In prior patches there was utility for shields. However, in patch 1.0.5 the damage at MP0 is low enough that using a shield isn't a make or break defensive piece at any budget. The higher MPs you go, Monster Health scales faster than anything and Monster Damage scales slower than most things so higher MPs are about having the DPS to do them efficiently. Consequently no class uses shields regularly anymore and I've simply stopped picking them up because they have no value anymore beyond vendoring.
I carry one shield that I purchased in 1.0.4 and used briefly in 1.0.5 when taking higher MP ubers as CM with storm armor. It is a sacred shield with 19% natural block, 148 Int, 126 Vit, 78 All Resistance, 285 Armor, 10% Crit Chance, and 20% Magic Find. It really isn't necessary anymore, and it gets in the way of hitting the 2.5 attack speed threshold so I don't use it anymore, but I can't sell this shield despite having basically perfect affixes for a wizard and very high rolls of each one, and near maximum block chance.
- 12/27/2012 6:48:43 AM Posted in: Wizard: The Ancient Repositories
12/14/2012 11:36:10 AM
Posted in: Wizard: The Ancient Repositories
Took me a while to figure this out from going over various sites listing the possible affixes. The damage affixes were changed in 1.0.4 to display the +min/max physical damage affix in two lines instead of one. This was done by adding affixes called MinMaxDamage 104. Interestingly when they did this they buffed the values of the lvl 60, 61, and 62 affixes, probably to allow those weapons to have damage ranges in line with ilvl 63 weapons (I recall reading about this change). What the above signifies however is that ilvl 63 weapons appear to be able to roll these buffed affixes as well. An item level 63 weapon gets the most damage by rolling the ilvl 60 affix (of Malice, vs of Death).Quote from TheDemokin
I'm really not sure about this, Blizzard never did provide a full clear listing of possible affixes and the associated damage ranges, but, as someone mentioned a few posts ago there are 3 affixes:
As far as i can see the min-max range does not produce the same DPS as the 2 separate affixes do. (you can check in the diabloprogress all the top DPS items are 2 separate affixes +min and +max damage not the min/max range?) Also, i would seriously question the correction of the maximum possible 1'500 DPS wand - the game has been out for what? 6 months? With millions of players farming, billions of wands have been identified so far, yet the highest DPS ever detected so far is 1420ish which i linked earlier. May be there is an astronomically small probability of that item rolling, but with astronomical number of drops so far - there should have been at least a few coming close in the 1'480-1'490 range.
I think this is more of an issue with us not knowing what exactly is the min-max ranges are on the damage rolls.
MinMaxDamage14_104 (of Death) - http://www.d3lexicon.../affix/of-death
Perfectly Rolled: 286 Minimum Damage, 381 Maximum Damage
MinMaxDamage11_104 (of Malice) - http://www.d3lexicon...fix/of-malice-3
Perfectly Rolled: 316 Minimum Damage, 411 Maximum Damage
These are however, 1 affix, despite taking two lines on the tooltip. Values of fast weapons (daggers and hand crossbows) are 265 minimum, 363 maximum (http://www.d3lexicon...dam-11-fast-104)
Additionally wands will always roll at least 1 wizard specific affix
So BiS Daggers vs Swords vs Wands
Dagger, Perfectly Rolled Darkblade (70 to 209 base damage)
Of Malice, lvl 60 104 version (265 minimum damage, 363 maximum damage) gives a damage range of 335-837
+50% damage, +11% IAS, +200 Int, +100% Crit Damage, +Socket. You can debate 11% IAS vs 150 int/150 vit I suppose)
so 1.5*1.11 = 1.665 attack speed
(335 to 837) * 1.5 = 502 to 1256 damage, 1.665 attack speed which is 1463.5 DPS
Sword, Perfectly Rolled Runesword (107 to 248 base damage
Of Malice, lvl 60 104 version (316 minimum, 411 maximum)
50% damage, 11% IAS, 200 Int, 100% crit damage, Socket
final outcome 635 to 1462 damage, 1.554 attacks per second, 1629.4 DPS
Wand, Perfectly Rolled Desolator Wand (122 to 226 base damage)
Same affixes as sword but we have to replace IAS with either 15 max arcane power or 10 APoC neither of which factor into our sheet DPS.
final outcome 657 to 1430 damage, 1.40 attacks per second, 1460.9 DPS
Putting the theoretical BiS dagger outlined above in the profile for MH + Trium + Zuni Boots increases the DPS by 84K
Putting the theoretical BiS sword outlined above in the same profile yields and increase of 129K over what is currently there and 45K over the dagger.
Putting the theoretical BiS wand outlined above in the same profile yields 42K over the current, but is 42K behind the dagger and 97K behind the sword
12/13/2012 12:21:19 PM
Posted in: Wizard: The Ancient Repositories
According to the profile he's using Stark Winter (increased radius) which I've always preferred to Snowbound in kiting builds.Quote from Jaetch
Quote from Litheum
You didnt answer what MP this is.
You didnt answer why Power Hungry.
MP looks like it's at 0. Look at the top right corner, where it says "Inferno [Time]." For any MP1+ level, it will say "Inferno (#) [Time]."
As for Power Hungry... I don't know... there really shouldn't be any real AP issues if Snowbound Blizzard is used. Otherwise... I really don't know.
I'm just looking to see if this can be of similar efficiency to Archon builds, at 200K DPS and MP0 you can used basically any build you want and you should obliterate everything in your path. I've actually used a similar build a few times for a change of pace but it was based around getting some use out of 6%/27% pair of frostburn gauntlets I found:
Hydra could pretty easily be teleport here but I didn't spend much time on it.
12/13/2012 7:40:17 AM
There are damage affixes and there are two handed damage affixes and there are fast damage affixes.Posted in: Wizard: The Ancient Repositories
A sword/axe/mace/spear/wand uses the base damage affixes which can go up to 286-667 additional damage
A dagger (or hand crossbow) uses the fast damage affixes which can go up to 250-583 additional damage
compare: http://d3inferno.com/affixes/ArcaneD_14_Fast.html and http://d3inferno.com/affixes/ArcaneD_14_104.html
12/13/2012 7:32:49 AM
So some questions:Posted in: Wizard: The Ancient Repositories
1) what MP is this on? seems kinda slow and seems like MP0. Doing MP0 at this speed with 200K DPS is not very impressive
2) Why Power Hungry? Does it provide better returns than Astral Presence or Prodigy would in this build?
3) If Blizzard is doing most of your damage have you considered using Frostburn Gauntlets? Have you considered using Ray of Frost instead of spectral blades in this case?
12/11/2012 11:14:20 AM
Not to dispute any of the above builds, but it depends on what you are aiming for. Argument can be made for a 300 int, 100 vit, 12% life, 80 all resist, 6% crit, socket helm in place of that mempo, less DPS, way more EHP. Going the other way Int + int/vit + crit chance + crit damage + Attack speed + average damage can probably best that Tal's amulet for DPS.Posted in: Wizard: The Ancient Repositories
100% crit damage
(not sure what the average damage cap for a single affix is)
12/11/2012 6:47:24 AM
Might want to add a section about dealing with various elite affixes, that includes a warning that electrified elites are CM/WW's kryptonite. I run at the 2.3077 APS breakpoint (my gear is 2.39) and they seem to create bolts as fast as they will animate. I feel like Storm Armor and Shocking Aspect not procing life steal is a bug, and should be reported as such, especially given that they seem to proc Reflect Damage and Electrified (the Monster Affix not the Magic Weapon Rune) just fine.Posted in: Wizard: The Ancient Repositories
12/10/2012 2:45:41 PM
Posted in: Wizard: The Ancient Repositories
The conclusion about CM not working well in MP0 is correct, even if the reason is wrong. CM is extremely efficient at deploying damage, but has a significant ramp up time. If things die to the first tick of your twister, you will be able to cast fewer twisters because they pay back their arcane power costs over the duration as they deal damage, and drop in exposure uptime essentially makes that spell cost more resources.Quote from PsychatogThis part is also a fallacy. The fact things living longer give you more AP / fury is redundantly pointless, as things simply dying from 1 twister / WW pass through is still better than having to spend 20 seconds ramping up to kill trash. It doesn't matter what build your using, if your spending more time killing things its still wasting time, regardless of how effectively it wastes time.
CM Doesn't reach maximum DPS until it reaches steady state, which generally takes a few seconds. While you are correct that for most builds, MP0 act 3 is really the only viable farming run, because the number of kills per hour is the most efficient portion of the loot equation to optimize. Thats true if you have a linear correlation of damage output to time. CM does not. So Critical Mass builds are optimal at higher monster power. Very hard to say how much higher, but definitely higher than at one shotting everything levels.
While this means they are sub-optimal for XP farming and arguably below archons at gear farming, it does make them much better for Hellfire Ring farming, which is usually a phase in setting up your paragon farming. Most of the time when I farm it is at MP4 with critical mass and at the MF cap. I feel somewhere around this is optimal for CM wizards, and produces similar yields in terms of legendaries, and gold than farming MP0 as archon, because the loot is much higher quality even if you don't kill as fast.
Being able to solo MP7 Ubers, is not nearly as useless as you'd make it sound.
12/10/2012 2:31:05 PM
Your crit is fine, you don't need a lot of attack speed to get started because it tends to be the most expensive part of improving gear, but you barely have a lick of all resist on your gear and you need more vitality. I can't fathom how you ended up with 38% life without an amethyst in your helm and yet only 25K HP. You need to tick off the following to really get set up with CM/WW for key farming:Posted in: Wizard: The Ancient Repositories
Find a second source of Arcane Power on Crit
Improve your EHP substantially (you have tons of Life% but very low vitality, minimal All Resist, minimal bonus armor)
Ensure your crit stays in the 40s while doing this
Find possibly a tiny bit more LoH
For the first, Storm Crow is probably your cheapest option, try to get one with Crit, All Resistance, or Armor
For the second, if you get a Blackthorne's Chest and Belt (look for Int on the chest with a high vit roll, Int/Vit or Int/All Res on the belt) it will add a phenominal amount of EHP for a pretty low cost without sacrificing much (the movement speed from Tyreal's Might is nice, but not nearly as critical for CM as it is for a kiting build)
Change your gems from Int to Vit if you're HP is still low (35K is sort of a standard value to hit)
I would definitely dump the Legacy Tal Rasha's amulet at least from your CM gear, but make sure you pick up the 130 vitality back else where if you don't get it on your amulet. Crit and Attack Speed are your biggest potential gains from the Amulet.
12/9/2012 6:26:12 PM
Great guide, going to take me a while to parse though all this and see what I can recommend. I've been playing lately with a build using meteor liquify in place of teleport (that is having three offensive skills, Wicked Wind, Liquify, and Chain reaction) in the shocking aspect build and using conflagration as the third passive. Getting the long ground effect is pretty reliable and gives you 11 seconds of conflagration in the area. I wasn't have much trouble weaving a meteor every 2-3 energy twisters against 3ish targets and less frequently against single targets but still enough to keep them constantly on fire for the extra 10% damage. I am running a 30 APoC setup for this as I haven't advanced my gear much but I do happen to have reasonably strong APoC options in all three slots, and low EHP and not much for a budget at the moment due to just not playing for a while, so I was looking for ways to up overall DPS without sacrificing more EHP than just shocking aspect.Posted in: Wizard: The Ancient Repositories
I definitely agree with Bagstone that this needs a sticky, just from what I've read so far there is a ton of excellent information in here.
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