Wizards movement speed will be reduced by 25%. We decided to take this course of action because wizards were too easily able to kite elite packs of mobs and kill them without dying.
5/25/2012 12:53:10 PM
Incoming nerf:Posted in: Wizard: The Ancient Repositories
5/25/2012 12:26:54 PM
When I finally hit 60 (56 and 4 bars from 57 now) I'll get 2 weapons with the same DPS rating and INT amount and test if it affects damage from hydra or blizzard. I'll probably use regular hydra and not venom though since those numbers should be more consistant since I won't be looking at stacking pools.Posted in: Theorycrafting and Analysis
5/25/2012 12:22:05 PM
Boss runs specifically are pretty quick, but hardly feel worth it for how dull and listless they are.Posted in: Diablo III General Discussion
I'd rather just go through the entire game fully exploring each area and killing everything. That way I level every 1-2 hours post 50, plus make some money I can use to buy/upgrade stuff.
5/24/2012 12:14:19 PM
I use a varient of this build as well. The blizzard/venom hydra is just that good. So far using this my survivability has sky rocketed and I still don't even have more than 6k HP lol. Oh and I don't use the Force Armor rune O_OPosted in: Wizard: The Ancient Repositories
5/22/2012 2:00:24 PM
Just under 300 DPS 2 handed staff.Posted in: Wizard: The Ancient Repositories
With gear and magic weapon? I'm around 4500 damage.
I'd say around I'm just below 1000 INT from gear.
EDIT: Oh im level 51 btw.
5/22/2012 1:52:10 PM
Disintegrate may not be able to crit, but the exploding mobs can for loads of damage! If you use that rune like me anyway.Posted in: Wizard: The Ancient Repositories
5/22/2012 1:34:05 PM
It's been tested and the DPS on a weapon included +% damage modifiers, +damage modifiers, +elemental damage modifiers, and socket gem bonus to it.Posted in: Theorycrafting and Analysis
So when you look at a new weapon just pick the gem you will put in it check.
((min damage + max damage)/2) * weapon speed
Then add that number to the total DPS of the new weapon to see if it is an increase or not.
5/22/2012 12:30:14 PM
EDIT: I'm super late didnt see that there were 5 pages here. But some extra calculations to look over none the less since some people are not fully understanding.Posted in: Theorycrafting and Analysis
I must confess the way you are calculating this is a bit strange because you are using two different constants for two different variables. But if we look at this this way:
Weapon A: 100 DMG, 1.0 A/S
Casting ray of frost (unmodified) for 10 seconds [100+(10xT)-(20xT)=0 where T=time (in seconds)=10] you run out of mana and get
1(100x2.15)x10=2150 damage in 10 seconds
A = Number of attacks a second
D = Base damage of weapon
M = Damage modifier on spell
T = Time spent attacking
Weapon B: 50 DMG, 2.0 A/S
Casting ray of frost (unmodified) for 3.33 seconds (rounding to 3 though) [100+(10xT)-(40xT)=0 where T=time (in seconds)=3.33] you will run out of mana and get
2(50x2.15)x3=645 damage in 3 seconds
With 7 seconds left over you can cast magic missle 14 times at 115% modifier for 14(50x1.15)=805 extra damage brining the total to 1450 damage and have 70 mana at the end.
Then we can see your point.
In the end Weapon A will do more damage because players have more time to use a spell with a higher damage modifier. When we calculate spells like disintegrate with the rune that causes mobs to have a chance to explode at 315% (I believe) weapon damage we can see an even bigger overall DPS increase. However, should you ever have a choice between two weapons with the same damage but one that attacks faster, you should choose the faster one because over a period of 10 seconds you will still end up with more damage even with using lower damage modifer spells.
(I bolded text to help people read what I was saying to avoid confusion.)
Now since we have arrived at this conclusion, it was the OPs original point that by modifing the ray of frost with lower mana cost/second you can successfully cast it for longer over that 10 seconds and thus raise your total DPS over 10 seconds with a faster swinging weapon.
At this point however, since you were equipping runes to be optimal, he presumed that the person not having AP management problems would equip a rune to increase the spell damage modifier on ray of frost brining you to his original calculations.
From there he then expanded into the idea that using a higher delay, slightly lower DPS, weapon would be more beneficial for most players since they commonly use spells like disintegrate and hydra.
The only problem is the OP seems to have skipped sharing some of that in his first post.
5/21/2012 10:36:07 AM
Posted in: Diablo III General DiscussionQuote from Zhaph
I've got some facts for this thread!
- MF is, indeed, split between party members. So say you have a group of two people, person #1 has 100% MF and person #2 has 50% MF; now that they're together, they each have 75%, as that is the average between the two.
- There IS such thing as getting MF up past 100%! In fact, back in D2, have 100% was considered "low," and a character geared out for MF could have numbers approaching 1000%. Part of the problem is that when you get to 100% or more that feels like a lot, but in terms of affecting drops, it really isn't.
- MF doesn't make items roll "better" affixes, it just gives you a chance at getting more rare/legendary/magical (blue) drops. If you're seeing a lot of yellows/blues dropping, your MF is working, but that doesn't mean they're going to be "good" yellows/blues.
- Bigger groups increase the difficulty and therefore the drops, but remember that bigger groups ALSO split that MF average between more people. Best practice would be to play with people who have the same or very close MF to yours, so that your average doesn't get cut down (or at least not much).
Do you have a blue post showing your first point? With seperate loot pools I'd assume everyones MF was a seperate entity.
5/21/2012 10:33:46 AM
Posted in: Diablo III General DiscussionQuote from Ryude
Magic Find doesn't work, I've tested it a lot and it just doesn't do anything. The only stats you want are vitality and main stat.
With 50% magic find I got loads more yellows than my two friends i have been playing with. Maybe you are just unlucky, that's the problem with luck based things with small percentages, you can't tell without probably a million samples of data. Maybe you should just trust the programmers know what they are doing and programmed it right.
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