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    posted a message on Flesh Tearer and Sky Splitter unclear attributes.
    Quote from yaronl

    I just figured the exact calc. It's actually very simple and obvious .

    Lets look at the Sky Splitter, and try to calc the lower DPS which is 305.3 :

    Base Dmg: 110 + 202 = 312. 312/2 = 156
    Holy Dmg: 9 + 18 = 27. 27/2 = 13.5

    156 + 13.5 = 169.5
    169.5 * 1.8 = 305.1

    But still, does someone has an idea of were the extra 0.2 went ?
    Item tooltips display rounded stats. It's almost certainly a rounding error.
    Posted in: Theorycrafting and Analysis
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    posted a message on Socketed Items
    Quote from Jaelzadeon

    Thanks for sharing the screenshot! I didn't know that a gem socket could be a random property... very interesting indeed!
    Judging by incgamer's datamining, the higher level random property bonuses can give three gem sockets at once.
    Posted in: Diablo III General Discussion
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    posted a message on Data Collection
    Quote from italofoca

    Quote from Strill

    An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.

    But stuff like attack speed and critical damage applies to BOTH weapons right ?
    It would appear so, at least for critical damage. I don't know about attack speed.
    Posted in: Theorycrafting and Analysis
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    posted a message on Data Collection
    Quote from Pions

    Quote from Strill

    Quote from Pions

    So does this affect the value given as Basic Attack DPS?
    yes

    So in the barbarian image, the basic attack DPS of 68.52 is not correct. What should it be? 100% less?
    No, the critical damage used to calculate the DPS value in the window is 100% higher than it should be.

    The formula used, at least for the current stat bonuses, is
    (main hand average DPS + offhand average DPS) / 2 * IAS bonuses * (1+(Attack)/100)* ( crit * crit damage + 1 - crit)

    The catch is, crit damage is +100% higher than it should be.

    In the barbarian example...
    Main hand average DPS = (10+18+4+8+2+4)/2 damage * 1.3 APS = 29.9
    Offhand average DPS = (9+14+5+10+2+4)/2 damage * 1.3 APS = 28.6
    IAS bonuses = 15% (dual wielding)
    Attack = 59
    Crit = 12.97%
    Crit damage = 100% (base) + 117% (crit damage bonuses) + 100% (bug)

    So the listed dps comes out to...

    (29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*3.17 + 1 - .1297) = 68.53
    The slight discrepancy is due to either crit being rounded up on the character sheet, or some of those ring damage bonuses being rounded, as beta testers have found that +damage, even though it is displayed as a whole number, is often a fractional number.

    The actual DPS has 100% less critical damage, so it should be...
    (29.9+28.6)/2 * 1.15 * (1+59/100) * (.1297*2.17 + 1 - .1297) = 61.60



    An interesting thing that this shows is that the damage bonuses from rings apply to both weapons, while the elemental damage bonuses on weapons do not apply to the other weapon.
    Posted in: Theorycrafting and Analysis
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    posted a message on Can Demon hunter use a 1h xbow and shield?
    Quote from kager

    I play hardcore exclusively back on Diablo 2, and now beta testing diablo 3, I can honestly say there is almost no reason not to use a shield with a one hander on all classes. The added ac mitigation bonus alone is huge.

    Your attack speed and damage remains the same (you just cycle two 1 handers if you have them equipped) and the armor and block bonus can more then make up for some class specific bonus's that you may get on a quiver or 1hand xbow.

    The only reason I could see you would want to run two 1 handed bows would be to cycle on hit affects like life steal and snare on two different weapons, or make use of a set bonus.
    Dual Wielding gives a +15% attack speed bonus.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Data Collection
    Quote from Pions

    So does this affect the value given as Basic Attack DPS?
    yes
    Posted in: Theorycrafting and Analysis
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    posted a message on Can Demon hunter use a 1h xbow and shield?
    Quote from ECBron

    The DH has too many slows, snares, stuns, and escapes to even consider using a shield as a viable replacement for two one handed xbows, a two handed xbow, or a two handed bow. The entire point of having one handed xbows is to duel wield them not to have one and a shield. If you use a shield on a demon hunter you are doing it wrong.
    Why don't you go play hardcore mode and then get back to us.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Data Collection
    Quote from Pions

    Im trying to get the basic dps value and its annoying me but here is something (albeit probably obvious)

    On demon hunter, weapon does 2-8 dmg and extra 2-4 arcane dmg with 1.8 APS resulting in 14.4 DPS

    Therefore
    Min dmg = 4 = 2 WEAPON + 2 ARCANE
    Max Dmg = 12 = 8 WEAPON + 4 ARCANE
    
    (12 + 4) / 2 = 8 AVG DAMAGE
    
    8 AVG DMG * 1.8 APS = 14.4 DPS

    There's a known bug that the critical damage used by the basic attack DPS calculation is +100% higher than it should be. So a critical damage of +200% would be calculated with a total of 100% (base) + 200% (Crit) +100% (bug) = 400% total.

    The DPS values shown on weapon tooltips don't seem to take crit into consideration.
    Posted in: Theorycrafting and Analysis
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    posted a message on Data Collection
    Quote from Soul

    Quote from Pions

    Quote from Soul

    Quote from MadViking

    Quote from Strill

    Huh. A base 10% lifesteal. That's unexpected.

    Passive skill Bloodthirst gives 10% life leech, available at lvl 10.

    The listed value is thus from this skill, and there is no base life leech.


    Correct, sorry I forgot to take the passive off lol.

    I'll be uploading a picture of all classes @ lvl 13 with no items / passives on( will take 5 mins)

    Soul you rock! Any data is good data. Dont worry about making him naked, so long as you explain the gear he is wearing (what properties they provide)

    I've done one better =)

    Barbs Stats and Gear
    Passive: Weapons Master (currently 10% Extra Crit in Beta, Skill Calc on Bnet site says 5%)


    Demon Hunters Stats and Gear
    Passive: Steady Aim (10% Extra Damage as long as no enemies within 10 yards)


    Monks Stats and Gear
    Passive: Fleed Footed (10% Increased Movement speed)


    Witch Doctors Stats and Gear
    Passive: Spiritual Attunement (Max mana increased by 20%, Regenerate 2% mana per second)


    Wizards Stats and Gear
    Passive: Glass Cannon (20% Damage Increase, Armor and Resistances Reduced by 10%)

    Enjoy!

    Hypothesis:
    Base HP = 36 + 4* Level
    HP/Vit = 4

    Demon Hunter: 449 Life (+9%)
    ((13)*4 + 36 + 81*4)*1.09 = 449.08

    Barbarian: 360 Life
    (((13)*4) + 36 + 68*4) = 360

    Witch Doctor: 228 Life
    (((13*4) + 36 + 35*4) = 228

    Wizard: 416 Life
    (((13*4) + 36 + 82*4) = 416

    So they all match that hypothesis.


    What I'd really like to see is how % bonuses stack. Like, two +life% bonuses, or two +attack speed% bonuses, or attack speed% and dual wield.

    Critical hit% at least stacks additively with itself.

    One interesting tidbit you can conclude from the Wizard screenshot is that listed Attack Speeds on weapons are not exact. The weapon says 1.3 APS, and he has a ring that gives +5% attack speed. 1.3 * 1.05 = 1.365, which should be rounded up to 1.37 APS, but is instead listed as 1.36 APS. The weapon's attack speed must be less than 1.3
    Posted in: Theorycrafting and Analysis
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    posted a message on Beta Combat Mechanics Compendenium
    Quote from pmpch

    Summary of Health and Vitality

    Health = Level * 4 + Vitality * 4 + 36 = (Level + Vitality + 9) * 4


    Monk
    BaseVitality(Level) = Level + 8
    BaseVitality(60) => 68
    BaseHealth(60) => 548


    Witch Doctor
    BaseVitality(Level) = Level + 9
    BaseVitality(60) => 69
    BaseHealth(60) => 552


    Wizard, Demon Hunter
    BaseVitality(Level) = Int[ (Level + 5) * 1.5  ]
    BaseVitality(60) => 97
    BaseHealth(60) => 664
    Int ~ Excel::Rounddown


    Barbarian
    BaseVitality(Level) = 2 * Level + 9
    BaseVitality(60) => 129
    BaseHealth(60) => 792


    Unfortunately, the formula is off by +40 compared to this image, which is strange. (shown: 3072, expected: 3112)

    Sources: mfb, Nicro
    Maybe you stop getting base HP from leveling after level 50?

    Anyways, with this information I can calculate the proportion of Vitality and Defense which gives maximum EHP for a given attribute total. In other words, this shows you how to gem for maximum EHP.

    http://diablo.incgamers.com/forums/showpost.php?p=8063180&postcount=18

    In order to maximize gains, set marginal cost = marginal benefit. In this case, that comes out to:
    EHP formula with +1 DEF = EHP formula with +1 VIT

    ((B + V * H) * (1+((D+1) - T)/(3*L))) / ((B + (V+1)*(H) )*(1+(D - T)/(3*L))) = 1

    B = Base HP with no VIT
    V = Vitality
    H = HP per VIT
    D = Defense
    T = Defense Threshold
    L = Level

    T=2L+6
    L=60
    H=4

    Putting that into Wolfram Alpha comes out to:

    D = B/4 + V - 54

    If we substitute in Base HP:
    B=4L+36

    D = V+15

    So in other words, you want Defense to be fifteen points higher than VIT for max EHP, OR you want to put all of your points into DEF for maximum healing effectiveness, or somewhere in-between those two. You NEVER want to put all your points into VIT as it gives less EHP than D = V + 15, and has none of the additional healing effectiveness improvements DEF has.
    Posted in: Theorycrafting and Analysis
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    posted a message on Data Collection
    Huh. A base 10% lifesteal. That's unexpected.
    Posted in: Theorycrafting and Analysis
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    posted a message on Beta Combat Mechanics Compendenium
    Quote from MadViking

    Seems the way vitality works is very complex, and not the easy linear approach it had in D2.

    Concerning how precision works: I honestly don't understand how some people have arrived at the conclusion that it requires 1500 precision to get 100% crit chance at lvl 60. This value seems to merely fabricated out of thin air. None of my own work is getting values anywhere near this.

    It's because if you graph precision needed for 100% crit vs level for levels 1 through 13, the graph approaches an asymptote at around 1500. The best explanation I've read is that the crit/precision vs level formula is a piecewise function.

    Quote from pmpch

    I'm aware of your numbers. Anyway, despite not knowing the formula (you guessed: it's a server side calculation) we can however see a trend. This is for the Wizard.

    Lvl     Vit     Hlth    Hlth / Vit
    1       9       76      8.44
    2       10      84      8.4
    3       12      96      8
    4       13      104     8
    5       15      116     7.73
    6       16      124     7.75
    7       18      136     7.56
    8       19      144     7.58
    9       21      156     7.43
    10      22      164     7.45
    11      24      178     7.42
    12      25      184     7.36
    13	27      196     7.26
    14      28      204     7.29


    As we can see at 30 Vitality it is close to Health = 7 * Vit.
    Actually it's 6.667. If you ignore level, then 1 Vit adds +8, +6, +6, +8 ,+6, +6...

    ( 8+6+6 )/ 3 = 6.667
    Posted in: Theorycrafting and Analysis
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    posted a message on Beta Combat Mechanics Compendenium
    There's a good post on the precision formula over at the incgamers forums.

    http://diablo.incgamers.com/forums/showthread.php?t=813161

    The basic idea is if you plot the precision needed for max crit vs level based on current beta data, it approaches an asymptote around 1500 precision. So the gamescon level 60 stat screen showing ~9,000 precision for max crit is probably wrong.
    Posted in: Theorycrafting and Analysis
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    posted a message on What if we don't want Runestones skills!!
    Quote from Prunetracy

    Are we really just talking about hydra here? Can anyone provide an example of another skill where the original function of the skill is not preserved by at least one rune?

    If so, it's an issue with hydra, not the game system. And it can be fixed by changing one rune effect.

    Demon Hunters have the same problem. If you want a raven as your Demon Hunter companion, for example, the only way to get it is unruned. If you want Elemental Arrow to deal fire damage, you also have to keep it unruned.

    So far, on this specific topic, I don't see any "flaw". I see people worrying about not being able to use a skill without a rune. It's like saying "damn you fps-developer, I wanna use my melee weapon to kill enemies for the whole game" or "I don't want my pistol to be visually upgraded and shoot stunning bolts, I want it's original effect". It's just not gonna happen.
    You're making a straw man argument. The skill animations are not fancier or better. Some don't even resemble the original animation at all. They're just different. In an FPS, your pistol would have all of its original functionality, with some additional functionality added on. With runes, you have to sacrifice some of the original functionality for the new functionality.
    Posted in: Diablo III General Discussion
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    posted a message on Data Collection
    Quote from pmpch
    Block can't be tested. The effectiveness of Block relies on "end game" equipment stats (block amount and chance) and the question if block is before damage mitigation from armor defense (which makes it useless) or after (which might make it useful, depending on the stats). Another question is if the animation locks out additional blocks. There is basicly no way to test this in the beta. So why bother.

    We could at least test whether block and dodge use a single-roll system or a multi-roll system. It shouldn't be too hard if you put a shield on a monk with Mantra of Evasion and take enough datapoints.
    Posted in: Theorycrafting and Analysis
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