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    posted a message on SK Inferno stats compared to enrage timer
    IF enrage time is 4min, AND SK hp is 15m, then DPS required must be 62,500. With leeway for inefficiency, about 60,000. Players will be able to do that and more.

    Remember this requires both enrage time to be 4min and SK hp to be 15min. None of this is current true
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats compared to enrage timer
    All I took from Bashiok's quote is that if you party, and your ally is weaksauce, things will be harder due to the timer. Its not an instant wipe, but it'll get harder.
    Posted in: Diablo III General Discussion
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    posted a message on Ranged class advantage over melee
    The undergeared range disadvantages seem minor compared to that of undergeared melee though. If your armor/vit isn't high enough, for your barb/monk you might not last long enough to even worry about champion affixes.
    Posted in: Diablo III General Discussion
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    posted a message on Ranged class advantage over melee
    undergeared melee = might not be able to inferno
    undergeared range = might be able to inferno slowly (or luckily by trying their luck at champion affixes)
    Adequately geared anything = should be no problem
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    I heard that datamined vit affix for items is 300. and dual stat ones are 170 so we could go up to 470vit per non rare item piece. I think we can have a lot more than 20k hp.
    Posted in: Diablo III General Discussion
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    posted a message on SK Inferno stats
    Why does he give only 850 xp in inferno.....
    Posted in: Diablo III General Discussion
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    posted a message on 90% Unlock
    The male wizard needs to hire a better photographer and photoshopper.
    Posted in: Diablo III General Discussion
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    posted a message on Monster stats from Brady Guide Preview
    I wouldn't put too much faith in Brady. Furthermore, looking at monster hp/dmg out of context can be misleading.

    Seeing HP numbers, even assuming they are accurate are little use when we don't have our damage numbers. Yes you have your base weapon damage but we don't know the full scale of mods avaliable to get our final base weapon damage. We also don't know the quantum of +primary stat which is the multiplier for character damage.

    High enemy damage is also meaningless by itself when we don't know the character hp/armor and damage formula. It might not be whatever you're thinking it is.
    Posted in: Diablo III General Discussion
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    posted a message on No spell is useless. Its just very different from D2
    1. Meteor has a delay between activation and impact. Wicked wind is instant.
    2. Wicked wind deals arcane damage and can be talented as a slow, meteor does fire damage and can be talented as a dps debuff
    3. As wicked wind hits more times per cast, it can be of value to builds that rely on procs

    I would still say they serve different purposes. A 6s instant cast spammable immobile area that slows has great kiting value.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on No spell is useless. Its just very different from D2
    I like twister and think it makes a great AP dump. Assuming the rest of your skills compliment it.

    I like the definition of useless by Ruppgu. A skill that is inferior to another and performs the same purpose. Or to put it in another way, a skill that is outperformed in all ways by another skill. There is no such skill in all of D3. Twister is nowhere comparable to Blizzard in its purpose, damage output, CD, AP, etc.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on No spell is useless. Its just very different from D2
    Blizzard damage is pretty fixed. Energy twister is random. It is fully possible to do more damage on twister than blizzard. Twister also stacks and is spammable, Blizzard can't stack.

    I would say these 2 skills have different niches.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Attack speed, arcane power and you
    OP suggested that for channeled spells, damage is dealt on every attack speed cycle. Eg. A weapon with 1 speed on a 280% channeled spell would deal 280% dmg every 1 second and deduct the AP cost every 1 second.

    This would imply having more attack speed increases the average AP cost and does damage in a faster period.

    Spell: Ray of frost
    Weapon Speed = 1 (1 attack per second)
    AP cost per second = 20
    Damage per second = 280%

    Now when we add IAS to increase the attack speed to 2 attacks per second


    Spell: Ray of frost
    Weapon Speed = 2 (2 attacks per second)
    AP cost per second = 40 (20 per 0.5s)
    Damage per second = 280% (140% per 0.5s)

    You deal damage faster (0.5s ticks vs. 1s ticks) and drain AP faster (20 per 0.5s vs. 1s)

    ===

    However for single cast spells like wave of force things look different. Consider the following

    Wave of force (200% dmg multiplier)

    Fast Weapon: (50 dmg at 2 attacks a second for 100 DPS)
    Base Arcane Cost per cast = 15 AP
    Damage per second (from above) = 200% of 50 = 100 VS 200% of 100 = 200 (2 possibilities)


    Slow Weapon: (100 dmg at 1 attacks a second for 100 DPS)
    Base Arcane Cost per cast = 15 AP
    Damage per second (from above) = 200% of 100 = 200

    Here you don't have the option to deal damage faster, there is only 1 hit after all. You don't have the option to drain AP faster, there is also only 1 hit. Unless there is a modifier to the AP drain, resource management does not change for weapon speed on single cast spells. Damage for single cast spells may or may not change depending if they use the final DPS value (which includes IAS) or the base damage value (which doesn't include IAS).
    Posted in: Theorycrafting and Analysis
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    posted a message on Attack speed, arcane power and you
    From the data the OP posted, it seems that AP cost is modified based on weapon speed. The example for channeled spells is pretty straightforward now but what about single cast spells? Take for example wave of force

    Spell: Wave of Force
    Type: Single Cast
    Cost: 25 Arcane Power
    Modifier: 200% weapon damage

    Using the same 2 weapons

    Fast: 50 Dmg, 2 APS, 100 DPS
    Slow: 100 Dmg, 1 APS. 100 DPS.

    How would damage and AP cost scale for weapons of different speed?

    Edit: Typo correction
    Posted in: Theorycrafting and Analysis
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    posted a message on Attack speed, arcane power and you
    @Legaia.

    An elegant solution.

    What do you think we should use for spells that do damage on proc or onhit like the armor spells. We would need to estimate cumulative damage to assign DPS.
    Posted in: Theorycrafting and Analysis
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    posted a message on Attack speed, arcane power and you
    Quote from Legaia

    On a related mark. The concept of DPS is somewhat tricky. I think it's usually defined as the slope of the function describing the cumulative damage done over a period of time. This means DPS is not defined for a time interval but merely for any specific moment in time. If we're talking about the DPS over a period of time what we mean is the average DPS.

    For the wizard perhaps we can use the slope of the function describing

    1. Total damage (one shot spells)
    2. Cumulative damage (channeled spells or single cast duration based spells)
    Posted in: Theorycrafting and Analysis
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