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    posted a message on Ancestors' grace with Undestructible?
    Quote from pattedeluxe
    Quote fromCularic

    3) Amulets don't have durability.
    Amulets have durability... reading is hard
    In both previous Diablo games, rings and amulets did not have durability. I have never had equipment break in Diablo 3 so I assumed this carried over as well. Regardless, the other points stand. Thanks for pseudo-necroing a thread to give a somewhat caustic response without any real input, though.
    Posted in: Theorycrafting and Analysis
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    posted a message on Lightning Barb - Best Weapons (tested)
    It feels like some procs are affected by +% elemental skill damage and some are not.

    In my experience, it seems like Thunderfury is not, but Shard of Hate and Odyn Son are.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Wyrdword + Paralysis
    It should be two independent chances to stun, not exactly added together. If your ring has a 15% chance to stun and paralysis has a 15% chance to stun, you should have roughly a 27.75% chance to stun if you use both.

    1 - (1-0.15) * (1-0.15) = 0.2775
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Lightning Barb - Best Weapons (tested)
    I think the OP meant his chain lightning proc is a 27% chance to trigger.

    I'm also torn between SOH/Odyn Son and SOH/TF. TF procs more and has the attack/speed debuff and hits more targets in a group fight. However, Odyn seems to crit abnormally hard and can triple hit single targets. Odyn is better for main handing, but I also don't like the slow speed (and also the different attack speeds between dual wield hands). I feel like overpower refreshes a lot faster with two swords, even though it doesn't hit as hard.

    Another factor to consider is Odyn Son may benefit from lightning skill damage (in my quick testing), and also buffs the damage of SOH procs. For whatever reason, the Odyn Son chain lightning crits a lot harder than TF.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Am I nuts for replacing THUNDERGOD'S VIGOR with Blackthorne?
    If you're not playing Hardcore, I'd take the damage of Thundergod's over Blackthorne's 4-piece bonus. Honestly, ground effects generally seem pretty weak to me in comparison to old Inferno mode, for example. If you have Whirlwind or Leap or Furious Charge, you probably shouldn't need Ice Climbers or Blackthorne's 4 piece 90% of the time.

    If you're trying to build a set to ignore every affix and just pound away, I can respect that. However, from an efficiency standpoint, I'd personally opt for higher damage and just practice reacting more quickly to ground effects. I used to die to elite affixes a lot when I was just starting Inferno and used HotA as my spender, but these days I think I'm pretty good at just avoiding them, especially since I switched to WW in 2.0 (when Birthright lost its ability to knock treasure out of things).
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Earthquake Skill - Questions !!! - Doubts
    1) No, it's not quite your DPS, but it's similar. It does your DPS but without your attack speed. So you should divide your "damage" stat by your "attacks per second" to find your 100% weapon damage stat. Then multiply by 26 or 45 for your earthquake rune, for example.

    2) Yes, Earthquake can critically hit. Some attacks that do damage over many small ticks won't show a yellow "critical" number, but they can still critically hi.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Hallowed Protectors, worth making 2 weapons?
    Hallowed set is a good way to get entry-level legendary-quality weapons with some extra stats on top from the set bonus. However, I think BK set would outperform them due to the higher stat bonuses and whirlwind proc. I agree that Weapon Master can be questionable with mighty weapons, but I also agree that there are many passives that can give similar or greater DPS gains. Personally I take Ruthless first (for guaranteed use on bosses), then Rampage in most situations.

    My main complaint with Hallowed weapons is that the mighty weapon looks weird- however we have transmogrification now. :)
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Lightning Barb - Best Weapons (tested)
    What passives are you using when you test?

    Edit: I just tested fulminator on a single target, with bash, and it looks like maybe the proc does damage the main target once when applied.

    Edit 2: I goofed and left my Andariel's Visage on while testing. As expected, Fulminator does nothing to single targets in my experience.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Lightning Barb - Best Weapons (tested)
    I'm surprised that the Fulminator outperformed the Sun Keeper, because as as my testing goes its proc does nothing to Ghom. I realize that it has better DPS and strength rolls, but I figured the 30% elite damage would sway things in favor of the Sun Keeper.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Shield Bash - I don't get it?
    I think that anyone who wants to rely on Shield Bash as their primary spender or damage source may want to invest in the crafted crusader shield (Piro Marella)because it can reduce the wrath cost of Shield Bash by about 50%.

    My favorite rune was Shield Cross, which would offer some AoE for about 1/3 of the main damage, but Pound seems like it hits very hard on bosses or elites.

    I personally have zero problems landing shield bashes on my targets, buy my friends have complained about desynch or bad hit detection.

    Getting a high block % on your shield pulls double duty as both a defensive and offensive increase in both Shield Bash and Blessed Shield builds.

    If I were building with damage in mind, I'd use something like this:

    I'd go for a Piro Marella with +11% block and high base block chance (29-31% after bonus), 10% critical hit, Strength, and +15% Shield Bash damage.

    I'd also round out block % with a Justice Lantern rolled into Strength, Vitality, Critical Hit, and Block Chance, or a Helm of Rule with Block Chance, Strength, 6% Critical Hit, and +15% Shield Bash damage.

    I'd use Hold your Ground and probably Divine Fortress because I'd have a 30% base block chance.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on What's keeping your pants up?
    I think it depends on the amount not only of critical hit chance you have, but also the amount of existing critical damage as well as the amount of elite damage you have:

    If you have 50% crit, 422% damage, and 0% elite damage:

    Witching Hour adds up to (1 + 0.5 * 4.72) / (1 + 0.5 * 4.22) = 3.36/3.11 ~= 8% damage
    Hellcat Waisteguard adds up to 1.08/1 = 8% damage

    So in this case, Hellcat is about equal to Witching Hour.

    If you add more critical hit damage from other gear or subtract some critical chance, Hellcat will technically be more damage against elites.

    If you already have elite damage from SoJ, Unity, or Sun Keeper, the value of the Hellcat Waistguard will diminish.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Transmog bug? or how does this work?
    I think the reason is because transmogrification is not character- or class-specific. If you transmog an axe into a sword and give it to another character (or follower), it still has the transmogrified appearance of a sword. If you were able to transmogrify 'normal' helms into wizard hats, then you could have any character equipped with a 'wizard hat' graphic.

    If you could transmog regular helms into wizard hats like Storm Crow, you run into 2 problems:

    1) Barbarians, Monks, et al. could run around wearing wizard-only gear. This would look confusing but is ultimately cosmetic.

    2) The developers would have to go back and add new graphics files for every class so they can wear all other classes' special equipment. This would be a pretty big time and money sink for something that would just confuse players (See #1).

    It kinda sucks that I can't really use the graphics for the cool class-specific equipment I find a lot of the time (like BK swords, or Madawc's Sorrow), but it solves some nasty problems in the big picture.
    Posted in: Diablo III General Discussion
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    posted a message on So what does it take to make Light WW barbs to compete against other elements?
    Quote from Jakabov

    The skill's damage needs to be about 50% higher, simply put. It's the one and only skill where the fire rune doesn't blow all the other runes out of the water, but the skill's base damage is just too low. Raise it to 400% and it'll probably be more in line with the rest of the skillset.
    ...
    I think 400% weapon damage for 10 fury is way too high. As it stands, Whirlwind does 275% weapon damage in an AoE per fury, in addition to making you immune to knockbacks and able to ignore collision (at the cost of reducing your move speed). Hammer of the Ancients does 535% damage in an AoE for 20 fury, or 26.75% per fury. In general, the cheapest spender attacks tend to be the most resource-efficient but least damaging (Blessed Hammer, Elemental Arrow). I think maybe Whirlwind could get a bit more damage to make it significantly more efficient than HotA, but 400% seems like overkill. You're more or less hammering as you move at that point.

    Actually, the Whirlwind fire rune and HotA- Smash are pretty close in terms of bonus damage. At one point, I recall Volcanic Eruption being significantly more bonus damage (like 30%), but apparently now it's only 18% (on the official site). However, Smash is only about 19% bonus (taken from the official site). I hope those are accurate.

    As far as fire skill damage goes, on armor, you can get 1 more +fire skill damage modifier than lightning or cold, 6 instead of 5. The other advantages are that one of your +fire skills affixes doesn't count against your primary glove mods (Magefist), and Cindercoat also provides very solid cost reduction.

    Lightning can get 5 affixes, but also has more procs that trigger from its damage type (Fulminator, Shard of Hate), as well as unrelated procs that do damage (Schaefer's Hammer, Thundergod's Vigor). Cold can also get 5 affixes, and has Rimeheart and Frostburns which can change the value of frost damage a bit.

    Yes, from a pure numbers standpoint, fire has more going for it than the other elements, but from a gear perspective it's only maybe 16% more damage, plus the cost reduction. Devastator + Burning Axe shouldn't really matter, because every element has at least 1 +skills % weapon, and Sun Keeper generally makes a better pair than another elemental weapon (in my opinion).
    Posted in: Barbarian: Bastion's Keep
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    posted a message on IK Fire Pets vs Earthquake
    The pets are single target (for the most part), and Earthquake is a fairly large AoE.

    Ancients do 360% of your DPS times their attack speed (not sure what this is, but probably about 1), so maybe 1080% DPS. This could easily be ~1600% with Tasker and Theo, and possibly more (I don't know their attack speed/how their skills impact their DPS).

    Earthquake + Leap does, potentially, 4650% of your weapon damage (not DPS) 3 times per 10 seconds, or about 1395% DPS. This assumes you hit all your leaps, but it's also in an AoE. Additionally, you have your 'extra' Earthquake to throw in for more damage, which gets refreshed fairly fast if you're fighting large swarms, and your Cooldown Reduction will also increase your effective DPS.

    Seems pretty comparable to me. Personally I find leap-quake more engaging than summoning pets.

    As both sets are only 4 pieces and don't share every slot, it may be theoretically possible to wear both.

    For example: Lut Socks, Ring of Royal Grandeur, IK Belt, IK Armor, IK Gloves, Earth Helm, Earth Pants, Earth Shoulders

    If you want to use Tasker & Theo, you could use the IK Mighty Weapon instead of one armor piece.

    This does cost you Andariel's Visage, Cindercoat and Magefist, so maybe not worthwhile.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on I think my game is broken
    Most streamers I watch don't play on T1, and every step above T1 gives them on average 115%^(torment level) the drops of playing on T1.

    1.3million sheet DPS seems like overkill for torment 1, although your fire damage is on the low side for that much sheet damage, in my opinion. You could probably be doing T2 or T3 in a full party with little or no problem. That'd be a good step to finding 15% or 32% more legendaries. (Note that 15% or 32% more legendaries probably won't really be noticeable until you've found 6-12 legendary items, in which case you may have found 1 or 2 'extra').

    Also, I watched Alkaizer stream yesterday, on T6, farming pretty fast, and there were rifts where he didn't find any legendaries. He found maybe 3 while I was watching, and they were all summarily salvaged because they were not useful.
    Posted in: Theorycrafting and Analysis
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