1. Yes but also debatable. For example the Wizard's Magic Missile (Lvl1) vs Blizzard spell (L26). Is Blizzard better? Sure but you can't spam it like you can with Magic Missile. And if you take the correct passives, MM will even generate AP for you so you can almost spam Blizzard. That's the fun part of the new Active/passive/Rune system.
2. Yes. Magic Missile at level 1 does NOT do 40-61 dmg like it does at level 60. And yes, you get tired of using Magic Missile and just found an awesome weapon that does crazy dmg, switch out your skills to Spectral Blade and now you're a melee wizard.
3. I've heard many different versions on this, but there is no Official word on this. Runes are swappable but not sure if once socketed, are they only for that specific skill. Meaning you can swap runes, but what happens to the rune that just got taken out is unclear.
- emyln
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Sep 6, 2011emyln posted a message on Inferno RevealedUmmmm... Look up South East Asia (SEA). It includes Brunei, Malaysia, Indonesia, the Philippines, and Singapore. These countries more spifically Brunei, Malaysia, and Singapore are not 3rd world countries which we associate with "Chinese Farmers". In fact Singapore is listed as a developed country.Posted in: News
They are very familiar with US currency and trust me when I say gold farming is not coming from SEA. The ONLY countries where gold farming thrives are countries where the dollar exchange is much lower. Singapore and Brunei's current dollar exchange is about US$1 = S$1.25 and cost/standard of living is equivelent to that of a major city like New York or Tokoyo. -
Aug 31, 2011emyln posted a message on Character Resource PageI love how they split the resources for the all the classes, and being a Sorceress person I'm totally in love with a fast regen resource. Kinda worried about the shallow resource comment but ... from all accounts the first few levels will be spam heaven.Posted in: News
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BTW I might have missed this but, in light of the changes to skills done yesterday, is there mention of an update to the beta to reflect the changes? Or has that already been done?
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From his posts, its obviously he thinks that everything Blizzard has done is a direct result of his superb skills of deduction and reasoning. (** Sarcasm in case you can't tell **)
It never occurred to him that in order to have all the web page updates happen, the decision to switch a wizard from spell numbers to weapon damage was probably in the works at least several weeks before if not months. As assumed by many, the beta we are playing is quite a few builds behind what Blizzard is actually testing internally.
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1) Why 1000 base damage? (as opposed to say 100?) Is it for ease of calculation? Just trying to get a sense for the calculations and basis for comparisons.
5) Its a good start I think. However, a little limiting but I see the need for rules to follow.
For example, Procylon's use of Frost Nova (a utility) should be excluded because it is (1) a utility and given the time frame of 7 seconds, an excellent way to increase dmg by 110% for 4 seconds and applies to all damage spells.
Where do we go from here. Folks will inevitably want to start creating builds/combos, with more than just 2 spells and will want to add utility/passives. What rules should be restrict ourselves to?
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OMG OMG OMG
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Scenario #AB
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
Scenario #AC
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
With this scenario, You have a 160AP pool, and can keep AT up constantly except for the 1st second. You can do 2 sets of AT + 5AO, AT again then 5 MM (cos MM is arcane dmg). Someone check my numbers to keep me from Lying. My only regret is we can't also have Temporal Flux up.
And in my estimation, finish the final skill with Slow time so you can spam the whole sequence even faster!
http://us.battle.net...kQOS!YbX!bZZYZa
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Uhhhh... ok sure, so I basically took the damage from all Meteors and multiplied by 3 (Scenario D)
= 165886.4 dmg
Logic tells you it's crazy awesome dmg, however unrealistic, cos you can also do the same with Disintegrate, have 3 mobs stand close in a row, AT dmg might affect all 3 and Disintegrate will hit all 3 cos of pierce.
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Making some really really unlikely scenarios using Electrocute which is why I didn't include them originally.
Scenario #D
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.)
Scenario #E
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
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But while we're in that vein I thought to add a few more scenarios. Meteor's numbers don't look as good as Disintegrate and AT but its also an AoE spell and no one has really seen it in action.
Disclaimer: This is Diablo 3 and honestly Max damage builds are not always the best options. So don't think Crimson Familiar and Glass Cannons are mandatory in builds. And if it turns out they are mandatory, Blizzard will nerf them, count on it.
Scenario #A
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
Scenario #B
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
Scenario #C
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
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Scenario #1 - Actually got the exact same number you did
Scenario #2 - Got the exact same number as scenario 1 - 63609.6 But its a minor diff regardless.
Scenario #3 - Got the exact same number you did
Scenario #4 - Had to finagle 2 rows but I see how you got the numbers
However the first cast of AP is not at 120% so it should be ~64609.28 dmg
Scenario #5 - Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
Scenario #6 - Got the same number you did, but again 1st cast of AT does not have 120% so it should be 79904.64]
But I did crunch the number if you cast Disintegrate for 5 sec then AT on the 6th sec then its 84133.12 dmg
Scenario #7 - Again Unless I miss something RoF will never get the 120% damage boost, its not arcane dmg.
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- No reason for this build to ever need Prodigy. But you also have 3 spells with cooldowns. Switch to Evocation.
This is personal preference, but I'm not sure about crit chance using this build. Will wizard gear have a lot of precision/crit? So I switched
- Final change which is also pure preference is using MM with Alabaster rune. No Aiming.
http://us.battle.net/d3/en/calculator/wizard#ZSOhei!VZd!aaZZcY
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It's true you'll like using knock back from SB/MW, so why not use Wicked Wind (Alabaster). Wicked Wind would take care of mobs who didn't get knocked back since its stationary and would even help with elites. Of course it would also depend on how impressive that huge ET from Obsidian is, both in numbers and visually.
One more thing, instead of Frost Nova. What about Arcane Torrent with Obsidian to create Arcane Mines. Place the mines just right, wade in, knock them into the mines , and any still alive will need to contend with your ET's.
I'm assuming you use Arcane Torrent before wading into battle so AP should not be much of an issue.
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I think Prodigy is on-proc, not on hit, but need confirmation on this. Which means if you do use it as AP regen, only, you don't even need to bother aiming. Just click click click to get AP and cast your dmg spell.
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One danger of Shock Pulse if it acts like Charged Bolt, is that to get full effect from the spell, you would have to be quite close to the target for them to receive the dmg from all the bolts. But that's only for elites and above, and sadly no chance of a 22+ bolt build which carried me through Hell in D2.
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Glad that I've at least generated some curiosity into Magic Missile. Have I mentioned I love the spell? (Visions of D&D 1st edition, 1 missile every 2 levels).
I have been eyeing Arcane Torrent, and I interpret it as calc damage, add Attack attribute Dmg, multiply by 1.6, and multiply again by 2.2 But then again that's a lot of damage, and I don't quite understand if AT does area dmg? casting delay? Or does it deal dmg at the precise point the mouse is over, and instead of a ray it just... does damage.