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    posted a message on Keeping track of Tal'Rasha's stacks.

    I'm currently playing the Meteor focused build:

    http://eu.battle.net/d3/en/calculator/wizard#UlfSiP!RgZh!YZZZcZ


    With starpact meteor and eletrocute (surge of power). I tend to start my fights like this:

    Electrocute

    Blizzard

    Hydra

    Meteor


    I''m also running Convention of the Elements (hooray for 1 billion dmg crits). But the buff rotaton doesn't change my spell rotation in anyway.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Keeping track of Tal'Rasha's stacks.

    After trying out the new TR set I quickly noticed that the stacking of the damage buff is kind of awkward. It is not possible to keep them up, just to refresh up to 4 and reapply when they fade.


    2 Questions:

    1 Is it considered best to just get 4 stacks back up ASAP when they drop (which means casting a hydra eventhough it's already up). Or would is be better to refresh when the time is about to run out?


    2 Depending on the party set-up I sometimes have so many buffs that the TR stacks are not shown. Is there a way to fix this?



    PS: It's an interesting set which gives a different playstyle but keeping the stacks up, with the current mechanics, makes me feel like healers in WoW. I spend more time looking at the little box with the stack count than I do at the rest of the game.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on How critical is the 1:10 chance to damage ratio?

    As for the elemental % (or physical in this case): Yes +60% physical will simply make you deal 160% physical damage. You will however jump from 140% to 160% which calculates a bit different.


    140 to 160% gives an effective DPS jump from 100% (original 140 value) to: 160/140*100% = 114% This indicates that picking up the 20% from your amu will grant you a DPS increase of 14% rather than the "20%" it says on the thing.


    This principle is true for every single stat: The more you stack of a stat, the better other stats get. For CHC this can be explained by the logic that your attacks cannot crit twice, meaning that the more crit you have the less powerful this stat becomes compared to other stats (leading to the 1:10 ratio)


    A general guideline for +%elemental damage is that it's the best stat there is untill you go over the +100%. By then the value of the stat will be approximately half of what it says on the tooltip.


    PS: Just smiled a bit thinking of people who say computer games are bad for your brain and don't teach you anything :D.

    Posted in: Diablo III General Discussion
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    posted a message on How critical is the 1:10 chance to damage ratio?
    Quote from Cap75»
    Thanks for the replies. I think the tiny loss in sheet DPS will definetely be overshadowed by me bringing myself to the 1:10 ratio now that I understand the math.

    The thing is that this should result in a sheet DPS increase rather than drop. (unless you are ofcourse counting in buffs which are not added in the sheet dps... one of the reason why the sheet number is rather worthless... That and the fact that half the game mechanics still ignore attack speed)

    Posted in: Diablo III General Discussion
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    posted a message on How critical is the 1:10 chance to damage ratio?
    Quote from yuhanz»

    if my math is correct.... 100 x 50% x 500% = 250, 1:10 ratio 100 x 56% x 450% = 252, where cc>chd with regards to 1:10 ratio 100 x 44% x 550% = 242, where chd>cc with regards to 1:10 ratio


    1:10 isnt exactly the most optimal but it's closest idea to go with, but a bit more cc is actually more beneficial?

    But comparing line 2 to line 1 you drop 50% CHD and gain 6% crit if you would gain only 5% crit (which paragon point wise equals in value) you would see a drop in dmg.

    Posted in: Diablo III General Discussion
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    posted a message on How critical is the 1:10 chance to damage ratio?

    The 1:10 ratio is of importance when comparing crit chance WITH crit damage.

    What the rule says is that if your crit chance is lower than the 1:10 ratio that crit chance is more valuable than CHD.

    If in turn your CHD is below the 10:1 to crit chance then CHD is more valuable.


    It's not that your DPS magically goes up when you hit this ratio, it simply means that it's most beneficial to keep close to this ratio.



    Example: 40 paragon points (assume your crits deal 0% bonus damage and you have 0% crit by default, I know you have a base 50% CHD but ignore that for the example)

    Crit chance gives 0.1% per point

    CHD gives 1% per point.


    If you put 30 points in CHC and 10 in CHD then you would have a 3% chance to deal 10% bonus damage = 0.3% bonus damage on average

    20 in CHC and 20 in CHD you would have 2% chance to deal 20% bonus damage = 0.4% bonus damage

    5 in CHC and 35 in CHD would give 0.5% to deal 35% bonus damage = 0.175% bonus damage


    As you can see the 2-20% balance (= 1:10 ratio) grants the highest DPS


    If your gear set is imbalanced you could end with 20% CHC but 400% CHD = 80% increased damage

    While a better balanced set of the same value could have 30% CHC and 300% CHD = 90% increased damage

    That's a whole 10% more damage gained from the same value items/paragon points by simply balancing them out.

    Posted in: Diablo III General Discussion
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    posted a message on Why finish rifts after guardian is dead?
    I'm preeeeetty sure that people prefer full clears because Bounties can be a bit boring and they simply don't feel like doing them that often. Regardless of what yiels more or less legendaries
    Posted in: Diablo III General Discussion
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    posted a message on The resurrect timer is horrible
    Quote from XanderCat»
    LOL this thread is so funny from a Hardcore players perspective. Try loosing hundreds of hours of progress, not a mere 30 seconds. :)
    And that's exactly why some people think that a Hardcore mode is the silliest thing that you could possibly put in an RPG.
    Posted in: Diablo III General Discussion
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    posted a message on Legendary follower tokens
    I used the all spells one with the sorceress companion and aszhaaras set for a while.. I received about 10 complaints per run about my follower turning the mobs into chickens delaying the runs.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III MOBA
    Can we just get Diablo Hero-line wars instead?
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Idea Submission for Blizzcon
    Did you seriously just write a post in bdark lue letters on a site that uses a black background? Do you just not want us to read it?
    Posted in: Diablo III General Discussion
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    posted a message on Need help making a choice
    What about maximus being a 2-hander and all. You know simply dealing more damage on blizzard and Firebird's? I thought people grabbed maximus because it's simply a 2-hander with fire damage (and they didnt get a Furnace yet)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Forgo damage passives with Firebird?
    Quote from undefined »
    So effectively the time it takes for firebird to go infinite will stay roughly equal at all gear levels (ignoring attackspeed and things like more casting due to AP regen) since everytime your DPS increases, the threshold is increased aswell?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firebird 101: Solo Wizard Greater Rifts
    Gonna ask my question here since it remains unanswered in another thread:

    The damage done by Firebird is obviously increased by damage increasing thing. How do damage modifiers effect the stacking of the firebird dot?

    Firebird becomes infinite at 3000% per second :

    Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Forgo damage passives with Firebird?
    Gonna hijack this thread to ask a question: The damage done by Firebird is obviously increased by damage increasing thing. How do damage modifiers effect the stacking of the firebird dot?

    Firebird becomes infinite at 3000% per second :

    Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?
    Posted in: Wizard: The Ancient Repositories
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