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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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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.
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The DPS values shown on weapon tooltips don't seem to take crit into consideration.
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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
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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.
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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.
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
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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.
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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.
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.
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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.