its 325% increased by 135%. so if you remove the percent sign and say 325 increased by 135% it would be 763.75
its like if i took the number 3, and increased it by 100%. whats 100% of 3? oh its 3. 3+3 = 6. and yes these calculations are under the assumption that the skills that increase overall dmg stack additively. i dont see why they wouldnt. its not like its dodge or dmg reduction to where it needs to be like that to avoid people becoming immune to dmg, lol.
thats interesting about magic weapon. makes me think more about it now.
so id have 140 max arcane power with more regen and take magic weapon and get rid of conflagration. and get blizzard w/ reduced AP cost so i can spam it and slow down groups to better utilize my arcane orb increased by 125%. i dont like meteor as a main dmg ability because it takes a couple seconds to actually hit, which wont be fun in higher difficulties to count on.
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
That makes Glass Cannon obsolete? Its like a must have spell now.. ..
If it continues to buff magic dmg, which I would assume it would have to since we use the weapon dmg, then I am def going to use it in most of my builds. Letting 1-2 skills be passive isnt that big of a deal, less could even potentiallly increase your survivability by making things simpler.
But that isn't really spammable...and they have to be inside the bubble to do anything.
Frost nova does a similar thing, but again its limited to like 3 seconds.
Edit: Ohh yah gladhehas beta, conflag is kind of limited by our huge lack of fire dmg, but black ice offers 20% dmg and we have numerous cold spells.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I'm not sure where you're getting these formulae from, not to mention the additional 100% weapon damage, we're not auto attacking too lol. But using a weapon with average damage of 80, yours gives us an average of 611.2 damage (7.64*80).
Afaik the CORRECT way of calculating the damage additively would be 80*(.15+.15+.15+.15+.75+3.25) which gives us 368 average damage.
If you don't want to bring a weapon into the figures, it would just be 135+325 = 470% weapon damage.
I am not using any formulas, I am using basic mathematics. with the one premise that %dmg buffs stack additively.
Who said anything about auto-atk?!? I clearly said that the buffs are giving you ADDITIONAL dmg. . If I have some buffs that yield 100% ADDITIONAL dmg, then I am not attacking for 100% of the skills dmg, but double the skills dmg.
You do realize I got the same results as the OP right?
Where did you pull 80, out of your ass? Why would you do that? Just terrible!
Edit: You don't add % dmg modifiers to the skills % weapon dmg, that makes no sense at all.
Glass Cannon: "Increases all damage done by 15%".
Arcane Orb doesnt go from 325% wpn dmg to 340% wpn dmg. That is not a 15% dmg increase, that is a 4.6% dmg increase. A 15% dmg increase would be 1.15 * 325 = 374% wpn dmg.
At this point it doesn't matter if you think you're right, or I do.
Unless you have a source to link to that has a blue post explaining how damaging effects are implemented, both of what we're saying is purely speculation.
Also, you didn't read the descriptions of the skills you're calculating correctly. If you are in fact correct in how to implement the effects of Glass Cannon, only it, Sparkflint, and Conflagration are implemented AFTER adding the other effects to the skill's damage.
Notice the key wording in both Arcane Dynamo and Disruption: "additional damage" that means they're added ADDITIVELY (in other words, the way I showed you in my last post)
That means at the very least, those two sources are implemented in the manner I showed in my last post.
Also, since apparently using #'s as examples to better illustrate a point is now pulling something out of your ass, I'll explain it nice and slow so you can understand it (or have at least a chance to). It simply comes down to the fact that the figures we're using are in the hundreds, and using 100 would not have illustrated the point as well. If that doesn't make sense let me know and I'll try to dumb it down even further.
RE: your edit:
Actually it does make perfect sense. Thats how you add additive effects in games such as arpgs, mmorpgs, the list goes on. If you don't believe me, or understand the "why" of it, try using Google, its your friend.
edit:
oh, and kudos for being the "bigger man" and bringing insults into a speculation and factual based thread
You are wrong. There has been plenty of tests done in the past to figure this out.
Its also common sense.
You don't add %wpn dmg to +%overall dmg. They are not the same thing. x+y =/= 2x
If you want proof
Just get in beta, get to 13 and use glass cannon.
Edit:
Just got my wizard to 13, as soon as glass cannon became active my dps went from 35 to 40
Of course the dmg lised on the skills remains the same.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
You are wrong. There has been plenty of tests done in the past to figure this out.
Its also common sense. You don't add %wpn dmg to +%overall dmg. They are not the same thing. x+y =/= 2x
If you want proof
Just get in beta, get to 13 and use glass cannon.
See the bolded part? If you're going to reply to something someone says, you might want to read what they say first.
Like you say, its been proven that "additional damage" effects add to the total of the skill they're affecting. We'll assume you're right about how "all damage" effects are calculated (in that they're added AFTER the other effects), in which case we would get this:
(1+.15+.15+.15)*(3.25+.75+.15)=6.0175 which gives us 601.75% weapon damage
You are wrong. There has been plenty of tests done in the past to figure this out.
Its also common sense. You don't add %wpn dmg to +%overall dmg. They are not the same thing. x+y =/= 2x
If you want proof
Just get in beta, get to 13 and use glass cannon.
See the bolded part? If you're going to reply to something someone says, you might want to read what they say first.
Like you say, its been proven that "additional damage" effects add to the total of the skill they're affecting. We'll assume you're right about how "all damage" effects are calculated (in that they're added AFTER the other effects), in which case we would get this:
(1+.15+.15+.15)*(3.25+.75+.15)=6.0175 which gives us 601.75% weapon damage
You do not add the +%dmg to the % wpn dmg of the skill. That is simply not how it is done. That would drastically inflate the skills with low dmg, and be near meaningless on high dmg skill.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
Epicurus
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its like if i took the number 3, and increased it by 100%. whats 100% of 3? oh its 3. 3+3 = 6. and yes these calculations are under the assumption that the skills that increase overall dmg stack additively. i dont see why they wouldnt. its not like its dodge or dmg reduction to where it needs to be like that to avoid people becoming immune to dmg, lol.
thats interesting about magic weapon. makes me think more about it now.
if i wanted to make this build more viable id probably change it around like this: http://us.battle.net/d3/en/calculator/wizard#ZROlPe!TYX!bZbabY
so id have 140 max arcane power with more regen and take magic weapon and get rid of conflagration. and get blizzard w/ reduced AP cost so i can spam it and slow down groups to better utilize my arcane orb increased by 125%. i dont like meteor as a main dmg ability because it takes a couple seconds to actually hit, which wont be fun in higher difficulties to count on.
This
Arcane orb is one slow ass ability and would benefit from being used with slow time
If it continues to buff magic dmg, which I would assume it would have to since we use the weapon dmg, then I am def going to use it in most of my builds. Letting 1-2 skills be passive isnt that big of a deal, less could even potentiallly increase your survivability by making things simpler.
But that isn't really spammable...and they have to be inside the bubble to do anything.
Frost nova does a similar thing, but again its limited to like 3 seconds.
Edit: Ohh yah gladhehas beta, conflag is kind of limited by our huge lack of fire dmg, but black ice offers 20% dmg and we have numerous cold spells.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
At this point it doesn't matter if you think you're right, or I do.
Unless you have a source to link to that has a blue post explaining how damaging effects are implemented, both of what we're saying is purely speculation.
Also, you didn't read the descriptions of the skills you're calculating correctly. If you are in fact correct in how to implement the effects of Glass Cannon, only it, Sparkflint, and Conflagration are implemented AFTER adding the other effects to the skill's damage.
Notice the key wording in both Arcane Dynamo and Disruption: "additional damage"
that means they're added ADDITIVELY (in other words, the way I showed you in my last post)
That means at the very least, those two sources are implemented in the manner I showed in my last post.
Also, since apparently using #'s as examples to better illustrate a point is now pulling something out of your ass, I'll explain it nice and slow so you can understand it (or have at least a chance to). It simply comes down to the fact that the figures we're using are in the hundreds, and using 100 would not have illustrated the point as well. If that doesn't make sense let me know and I'll try to dumb it down even further.
RE: your edit:
Actually it does make perfect sense. Thats how you add additive effects in games such as arpgs, mmorpgs, the list goes on. If you don't believe me, or understand the "why" of it, try using Google, its your friend.
edit:
oh, and kudos for being the "bigger man" and bringing insults into a speculation and factual based thread
Its also common sense.
You don't add %wpn dmg to +%overall dmg. They are not the same thing. x+y =/= 2x
If you want proof
Just get in beta, get to 13 and use glass cannon.
Edit:
Just got my wizard to 13, as soon as glass cannon became active my dps went from 35 to 40
Of course the dmg lised on the skills remains the same.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
See the bolded part? If you're going to reply to something someone says, you might want to read what they say first.
Like you say, its been proven that "additional damage" effects add to the total of the skill they're affecting. We'll assume you're right about how "all damage" effects are calculated (in that they're added AFTER the other effects), in which case we would get this:
(1+.15+.15+.15)*(3.25+.75+.15)=6.0175 which gives us 601.75% weapon damage
You do not add the +%dmg to the % wpn dmg of the skill. That is simply not how it is done. That would drastically inflate the skills with low dmg, and be near meaningless on high dmg skill.
Epicurus