• 1

    posted a message on DPS and EHP Spreadsheet
    I made some updates to the spreadsheet for the latest patch and added a first attempt at firebird dot calculation. It's mostly meant for a rough comparison between gear sets as the actual value should be higher in game due to legendary gems and strongarm bracers. Please let me know if there are any errors.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on DPS and EHP Spreadsheet
    I'm working on some updates for the spreadsheet. I'm not sure why it's not displaying, but I hope to sort it out later this week.
    Posted in: Wizard: The Ancient Repositories
  • 5

    posted a message on DPS and EHP Spreadsheet
    This is the DPS and EHPspreadsheet I've been working on. It was made with a wizard in mind but so far should work for any class that is not dual wielding, though it currently does not support any class specific buffs or passives besides some of the wizard ones. If you're having any issues with the spreadsheet please read the "Notes" tab to make sure you're entering the correct information. WEAPON +DAMAGE% now has a box in the spreadsheet, so dps values should be accurate.
    In case there's any confusion, your Int, Vit, Str,DPS, HP, CC, CD, APS should exactly match the in game value (APS rounds to 2 decimals though). Your armor and lowest resist should match the in game values exactly, though they might differ by 1 due to rounding on the char sheet.

    Detailed version with full gear stats comparison

    The spreadsheet features the ability to input your total stats and weapon stats to compute your dps and EHP. There's also a separate tab where you can compare different gear sets. The DPS value should match your in game Damage Number, provided all applicable stats are entered correctly. Additionally the spreadsheet computes relative dps gains for a range of dps stats and also reports those values in terms of comperable values of your primary stat, i.e., how many Intellect is 1%IAS worth, etc.

    Here are some more specific features:

    1) Calculates unbuffed dps, char sheet buffed dps, and effective char sheet dps. Char sheet buffed dps is what you will see in game based on all your skills. The effective char sheet dps is what your buffed char sheet dps would be if it included all the bonuses for the skill you use (such as +disintegrate%) and elemental damage type (like +arcane damage%).

    2) Paragon point table where you can input how many points you spent on each stat. The table also shows you the relative gain of a paragon point for each stat to your effective char sheet dps and your EHP.

    3) A second sheet allows you to compare two gear sets and displays the difference in EHP and DPS.

    4) Relative dps and EHP gains for each stat are shown (int, vit, crit%, etc.).

    5) A comparison of Marquise Ruby vs Emerald is shown for easy reference, or the gear comparison can be used to compare the different gems at higher levels. For most people Emerald will be much better now that weapon damage% has been drastically cut on new drops (used to go up to 50%, now it's like 10%, if that).

    Limitations and Workarounds
    Does not compute toughness stat, and toughness is not the same as EHP. I have no plans to implement functionality to compute toughness.

    The spreadsheet does not work well with weapons that have a base attack speed of 1.15 APS, or any other base APS not divisible by 0.1. The workaround currently is to set the 1.15 APS weapon to 1.15 APS in the spreadsheet, and put 15% IAS on the weapon IAS cell in column C. That tricks the spreadsheet into computing the correct IAS. If your weapon does have IAS, I'm still working on a solution.

    If you have any issues downloading or using the spreadsheet, feel free to post here or send me a PM after you've read the Help tab.

    Currently planned additions: update to include other buffs like cold blooded and audacity/
    3-15-14 Updated based on 2.0 changes
    3-21-14 Updated formulas to account for AR from sockets
    3-25-14 Updated Crit Damage to display the amount including paragon levels.

    • Updated Mob level to 73 for Armor and resist mitigation and EHP calcs
    • Updated Str, vit, and Int for a lvl 70 character
    • Added Unwavering Will to buffs list
    • Updated Enchantress EHP calculation to include armor from paragon points
    • Updated HP calculation based on lvl 70 character
    3-29-14 Corrected EHP calculation with Unwavering Will
    3-30-14 Corrected Paragon armor contribution on Full Gear Comparison tab
    Added percent differences for DPS and EHP values between Equipped Items tab and Full Gear Comparison tab
    3-31-14 Updated Life per Second from paragon levels to the correct amount for level 70 (165.1)
    4-13-14 Updated Elite damage bonus calculation to be consistent with changes in game. It now is just an additve modifier.
    Changed fill for cells C12 and C13 since they should remain blank
    5-9-14 Corrected the Life% display on Equipped Items and Full Gear Comparison tabs to correctly include the amount from paragon points
    5-22-14 Updated APS calculation to account for change in Enchantress contribution. Recent patch changed it from +0.03 APS to +3% IAS.
    5-30-14 Fix a bug with Primary relative dps gain calculation on 'Equipped Items' tab that would give incorrect values when the enchantress was indicated as being used
    5-31-14 fixed weapon damage% affix on weapons to work correctly with elemental damage, per patch 2.0.5 changes
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on What's more important, damage or toughness??
    I agree with Bagstone (usually do, I think) and Drgreenthump. Toughness has too many factors to be of much use, imo, but that's another debate. I prefer to use mitigation and EHP. EHP is for how much damage you can survive and mitigation is for sustainability against mobs.

    Damage only displays some dps stats, so it doesn't take into account other factors, like +elemental damage (the post 2.0 version) and +skill damage (like +disintegrate).

    The idea of balancing is to have enough EHP to survive what you want to survive (molten explosions, bull charges, maniac explosions, etc), have enough mitigation to sustain against frequent damage such as poison pools, elite attacks, desecrator, and others, and then have enough damage to kill things at a pace that is reasonable for your play style. If you like to face roll through the game, then you probably want higher dps. If you want more challenge, you'll need higher EHP to survive. In the end, it's about playing the game how you want to.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Need gear advice
    Zuni boots+zuni ring should give a decent dps boost. Drop the Compass Rose for the ring. Pick up a Tal ammy for more dps gain. That should help quite a bit. You can also get a zuni chest for 3pc if you want more EHP, but that's not hugely important. Instead I'd say consider a tal chest for extra dps. Witching Hour for belt will also give you a decent dps increase. In short, I'd switch from EHP heavy to more dps heavy. You don't really need more than a couple hundred thousand EHP until you start pushing MP8-10. I have a recommended EHP vs MP for Archon table in a thread around here somewhere, so feel free to look at those numbers to see how much EHP you should be able to comfortably drop. That's assuming you're not playing HC.

    You can also switch to pinpoint barrier since you have more than enough EHP for your dps.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on need help to upgrade my archon wiz
    Weapon. If you don't want to use a Life Steal weapon, then look for a rare sword with high int, CD+OS, and maybe even IAS. Or, if you really like the EF, get one with CD+OS instead of the dex/int roll on yours. That should give you quite a bit of a dps boost.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Want to make Meteor Wizard
    Quote from witchdoctorcrulx

    Overall, the SNS build doesn't do more dmg though since tornadoes don't have impact damage, I shoulda specified my point better. You're right, WW does proc SA better, but liquefy/SA/Shards/EB does more overall damage than SNS, granted you can comfortably cast more meteors without running out of AP, my bad I think I was tunnel visioning my reasoning.

    I should probably make a video because it's not easy to explain without the hardcore theorycrafting done on the numbers, but the result is there.

    I have a couple issues with those statements. First, Meteor doesn't do more damage than SNS in general. In sustained fights against single targets, SNS > Meteor, even if you could sustain meteor against single target. For short fights, Meteor can beat out SNS because of the burst damage of meteor.

    Against elites, SNS > meteor if you can hit everything with each WW.

    Where meteor gets ahead of SNS is the aoe potential against trash mobs because meteor has around 2x the radius as WW, roughly speaking. Also, if you can kill trash mobs fairly fast, then the burst damage of meteor can outweigh the damage of SNS because of the windup associated with SNS.

    Otherwise, SNS > meteor in general. The math backs it up if you just look at the damage per WW cast + SA procs vs meteor cast with SA procs. That doesn't include the potential for extra DS and EB procs from WW, which further pushes it ahead of meteor in a lot of situations. The math gets more complicated once you start comparing say 4 WW mobs hit vs 5 hit with meteor, which is where trash mobs come into play.

    IMO most of the reason to use meteor is because it's a cool spell and is fun to play with. If you're trying to make the most versatile, most efficient farming build, then it likely won't quite hold up to SNS, but I will concede that it's still viable with the right gear.
    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Archon DPS and EHP recommedations vs MP
    I posted this on the official forums but there's probably some who come here and ignore those forums, so I'll repost it here too.

    There's been a few of these posted in the past and I thought I'd post one myself for reference. The values are based on my experience at high MP, primarily that I can farm MP9 fairly efficiently with 450k dps and around 450k EHP. With those values you should be able to kill elites in a timely fashion (10-20s for most). Having higher values will obviously make farming easier, so these are more like low end recommendations. I'm guessing a lot of people will recommend much higher EHP values, and I won't argue with that. My only claim is you can make it work with the values listed with the right gearing choices.

    Buffed DPS and EHP
    pre-Dodge EHP
    LS weapon+BM
    Improved Archon rune
    Cold Blooded with cold damage follower is optional but helpful
    Sufficient mitigation to not have problems against RD
    450k dps and 450k EHP for MP9 farming
    DPS scales directly with mob health
    EHP scales directly with mob damage
    solo farming both elites and trash mobs

    Minimum Recommended DPS and EHP for each MP
    MP DPS(k) EHP(k)
    0 42 197
    1 57 216
    2 78 237
    3 103 260
    4 132 285
    5 169 312
    6 216 342
    7 276 375
    8 352 411
    9 450 450
    10 630 493
    My personal preference for EHP gearing is to get about as much buffed mitigation and LS to break even against RD mobs, then have a couple Physical resist pieces to push me even further over so I can gain life against them. If you just break even against RD you can still die to them because of their base attacks or if they have extra annoying affixes like plague, desecrator, or electrified (I especially am starting to hate electrified).

    I have no similar table for those who don't use a LS weapon or who run LS weapon but no blood magic. I have always ran with a LS weapon because I find it makes higher MP tons easier

    Feel free to post if you disagree, but please state why so we can get a good discussion going. Posting in agreement is also fine.
    Posted in: Wizard: The Ancient Repositories
  • 3

    posted a message on [Guide] Arcane Mines
    I started playing around with an Arcane Mines build yesterday when someone invited me to an Ubers run. It was rocking like 2.5 mil effective dps with only around 230k char sheet dps unbuffed, give or take, thanks to having an SNS wiz in the group so I could make use of Cold Blooded.

    Today I looked over some old threads and modified it a little for solo play and was able to run MP9 pretty easily and MP10 reasonably well. My armor and resists could be higher, since I am mainly geared for Archon and geared just to the point of breaking even against RD. Otherwise the damage is pretty good, it also has utility and good synergy. It's much better for group play than solo play but it can work for both. It isn't as efficient as SNS or Archon, but you don't have to worry about archon timer with it and it has the potential to do more dps than either to elites, depending on the affixes.

    Demo Video

    My gear and the build used are shown at the end. It's just Leoric's Courtyard and KW, plus some trash mobs in Fields to show you how it works in general. I turned off normal attacks so you can see how big the crits are with my gear. MP10 is a little tough with my stats so I recommend extra armor and/or resists for solo play, or just stick to group play with it.


    Solo play or group play without freezing wizard

    Group play with freezing wiz

    Skill Breakdown

    Arcane Mines (AM) - This is the staple dps spell in the build. It does 340% damage per mine, but you cast mines at about 1.5x your APS, so it effectively does 510% weapon damage per second when you spam it. It only costs 16 AP per attack turn. It does have a small aoe radius but it can go over walls and around obstacles .

    Arcane Dynamo (AD) - This increases the damage of AM by 75% for as long as you channel the spell. It just requires a sig spell to build up 5 stacks, which is easily done with 1-2 LL casts with a couple mobs around you.

    Living Lightning (LL) - The other staple spell in the build. You use this to build up dynamo stacks. It usually just takes 1-2 LLs with 1-3 elite mobs around to build up the stacks.

    Magic Weapon - Blood Magic (BM) - Extra Life Steal is very useful, especially against RD mobs, since you do a tremendous amount of dps. The extra 10% damage is additive with the 75% from Dynamo.

    Cold Blooded - 20% damage boost, multiplicative with AD and other damage buffs. The passive works on any frozen or chilled mob, regardless of how the mob got that way. You can have a follower with a cold weapon chilling your mobs, or a blizzard you cast, or your wizard friend spamming FN.

    Teleport - Safe Passage - extra 30% damage reduction is great against all sorts of situations and teleport itself gets you away from Jailer, around Walls, away from Frozen or molten explosions, or just lets you get to safety if things are looking grim.

    Illusionist - best way to refresh teleport for the build. It also helps you get out of sticky situations when needed. It doesn't proc very well on aoe effects like Plague and Desecrator. If you have a ton of HP and/or extremely high mitigation there might be some issues with having it refreshed.

    Blur - optional skill to raise survivability, if needed.

    Sparkflint - random dps buff, mainly for play with a freezing wiz when you won't need to apply cold debuff yourself.

    Energy Armor - Prismatic Armor (PA) - Best EHP armor spell for me. Feel free to replace with your favorite armor spell if your mitigation permits.

    Blizzard - I used Frozen Solid rune, but the other runes work well too. I like the FS rune because of the chance to freeze is great in solo play, and helps survivability. Drop this skill for Sparkflint if you already have someone providing freeze effect on mobs.

    The first build is the MP10 version I used today, but you can swap Blur for Cold Blooded if you want more dps. For group play use the second build if you have an SNS wiz in group. Also feel free to use whatever armor you are comfortable with. Otherwise Ice Armor is a good option, with Frozen Storm, Crystalize or Ice Reflect. Wormhole can be swapped for Safe Passage if you have sufficient survivability.

    Playing the Build

    The basic idea of soloing is you cast safe passage, drop a blizzard between you and the mobs, and start spamming Arcane Mines on your current location. The mobs will move through the blizzard and be slowed long enough for your mines to arm. They'll blow up when the mobs get close and if there's still mobs left you can either keep spamming on your location or slowly move your curser away from your location. You can drop a LL before the mines if you want to power up your mines, or you can ignore that and just use it for Elites.

    Against elites you want to charge your 5 stacks with 1-2 LL casts, then hold the mines button as long as you can. Teleport out if needed but if you have a SNS wiz in group you can probably just spam til the mobs are dead. For solo play just spam as long as you can. If you have to move you can drop a blizzard and LL again to power your mines, or just skip the LL if the mob has annoying affixes and you have to go kite mode.

    Keep in mind that blizzard, if you're using it, does about the same damage as 1 mine cast if you didn't power it with AD, so feel free to use a cast to refresh Blizzard as needed. It also adds to survivability if you use the rune that can freeze mobs. Also feel free to power blizzard with AD if you find yourself kiting elites.

    One important note about dynamo and how the stacks work with a channeled spell. If you start channeling a skill without 5 stacks, then get to 5 stacks while channeling, the 5 stacks will be consumed but your damage will not increase. Instead you have to wait for 5 stacks to build, then start channeling to get the bonus damage.

    Very high dps potential (12x multiplier to unbuffed dps with just AD+MW+Sparkflint+CB)
    Can seamlessly transfer from facetank mode to kiting mode thanks to blizzard and teleport
    Awsome for Ubers with a CMWW wizard in group for freezing
    Can use SoJ for even more damage against elites/Ubers
    Doesn't use CM if you want a build that skips it

    AoE radius is small, though still large enough to hit a couple mobs at a time. Not an issue for Ubers
    Total APS is limited to 1.904 or less, so at really high gear levels (trifecta everything), the build might not work.
    2s delay before mines go off can take some getting used to

    Gearing and Stats

    For gearing I recommend around 50% CC and 20 APoC. A -5AP reduction SoJ helps too, and with that combo I can sustain against 2 targets. Life Steal is very useful, LoH less so, because the build does a lot of damage. You'll also want high armor and mitigation so you can face tank trash and elites, as well as not kill yourself against RD.

    Theory crafting

    Some math behind why the build can do so much damage...

    Mines does 340% weapon damage per mine. You cast mines at about 1.5x your APS value, though it does use breakpoints, but that's not hugely important since you want to stay under 1.9 APS or so. That means it effectively does 510% weapon damage per second as long as you can spam it, but only costs 16 AP per attack turn. With no other buffs that's 5.1x multiplier, compared to the 6-8x for SNS wiz or 3.75 for unbuffed Archon multiplier.

    Arcane Dynamo adds 75% to the damage, not 75% to the weapon damage but multiplies the damage by 1.75. Magic Weapon, Sparkflint, and Glass Cannon are both additive with that 75%, so with BM it does 85% extra damage. If you add Sparkflint it's 97% extra. Time Warp and Bone Chill also add with this bonus. Cold Blooded then multiples that by 1.2 since it is multiplicative. With the version I was using last night on Ubers I had Sparkflint, BM, and CB. That means my effective multiplier was 5.1*1.97*1.2 = 12x my unbuffed char sheet dps. With 230k unbuffed dps (before MW or sparkflint), that is an effective dps of around 2.78 million dps. For comparison, a 150k dps sns wiz can do as much as 1 mil dps, so I was doing about as much damage as a 350k SNS wiz. Plus I had a SoJ for an extra 30% that I didn't include there, which totally blows SNS damage out of the water. The only problem, again, is it basically requires an SNS wiz to work, since that relies on you not having to move much.

    Disclaimer: I take no credit for creating the build since it was mostly pillaged from other threads I have seen in the past on the official forums. I did make it out of memory last night, and only today modified it to include blizzard for solo play.
    Posted in: Wizard: The Ancient Repositories
  • 4

    posted a message on Could be the final straw.
    If you enjoyed your time spent playing the game, what does it matter that someone spends $10 and has better gear? Sure it's a gear based game but really the point of it should be to have fun.
    Posted in: Diablo III General Discussion
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