I started with a full defensive CM build with Crystal Shell, Prismatic Armor, and the CD reduction rune on frost nova, as well as Cold Blooded, CM, and Evocation as passives that were unchanged throughout. I took the fight time and my char sheet dps to compute the DPS Multiplier, which is the effective dps gain of the build. For example, at 100k dps using the full defensive build I would expect an effective dps of 247k. I also computed relative DPS of each spec meaning switching from Prismatic to Storm Armor increased dps by about 36%.
And in case there's any confusion, 'x' in the table means that skill was used.
Storm Armor | Shocking Aspect | Pinpoint | Shards | Prism | DPS Multiplier | Relative DPS |
---|---|---|---|---|---|---|
2.47 | 1 | |||||
x | 2.78 | 1.13 | ||||
x | 2.99 | 1.21 | ||||
x | 3.01 | 1.22 | ||||
x | 3.36 | 1.36 | ||||
x | x | 4.06 | 1.65 | |||
x | x | x | 4.25 | 1.72 |
The interesting information is that Storm Armor is about a 36% dps gain over prismatic armor. When you add Shocking Aspect it's a 65% dps gain over prismatic armor and about a 36% dps gain over pinpoint barrier. Adding Diamond Shards further increases the dps gain but it's only about a 4% dps gain by itself when you use Shocking Aspect. The dramatic decrease in survivability for the fight makes it very not worthwhile, but that could easily change depending on the fight. Rak for example, would probably be just fine with DS or prism.
I also expect the values for Shocking Aspect to be dependent of crit and attack speed, since it only procs on crits and higher attack speed should lead to more procs from WW, so with 50% crit, I'd expect the damage to increase by about 16%, or I'd expect the total dps gain to be about 90%, for a relative dps of 1.9. With a crit % of 52% I would expect Shocking Aspect to double your dps over prismatic armor, roughly speaking, with the same APS of 1.965 or so.
For reference, my stats at the time of the data collection were 104k dps buffed (110k with pinpoint), 1.965 attacks per second, 20 APoC, 1298 LoH, 1.5% Life Steal, 641 resist all and 4588 armor unbuffed, with 40.5k hp and 43% crit with Scoundrel. I also had about 400 life per second regen, just to complete the stats.
2
I understand everyone's frustration (and I share them, as highlighted in my Reddit reply here). But please watch your language. I had to delete most posts in this thread because the language was unacceptable (and the replies were just about said posts, and not about the topic anymore). Yes, the Q&A was disheartening for many of us, but there's no reason to leave sanity behind. Stay civil, guys.
1
To be fair, you can inspect top spots on the leaderboard which will tell you the stat priorities (if you look at 3-4 weapons you'll get the pattern). But I agree that there should be more information in the game, in general. I dislike that so much information is "hidden", it was already like that in D2 (breakpoints etc), and it's the same in D3 (multiplicative vs additive).
1
Good points IvveP, I second that. Basically just an "undo" recipe for Mystic re-rolls would be nice, and in no way game-breaking. Sometimes I keep an ancient item for ages before re-rolling because I know I might be using this 3 patches later for non-season testing, but it's hard to know if by that time area damage is still key on many items or a completely useless stat. Or if the build features a spell that scales with IAS or not at all. In the end, you keep ~5 items or so just to have one for each rolls. An un-do cube recipe would actually not do anything game-breaking, but it could help to save a lot of space. And it could be a nice dump for some currently unused things (like let it be 1 billion gold and 5 Rama's Gifts or so).
2
Of course the time required for *perfect* items is enormous. If it wasn't, and you could have your perfect 50 CHD/5 CHC/20 area dmg/7% IAS gloves reliably in just 1-2 days by farming up the mats to re-roll each stat, you could get perfect gear way too easy. People who play a lot in each season - let's say, 200-300 hours or more, will have most items pretty much perfect and only need very small upgrades (i.e., maybe one low stat on an item, but not any wrong rolls anymore).
It's a grinding game, and acquiring good loot takes time. That's already not true anymore for most parts of the game (looking at free sets and how easy it is to gear up multiple builds; it took me ~35 hours in S7 to complete 8 builds for the conquest). If you make it even easier to re-roll sub-par drops into perfect drops, all you need is to find the basic items (which is ridiculously easy) and re-roll them. Done. The game becomes boring and the main essence - getting more loot - is non-existent.
1
Fjord Cutter: It doesn't really hurt stuff, I think; it only chills (and occasionally freezes). The only use for this is, to my knowledge, on a support barb to keep up the Iceblink gem for a group; but there are better cube powers and better ways to get chill effects, so it's not really something you should cube.
Leoric's Crown: It simply takes the helmet gem and doubles its effect, no matter if you wear Leoric's Crown or have it in cube. Just forget about the orange text (which obviously can be misleading in that case).
Arcstone is useless. So is Shard of Hate. There's many much better rings+weapons.
Yes, Nemesis Bracers are very good, especially if you're using In-Geom they're basically a must-have.
Someone made a list of all useful cube powers a while ago, check this out (it's a bit older but should still be up-to-date):
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/146334-list-of-items-to-keep-for-kanais-cube
If you're not sure about an item's usefulness, look in the build tool how many builds there are with said item, that should give you an idea:
http://www.diablofans.com/builds
2
I've edited the thread title, because we really don't need to shout here, nor are 12 exclamations marks necessary to make your point.
Also, you might want to add the link to Nev's post:
http://us.battle.net/forums/en/d3/topic/20752065987?page=2#post-38
And possibly give your own opinion.
I can't judge how the exact details will play out, but the changes to WD and Crusader were more than necessary. Especially WDs bring groups close to the GR150 limit on PTR right now, so everyone even thinking about *complaining* is more than delusional. The WD on PTR is absolutely horridly broken at the moment, and with such broken mechanics real testing can't be done. Hopefully after this PTR patch we'll see a more even playing field.
1
Yes.
Literally nothing of significance changed for several seasons.
1
I agree with all the others. I've personally missed the S3 portrait (I never liked seasons and played non-seasons exclusively and competitively for the first 3 eras). But I'm fine with never getting it. Now, for S9 I have almost no reason to play: there's no new stuff, I don't like the anniversary dungeon, I have all stash tabs. So the portrait+pet is the absolute only reason for me to even play S9. If there was a chance to get this stuff later (be it due to farming or just for sale in a store), I would sure as hell not play a single minute of S9.
4
AD is better than main stat simply when you go for the high GR pushes and only play dense rifts (and rift guardians with adds). There are two scaling factors at work here:
There's no general answer to this question because "it depends". You could probably take some example numbers of main stat, AD, number of mobs around you and then put it in D3P (simulation mode). With a bit of effort you could even create a plot of all those to extrapolate "which is better when". But you definitely have to take "anticipated number of average mobs around you" into account.
If you pick bad fights with less than 5 mobs around you and kill every no-add rift guardian, main stat > AD.
If you only play 1 in 100 keys because you're pushing for a new record, AD > main stat.
For the more realistic examples in between, "it depends".
1
Make solo bounties viable again! - to that I agree.
Also: Make thread titles not in caps lock! - I've edited the thread title ;-)