- for the people who love the aspect of interchangeable skill on the fly and for the people who desire a more concrete way of building a characters identity, this rune system seems to be a solid middle ground. I support it.
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Let me get to work on that Clyph
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It does say OVER 3 seconds. Shit, that's pretty weak now.
Well my math was correct. My reading skills are sub-par today though.
Thanks Arcane
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I will admit I was surprise when I interpreted the data, but its exponentially more beneficial to have some form of AP reduction skill or a Sig spell doing AP regen. Having a lower regen rate and larger AP pool, according to the data, yeilds lower damage over any amount of time. A slightly lower AP pool with higher regen rate is where you deal the most damage.
I just crunched some numbers on my data set I got going. Ill show you what I mean. Let's take a look a Meteor Shower.
Energy Armor-Indigo (+40 AP), Astral Presence (+20 AP and 2AP/sec regen), and Familiar-Golden (4.5 AP/sec regen)
Over a 20 second time period, you can do 13776 damage.
Now if you utilized a Sig skill, say Magic missile, with golden rune to recoup 14 AP each hit, we'll say you can hit one monster/sec, for best case scenario. And the armor/passives remain the same-
Energy Armor-Indigo (+40 AP), Astral Presence (+20 AP and 2AP/sec regen), and Familiar-Golden (4.5 AP/sec regen)
Over a 20 second time period, you can do 22960 damage.
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To further make my point, let's switch out Energy Armor and its +40 increase to our AP pool, and use Storm Armor and get a constant 7 AP reduction in spells used. The passives remain same. But throw out Magic Missile for now. Lets see what the 7 AP reduction cost can do.
Storm Armor-Golden (7 AP reduced each skill,Astral Presence (+20 AP and 2AP/sec regen),Familiar-Gold(4.5AP/sec regen)
Over a 20 second time period, you can do 18368 damage.
Good right?...but not AS good as the second Energy Armor/with Sig spell regenerating AP. Arcane power/second regeneration is KEY to more damage. To finally prove my point:
With that Storm Armor reduction in AP cost, lets throw in MM-Golden again and use it in between castings of Meteor. Our regeneration is now 14 (each hit of MM) and 19 (base regen) for a total of 33 AP/sec regeneration.
Over a 20 second time period, you can 25256 damage.
Again, its not the size of the AP pool that will yeild more damage over time/more castings, but the AP regeneration/reduction in costs.
Take care,
DKR
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I was waiting for someone to fact-check me.
Meteor - Crimson - with 60% dmg increase from Glass Cannon+Familiar-Crimson.
On strike, it deals 888 damage.
Then deals 125.6 Fire dmg (also receives 60% dmg increase) over 3 seconds. 125.6 X 3 = 376.8 Fire damage total over 3 seconds.
In total, from the initial hit to the 3 second burn, Meteor-Crimson does 1264.8 damage total over 3 second period, with the biggest chunk of damage from the initial impact.
Yes, it does include 60% damage increase to both initial impact and 3 second burn. My math is untouchable.
Once again, I can cast Arcane Orb 3 times in ~3sec to do 1686 damage, and it costs me the same AP, and its not as clumsy, or reliant on good timing and aiming. While the damage is within 10 yards, I cannot comment on yardage comparisons until I find out how big the Meteor damage area will be.
I never said Meteor-Indigo is better than Crimson. Read it again. I made note of the fact Meteor-Indigo was a per/target hit, and not an AoE.
"...Then it isn't an AoE skill. It hits a target. Thats definitely is hands down, the most damaging single hit skill out there."
So far, my statements are accurate.
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Yea, I was thinking that. I appreciate it.
Concerning that video, perhaps that one of what looked like several meteors hitting a doorway,maybe that was Meteor-Indigo?
Did you say that? Was that point? Sorry if it was, I got lost the last couple of posts. Regardless, I got all this cool data and stuff, so Id be more than happy to crunch some numbers for you if I can for a build of yours
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Instead of 110% dmg increase, I'll get 140% dmg increase.
I'll lose the freeze effect from Fr.Nova, but slow time will slow them AND any missiles..thoughts?
...I'm thinking Frost Nova's yardage diameter is much smaller than SLow Time????
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I hope you're right! It would be pretty badass to have 60% dmg increase (Fam-Crim & Gl.Can) on each of those explosions.
As noted in OP, my channel skill is exclusively for single targets. Disintegrate, with any rune, or passive, will not deal as much damage to a single target as Ray of Frost will.
I think your argument should be comparing your Disintegrate-Alabaster to my ArcOrb-Crimson. We're both using those for multiple enemies.
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Then it isn't an AoE skill. It hits a target. Thats definitely is hands down, the most damaging single hit skill out there. I thought we were talking about AoE
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It'll work multiplayer, not solo. - Yep, made that clear. Definitely.
I don't believe I can set it up like that. Not knowing if Dis will kill an enemy, then having only 35% chance of exploding, then not know how many enemies would be around really does not compute with the data I have to work with. sorry bud. I'm curious myself.
Just a thought, those explosions are being caused by the monsters. They wouldn't posses a 20% dmg increase from Glass Cannon, or 40% dmg increase from Familiar-Crimson like you, the wizard, do. Unless the adjacent monsters in a Slow Time-Crimson bubble or are Frozen-Crimson, they won't take any more damage than is labeled there : 153-177.
But any damage is good damage!
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In a 3 second period Meteor-Crimson will do 1264.8 Fire damage costing you 60 AP
In a 3 second period ArcOrb-Crimson will do 1686 Arcane damage costing you 61 AP
I'm worried Meteor might be a bit clumsy, and I'm not sure of the yardage.
We shall see!
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I ran this through my SuperExcelSheet x3000 actually, and I found that alternating RoF with Disintegrate yields lower damage output over any time frame. It is, according to the numbers, best to wait for quick regen by not casting anything at all, and then continue RoF until exhaustion
or
MM-Golden to regen AP faster during RoF-downtime, and then continue RoF.
Suggestions,
DKR
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Thank you for your suggestions. You're right, actually, about the whole Frost Nova and Wave of Force thing. I'd better just blowin' them away with Arcane Orb because its way more damage, like you said. Thanks.
My friend, you just took this build to some serious numbers, in terms of damage output over time. I am admitting to everyone now that throwing in a AP regen spell TOTALLY slipped my mind. If I can regen my AP faster, then I can do more RoF or ArcOrb damage.
.....crunching numbers....
Hah !
As I suspected, throwing in a simple MM-Golden would increase my damage over time, thanks to you.
In a 'best-case' scenario, after exhausting AP, and regenerating 14.5/sec, and also regenerating 14AP/sec from MM, (best case scenario-one hit a sec~?), then I'd regen 28.5/second. That takes my damage over 2 minutes with RoF to 61670.4 damage.
Good suggestion. I owe you!
OP edited/corrected
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How embarassing. I've been working on this for freakin' ever, and I made a simple mistake. You are correct. I corrected the numbers in the build, which ended up increasing damage output over the 2 minute time period. Thanks for that. Now it looks even more attractive of a build!
DKR
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http://us.battle.net/d3/en/calculator/wizard#acegjO!bXW!ZZZbZZ
The general play style of this build is that of a 'glass cannon'. It is my idea to only play this build with other party members as I hang back and deal massive damage, both instant AoE and over time. While this build lacks any real defensive capabilities, I think I'll need to rely on gems and items to enhance either my Life, Defense, Dodge, or whatever else they may have. Depending on what is provided between a staff, orb, or wand, I'd prefer to use a shield for this build.
1. Storm Armor - Golden - The sole purpose of this skill is to provide a flat 7 AP reduction in all skills while it is active. Later on, I'll examine & explain why exactly I chose this over Energy Armor with an Indigo rune.
2. Familiar - Crimson - Increase damage of all attacks by 40% while Familiar is active. This build is built around a maximum-damage paradigm, and this will compliment Glass Cannon's 20% damage boost nicely. (Total-60% dmg increase)
3. Frost Nova - Crimson - Enemies are frozen for 4 seconds and take 110% more damage while frozen or chilled by Frost Nova.
It's safe to assume I'll run into quick, elusive monsters as well as being surprised by a surrounding mob. This skill is reserved not only to debuff them, but to freeze them while I have time to take them out.
4. Magic Missle - Golden - You can thank ArcaneWeapon for this contribution. (explained below) This regenerates 14 Arcane Power per hit. A must have with this particular build.
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The next two skills are the main damage spells. I'll describe the skills and effects, but below is a more intricate explanation of my math, concepts, and goals.
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5. Arcane Orb - Crimson - Used for mass mobs, this will do 562.4 avg damage(475.2-649.6). Remember, I'm sitting on 60% increased damage from Gl.Cannon & Familiar(Crim). It won't be used as only main damage spell. While the AP cost per cast is relatively higher, it will be reserved for bigger mobs that are some distance away.
6. Ray of Frost - Crimson - Used primarily for single targets, bosses, or any lonesome survivors my Fr.Nova and WoF didn't decimate, this will deal 642.4 damage/sec on average.(590.4-694.4) Again, the damage is boost 60% by Gl.Cannon & Familiar(Crim). Ray of Frost does 90.28% more damage PER SECOND the Disintegrate. I will note that RoF is a single-target-only spell and Disintegrate pierces enemies. I have decided to use ArcOrb for my 'multi-monster' damage skill. Many prefer Dis, but the numbers for RoF are outstanding. Again, it will be best suited for single targets, especially bosses. (Check my numbers below. You'll drool over RoF for boss fights.)
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My AP pool - 120
My AP regen - 14.5/second
RoF AP cost - 29/second
Storm Armor - AP cost reduced by 7
29-7+14.5 = 7.5/sec AP cost for Ray of Frost
To save you from more complicated math, :P, I've worked it out to be more profitable damage-wise to cast RoF until arcane power is exhausted and then use MM to hit enemies and regen 14 AP/sec. It will take ~5 seconds for it to refill all the way,(if you hit a monster/sec-best case scenario) then cast RoF again until AP is exhausted once more. With waiting for ~5 seconds in between 'fill-ups', you can cast Ray of Frost 6 times over a roughly ~2 minute period (with waiting for AP regeneration in between exhaustions) to do a grand total of ~61,670.4 damage.
Please make note of the "~" signs on those numbers. Remember the Familiar Pet last 60s max, so at some point, you'll be recasting it, so you'll lose a second or two of 'Ray of Frost Damage', or at the very least have to wait a second or two to regenerate to full AP again.
For those of you who utilize Galvanizing Ward, your armor spell will stay active for 120 seconds longer, granting the 7 AP reduction for those two extra minutes as well. So you'll do ~123,340.8 damage of 4 minutes. Again, you'll be losing a few seconds recasting Familiar. ( or running )
Why I chose Storm Armor(Golden) over Energy Armor(Indigo):
Having a flat 7 AP reduction in my skills is exponentially beneficial since my main spells are per/second.
- Although Energy Armor grants a 40 AP increase to my pool to a cool total of 160, its not the AMOUNT of total AP I have that delegates how long and how powerful I can be over a 2, or even 4 minute period. I wait ~3-4 seconds longer for my AP to regenerate completely and I actually run out of AP/second more quickly, making my 40 AP boost meaningless. Within a 2-minute time period I can do ~42,398.4 damage.
- With Storm Armor (7ap reduction)- I exhaust my arcane power less frequently in a 2 minute period. I can reach higher damage totals before my arcane power is exhausted and the downtime of waiting for a full AP regeneration is lower. Over a 2-minute time period, I can do ~61,670.4 damage.
Since this build is designed for maxed-damage output, Storm Armor is my choice.
I chose Ray of Frost over Disintegrate for my single target, boss battles because Disintegrate (Crimson) only does 40,512 damage over that same 2 minute time period.
I'm finally done with math and equations,
DKR
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So my next question, have RoF for single targets, and utilize Dis for mobs? Could Arcan Orb be substituted for mob damage in your opinion? It does great splash/AoE damage
It does great damage. Following my calculation/formula of AP costs/regen amounts & times-
I can cast ArcOrb 12 times, (~once each second) and do 4569.5 damage.
At 12 seconds, Dis only does 2743 damage.