Im wondering if anyone knows if channeling abilities(Firebats) will always count as one attack per second, or will increased attack speed gear make channeling abilities hit faster, like normal attacks. I'm curious because I want to incorporate hungry bats into my Sycophant summoning build, but if they aren't going to be getting the added bonus from my IAS gear then I will choose another secondary ability.
Im wondering if anyone knows if channeling abilities(Firebats) will always count as one attack per second, or will increased attack speed gear make channeling abilities hit faster, like normal attacks. I'm curious because I want to incorporate hungry bats into my Sycophant summoning build, but if they aren't going to be getting the added bonus from my IAS gear then I will choose another secondary ability.
Im pretty sure hungry bats arent channeled. They are like guided missiles one click = 1 bat. There are videos of Hungry Bats on youtube where you can clearly see how it works.
Im wondering if anyone knows if channeling abilities(Firebats) will always count as one attack per second, or will increased attack speed gear make channeling abilities hit faster, like normal attacks. I'm curious because I want to incorporate hungry bats into my Sycophant summoning build, but if they aren't going to be getting the added bonus from my IAS gear then I will choose another secondary ability.
Im pretty sure hungry bats arent channeled. They are like guided missiles one click = 1 bat. There are videos of Hungry Bats on youtube where you can clearly see how it works.
Hah, misread, missed hungry bats. I do recall it is a single cast as you've said. I think it's a 1sec cast delay, though I don't recall where I acquired that information.
Im pretty sure hungry bats arent channeled. They are like guided missiles one click = 1 bat. There are videos of Hungry Bats on youtube where you can clearly see how it works.
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Bats are channeled, if you hold down on the button more bats will come out. Depending on what version you use, there can be a cone, point blank aoe, or guided missles of bats that kill anything in their path.
Regardless of what version you use, unless there has been some seriously messed up reasoning behind it, increased attack speed should increase the rate in which you spawn bats at the cost of mana if you hold the button down. The best way to look at this is that regardless of the rune you use, bats are a channeled ability, and it has ticks in which it'll spawn bats for damage, increased attack speed affects those ticks.
Bats are channeled, if you hold down on the button more bats will come out. Depending on what version you use, there can be a cone, point blank aoe, or guided missles of bats that kill anything in their path.
Regardless of what version you use, unless there has been some seriously messed up reasoning behind it, increased attack speed should increase the rate in which you spawn bats at the cost of mana if you hold the button down. The best way to look at this is that regardless of the rune you use, bats are a channeled ability, and it has ticks in which it'll spawn bats for damage, increased attack speed affects those ticks.
Incorrect, Dire and Hungry bats get away from the channeled aspect of the spell.
Incorrect, Dire and Hungry bats get away from the channeled aspect of the spell.
They are still very much channeled, I can tell from many hours of personal experience that dire bats are by their very definition still a channeled ability. Their channel 'ticks' are more visually noticeable in comparison to other iterations of the spell, but that doesn't make it not a 'channel'.
The game also handles channel type abilities different than most other games handle channel abilities, that should be important to note as well.
Honestly though, most of this entire thread can devolve into an argument over semantics, the answer I provided earlier to TheNebakanezer, still holds fact. Any means that increases your attack rate, will increase the rate in which any iteration of the firebat spell will cause damage, meaning that in a fixed window of time, you will have a more likely chance to spawn Fetish Sycophants with an increased attack speed than if you were to use firebats and not have an increase in attack speed.
id assume so because mana is spent faster with faster weapons than it is with slower weapons via channeled abilities. so IF sycophants do indeed proc of channeled spells then id think that theyd spawn more often with a faster and faster weapon. however mana consumption increase as well.
str8 up the best way to summon sycophants is Toad Affinity with a super fast weapon.
I think the wording on the passive is what we have to pay attention to here.
"Whenever you CAST a physical realm spell, you have a 3% chance to summon a dagger-wielding fetish to fight by your side for 60s "
This leads me to believe that there would not be a 3% chance to proc on every hit of the spells like Firebats: Direbats or Hungrybats. Sounds like if you are just holding down the key "channeling" these skills, it would just be a 3% chance off the start of the channel. This would make spells like toads, poison darts, firebomb etc better for proc'ing Fetish Sycophants since it would be a 3% chance off each cast.
I think the wording on the passive is what we have to pay attention to here.
"Whenever you CAST a physical realm spell, you have a 3% chance to summon a dagger-wielding fetish to fight by your side for 60s "
This leads me to believe that there would not be a 3% chance to proc on every hit of the spells like Firebats: Direbats or Hungrybats. Sounds like if you are just holding down the key "channeling" these skills, it would just be a 3% chance off the start of the channel. This would make spells like toads, poison darts, firebomb etc better for proc'ing Fetish Sycophants since it would be a 3% chance off each cast.
In theory atleast.
One could try to stack IAS affixes to improve the proceed%. Assuming that bonus is multiplicative,
30-40% is reachable
With 1.4 APS weapon, 25% increased IAS would mean a 5,7% chance to raise a fetish every second (or approximately). Would mean you could possibly double the chance or even a bit more.
I think the wording on the passive is what we have to pay attention to here.
"Whenever you CAST a physical realm spell, you have a 3% chance to summon a dagger-wielding fetish to fight by your side for 60s "
This leads me to believe that there would not be a 3% chance to proc on every hit of the spells like Firebats: Direbats or Hungrybats. Sounds like if you are just holding down the key "channeling" these skills, it would just be a 3% chance off the start of the channel. This would make spells like toads, poison darts, firebomb etc better for proc'ing Fetish Sycophants since it would be a 3% chance off each cast.
In theory atleast.
One could try to stack IAS affixes to improve the proceed%. Assuming that bonus is multiplicative,
30-40% is reachable
With 1.4 APS weapon, 25% increased IAS would mean a 5,7% chance to raise a fetish every second (or approximately). Would mean you could possibly double the chance or even a bit more.
Yea, this is a sound theory. Definetly worth testing out. One thing to consider about this method though, is that really you won't be able to just sit and spam plague of toads all the time for dps and such in the higher difficulties. Atleast I'd assume as much. But This type of build will definetly be something worth trying come tuesday!
You have a basic 20mana/sec regen. Meaning that darts, fire bomb and spiders would be as efficient
not as efficient... technically..
what happens if you get enough IAS gear that you can cast multiple times per second? Toad Affinity still comes out on top broseph.
You are right that with quick weapons, DW and some IAS, you could double the number of casts. But 2x 10 mana means 20 mana/sec consumption and you are regenerating 20mana/sec base.
Unless casting time is an issue for one of those spells, i don't see them less effective.
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Sooru, on this forum, has illustrated this rather clearly. check link below
http://www.clicktoloot.com/p/combat.html#channeledspells
Im pretty sure hungry bats arent channeled. They are like guided missiles one click = 1 bat. There are videos of Hungry Bats on youtube where you can clearly see how it works.
Hah, misread, missed hungry bats. I do recall it is a single cast as you've said. I think it's a 1sec cast delay, though I don't recall where I acquired that information.
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The version I saw was from this emulator footage http://www.youtube.com/watch?v=t1tOBpOuRrU&feature=plcp. This definitely makes it look like it is channeled to me.
Regardless of what version you use, unless there has been some seriously messed up reasoning behind it, increased attack speed should increase the rate in which you spawn bats at the cost of mana if you hold the button down. The best way to look at this is that regardless of the rune you use, bats are a channeled ability, and it has ticks in which it'll spawn bats for damage, increased attack speed affects those ticks.
Incorrect, Dire and Hungry bats get away from the channeled aspect of the spell.
They are still very much channeled, I can tell from many hours of personal experience that dire bats are by their very definition still a channeled ability. Their channel 'ticks' are more visually noticeable in comparison to other iterations of the spell, but that doesn't make it not a 'channel'.
The game also handles channel type abilities different than most other games handle channel abilities, that should be important to note as well.
Honestly though, most of this entire thread can devolve into an argument over semantics, the answer I provided earlier to TheNebakanezer, still holds fact. Any means that increases your attack rate, will increase the rate in which any iteration of the firebat spell will cause damage, meaning that in a fixed window of time, you will have a more likely chance to spawn Fetish Sycophants with an increased attack speed than if you were to use firebats and not have an increase in attack speed.
str8 up the best way to summon sycophants is Toad Affinity with a super fast weapon.
"Whenever you CAST a physical realm spell, you have a 3% chance to summon a dagger-wielding fetish to fight by your side for 60s "
This leads me to believe that there would not be a 3% chance to proc on every hit of the spells like Firebats: Direbats or Hungrybats. Sounds like if you are just holding down the key "channeling" these skills, it would just be a 3% chance off the start of the channel. This would make spells like toads, poison darts, firebomb etc better for proc'ing Fetish Sycophants since it would be a 3% chance off each cast.
In theory atleast.
You won't have an army of fetishes by no means....maybe 3 if you fight constantly for an extended period of time.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
One could try to stack IAS affixes to improve the proceed%. Assuming that bonus is multiplicative,
30-40% is reachable
With 1.4 APS weapon, 25% increased IAS would mean a 5,7% chance to raise a fetish every second (or approximately). Would mean you could possibly double the chance or even a bit more.
zero mana cast physical realm spell
Yea, this is a sound theory. Definetly worth testing out. One thing to consider about this method though, is that really you won't be able to just sit and spam plague of toads all the time for dps and such in the higher difficulties. Atleast I'd assume as much. But This type of build will definetly be something worth trying come tuesday!
You have a basic 20mana/sec regen. Meaning that darts, fire bomb and spiders would be as efficient
not as efficient... technically..
what happens if you get enough IAS gear that you can cast multiple times per second? Toad Affinity still comes out on top broseph.
Unless casting time is an issue for one of those spells, i don't see them less effective.