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    posted a message on Best weapon for a lightning build?
    Quote from BrowntownTown
    SO! The next logical question is, and I'll try and answer it myself, does skill damage get calculated multiplicatively with all your debuffs and buffs and +%skill damage and +%elemental damage and elite damage modifiers. For instance, you have 1 million sheet DPS, 45% elemental damage, 25% elite damage, 27% skill damage, 40% buffed damage from skills and passives and you're using a skill that does 500% weapon damage. Which way does the equation look?

    1,000,000 * 1.45 * 1.25 * 1.27 * 1.4 * 5? For 16,113,125?
    It might be close to average hit, but you'll never actually see those since sheet DPS accounts for crit, crit damage and attack speed. So with 50%/500% at 1kk sheet DPS you'll end up getting ~300k/(1+IAS) hits with ~1.7kk/(1+IAS) crits on a 100% weapon damage skill even if you disregard all other factors.

    If you want to get actual numbers, it'd be better to apply all the modifiers to weapon(+off-hand) min-max damage numbers for crit and non-crit hits.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Lets discuss AR and other defensive stats. Also, I need some help!
    Quote from Loroese

    total DR = 1-(1-dr1)*(1-dr2)*(1-dr3)...

    where dr1, dr2, dr3, etc. are the AR, Armor, Blur, or any other damage reduction stat. MobLevel is the level of the mob, which I think is 73 at max level since it used to be 63 when the cap was 60. The in game values are based on lvl 70, if I'm not mistaken, because they just use your level for that stat.
    I find it much easier to go with survivability factors instead of damage reductions, actually. Unless you want to alt-tab and load spreadsheet instead, that is.

    Toughness = HP*armor_mod*res_mod*...

    Where armor_mod is inverse of the damage reduction from armor, so it's "1+armor/3500" at lvl 70. Res_mod is "1+res/350". This makes it quite obvious what to pick, just take the mod which increases the respective factor by higher % of its current amount.

    For examply, say, you've got 300k HP, 7k armor and 1.4k resists and you're making a choice between 100 AR, 600 armor(let's say it's a chest piece) and 10% life. Without any other modifiers considered life is the best toughness booster(though not necessarily the best choice, since it doesn't affect incoming healing), but if you have paragon armor boost, then it's a different story.

    Anyway, the AR vs armor will most likely ever be a question(due to 4 primaries) on shoulders, chest piece and pants. Other slots have more valuable stats available and to add insult to the injury, they roll less armor values than those. Chest and pants will almost always be better off with armor rolls at a decent gear level, however. High paragon level makes it even more advantageous.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Can we get some clarification on certain stats?
    Quote from noladrew

    I'd like to know how those numbers are found. I could be missing something OVERLY obvious, so a bit more detail into the actual mechanic would be nice.
    Cooldown=Nominal_Cooldown/(1+CDR). CDR in decimal, so 13% is 0.13.

    I assume it's done this way to leave CDR stat at linear increase in regards to stacking, meaning that n% CDR is always of the same relative value to you, whereas if it was simply done in % reduction you'd end up with different worth of each point of CDR.
    Posted in: Diablo III General Discussion
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