I've been seeing a lot of really fantastic builds on this forum, and they've been getting some very great feedback. I simply figured I would throw mine into the mix, and ask for some thoughts and opinions. My goal is to design a build in which almost all of the heavy hitting comes from arcane type damage and makes use of the Temporal Flux passive. This is the current incarnation of that idea:
The main purpose of Electrocute is to fuel a large number of Arcane Hydras and Arcane Orbs. If I'm correct, hitting the maximum 3 targets with this build will earn me 26 AP, and just one will earn me a minimum of 12 AP. Either way, I'm incentivized by both the rapid AP regen and Arcane Dynamo to cast Electrocute often.
With a Crimson Rune, Arcane Orb seems to be very powerful, especially combined with a Crimson Arcane Torrent. I feel like I could use it effectively both as a single-target nuke against bosses, and against large groups of enemies. The Arcane Hydra I feel also compliments Arcane Torrent, and with the quick AP regen from Electrocute, I can summon a number of them in any fight.
Teleport is mostly supposed to be my "Osh!t" button, which is why I gave it an Alabaster Rune for chain Teleports. I don't expect to use it often, since my enemies will be slowed due to Temporal Flux, but you never know. Not much seems to be known about Archon at this point, but I feel that it can serve as an even bigger "Osh!t" button for things like boss fights.
What do yall think?
Rollback Post to RevisionRollBack
I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
I've been seeing a lot of really fantastic builds on this forum, and they've been getting some very great feedback. I simply figured I would throw mine into the mix, and ask for some thoughts and opinions. My goal is to design a build in which almost all of the heavy hitting comes from arcane type damage and makes use of the Temporal Flux passive. This is the current incarnation of that idea:
The main purpose of Electrocute is to fuel a large number of Arcane Hydras and Arcane Orbs. If I'm correct, hitting the maximum 3 targets with this build will earn me 26 AP, and just one will earn me a minimum of 12 AP. Either way, I'm incentivized by both the rapid AP regen and Arcane Dynamo to cast Electrocute often.
With a Crimson Rune, Arcane Orb seems to be very powerful, especially combined with a Crimson Arcane Torrent. I feel like I could use it effectively both as a single-target nuke against bosses, and against large groups of enemies. The Arcane Hydra I feel also compliments Arcane Torrent, and with the quick AP regen from Electrocute, I can summon a number of them in any fight.
Teleport is mostly supposed to be my "Osh!t" button, which is why I gave it an Alabaster Rune for chain Teleports. I don't expect to use it often, since my enemies will be slowed due to Temporal Flux, but you never know. Not much seems to be known about Archon at this point, but I feel that it can serve as an even bigger "Osh!t" button for things like boss fights.
What do yall think?
Seems very solid. I'm not sure you need both Prodigy AND Golden Electrocute, I'd personally drop Prodigy for Astral Presence. It really depends on how the regen feels in game using those abilities though.
I'm also pretty sure Electric is going to come in here to tell you drop Hydra for Disintegrate and something else for Golden Storm Armor. Just ignore him. The one ability we do know that Archon has is Disintegrate anyways, so you will have access to the spell with this build.
I actually agree with AW on this, I could see prodigy if you had energy armor.
Golden Storm armor with RoF/Dis and Ice Armor with alabaster will be very common... since RoF does do massive damage etc. etc. etc. more than anything you have here except Archon (maybe?)
Ya they are all good spells but can you use Archon with AT ? Since Archon gets supposedly powerful archon abilities?
Also, if your going to screw around with Electrocute and Golden rune, you might as well get meteor instead of arcane orb... with Arcane Dynamo (if your intent on using it) and Meteor you could do 1485 max damage on initial hit... (of course RoF with arcane dynamo would do 1072 max damage and as long as you hold button down you should keep AD with it and again overpower meteor, which is what RoF does best...
Also if you use Meteor with AT you'd put Orb to shame on damage with a maximum of 2178 damage on the first hit... compared to 1089 damage from Arcane Orb. Meteor with Indigo and AT could do a total damage of 8993.6 in an area... I respect your choice of Arcane Orb, I just can't respect it's damage.....
Meteor Indigo: 14 meteors strike for 292 % weapon damage, X 1.2 % for AT with Crimson = 4905.6, +4088 damage from the meteors alone = 8993.6 damage to an area. I respect your arcane thing but... Meteor in place of AO would do so much more, it is clumsy but powerful. Add storm armor with alabaster and the effect could be, an abomination...
(till you run out of AP) add slow time with 140% damage and my calculator says (not double checked) 14716.8 damage in an area while ST is up.... if your into that kind of thing. add crimson familiar and it is 16352... add GC: 17169 damage to an area while ST is up.
Ya I'm glad I actually put more effort into critique than just talking about someone else.... also the numbers above are percent weapon damage... not actual damage etc. etc. etc. etc.
I actually agree with AW on this, I could see prodigy if you had energy armor.
Golden Storm armor with RoF/Dis and Ice Armor with alabaster will be very common... since RoF does do massive damage etc. etc. etc. more than anything you have here except Archon (maybe?)
Ya they are all good spells but can you use Archon with AT ? Since Archon gets supposedly powerful archon abilities?
Also, if your going to screw around with Electrocute and Golden rune, you might as well get meteor instead of arcane orb... with Arcane Dynamo (if your intent on using it) and Meteor you could do 1485 max damage on initial hit... (of course RoF with arcane dynamo would do 1072 max damage and as long as you hold button down you should keep AD with it and again overpower meteor, which is what RoF does best...
Also if you use Meteor with AT you'd put Orb to shame on damage with a maximum of 2178 damage on the first hit... compared to 1089 damage from Arcane Orb. Meteor with Indigo and AT could do a total damage of 8993.6 in an area... I respect your choice of Arcane Orb, I just can't respect it's damage.....
Meteor Indigo: 14 meteors strike for 292 % weapon damage, X 1.2 % for AT with Crimson = 4905.6, +4088 damage from the meteors alone = 8993.6 damage to an area. I respect your arcane thing but... Meteor in place of AO would do so much more, it is clumsy but powerful. Add storm armor with alabaster and the effect could be, an abomination...
(till you run out of AP) add slow time with 140% damage and my calculator says (not double checked) 14716.8 damage in an area while ST is up.... if your into that kind of thing. add crimson familiar and it is 16352... add GC: 17169 damage to an area while ST is up.
Ya I'm glad I actually put more effort into critique than just talking about someone else.... also the numbers above are percent weapon damage... not actual damage etc. etc. etc. etc.
I'm curious how you are calculating your numbers in reference to Meteor. Arcane Torrent with Crimson only increases Arcane damage dealt, and meteor deals Fire damage (unless it's imbued with an obsidian rune). Therefore, it would receive no benefit from Crimson AT. Secondly, I find it very doubtful that Indigo Meteor is going to be capable of having all 14 meteors strike the same target. Otherwise, it sounds like it would be overpowered. 4088% weapon damage, or even half of that, to any single target sounds nothing short of absurd. But perhaps I am misunderstanding the ability. This build also calls for using Arcane Orb as both single target and group damage. I can also fire off two orbs in rapid succession, while I cannot do so with Meteor, which would allow me to actually deal more damage at the cost of a little more power.
Please explain your maths to me. Your calculations seem to yield some outrageously high numbers.
Rollback Post to RevisionRollBack
I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
The numbers on Indigo Meteor are ridiculous. Assuming that all 14 hit the full area it will easily be the highest damaging spell. What most people are assuming though is that the 14 meteors will randomly hit smaller AoEs within the larger normal Meteor AoE. Even in that case, as long as there's enemies in the entire area the damage is going to be insane.
Obviously if it ends up being too powerful and everyone is playing Indigo Meteor Wizards then Blizz will change it. I assume they've already realized this and the spell is going to work out in some awesome but not OP manner.
Yah, Torrent won't work with Meteor. Doesn't matter since you can use Slow Time or Frost Nova to increase it's damage, but that's not relevant in an Arcane thread. Actually a little shocked Electric is talking about meteor after how long he's been against it.
What results did you come up with, I'm not the only person who can use a calculator... it is 14 projectiles each with 292% weapon damage the area damage can't help but be high, higher than AO... which is the whole point. Put yours up and we'll compare, but I practically showed everything about my calculations in the previous post.
Any way you slice it whether doing extra calculations or not, firing one meteor does more damage than two arcane orbs which use 70 ap, almost instantly, it isn't like disintegrate and RoF where they use an amount near your ap regen. Electrocute Vs. MM, I think electrocute would build more ap with gold rune but I'll probably never use that because I like alabaster in it, with prodigy to get ap whether you hit or not. (with Stretch Time bubble for fast casting to regen ap faster).
Also had to note, the factors are times total damage they should be times projectile damage (individual) it makes around a 400 pt difference, using factor of 2.6 it is 1051 % weapon damage per projectile.
1.1 it is 613.2% weapon damage per projectile.
2.6: Slow time and AT
1.1: FN
Some of these will critical... the numbers aren't nearly high enough......
It's 14 small projectiles which probably strike over the same small area than a normal meteor. Damages are nothing if you can't hit any mob. If you think that meteor shower will solve any problem faster than any other big offensive spell, you'll be disappointed. It's all about choices and gameplay .. if it fits yours, go for it. But I won't.
And you know this how? Claiming you aren't going to use Indigo Meteor with absolutely no idea of how the spell works is silly.
My previous trash of Meteor was crimson meteor and the ap used instantly compared to slow use of RoF and disintegrate, this is Indigo Meteor. Everyone that I ever saw mention meteor was always talking about crimson, and that was why I compared RoF and Disintegrate during the same 4 seconds. I haven't even seen someone mention Indigo Meteor due to the perceived "glory" of crimson's clumsy one hit wonder.
What can Arcane Orb do that indigo Meteor won't do? Killing everything in the room has it's own advantages... Well AO can take a very long time to cross a room...
Meteor Indigo: 14 meteors strike for 292 % weapon damage, X 1.2 % for AT with Crimson = 4905.6, +4088 damage from the meteors alone = 8993.6 damage to an area. I respect your arcane thing but... Meteor in place of AO would do so much more, it is clumsy but powerful. Add storm armor with alabaster and the effect could be, an abomination...
(till you run out of AP) add slow time with 140% damage and my calculator says (not double checked) 14716.8 damage in an area while ST is up.... if your into that kind of thing. add crimson familiar and it is 16352... add GC: 17169 damage to an area while ST is up.
Ya I'm glad I actually put more effort into critique than just talking about someone else.... also the numbers above are percent weapon damage... not actual damage etc. etc. etc. etc.
The more I look at them, the more I am confused about where they come from.
My take on the ability is that 14 meteors will fall from the sky, and each will have its own tiny Area of Effect.
A mob standing in the general area could get hit by multiple meteors, but they would almost certainly not get hit by them all.
14*292 = 4088% wpn dmg
That is obvious ludicrous amount and makes any other ability look like trash by comparison.
PS: Concerning the Build.
I see 0 defense, outside of teleport.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
That weapon damage is in an area not directly onto one monster unless it is very big?... (but how big is the area? wouldn't a small area be good?) However, compared to Arcane Orb's damage per area (with it's one projectile) it is a better spell... The ap use is the biggest problem, however if you fire Arcane Orb twice you shouldn't have nearly the chance at critical that you would from firing indigo meteor once and Indigo meteor should do more damage if attacking a pack... Also I think it would more accurate to count the damage per projectile X the damage increase of FN/ST/AT/Arcanot/GC (whichever two or three of those you will use) but when you multiply it by 14 it will always look like some huge number...
Yes I wasn't going to press the matter, but I noticed teleport the spell, teleport in the archon. Only reason I didn't mention it is that we don't know what his setup is, he might have some super cool mouse, or not be using a laptop (like I am, though my desktop is right next to me) Seeing as I played all of Diablo 2 without a mouse, I probably won't be too big on teleport... (though I did use it with my notebook's mouse pad in the game) If his wrist is controlled enough to make this fun then I'm not going to ask any questions.........
That weapon damage is in an area not directly onto one monster unless it is very big?... (but how big is the area? wouldn't a small area be good?) However, compared to Arcane Orb's damage per area (with it's one projectile) it is a better spell... The ap use is the biggest problem, however if you fire Arcane Orb twice you shouldn't have nearly the chance at critical that you would from firing indigo meteor once and Indigo meteor should do more damage if attacking a pack... Also I think it would more accurate to count the damage per projectile X the damage increase of FN/ST/AT/Arcanot/GC (whichever two or three of those you will use) but when you multiply it by 14 it will always look like some huge number...
Yes I wasn't going to press the matter, but I noticed teleport the spell, teleport in the archon. Only reason I didn't mention it is that we don't know what his setup is, he might have some super cool mouse, or not be using a laptop (like I am, though my desktop is right next to me) Seeing as I played all of Diablo 2 without a mouse, I probably won't be too big on teleport... (though I did use it with my notebook's mouse pad in the game) If his wrist is controlled enough to make this fun then I'm not going to ask any questions.........
I plan on using a mouse. Teleport simply serves as a survivability measure, just in case things get messy. The 24% slow from Temporal Flux is useful, but it's not going to save me if I find myself surrounded all of a sudden. However, are there other utilities that might better take its place?
Rollback Post to RevisionRollBack
I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
(but how big is the area? wouldn't a small area be good?)
Since it's not specified, either the same as a normal meteor and you're sure to crush a few mobs, or the whole screen and you won't control where it falls. Then it's only potential damages. If we only look at potential damages, alabaster lightning can deal 3475% on critical hit and it costs zero AP. Let's say we cast alabaster frost nova and for the next 12 seconds we can spam a huge amount of lightnings inside of an alabaster slow time bubble with probably at least 50% chances to crit. Dmgs/sec please ?
Where are you guys getting these #s? I am guessing you mean electrocute?
With 50% crit,
(0.5)*(328.5)+(0.5)*(328.5)*2 = 492.75% wpn dmg
Forked Lightning is a bit hard to calculate, because its not guaranteed to hit anything. But we can calculate the potential dmg I suppose.
Forked lightning can work 3 ways.
#1) Only the 1st Attack can crit and proc Forked Lightning.
#2) Any crit can proc Forked Lightning, but only once per cast.
#3) Any crit can proc Forked Lightning and it can proc up to 3 times per cast.
Method #1
The probability of Electrocutes 1st attack to crit is 50%.
(0.5*5*210)= 525% wpn dmg
(525)*0.5 + (525)*0.5*2 = 787.5% wpn dmg
Total1: 492.75% + 785.5% = 1278% wpn dmg
Method #2
The probability of all Electrocute to not crit is 0.5*0.5*0.5 = 12.5%
(0.875*5*210)= 918.75% wpn dmg
(918.75)*0.5 + (918.75)*0.5*2 = 1378.125% wpn dmg
Note: This sounds like a lot, but this is a AoE, and it assumes all the bolts do dmg.
For example, crimson meteor w/ 50% crit rate would do 2970% wpn dmg if it hits 2 mobs just on impact.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Well I think there are ways that you could do better than just using teleport, Diamond skin with Energy Armor (obsidian) for an images build would probably be awesome. But for you, at least crimson Archon, and something that does defense, DS and or Slow Time Crimson, it slows projectiles which can help save your life, but with crimson it is offensive too.... naturally I would replace AO or Teleport with any one of these Additionally unless your going to be playing with a bunch of wizards all the time (to make AT valuable to them), Slow time with Crimson should be a welcomed addition to any grouping wizard... what you have here in OP is great but not for grouping with people and if they see you teleporting around left and right they might get very annoyed: you should call this "The Running Man" build: back up for orb... (because enemies going to be right in your face when you use it probably..., teleport away, archon teleport away, back up for hydra...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
http://us.battle.net/d3/en/calculator/wizard#dekRim!bcU!bZZaac
The main purpose of Electrocute is to fuel a large number of Arcane Hydras and Arcane Orbs. If I'm correct, hitting the maximum 3 targets with this build will earn me 26 AP, and just one will earn me a minimum of 12 AP. Either way, I'm incentivized by both the rapid AP regen and Arcane Dynamo to cast Electrocute often.
With a Crimson Rune, Arcane Orb seems to be very powerful, especially combined with a Crimson Arcane Torrent. I feel like I could use it effectively both as a single-target nuke against bosses, and against large groups of enemies. The Arcane Hydra I feel also compliments Arcane Torrent, and with the quick AP regen from Electrocute, I can summon a number of them in any fight.
Teleport is mostly supposed to be my "Osh!t" button, which is why I gave it an Alabaster Rune for chain Teleports. I don't expect to use it often, since my enemies will be slowed due to Temporal Flux, but you never know. Not much seems to be known about Archon at this point, but I feel that it can serve as an even bigger "Osh!t" button for things like boss fights.
What do yall think?
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
Seems very solid. I'm not sure you need both Prodigy AND Golden Electrocute, I'd personally drop Prodigy for Astral Presence. It really depends on how the regen feels in game using those abilities though.
I'm also pretty sure Electric is going to come in here to tell you drop Hydra for Disintegrate and something else for Golden Storm Armor. Just ignore him. The one ability we do know that Archon has is Disintegrate anyways, so you will have access to the spell with this build.
Golden Storm armor with RoF/Dis and Ice Armor with alabaster will be very common... since RoF does do massive damage etc. etc. etc. more than anything you have here except Archon (maybe?)
Ya they are all good spells but can you use Archon with AT ? Since Archon gets supposedly powerful archon abilities?
Also, if your going to screw around with Electrocute and Golden rune, you might as well get meteor instead of arcane orb... with Arcane Dynamo (if your intent on using it) and Meteor you could do 1485 max damage on initial hit... (of course RoF with arcane dynamo would do 1072 max damage and as long as you hold button down you should keep AD with it and again overpower meteor, which is what RoF does best...
Also if you use Meteor with AT you'd put Orb to shame on damage with a maximum of 2178 damage on the first hit... compared to 1089 damage from Arcane Orb. Meteor with Indigo and AT could do a total damage of 8993.6 in an area... I respect your choice of Arcane Orb, I just can't respect it's damage.....
Meteor Indigo: 14 meteors strike for 292 % weapon damage, X 1.2 % for AT with Crimson = 4905.6, +4088 damage from the meteors alone = 8993.6 damage to an area. I respect your arcane thing but... Meteor in place of AO would do so much more, it is clumsy but powerful. Add storm armor with alabaster and the effect could be, an abomination...
(till you run out of AP) add slow time with 140% damage and my calculator says (not double checked) 14716.8 damage in an area while ST is up.... if your into that kind of thing. add crimson familiar and it is 16352... add GC: 17169 damage to an area while ST is up.
Ya I'm glad I actually put more effort into critique than just talking about someone else.... also the numbers above are percent weapon damage... not actual damage etc. etc. etc. etc.
I'm curious how you are calculating your numbers in reference to Meteor. Arcane Torrent with Crimson only increases Arcane damage dealt, and meteor deals Fire damage (unless it's imbued with an obsidian rune). Therefore, it would receive no benefit from Crimson AT. Secondly, I find it very doubtful that Indigo Meteor is going to be capable of having all 14 meteors strike the same target. Otherwise, it sounds like it would be overpowered. 4088% weapon damage, or even half of that, to any single target sounds nothing short of absurd. But perhaps I am misunderstanding the ability. This build also calls for using Arcane Orb as both single target and group damage. I can also fire off two orbs in rapid succession, while I cannot do so with Meteor, which would allow me to actually deal more damage at the cost of a little more power.
Please explain your maths to me. Your calculations seem to yield some outrageously high numbers.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
Obviously if it ends up being too powerful and everyone is playing Indigo Meteor Wizards then Blizz will change it. I assume they've already realized this and the spell is going to work out in some awesome but not OP manner.
Yah, Torrent won't work with Meteor. Doesn't matter since you can use Slow Time or Frost Nova to increase it's damage, but that's not relevant in an Arcane thread. Actually a little shocked Electric is talking about meteor after how long he's been against it.
Anyways. Arcane!
Other than that it looks good
Electrocute gens 21. You'd use Electrocute for trash and MM for single target bosses.
Any way you slice it whether doing extra calculations or not, firing one meteor does more damage than two arcane orbs which use 70 ap, almost instantly, it isn't like disintegrate and RoF where they use an amount near your ap regen. Electrocute Vs. MM, I think electrocute would build more ap with gold rune but I'll probably never use that because I like alabaster in it, with prodigy to get ap whether you hit or not. (with Stretch Time bubble for fast casting to regen ap faster).
Also had to note, the factors are times total damage they should be times projectile damage (individual) it makes around a 400 pt difference, using factor of 2.6 it is 1051 % weapon damage per projectile.
1.1 it is 613.2% weapon damage per projectile.
2.6: Slow time and AT
1.1: FN
Some of these will critical... the numbers aren't nearly high enough......
And you know this how? Claiming you aren't going to use Indigo Meteor with absolutely no idea of how the spell works is silly.
What can Arcane Orb do that indigo Meteor won't do? Killing everything in the room has it's own advantages... Well AO can take a very long time to cross a room...
The more I look at them, the more I am confused about where they come from.
My take on the ability is that 14 meteors will fall from the sky, and each will have its own tiny Area of Effect.
A mob standing in the general area could get hit by multiple meteors, but they would almost certainly not get hit by them all.
14*292 = 4088% wpn dmg
That is obvious ludicrous amount and makes any other ability look like trash by comparison.
PS: Concerning the Build.
I see 0 defense, outside of teleport.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Yes I wasn't going to press the matter, but I noticed teleport the spell, teleport in the archon. Only reason I didn't mention it is that we don't know what his setup is, he might have some super cool mouse, or not be using a laptop (like I am, though my desktop is right next to me) Seeing as I played all of Diablo 2 without a mouse, I probably won't be too big on teleport... (though I did use it with my notebook's mouse pad in the game) If his wrist is controlled enough to make this fun then I'm not going to ask any questions.........
I plan on using a mouse. Teleport simply serves as a survivability measure, just in case things get messy. The 24% slow from Temporal Flux is useful, but it's not going to save me if I find myself surrounded all of a sudden. However, are there other utilities that might better take its place?
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
Electrocutes dmg looks like,
150+150*0.7+150*0.7^2 = 328.5% wpn dmg
With 50% crit,
(0.5)*(328.5)+(0.5)*(328.5)*2 = 492.75% wpn dmg
Forked Lightning is a bit hard to calculate, because its not guaranteed to hit anything. But we can calculate the potential dmg I suppose.
Forked lightning can work 3 ways.
#1) Only the 1st Attack can crit and proc Forked Lightning.
#2) Any crit can proc Forked Lightning, but only once per cast.
#3) Any crit can proc Forked Lightning and it can proc up to 3 times per cast.
Method #1
The probability of Electrocutes 1st attack to crit is 50%.
(0.5*5*210)= 525% wpn dmg
(525)*0.5 + (525)*0.5*2 = 787.5% wpn dmg
Total1: 492.75% + 785.5% = 1278% wpn dmg
Method #2
The probability of all Electrocute to not crit is 0.5*0.5*0.5 = 12.5%
(0.875*5*210)= 918.75% wpn dmg
(918.75)*0.5 + (918.75)*0.5*2 = 1378.125% wpn dmg
Total1: 492.75% + 1378.125% = 1871% wpn dmg
Method #3
The probability Electrocute, 0 crits = 12.5% , 1 crit = 50% , 2 crits = 25% , 3 crits = 12.5%
(0.5*5*210)+(0.25*10*210)+(0.125*15*210) = 1443.75% wpn dmg
(1443.75)*0.5 + (1443.75)*0.5*2 = 2165.625% wpn dmg
Total1: 492.75% + 2165.625% = 2658% wpn dmg
Note: This sounds like a lot, but this is a AoE, and it assumes all the bolts do dmg.
For example, crimson meteor w/ 50% crit rate would do 2970% wpn dmg if it hits 2 mobs just on impact.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!