hey, I was wondering how much critical strike chance Sharpshooter was granting me.
Sure, it's a guaranteed crit for the opening burst, but after that? Is it still usefull?
Want to know how much DPS you gain from the buff? How much overall damage increase it grants?
If someone else wants to know, you may use the spreadsheet. I hope I did it right.
The only thing you have to do is edit your Attack Speed and your Critival Strike Chance, then it should tell you an approximation of your average Critical Strike Chance gained from the talent.
If you want to, you can also edit your Critical Damage (from the charscreen) and your DPS without Sharpshooter, then it will tell you your absolute and percental DPS increase aswell.
free for all to use:
https://docs.google....V4bFg0VXc#gid=1
if it doesn't work (i.e. if someone changed it without permission) you can download it here:
https://dl.dropbox.c...shootercalc.xls
keep in mind its an approximation. because I'm to lazy to make it really big, it analyzes the first 33 shots you fire off straight after a critical hit. Thats sufficient as long as you dont go much higher than about attackspeed 4.0 with absolutly no ciritical strike on gear. but thats unrealistic anyway. (not so much itembudget available, and time spent kiting etc)
if it doesnt work, or there's something wrong, please let me know. and please only edit the 2 green and 2 orange cells.
thanks
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Edimasta posted a message on How much is Sharpshooter worth to me? This spreadsheet tells youPosted in: Demon Hunter: The Dreadlands -
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Sabvre posted a message on Sharpshooter PassiveYour formula to calculate your chance to crit per second is:Posted in: Demon Hunter: The Dreadlands
(((0.05)+(X)+(0.03*Y))*Z)
X = Additional crit chance from other skills and items
Y = Seconds since last crit
Z = Weapon attack speed.
Example:
* No Additional Crit Chance
* 1.6 Attacks per Second
* 6 Seconds since last crit
(0.05+0+0.03*6)*1.6
23*1.6
You have a 36.8% chance to crit within that 6th second.
If you want to find your probably of criting by the 6th second you need to compound it which makes the math more annoying -
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OneTwoSC posted a message on New Battle.net MockupEDIT: Scroll down for V2 and V3.Posted in: Diablo III General Discussion
EDIT 2: JUST added V4 down below.
I'm no designer but I thought it would be fun to shuffle stuff around and see how a new D3 bnet (once you logged in) could look... I tried to go off of Diablo 2's Bnet.
V1:
The chat itself could probably have tabs or whatnot. Also, I imagined that when you join a party or create one, the little 'avatar lineup' at the bottom would switch to your party's avatars (since there isn't much room behind your guy anymore lol). Then you could use the tiny arrow button next to "Monk Chat (1)" (which would say "Party") to switch back to avatars in the chat channel.
Also not really sure what "Leave Chat" would do... maybe or maybe not downsizes chat window, but it would take you out of the channel, leaving you to still type to friends/party.
V2.0:
V3.0:
1920x1080 social open:
1920x1080 social closed:
1280x1024 "Non widescreen":
V4 (minor shoutout to Sixen for help!)
V4 with possible Public games (Just added December 2012)
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Another way of saying it is that the first 10% of the rift guardians health should take you the same amount of time as the last 10%. Ignoring the rest of the greater rift, lets say you have 1 minute to finish off the rift guardian to go to the next level. That means you do 100% of the rift guardians health in 60 seconds. Let's say you kill the rift guardian in 30 seconds, that means your group is strong enough to kill a rift guardian with 2 times the health in 60 seconds. Well, because of these scaling items, this means you can actually kill a rift guardian with over 5 times the health in 60 seconds. To me that doesn't make sense, nor how the greater rifts should be designed or balanced.
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Also, I did my own testing and calculations. From that I found that Bul'kathos does 0.5514% of the monsters current health per second, and isn't affected by any stats on your gear. Given that number it would take 126 seconds to bring any mob from 100% to under 50% health, whether the mob has 1 million health or 100 trillion health, and that is with only 1 source of dmg from 1 player. The whole point of greater rifts is that scaling it higher is supposed to make it harder, but then we have these items that scale at the same speed of greater rifts, completely negating the scaling of the greater rift altogether. Not to mention that healing was buffed this patch and was supposed to become a meaningful stat on gear. How can that be when the healing from Bul'kathos becomes the only healing that you need? It negates healing as a stat completely.
Anyway, to me the percentages matter, not the numbers. It doesn't matter how long it would take to bring a monster to 10 million health. To 10% health makes more sense to me because that is the point of greater rifts, When a single item does more DPS, passively, than the rest of your dmg combined, that is the definition of overpowered.
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As for the topic dodge is absolutely garbage because more than half the damage in the game cannot be dodged. You can't dodge molten, plagued, poison enchanted, desecration, poison clouds (ie ghom), soul siphon (ghosts). I don't think you can dodge lightning storm either. I don't think you can dodge any sort of charge abilities, knockbacks, stuns, etc, So many things that you cannot dodge, it really is a useless stat and the main reason why demon hunters can have tons of toughness and still be incredibly squishy.
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@deleo
Toughness is going to give you a higher chance to survive a hit from one of those guys over pure mitigation.
Edit: I was mixing EHP and Toughness up in my head. In actuality you want a higher EHP, since toughness includes dodge. But still, EHP is more important than pure damage reduction, imo. For a wizard this isn't too big a deal since I don't think you will be equipping gear with dexterity on it.
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I like to keep all the items I find with an increase in either toughness or damage, and swap them on according to the situation.
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Here are the steps:
1. Go to the Inputs tab.
2. Put in your characters level.
3. Use the dropdown menus to change classes, damage types, and weapon types.
4. You may also enter passives and buffs that you may have.
5. Go to the Stats tab and enter your stats.
Displayed below is all the information about your character.
A few dps bugs still need to be worked out. Due to Blizzard's rounding it can be off by about 0.1% of what is shown in game. I'm still working out what will work in all situations.
Here is some information about the Stats tab:
-My character's stats are already entered as an example. All you have to do is empty the boxes and then start entering your own stats.
-Nothing needs to be changed in the first row that is labeled "Base w/ Passives & Buffs". All base stats are updated according to your class, and your other various inputs.
Here is some information about the Active and Passive skills in the Inputs tab:
-The Active Skills drop down boxes only include the runes that are calculated by the spreadsheet. "No Rune" means it is only calculating the base effect of the skill.
-Uncolored skills in the inputs tab are only applied to that class. For example, the Barbarian passive Ruthless will only be calculated if your class is set to Barbarian.
-Skills that have an orange color will be applied to all classes. For example, this allows a Wizard to enter War Cry if he has a Barbarian buffing him.
-Aqua colored boxes are also applied to all classes. These are considered debuffs. For example, if you have Threatening Shout active you will receive an additional 20% damage reduction under the debuff bonuses box in the stats tab.
I uploaded the file to File Dropper because Diablofans won't allow me to add an excel sheet as an attachment. Just go to the link below and download the sheet.
http://www.filedropper.com/diablocraft101_1
Credits:
I would like to thank Edimasta for allowing me to use his calculations for the Demon Hunter's Sharpshooter Passive.
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Let's try not to derail the thread please, and thanks guys for the support.
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Your total mf is currently 100%.
Take off an item with 15% mf on it.
Exactly what you expect to happen happens. Your mf drops to 85%.
Now you are at 85% mf.
MF was not increased and no penalization was incurred.
Now put back on item with 15% mf on it.
Your mf remains at 85% for 3 minutes.
3 minutes later you are back at 100% mf.
You switched an item that increased your mf, and are penalized for 3 minutes.
Now you are at 100% mf.
Switch 15% mf gloves for gloves with 10% mf.
Your mf drops to 95% without having to wait 3 minutes.
Your mf was not increased and no penalization was incurred.
This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes. Please comment and state whether or not you like this change and discuss why. Thanks.