- Fiver88
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Member for 12 years, 1 month, and 26 days
Last active Thu, Mar, 1 2012 18:42:56
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Feb 28, 2012Fiver88 posted a message on Beta Contests Over, Patch 13 Class Changes, Curse Weekly RoundupI can't play anything at all (yet) since i still don't have a beta key, but I still have read all the changes of all the released patches. They give me an idea of what the developers are looking for and how things are shaping.Posted in: News
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Feb 27, 2012Fiver88 posted a message on Diablofans Diablo 3 Beta Key Contests! 450 Keys to win!Happy go lucky good times batman!Posted in: News
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http://us.battle.net/d3/en/calculator/witch-doctor#gdWUXY!aVh!YaZcaa
The idea is a heavy damage strong utility life leeching WD with strong mitigation from passive skills and life link and a CC/Heal alternative of Horrify<Spiirt Walk<Hex<Spirit Walk. If mana is very limited I will use Pyrogeist firebomb instead of Spirit Barrage.
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Yeah, D3 correctly states "Attack per seconds". That was a note on games overall. 1.4 Attacks per seconds is not 1.4 Attack speed.
As far as the final DPS. The issue at hand is whether the attacks per second scales the skills global/actual cooldowns or the damage. Currently tooltips display skills scale directly from weapon damage. The Journeyman Jagged Edge has an average of 15 damage per hit but 21 damage per seconds. So if it scales on damage per hit you can see it being lower dmg than damage per second. The Journeyman Spade on the other hand has 18.2 DPS but 16.5 damage per hit. So the lower ranked 1.1 attack per second Daibo with less stat bonus scales better with skill damage for fixed cooldown spells and use less mana per cast (as explained on previous post). The point being scaling from damage per second and ignoring attacks per second when discussing cooldowns and global cooldown would be easier than having to consider so many things or just going for the slowest weapon.
Journeyman Jagged Edge
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The problem I find with that is the mana pool constraint (given their is no unlimited mana). Faster spams of low damage skills does the same DPS as slower spams of high damage skills (given they hit and a balanced ratio). But if mana cost is the same then the fastest skill with lowest damage output will have the lowest damage per mana output (They'll do less damage with a full mana pool than what someone with a slower weapon would). Faster weapons would then end up giving lower damage over time, being outlasted by the slow weapons. (This is theorycrafting to infinity, don't really know what the mana pool and regeneration looks like right now).
The point really is, it can get over calculated and very complicated to make a fully informed optimal upgrade lol.
P.S. Is it affecting the current skill cooldowns or only the spamables? Is a slower weapon scaling better with skills that have fixed cooldowns (Grasp of the Dead) and do pets gain any bonus from attack speed as well?
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It depends on how they calculate it doesn't it? Attacks per seconds show it inversely than Attack speed. Attacking 1.4 times per second (1.4/1) is 0.6 seconds faster than attacking every 1.4 seconds (1/1.4). Please advise.
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I was considering Witch Doctors for a strong support. WD finally got fine tuned though and don't seem to be tanks anymore. The previous skill system granted them too much mitigation (20% mitigation + 40% damage transfer to dogs + 65% mitigation + some other thing I cant recall right now). WD will be the real forum buster for "balancing". Like warlocks in WoW, people have a hard time defining balance on a utility char due to the difficulty of play, damage output, and survivability.