I see both sides. It initially feels like it will be a grind to find a specific desired rune. But combined with the fact that you don't have to fight for dropped items and there is a great AH to sell/find runes, I think it will not only be a blast to hunt for them but it won't be as tedious as it seems.
IMO- for the people who love the aspect of interchangeable skill on the fly and for the people who desire a more concrete way of building a characters identity, this rune system seems to be a solid middle ground. I support it.
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From InsideGamer.nl
"The beta will keep you occupied for about six hours and lets you see the beginning of the game. But before you take one step into the demonic world, it’s time to create a character. In my case, I went for the Monk, a class that combines close combat with magic attacks. Of course it’s possible to adjust the character, in terms of facial expressions and the way your hair looks, but honestly I didn’t give a damn. Hence I entered the world with the default bald and grumpy Monk."
Interview
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HAH!
Gotta have a sense of humor about yourself sometimes.
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That was my wish anyway.
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I'm reading 3.00% chance to crit hit then on the right, it looks like 2.61%.
Lower?
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I was never aware of a distinct advantage using a staff over orb in D2, other than freeing up a hand for a shield. I'd like to use a shield in D3. Is there anything I'm potentially 'losing' by using an orb/wand versus using a two handed staff? I'm thinking I'm gaining a great increase in defense that would come in handy in higher difficult levels.
I'm thinking of utilizing a wand and shield for a D3 build. Assuming a weapon damage rating of 100, if I chose Virtuoso for a passive (Increases basic wand attack damage by 100% and grants 15AP for each successful hit) then my wand damage would be 200. Spells would be based off of weapon damage, which should be 200 right? They wouldn't base their calculations off of the original 100 weapon damage right?
Numbers, numbers, numbers,
DKR
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Thats 2/sec
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Energy Armor-Alabaster-Also increases your Precision by 40% while Energy Armor is active.
So from the numbers below, does this mean your actual Precision attribute (26) would be increased to 36.4? Or does it mean your chance to critically hit is raised to 44.35?
I'm just checking, but I assume if it was going to raise your chance to critically hit, then it would say "Also increase your chance to critical hit by 40%...."
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Check the skills page!!!! BLizz updated it and its COMPLETELY DIFFERENT!
WE JUST WAASTED SOME MUCH TIMET
AGIOHAOGHAEO;GHAOIERGH;OAEHGO;IAEHG'OIARHGO;IAR
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A few mis-copy/paste and mistakes. Thanks guys. This is a community thing and for everyone to share and add.
For simplicity, regarding Energy Armor-Alabaster, I make 40% of the total amount of time the skill did damage and made them crits. I believe, without looking, that the total number of hits from that skill in 120 seconds was 102....40% of them roughly being crits.
Awesome job emyln
Do keep in mind friends, that I am serious about not assuming the highest damage 'scoring' combinations are the best. It was noted in a couple previous posts above this, but I've said it before and I'll say it again. It's not how much damage you're doing, it's to who and how many.
For baseline, simple, starting-point numbers its my opinion numbers should be based on single targets. Then we can, on our own, ponder on the damage possibilities when these skills (say, meteor) hit MULTIPLE enemies.
Tough stuff. Blizzard isn't f****** around on this one.
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Are you expecting to get up close and personal in PvP with this? Would Explosive Blast or Wave of Force be worth it?
DKR
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Things spreadsheets fail to accurately depict would be any of the following:
-One person may click their mouse fast than another
-One person may press keyboard buttons less rapidly
-Unknown interruptions in the natural flow of combat
-just general, play style and ability
What they're good for, is a starting point for a build. The numbers I'm crunching are damage/sec over a certain time period. I advise you all to take my information into consideration, but have other types of skills to compliment them for different situations.
Again, these numbers are based on a 'perfect world' and 'best case scenario'. They are for you to consider and to figure out how to fit them into your build, should you decide to do so. I am reporting numbers. Not which combination is best. The 'best' combination will depend on your other skills, what kind of player you are, and how the game plays once its released.
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Skills & Runes I'm Comparing
Offensive: Ray of Frost - Magic Missile - Disintegrate - Arcane Torrent
Defensive: Storm Armor - Energy Armor
Runes: Golden - Crimson - Alabaster
120 Second Time Period
Please ask questions if you have them, and if you find mistakes, please let me know. I've checked my work but I'm only a man. If you have requests let me know. But please be aware that it is impossible to get reliable numbers on damage for some skills. These figures may be, in certain situations or points in the game, infeasible. I created this for myself and to contribute to the community in a small way. Also, do make note of the "~" in front of the damage numbers. I work with averages.
Keep in mind...don't automatically think the combination with highest damage is the 'best'. Your other skills can easily change the conceptual play-style and/or total damage.
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#1
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63609.6 damage
#2
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Golden 80.8 dmg and 14AP per hit
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63616 damage
#3
Prodigy 5AP gained when Signature spell is cast
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Magic Missile-Crimson 178.4 dmg
Method: RoF until AP is depleted, MM until refilled, repeat
= ~63168 damage
#4
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Ray of Frost-Crimson 642.4 dmg/sec
Arcane Torrent-Crimson 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells (after the 1st initial cast)
Method: Rof until AP is depleted, AT until refilled, repeat
= ~61291.52 damage
NOTE* - The damage total remains the same when casting AT to any point of AP regeneration.
#5
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Disintegrate-Crimson 742.72 dmg/sec
Arcane Torrent-Crimson 230.4 dmg, but 506.88 dmg from being disrupted, taking 120% more damage from Arcane spells
Method: Cast AT, then Disintegrate for 6 seconds, repeat. This is to ensure Dis has 120% damage boost
= ~79904.64 damage
#6
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor-Alabaster Increases Precision by 40%, increases defense 20%, lowers AP by 20
Ray of Frost-Golden Reduced to 3 AP/sec 543.84 dmg/sec.
Method: Constant casting of RoF over 120 seconds. 40% of them being crits from EA-Alabaster
= 87014.4 damage
#7
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Golden 4.5 AP/sec regeneration
Energy Armor-Alabaster Increases Precision by 40%, increases defense by 20%, lower AP by 20
Arcane Torent-Crimson 172.8 dmg
Disintegrate-Crimson 253.2 dmg but 557.04 dmg from being disrupted
Method: Cast AT, then Dis for 6 seconds to ensure it gain 120% damage, repeat. At a certain point, there is a downtime to wait for AP regeneration (only 6 seconds to refill from 0). I left it open/blank denpending on various build possibly incorporating an AP regen Sig spell.
= 78138 damage
#8 - Courtesy of emyln
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Method: Cast MM all the way
= ~21408 Damage
#9- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Golden 50.5 dmg , +14AP
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy - +5AP
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51672 Damage
#10- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Magic Missile-Crimson 111.5 dmg
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - Indigo +40 AP
Prodigy
Method: Meteor till AP gone, then MM till Full AP, repeat
= ~51475.2 Damage
#11- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 62499.2 Damage
Scenario E is very funky. In order not to get the same results as scenario D, I had to do 3 Meteor + 4 Ele + 3 Meteor + 3 Ele .... (so AP regen on the 3 Ele's were not quite to max.)
#12- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Electrocute - Golden (HUGE ASSUMPTION of hitting 3 targets for +21AP every cast) - 90 dmg (again assuming 30dmg per target - very very unlikely)
Meteor - Crimson - 633.5 dmg/sec (Ignore burning beyond 1st sec)
Energy Armor - +40 AP
Prodigy - +5AP
Duration: 120 sec
Method: Meteor till AP gone, then MM till Full AP, repeat
= 66847.2 Damage
#13- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Storm Armor-Golden 7AP cost reduction in skills
Arcane Orb - Crimson - 351.5dmg (28AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (13AP)
Duration: 120sec
Method: Cast AT once, cast AO next 6 secs, MM till max(3 times), repeat
= ~94757.76 Damage
#14- Courtesy of emyln
Astral Presence +20 AP and +2/sec regeneration
Prodigy - +5AP
Glass Cannon +20% damage -10% armor & resistances
Familiar-Crimson +40% damage
Energy Armor - Indigo +40Ap
Arcane Orb - Crimson - 351.5dmg (35AP)
Magic Missile-Golden 50.5 dmg and 14AP per hit
Arcane Torrent - Crimson - 144dmg + Disruption for 6 secs (20AP)
Duration: 120sec
Method: Cast AT, Cast AO next 5 sec, Cast AT, Cast AO Next 5 sec, Cast AT, Cast MM next 5 secs, repeat
= ~101073.12 Damage
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Exactly ! Great point. As noted, my figures will vary between players. Just a starting point I guess you could call it.
Love the text in quote box. Touche
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Meteor - over 3 second time period - ~1013 damage
ArcOrb - over 3 second time period - ~1686 damage
Disint - over 3 second time period - ~1012 damage
While the numbers represent damage, to the real question is "to who and how many?"
Just fyi ! I'm not even sure if this information is relevant to anything ATM.