Monk geared up all ancients. Very confused on how the buff system works during the combat....say take momentom...20 meters gets you +20% dmg for 6 secs. Where is that 20% being added? Is like to bettwr understand the maths...pwwwes enlightn me
I don't know and as a monk I feel you. You should be able to Google what order damage bonuses get added, hope you like maths, I haven't bothered with it lol
I feel for you too. Hell I can't even see all the buffs my stratagem Monk has. I just know somehow I have done a 55 gr and I could have done maybe a 56 or 57 with my current gear.
I need to learn how to play well before understanding the mechanics behind.
Rollback Post to RevisionRollBack
The season is underway. Don't know if I'll make it through.
Here is quin's video on the topic: he explaines everything and in the excel sheet under the guide, there are all multipliers listed and all passives etc. in their respective categorie (there you will see which ones are multiplicative and which ones go into the additive pool).
All the different damage multiplier types are multiplicative.
But they are all additive with multipliers of same type.
Sheet DPS = Primary stat * WeaponDMG (including +dmg from jewelry/offhand) * Crit (cc*cd %) * damage incr by Skills %* Attack Speed (some skills do not take AS into account)
Actual DPS = Sheet DPS * Weapon Skill DMG (native +XXX% weapondmg on ability * ele dmg% * other specific skill dmg% (i.e darts, EP)) * elite damage%
Class A : regular buffs/debuffs/skill
A1: Items that buff sheet dps - Harrington / Hexing pants
A2: Legendary Gems - Bane of the Powerful, Gem of Efficacious Toxin, Taeguk, Simplicities Strength
A3: Self Buffs towards sheet dps - Assimilation / Foresight / Faith in the Light / Blazing Wrath / Fire Ally / Determination / Combination Strike / Unity / Momentum
A4: Most classical debuffs towards mobs from items or skills - Strong arms / Mantra of Conviction / Breaking Wave / Flesh is Weak / Forbidden Palace
A5: Skill damage affixes - +WoL, +DS, +LTK, etc
Class B : + Elemental Damage (+pets)
B1 : Elemental % affixes - SoJ/Amulet/Bracers
B2 : Pet % (Enforcer)
Class C : Elite Damage
Damage dealt to Elites (SoJ/Furnace/etc)
Class D : Bane of the Trapped
You deal X% more towards cc'ed enemies.
Class E : Zei's
You deal X% more towards enemies Y yards away.
Class F : Mythic Rhythm
Spirit Spender damage boost after using generator.
Class G: Relentless Assault
20% more damage to enemies blind/stunned/frozen
Class H : Sunwuko 4pc
Damage buff for 3s after a clone explosion from Sunwuko 4 pc.
Class I : Raiment 2pc
Damage buff for generator damage from Raiment 2pc
Class J : Bastions of Will (Focus)
+50% Damage buff for using a Generator
Class K : Bastions of Will (Restraint)
+50% Damage buff for using a Spender
Class L : Convention of Elements
+200% Damage rotating buff specific to element
Class Z: +% Demon/Human/Beast bonus
Appears on a few select items such as Tyreal's Might (demons) and Pigstiker (beasts/humans).
Effective DPS = DPS * (A1+A2+A3+A4+A5)*(B1+B2)*C*D*E*F*G*H*I*J*K*L*Z
________________________________________________
“Alone we can do so little; together we can do so much”
Heisenberg, MD
Zei's is also in it's own category. Just as notable is the fact that it's dynamic (which means is to say it compiles the damage as it happens not snapped). Exploding Palm damage is increased by distance from target when it explodes as opposed to static/snapped buffs (Determination, Power Shrine, Dibs buffs, CS, Moment, etc (I believe assimilation))
Monk geared up all ancients. Very confused on how the buff system works during the combat....say take momentom...20 meters gets you +20% dmg for 6 secs. Where is that 20% being added? Is like to bettwr understand the maths...pwwwes enlightn me
I don't know and as a monk I feel you. You should be able to Google what order damage bonuses get added, hope you like maths, I haven't bothered with it lol
I feel for you too. Hell I can't even see all the buffs my stratagem Monk has. I just know somehow I have done a 55 gr and I could have done maybe a 56 or 57 with my current gear.
I need to learn how to play well before understanding the mechanics behind.
The season is underway. Don't know if I'll make it through.
Akarat save me !
Here is quin's video on the topic: he explaines everything and in the excel sheet under the guide, there are all multipliers listed and all passives etc. in their respective categorie (there you will see which ones are multiplicative and which ones go into the additive pool).
https://www.youtube.com/watch?v=xPknAzeLZ-k
All the different damage multiplier types are multiplicative.
But they are all additive with multipliers of same type.
Sheet DPS = Primary stat * WeaponDMG (including +dmg from jewelry/offhand) * Crit (cc*cd %) * damage incr by Skills %* Attack Speed (some skills do not take AS into account)
Actual DPS = Sheet DPS * Weapon Skill DMG (native +XXX% weapondmg on ability * ele dmg% * other specific skill dmg% (i.e darts, EP)) * elite damage%
Although it was posted on the DH forums, this thread should give you *some* insights:
http://us.battle.net/d3/en/forum/topic/18710646678?page=1
What's missing of course are monk skills, so complementary you'll want to have a look at this:
http://us.battle.net/d3/en/forum/topic/16527322731?page=10#181
TL;DR from that - Determination and Momentum are additive, Mythic Rhythm is in a category of its own and therefore multiplicative.
Class A : regular buffs/debuffs/skill
A1: Items that buff sheet dps - Harrington / Hexing pants
A2: Legendary Gems - Bane of the Powerful, Gem of Efficacious Toxin, Taeguk, Simplicities Strength
A3: Self Buffs towards sheet dps - Assimilation / Foresight / Faith in the Light / Blazing Wrath / Fire Ally / Determination / Combination Strike / Unity / Momentum
A4: Most classical debuffs towards mobs from items or skills - Strong arms / Mantra of Conviction / Breaking Wave / Flesh is Weak / Forbidden Palace
A5: Skill damage affixes - +WoL, +DS, +LTK, etc
Class B : + Elemental Damage (+pets)
B1 : Elemental % affixes - SoJ/Amulet/Bracers
B2 : Pet % (Enforcer)
Class C : Elite Damage
Damage dealt to Elites (SoJ/Furnace/etc)
Class D : Bane of the Trapped
You deal X% more towards cc'ed enemies.
Class E : Zei's
You deal X% more towards enemies Y yards away.
Class F : Mythic Rhythm
Spirit Spender damage boost after using generator.
Class G: Relentless Assault
20% more damage to enemies blind/stunned/frozen
Class H : Sunwuko 4pc
Damage buff for 3s after a clone explosion from Sunwuko 4 pc.
Class I : Raiment 2pc
Damage buff for generator damage from Raiment 2pc
Class J : Bastions of Will (Focus)
+50% Damage buff for using a Generator
Class K : Bastions of Will (Restraint)
+50% Damage buff for using a Spender
Class L : Convention of Elements
+200% Damage rotating buff specific to element
Class Z: +% Demon/Human/Beast bonus
Appears on a few select items such as Tyreal's Might (demons) and Pigstiker (beasts/humans).
Effective DPS = DPS * (A1+A2+A3+A4+A5)*(B1+B2)*C*D*E*F*G*H*I*J*K*L*Z
________________________________________________
“Alone we can do so little; together we can do so much”
Heisenberg, MD
http://us.battle.net/d3/en/forum/topic/15083858460#16
To add to this:
Zei's is also in it's own category. Just as notable is the fact that it's dynamic (which means is to say it compiles the damage as it happens not snapped). Exploding Palm damage is increased by distance from target when it explodes as opposed to static/snapped buffs (Determination, Power Shrine, Dibs buffs, CS, Moment, etc (I believe assimilation))