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    posted a message on Beta Contests Over, Patch 13 Class Changes, Curse Weekly Roundup
    I 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 & Announcements
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    posted a message on Good Luck :)
    Good luck ^_^
    Posted in: Diablo III General Discussion
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    posted a message on Overpowered skill
    The Hex skill for WDs disables you for 8 seconds and has a 10 second cooldown. Anyone remember the Shaman 6sec silence with 8sec cooldown? add the horrify and confuse skills and quit the game. I wonder how diminishing returns will work and whether all CCs and stuns will have a shared immunity cooldown and how long will that be. In wow you have to wait 8 seconds for diminishing returns to reset, but if hex, confuse and horrify are on different returns then you can pretty much keep a character disabled in definitively ; on the other hands if they are on a shared CD then you can only really use 1 per build. Also worht asking how many hexes will the hex totem cast at one point in pvp and how often it will heal allies.
    Posted in: PvP Discussion
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    posted a message on What class do you think will be on top?
    WDocs seem to have a fair amount of mitigation, healing, CC, snares, and damage. With such utility a well geared WD will always be present in the pvp ladder somehow. How high will come down to pet AI or manual UI options. If all pets will attack the last target you hit, or the last target who hit you.
    Posted in: PvP Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Survival Witch Doctor
    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.
    Posted in: Diablo III General Discussion
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    posted a message on Diablofans Diablo 3 Beta Key Contests! 450 Keys to win!
    Happy go lucky good times batman!
    Posted in: News & Announcements
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    posted a message on Weapon attack speed effect spells?
    Quote from BR_GuyFawkes_BR

    Quote from Fiver88

    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.
    You don't atack every 1.4s. You deal 1.4 damage per second = DPS
    Look at you weapon. It has a minimum and maximum damage, and an atack speed. The DPS of the weapon will be the (min+max)/2 * atack speed. If your weapon's average dmg is 7, with a 1,2 speed, your weapon gonna have 8,4 of DPS.

    btw: dps shown on weapon is just a reference for the weapon, your final DPS won't consider it. It will consider:
    1 - the sums of all averages damages - average of weapon + average of ring, amulets and others (1-2 ->1,5 or 2-4 -> 3)
    2 - stats that increase dmg - inteligence and critical chance for the wizard
    3 - atacks per second - sum of weapons atack per second + extra speed from gloves
    4 - skills/traits - like Glass Cannon

    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
    • 21.0 Damage Per Second
    • 6–24 Damage
    • 1.40 Attacks Per Second
    • Increases Mana regeneration by 3 per second (Witch Doctor Only)
    • +2 Random Properties
    • Durability: 35–45
    Journeyman Spade
    • 2-Hand
    • Monk Only
    • Magic Daibo
    • 18.2 Damage Per Second
    • 12–21 Damage
    • 1.10 Attacks Per Second
    • Increases Spirit regeneration by 0.55 per second (Monk Only)
    • +2 Random Properties
    • Durability: 35–45
    PS. Used Daibo as example. Monk only overlooked, but the argument remains. Slower weapon would yield more benefits over faster weapons. Could ring up an equip able weapon for review.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Weapon attack speed effect spells?
    Quote from Harmonica39

    Quote from Fiver88

    Would be really interesting to know. The skill already should scale on weapon damage. If it does not implement attack speed in the weapon damage calculations it should implement it in the skill cooldown (global cooldown for spamables), otherwise one is forced to look for the slowest possible weapon for a higher wpn dmg multiplier and might end up seeing WDs with staves (unless D3 has weapon class restrictions). The easiest design would be to not mess with global cooldowns and simply add the attack speed into the weapon damage calculations (Attack Damage * Attack Speed). Using Damage per Second as the multiplier instead of Attack Damage will allow for a smoother player experience instead of having to calculate the damage vs speed differential upon every item drop. WoW applied this to every weapon description long after initial release but I believe Blizz is one of the most tenacious companies out there. They learn from their previous developments quickly.

    i think its fine the way it is right now. you have the choice, do you want to use a faster weapon with lower damage to up your damage output with non-cooldown skills -> more continual damage or do you want to rely on heavy hitting cooldown skills but not be able to do as much continual damage.

    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?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Weapon attack speed effect spells?
    Quote from Harmonica39

    doesnt the attack speed actually show the attacks per second? so your new dagger should be 0.2 attacks per second faster than you old weapon.
    not sure though because im not in the beta

    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.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Weapon attack speed effect spells?
    Would be really interesting to know. The skill already should scale on weapon damage. If it does not implement attack speed in the weapon damage calculations it should implement it in the skill cooldown (global cooldown for spamables), otherwise one is forced to look for the slowest possible weapon for a higher wpn dmg multiplier and might end up seeing WDs with staves (unless D3 has weapon class restrictions). The easiest design would be to not mess with global cooldowns and simply add the attack speed into the weapon damage calculations (Attack Damage * Attack Speed). Using Damage per Second as the multiplier instead of Attack Damage will allow for a smoother player experience instead of having to calculate the damage vs speed differential upon every item drop. WoW applied this to every weapon description long after initial release but I believe Blizz is one of the most tenacious companies out there. They learn from their previous developments quickly.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Will a healer class dominate pvp?
    As it is set up healings seems like a balanced utility. Because the monk is using a constant-limited resource (Spirit) to heal, he will have to constantly choose between Damage output and Healing. It seems to be better to continue attacking and debuffing the target for 25% of his damage output while making him go into defensive gameplay than trying to healbot; but a mantra of healing + direct heal combo may give you or your partner just enough strength to counter a burst. This gives it a better live action feeling and makes every battle more dynamic but not overpowering. The real question of balancing is how much will the average health pool be and will healing skills scale with gear (as do damage skills). If the healing is too strong, scales, and spirit generation is too high, then a problem shows up. But that's all just fine tuning. The current design is balanced towards having healing as utility.

    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.
    Posted in: PvP Discussion
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