Here we go again. Ask the Devs #2.
Listing all my questions if anyone cares to vote for them, at least for some of them.
http://us.battle.net...80149?page=2#27 legendary drop chance
I know I´m naive but whatever, it´s worth a try.
EDIT: same questions on the EU forums
- 3/11/2013 12:27:05 PM Posted in: Theorycrafting and Analysis
1/29/2013 12:18:24 PM
Not sure if any of you other MF researchers are still playing or not, but I´ve just used the "Ask the Devs" round 1 to ask for the legendary drop chance.Posted in: Theorycrafting and Analysis
It would be nice to know the value, so please vote for my question(s).
Thanks in advance.
12/19/2012 4:27:44 AM
1. Sprint RLTW uses MH weapon for damage but your tornadoes may tick at either MH or OH frequency, depending on which weapon was swung last before initiating RLTW.Posted in: Barbarian: Bastion's Keep
2. WW alternates MH and OH for damage and ticks at the weapon frequency you were about to swing with before initiating WW (applies for the whole duration of the channeling).
read my sig or http://us.battle.net...opic/6037344497
3. Stone of Jordan cold damage is applied to the physical (non-elemental) part of the weapon damage but the determing factor of which element will be used is highest elemental damage.
Basically on your Echoing Fury which is pure physical damage (non elemental), you´ll get the full benefit of the "adds 5-6% to cold damage" affix and it´ll always have the cold damage effect (not that I´m using the term "effect" because it doesn´t turn all your damage to cold - you´ll do physical + cold). On a +261-621 lightning damage weapon the SoJ is still applied but only on the base weapon damage that´s physical (including +min/max damage on jewelry) but the effect of the weapon is lightning because the lightning damage is higher than the cold damage.
Example 100-150 base weapon damage +261-621 lightning damage, 6% cold SoJ
The weapon will do 100-150 physical damage, ((100-150) * 0.06)) = 6-9 cold damage and 261-621 lightning damage. The effect is lightning because it´s the highest elemental damage of the weapon.
tl;dr basic rules of thumb - pure physical damage weapon (non elemental) with a cold SoJ will have the cold damage effect, elemental weapons will have their elemental effect but the cold damage is still applied (only on the physical part of the weapon damage). Highest elemental damage determines the weapon´s effect.
Different skills use different weapons to deal damage. RLTW, Rend, Ground Stomp use the MH to deal damage only, WT, Bash, WW, Frenzy, HotA, Cleave use both weapons to deal damage.
As for the EF fear proc, equipping it in the MH means all skills will have a chance to proc it, equipping it in the OH means only skills that alternate weapons will have a chance to proc it.
12/13/2012 4:30:23 AM
Cain´s 3 set bonus + Ruby in helm + Leoric´s Signet + Hellfire ring on Barb.Posted in: Barbarian: Bastion's Keep
Leoric´s Signet and Hellfire on Enchantress.
A3 quest 3: Breached Keep - Find the breach
Main hand fastest Mighty Weapon you find (Blade of the Warlord is nice and relatively cheap), OH cheap Echoing Fury. Get enough Attack Speed Increased by x% on gear to achieve at least 2.50001 attacks per second on both weapons when Wrath of The Berserker is up, ideally 2.85715 on one of them. Why? Check my signature.
Skillset is Instigation - Run Like the Wind - Into the Fray - Ravage - Hurricane - Thrive on Chaos - Unforgiving - Animosity - Weapons Master
How to play. Take the waypoint to keep depths 1, enter keep depths 2. Next time you continue the game you´ll start in keep depths 2. The goal is to run as fast as you can, utilizing Sprint and WW with WotB up to kill trash as fast as possible by placing Rend Ravage damage over time on the most trash you can and leave them to bleed to death while you keep going to the next pack. You place a Rend on elites to keep the massacre going but don´t kill them, it´s a waste of time.
Important note: When you run into a dead end, town portal and leave the game, continue the next one. Depending on the dungeon layout, you should get massacres of 170-350, mostly around 200.
I did this on MP1 but you have to find your own low MP where monsters don´t die on the first tick of WW/Sprint allowing you to generate enough Fury to keep Wotb up and Sprint all the time. Stuff should always die at least to the whole duration of Rend Ravage.
It takes a bit of gear tweaking but when done correctly, you should gain at least 70 million exp per hour. I did this yesterday and last two paragon levels (635 million exp) took me around 8 hours (I was gaining close to 80m per hour). I only began this heavy exp farming when I was level 94 but it was worth it.
The idea behind this is that you have enough base +x% exp bonus on gear that you don´t need to kill elites for the bonus. I believe this is the best way to gain exp right now, better than Alkaizer runs. One more thing that needs to be mentioned. You´re not going to pick up much stuff.
This idea is from Uberjager.
12/11/2012 3:56:01 AM
Well, the tooltips are the confusing part here, because there´s no way to know if something´s a true damage over time (aps doesn´t matter) like Rend or whether tick frequency depends on the aps like Sprint RLTW or channeling skills like Whirlwind or DH skills Strafe and Rapid Fire.Posted in: Theorycrafting and Analysis
Wicked Wind scales with aps by the way. There´s some posts in my WW/RLTW topic about it, people did similar tests like I did for WW/RLTW.
The difference should be clearly visible if you do 2 tests with a big aps gap between the weapons. The exact breakpoints have to be calculated, I just need the damage per tick of the skill. I don´t have a lv.60 Wizard nor Monk and don´t plan to, so I won´t be able to test their skill mechanics.
12/10/2012 12:19:11 PM
read thisPosted in: Theorycrafting and Analysis
note that skill tooltips are not reliable, each skill has to be tested in the game but basic rule of thumb is that the tooltip only states skill damage at 1.00 aps. Some skills scale with aps, some don´t. Some skill damage is split into more than one damage tick (hit).
I´m not familiar with Monks but if you want, buy the lowest possible dps white weapon without elemental damage you can find, equip a ring or amulet with +min damage and use sweeping wind - tell me how much damage it does each hit (tick) and I´ll tell you if and how it scales with aps.
Example get a 6-8 damage weapon with a +24 min damage amulet and write down your dexterity...get rid of all other items with +min/max damage and adds +x% to elemental damage...then use sweeping wind on some zombies in act 1 and tell me your damage.
11/30/2012 2:52:27 PM
Well, I don´t know where else to post stuff about damage calculations and game mechanics related to damage calculations. You´re right if you meant that probably very few people care about the damage you do with the 3 weapons in the game with the affix on the finishing blow and I understand if ssdraw won´t add this to his calculator, but maybe people will be able to use the post as a reference for how it works - I haven´t found anything in depth about it.Posted in: Theorycrafting and Analysis
11/30/2012 10:15:00 AM
phew...Posted in: Theorycrafting and Analysis
researched the "slain enemies rest in pieces" affix for like 5 hours until I figured it out, this one was the most difficult out of all the modifiers I researched, second place is dmg vs elites bonus
Slain enemies rest in pieces is a separate damage modifier that scales with both primary stat and critical hit damage. The modifier is ((1+ primary/100) * (1+ critical hit damage/100)). Note that this applies to a normal finishing blow, which is always "yellow". When you critically hit on the finishing blow, you also get the usual critical damage bonus on top of it.
Example: 2500 strength, +400% crit damage
1. normal finishing blow = (1 + 2500/100 )* (1 + 400/100) = 31 * 5 = 155 times normal damage;
2. critical finishing blow = 775 times normal damage
11/30/2012 8:35:02 AM
it definitely scales with crit damage, look at these two testsPosted in: Theorycrafting and Analysis
24.42-25.53 physical +1-3 fire weapon
test 1: base +50% crit damage
min "affix" ingame damage = 11161
max "affix" ingame damage = 12237
didn´t include affix crit damage (as i said the number is always yellow but there´s two different values, a normal yellow finishing blow and a critical yellow finishing blow)
test 2: base +100% crit damage (changed one passive to ruthless)
min "affix" ingame damage = 14919
max "affix" ingame damage = 16059
The difference is exactly 33% (+100%/+50% or 2/1.5) the only thing I don´t get is the affix multiplier value :/
EDIT: wow it also scales with strength (primary stat)
1227 str +50% cd
min = 11161
max = 12237
pieces = *13.06-13.37
1585 strength +50% cd
min = 18341
max = 19504
pieces = *16.38-17.22
same CD, different strength, different affix modifier... and it´s (1 + primary stat/100), I´ll have to check all my results if it fits...
Conclusion: Slain enemies rest in pieces is a damage modifier that scales with both primary stat and critical hit damage. The modifier is ((1+ primary/100) * (1+ critical hit damage/100)). Note that this applies to a normal finishing blow, which is always "yellow". When you critically hit on the finishing blow, you also get the usual critical damage bonus on top of it.
EDIT 2: Yep all the tests I´ve made fit
11/30/2012 5:05:46 AM
It´s a Sever. As far as I know the killing blow on a monster with a Sever does increased damage. I currently can´t find the exact multiplier so I´ll have to test it myself.Posted in: Theorycrafting and Analysis
I´ll update this post with the multiplier. Also the damage versus demons bonus applies to every hit no matter what weapon you swing. It´s an overall gear bonus just like damage vs elites, critical hit damage etc.
...OK I´guess I used the wrong weapon to test the affix, boneshatter has a very low damage range so it should always give me just 2 damage values, I´ll test that.
Damn can´t figure out the mechanics, if anyone could help me a bit.
min = 1558.94211 (min weapon damage times strength bonus times instigation bonus)
max = 1629.13311 (max weapon damage times strength bonus times instigation bonus)
49830 = *30.59-31.97
50151 = *30.78-32.17
51273 = *31.48-32.89
Seems like a 31.5 multiplier which would mean 1 + (crit damage+30/100).
Seems like the 75k damage is normal damage x 1.5 so this is the critical "critical" damage.
Now +100% cd
67671 = *41.54-43.41
132857 = doubled
this is what I don´t get. Suddenly at +100% crit damage the affix modifier turns into 42-43. So it´s probably not 1 + (crit damage+30/100) but rather (1+crit damage/100) * affix multiplier.
In case 1 the affix multiplier would be 20.99-21.31 and in case 2 it would be 20.77-21.71, which could work...
Note that the above two tests were made with a
25-29 damage bone shatter
+1-3 fire damage
bash instigation (165% damage)
+19 min damage ring
Maybe the "pieces" modifier is applied before the game adds +min/max damage from gear because the affix works for the weapon itself only and not for both weapons. I´m thinking it works this way because I got different results when I used more +min damage jewelry.
I need to recalc the results with this in mind.
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