area damage is the ultimate ultra uber skull crasher damage modifier in diablo3... its ''multiplicative'' and when it procs it i calculated with every god damn thing. for the best benefit moment is you should get a minimum 5 mobs in 10 yards. firebat wd and dual gen monk have perfect clear speed with procking area damage, with supp monk+pull barb combo.
It is troublesome (in terms of lag) but is one of those stats that is just too good to miss. The way it multiplies and spreads +Elite damage to trash once you have created the right density is uncanny.
Pretty much every FoTM DD build relies on this to shine and has been doing since they fixed AD.
Removing it altogether without giving something in return would feel like they have taken our toys away.
If I go over 100% Area damage, is that a waste? Does it cap at 100%? or does it just keep increasing the damage?
It's never a waste, and there's no cap. Here's a thread that explains area damage.
Or you can just read what it says: area damage is a 20% change of dealing X% damage to all mobs in a certain area. The 20% chance is always 20%, but the X% is your area damage. Even if you have 250% area damage - which sounds like a lot - your main target will overall still get damaged more than the "area damage target". Yes, it gets hit for a huge blow of 250%, but only 20% of the time. For a more detailed and nuanced explanation just follow the link. In general the answer simply is: there's no cap, and more is better. Note though that obviously more area damage also means you want to avoid any areas of non-density - it's really only advisable for pushing and if you have a skill (or a friend) to pull stuff together.
Am I the only one that actually wishes area damage would be removed?
You're not. I've mentioned it here as well, and many others have pointed out that removing area damage would address many problems. For those who cry out loud: Area damage is only really an efficient stuff for pushing rifts, and if you stack a lot of it. But once you get there, you'll encounter lag and a lot of frustration because of "not enough density". No area damage would make the game much more fun and enjoyable for everyone.
It means you do more damage to all the secondary targets than the primary.
Yes, this game. LuLz.
Not true, see above. Combined - if you have 5 or more monsters around you - it might be correct that those 5+ monsters combined take more damage. But your statement can easily be misread, so make sure you understand how area damage works. Having 120% area damage and fighting 3 mobs, for example, your statement is absolutely wrong.
Hell no. Crushing Blow is terrible and "breaks" the game. We've seen this with Furnace/Rimeheart before they were fixed. CB is so OP that basically any speed runner in D2 needs to get it (unless you're sorc and have static) to kill stuff in reasonable time. It's the reason why Necromancers mass-revive big golems. CB sounds cool, but as soon as the game moves beyond just casually slaying monsters that die in 3-5 hits, CB is a broken game mechanic. We've been there, done that. Not coming back.