Update says the buff is live, but that doesn't match the posted time frame and there's no icon indicating that it is active in game.
Is it really live?
- ArcaneWeapon
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Member for 12 years, 7 months, and 11 days
Last active Sun, Dec, 27 2015 15:41:17
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May 14, 2014ArcaneWeapon posted a message on [Updated] And Then We Doubled It - Happy Birthday, Diablo III!, Patch 2.0.5 Hotfixes - Updated 5/14, New Ability Visuals VideoPosted in: News
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Mar 16, 2014ArcaneWeapon posted a message on Shard Of Hate Now In The Game Guide, Mithrie Menethil's Cyclone Strike Monk Build, Hot Pepper Gaming: RoS EditionPosted in: News
You mean from the friends and family beta? Cause those numbers were brought down to the 1.9 - 2.3k range..... They didn't make this sword WORSE than the rest, it's roll is identical to any other 1H weapon.Quote from ZwuckeL
That sword only rolls 1901.2 - 2274,3 DPS ... pretty weak compared to the weapons with 3k dps we've seen -
Feb 21, 2014ArcaneWeapon posted a message on The Diablo Characters of "Heroes of the Storm"Posted in: News
Likely because it could be a spoiler. I know it's a stretch, but I imagine that's the most likely case.Quote from lorien1973
A tad ironic that it's not the Diablo 3 Diablo. -
Dec 11, 2013ArcaneWeapon posted a message on Legendary Item Brainstorm With D3 Devs, Tal Rasha Set Bonus Isn't Final, King Kongor's Spearalanche Barb BuildJust checked my account rather skeptically and I am currently flipping out as I download the Beta. So. Excited. Edit: And now confused. The link is just to the Battle.net client and I don't see any RoS option in it despite my account saying I have access. Edit2: Figured it out. For anyone else confused, change your region to the Beta and then you can install. 15GB size.Posted in: News
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Oct 17, 2013ArcaneWeapon posted a message on Announcing the DiabloFans "Site Update" Beta, Diablo 3 For PS3 and Xbox 360 GiveawayPicked Loot 1.5 because I love that it's self found and I want to see what we can look forward to with 2.0.Posted in: News
Local co-op is a close 2nd though as I could finally get a friend to play the game with that.
360 version if I am selected, thanks! -
Oct 27, 2011ArcaneWeapon posted a message on To Pillar or Not to PillarWhen I read the skill initially I assumed that by "pillar" they meant a massive pillar of light that would shoot outwards (pretty awesome imo)Posted in: News
I never imagined they literally meant a freaking pillar would appear. - To post a comment, please login or register a new account.
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I seriously hope you're not talking about the change from base numbers on spells to the fact that they now use % weapon damage. Because that would mean you didn't even bother to read the OP where you would have realized I was using the new weapon % numbers assuming a base weapon damage of 1000.
In which case I ask, what is this new modification to the %weapon damage that wizard spells are getting?
I'm getting the feeling that a lot of people "reading" this thread are seeing a massive wall of text and only bothering to look at the colored numbers.
This is not a post about maximum damage rotations.
This is not a post saying x spell is better than y spell.
The sole purpose of this thread was to examine the new %weapon damage effect on the spells and how they now relate to each other in a 7 second window.
That's it. Nothing else.
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Or Alabaster Blizzard. Plenty of ways to ensure ideal Meteor damage. Play enough D2 sorc and dropping meteors and hitting moving targets isn't hard.
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Of course I did, did you look at the numbers? Indigo will always out damage any other Meteor rune assuming all 14 hit. Even if only half hit it's still better.
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Okay. Well when you make a post like this you come off as extremely condescending. It would be more constructive to simply state what you mean in the first place.
Come up with a build involving Magic Weapon that you want me to run the numbers on if you don't want to do it yourself. I'll swap out Familiar for MW in the build I posted later when I have time and run the numbers on that.
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Right.... I asked people to post their builds if they wanted to compare numbers to other builds. I don't want to just post a ton of builds, community contribution would be nice.
I posted a build. The numbers I calculate are only using the spells in the link to the build.
I state that you can assume Armor spells, Familiar, and Magic Weapon are cast before the 7 second window so you don't have to waste time casting them in your calculations.
So with the build I posted instead of going:
1 - Energy Armor: 0 damage.
2 - Familiar: 0 damage.
3 - Slow Time: 0 damage.
4 - Frost Nova: 750 damage.
etc....
I'm assuming that I've already cast Energy Armor and Familiar. IF my build had Magic Weapon (which it doesn't) I would assume that it had been cast before hand as well.
Does that make sense?
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What? There's a link to the build and I never said anything about Magic Weapon......
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Yah this was more for my own interest (hence the massive thread I made comparing all the damage spells).
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Everything will do more damage with Crimson Frost Nova. Crimson Slow Time can be applied to everything here for 140% increased damage since it lasts 10 seconds and you could assume it was cast before the 7 seconds rotation. I can't edit these numbers into my original post since I'm not taking Utility spells into account for this base level of getting numbers.
Make a full build (6 actives, 3 passives) if you want to test with other spells and we'll get a section going for those.
The base number is completely irrelevant since all the spells use the same one. It isn't the end damage number that maters, it's how the spells end up relating to each other. 1000 is just a very easy number to do initial percents on. (292% is 2920)
Yes, Crimson Frost Nova or Crimson Slow Time are both excellent damage increases. The way I viewed it is that anyone planning on using an arcane spell as their primary damage will always be using Crimson Arcane Torrent to maximize their damage. In the case of utility spells they can be included in any build depending on the players preference.
The primary point of this post was to indicate while there may be some clear leaders in damage spells, everything should be viable since most of the spells are in the same damage range. Although Torrent on it's own is shockingly ineffective.
From here you can make a full build of 6 actives and 3 passives and run it over an optimal single target 7 seconds and compare it to another. If you post the 2 builds I can run the numbers, just remember that we don't know how some stuff works (Crimson Mirror Image).
Unfortunately that was how I ran the Hydra damage. (Sorry I wasn't clear enough.) I'll go over it in a bit more detail:
Indigo Hydra:
1 - Hydra: 880 damage * 3 heads = 2,640 damage. (880 damage per head, 3 heads, is 2,640 damage a second)
2 - Golden Magic Missile: 1,100 damage + 2,640 = 3190 damage. (Magic missile damage + damage from the Hydra you cast last second)
3 - Hydra: 5,280 damage. (2 hydras, 6 heads) (Now there's 2 hydras so 2,640 * 2)
4 - Golden Magic Missile: 1,100 + 5,280 = 5,830 damage. (MM + 2 hydras dps)
5 - Golden Magic Missile: 1,100 + 5,280 = 5,830 damage. (MM + 2 hydras dps)
6 - Hydra: 7,920 damage. (3 hydras, 9 heads) (3 hydras means 2,640 * 3)
7 - Golden Magic Missile: 1,100 + 7,920 = 8,470 damage. (MM + 3 hydras dps)
Total Damage = 41,360.
You are right about the duration spells, and I feel it's a valid enough point that I'm going to go back and modify how I record them just like you mentioned. On CAST I'm going to assume the spell does its full, maximum duration damage. So Indigo Hydra would do 880 damage per head * 3 heads * 9 seconds = 23,760.
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Keep in mind rares might end up giving more MF than legendaries.
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These are my general assumptions with each spell:
1). 1000 base damage to be modified by the spells.
2). 1 second cast time for non-channeled spells, channeled spells deal damage every 1 second.
3). 7 second time window. (This is for Arcane spells to get Arcane Torrent's 120% increased damage before it has to be recast. It also seems like a realistic time period to expect monsters to die in.)
4). I will take what I assume to be the highest damage rune for the spell. (Requests for other runes an option.)
5). Only 2 spells per rotation. No Passives or Utility spells. (For example adding Crimson Familiar to any build would effect it equally, no need to add it to calculations.) The primary reason for this assumption is to reduce complexity. My hope is that people can take the numbers I come up with, and use them in builds they want and modify them based on their other spells.
6). Any Arcane spell will be coupled with Crimson Arcane Torrent to maximize damage. For other spells I'll say what they're combo'd with.
7). For Crimson Disintegrate and Ray of Frost I'm assuming 0 charge up time. (Meaning their actual numbers would be slightly lower).
8). Each build will assume a single target and that everything hits. (Obviously this assumption may seem odd in certain cases, just remember that in Diablo you're very, very rarely ever going to be fighting single mobs meaning that in certain cases these numbers are a lot lower than they would be. Using a single target provides an excellent baseline for the spells damage.)
9). Base Wizard AP stats. (100 AP, 12.5 regen/sec)
10). For duration spells such as Hydra and Blizzard when they are cast I'm going to calculate their full duration damage.
Signature Spells:
Indigo Magic Missile: (Just to re-state, yes, I know you couldn't hit a single target with all 8 missiles. Just think of this as spamming Fork MM and hitting with every bolt).
1 - Arcane Torrent: 2000 damage.
2 - MM: 550 * 8 = 4,400 + 120% Crimson AT boost = 9,680.
3 - MM: 9,680 damage.
4 - MM: 9,680 damage.
5 - MM: 9,680 damage.
6 - MM: 9,680 damage.
7 - MM: 9,680 damage.
Total Damage = 60,080.
Crimson Shock Pulse:
1 - Shock Pulse: 1,950 * 3 = 5,850 damage.
2 - Shock Pulse: 5,850 damage.
3 - Shock Pulse: 5,850 damage.
4 - Shock Pulse: 5,850 damage.
5 - Shock Pulse: 5,850 damage.
6 - Shock Pulse: 5,850 damage.
7 - Shock Pulse: 5,850 damage.
Total Damage = 40,950.
Crimson Spectral Blade: (I'm assuming the bleed effect won't stack just refresh, if it does these numbers jump).
Special Case: I know I said no Utility spells, but anyone using Spectral Blade for damage will be using Magic Weapon as well. I'm going to assume Crimson Magic Weapon was cast before this rotation, and that the burn effect doesn't stack, just refreshes.
Base Damage 1000 +20% MW = 1200
1 - Spectral Blade: 420 * 3 = 5,850 damage + 540 bleed + 840 burn = 7,230 damage.
2 - Spectral Blade: 7,230 damage.
3 - Spectral Blade: 7,230 damage.
4 - Spectral Blade: 7,230 damage.
5 - Spectral Blade: 7,230 damage.
6 - Spectral Blade: 7,230 damage.
7 - Spectral Blade: 7,230 damage.
Total Damage = 50,610.
I'm going to skip Electrocute for now both because I'm not sure which rune to use and because we don't know if the damage is 1 - 150% weapon damage or just a flat 150%.
Offensive Spells:
Wave of Force - Cooldown too long to be used in this situation. As a side note, this belongs in Utility IMO.
Crimson Arcane Orb:
1 - Arcane Torrent: 2,000 damage.
2 - Arcane Orb: 4,950 + 120% Crimson AT boost = 10,890.
3 - Arcane Orb: 10,890 damage.
4 - Arcane Orb: 10,890 damage.
5 - (AP Regen): 0 damage.
6 - (AP Regen): 0 damage.
7 - Arcane Orb: 10,890 damage.
Total Damage = 45,560. (Higher regen or base AP will increase damage over 7 seconds).
Alabaster Energy Twister:
I used this in Electric's thread to try and show him Twister wasn't worthless. I picked Alabaster since it's very easy to understand the numbers on a singular stationary target. The key is to realize that each Twister lasts 7 - 10 seconds (not positive) and continues doing damage while it's active. A Crimson rune will do more damage assuming the Twister is always hitting something while it moves, I can do the numbers for it if someone wants. Keep in mind each Twister can hit multiple enemies as well. The need to stop for 2 seconds due to AP cuts back on the damage on this build, with other spells and passives to help offset this you can see it can do non-negligable damage (It WILL pass Disintegrate in damage).
With the duration modification this spell works slightly differently since we can't assume each twister will get +120% damage from Torrent for it's full duration. Of all the duration modifications, this spell is the least accurate since a recast of Torrent will greatly increase this spells damage.
1 - Arcane Torrent: 2,000 damage.
2 - Energy Twister: 840 damage +120% arcane = 1,848 damage * 6 second duration + 840 * 1 remaining second = 11,928 damage.
3 - Energy Twister: 840 damage +120% arcane = 1,848 damage * 5 second duration + 840 * 2 remaining seconds = 10,920 damage.
4 - Energy Twister: 840 damage +120% arcane = 1,848 damage * 4 second duration + 840 * 3 remaining seconds = 9,912 damage.
5 - (AP Regen): 0 damage.
6 - (AP Regen): 0 damage.
7 - Energy Twister: 840 damage +120% arcane = 1,848 damage * 1 seconds duration + 840 * 6 remaining seconds = 6,888 damage.
Total Damage = 39,648.
Crimson Disintegrate:
1 - Arcane Torrent: 2,000 damage.
2 - Disintegrate: 7,260 damage.
3 - Disintegrate: 7,260 damage.
4 - Disintegrate: 7,260 damage.
5 - Disintegrate: 7,260 damage.
6 - Disintegrate: 7,260 damage.
7 - Disintegrate: 7,260 damage.
Total Damage = 45,560.
Alabaster Explosive Blast:
I'm going to assume that like Crimson the delay is removed for this rune since it will take time for all 8 explosions to go off.
1 - Explosive Blast: 910 * 8 = 7,280 damage.
2 - Golden Magic Missile: 1,100 damage.
3 - Explosive Blast: 7,280 damage.
4 - Golden Magic Missile: 1,100 damage.
5 - Explosive Blast: 7,280 damage.
6 - Golden Magic Missile: 1,100 damage.
7 - Explosive Blast: 7,280 damage.
Total Damage = 32,420.
Hydra - I was going to skip this since we don't know how fast the heads attack, but I'll assume once a second. Alabaster combo'd with Crimson Torrent would be top damage, we need AP regen though, and with the 2 spell limit I'm going to go with Indigo.
Indigo Hydra:
1 - Hydra: 880 damage * 3 heads = 2,640 damage * 9 second duration = 23,760.
2 - Golden Magic Missile: 1,100 damage.
3 - Hydra: 23,760 damage.
4 - Golden Magic Missile: 1,100 damage.
5 - Golden Magic Missile: 1,100 damage.
6 - Hydra: 23,760 damage.
7 - Golden Magic Missile: 1,100 damage.
Total Damage = 75,680.
Crimson Ray of Frost:
1 - Ray of Frost: 7,150 damage.
2 - Ray of Frost: 7,150 damage.
3 - Ray of Frost: 7,150 damage.
4 - Ray of Frost: 7,150 damage.
5 - Ray of Frost: 7,150 damage.
6 - Ray of Frost: 7,150 damage.
7 - Golden Magic Missile: 1,100 damage.
Total Damage = 44,000.
Crimson Arcane Torrent:
1 - Arcane Torrent: 2,000 damage.
2 - Arcane Torrent: 4,400 damage.
3 - Arcane Torrent: 4,400 damage.
4 - Arcane Torrent: 4,400 damage.
5 - Arcane Torrent: 4,400 damage.
6 - Arcane Torrent: 4,400 damage.
7 - Arcane Torrent: 4,400 damage.
Total Damage = 28,400.
Indigo Meteor:
1 - Meteor: 2,920 * 14 = 40,880 damage.
2 - Golden Magic Missile: 1,100 damage.
3 - Meteor: 40,880 damage.
4 - Golden Magic Missile: 1,100 damage.
5 - Golden Magic Missile: 1,100 damage.
6 - Meteor: 40,880 damage.
7 - Golden Magic Missile: 1,100 damage.
Total Damage = 127,040. HAHAHAHAHAHA.
Crimson Meteor:
The burn effect afterwards states 143% OVER 3 seconds not per second over 3 seconds. This is a very low number and hopefully a mistake. I'm going with it here though.
1 - Meteor: 9,900 damage + 1430 damage over 3 seconds = 11,330 damage.
2 - Golden Magic Missile: 1,100 damage.
3 - Meteor: 11,330 damage.
4 - Golden Magic Missile: 1,100 damage.
5 - Golden Magic Missile: 1,100 damage.
6 - Meteor: 11,330 damage.
7 - Golden Magic Missile: 1,100 damage.
Total Damage = 38,390.
Indigo Blizzard:
1 - Blizzard: 3,000 damage/sec * 3 seconds = 9000 damage.
2 - Blizzard: 9,000 damage.
3 - Golden Magic Missile: 1,100 damage.
4 - Golden Magic Missile: 1,100 damage.
5 - Blizzard: 9,000 damage.
6 - Golden Magic Missile: 1,100 damage.
7 - Blizzard: 9,000 damage.
Total Damage = 39,300.
And now in ranking from most to least damage:
(Keep in mind this is single target damage over 7 seconds)
Indigo Meteor - 127,040
Indigo Hydra - 75,680
Indigo Magic Missile - 60,080
Crimson Spectral Blade - 50,610
Crimson Arcane Orb - 45,560
Crimson Disintegrate - 45,560
Crimson Ray of Frost - 44,000
Crimson Shock Pulse - 40,950
Alabaster Energy Twister - 39,648
Indigo Blizzard - 39,300
Crimson Meteor - 38,390
Alabaster Explosive Blast - 32,420
Crimson Arcane Torrent - 28,400
Things I'm taking away from all this:
Indigo Meteor is godly. (As I've been stating over and over.)
Signature Spell spamming is shockingly effective. A Crimson Torrent + Indigo MM could work very well as a build.
Melee Wizards seem 100% viable.
Even needing to recast Crimson Torrent, Crimson Disintegrate seems to always be better than Crimson Ray of Frost (minus the slowing effect).
Arcane Torrent + Arcane Orb does much more damage than Arcane Torrent + Disintegrate assuming enough base AP and AP regen.
Keep in mind this is very limited, relatively un-realistic testing. My goal with this post was to at least help people get an idea of the damage of these spells over a short period of time unassisted by other spells that will only make them even more effective.
I really hope this is at least a bit helpful and I didn't just completely waste a ton of time. If people have better ideas of how to run this test or want other spell/rune combos let me know.
FULL BUILDS:
Rules:
1). Since we don't know much about Crimson Mirror Image don't include it for now. Armor Spells, Magic Weapon, and Familiar are in effect before your 7 seconds start, but nothing else. (Assuming you have them in your build.) In the case of Magic Weapon's 20% damage boost apply that to the 1000 base damage first, so you get 1,200 base damage. Then calculate base spell damage from that number.
2). All the assumptions from the above section are true minus spell limitations.
3). Since we don't know how Blizzard is going to apply % damage increases combine your percentages into one and apply that. (Familiar + Slow Time = 40% + 140% = 180%). As long as everyone follows the same method the numbers will be fair even if that's not how Blizz ends up doing it.
4). Need a link to the full build. Credit will of course be given to whoever posts the build.
5). Don't forget about AP!!!!
Indigo Meteor Build: (ArcaneWeapon)
1 - Slow Time: 0 damage.
2 - Frost Nova: 750 damage.
3 - Meteor: 2920 +310% (Familiar, Slow Time, Frost Nova, Glass Cannon) = 11,972 for first meteor which applies Conflagration, 2920 + 325% (old 310% + 15% from Conflagration) = 12,410 * 13 remaining meteors = 161,330 damage + 1st meteor = 173,320 damage.
4 - Meteor: 12,410 * 14 = 173,740 damage.
5 - Meteor: 2920 + 215% (I'm not going to include Frost Nova anymore) = 9,198 * 14 = 128,772 damage.
6 - Magic Missile: 1,100 damage + 200% (Familiar, Slow Time, Glass Cannon) = 3,300 damage.
7 - Magic Missile: 3,300 damage.
Total Damage = 483,164.
EDIT1: Changed Blizzard, Hydra, Crimson Meteor, and Energy Twister to more accurately reflect their damage.
EDIT2: Added the Full Build section!
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Just assume 1000 damage and take your spell modifications off of that. Just remember spells are %'s of damage, not +%s.
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Nice. I'm pretty sure you realize I'm right and have no counterargument.
Let's use some math.
Assumptions:
1 spell a second for non channeled spells, channeled spells deal damage every second. (Fair right?)
1000 base damage to be modified by spells.
7 second time window (1 second for you to cast Arcane Torrent, full 6 seconds of it's effect).
I'm not even going to take into account the fact Crimson Disintegrate requires a set amount of time to reach full damage, I'll start you off at full power. (Meaning in reality your numbers will be slightly lower)
In both cases there is a single enemy and all spells hit.
Now, we both know your spells of choice, Disintegrate and Arcane Torrent combo, both with a Crimson rune.
Your 7 seconds:
1 - Arcane Torrent: 2000 damage.
2 - Disintegrate: 7260 damage.
3 - Disintegrate: 7260 damage
4 - Disintegrate: 7260 damage
5 - Disintegrate: 7260 damage
6 - Disintegrate: 7260 damage
7 - Disintegrate: 7260 damage
Total Damage = 45,560
My spells of choice are going to be Golden Magic Missile and Indigo Meteor.
My 7 seconds:
1 - Meteor: 2920 * 14 = 40,880 damage.
2 - Magic Missile: 1100 damage.
3 - Meteor: 40,880 damage.
I'm actually just going to stop there. Technically with no other spells I'm out of AP after 2 casts with one regen from Magic Missile. Of course, if I had Indigo Energy Armor and Astral Presence I've already shown that you can drop 5 meteors in 8 seconds before you run out of AP.
Anyways, my total damage over just 3 seconds ends up at 82,860.
(Damage over the full 7 seconds can be found in my thread. It's over 120k. Completely destroys Disintegrate, not even a fair fight.)
I'm doing 182% more damage than you in less than half the time.
If anything, the numbers on your combination have DRASTICALLY dropped off compared to the higher cost AP spells.
Edit:
I'm going to further my point. Energy Twister sucks huh?
Spells: Crimson Arcane Torrent and Alabaster Energy Twister (Alabaster to keep it in place, on the target, to ensure fair damage numbers)
One assumption: From beta footage Energy Twister lasts roughly 7 - 10 seconds meaning that in our 7 window time frame the FIRST Twister will still be doing damage on the 7 second mark.
Energy Twister 7 seconds:
1 - Arcane Torrent: 2,000 damage.
2 - Energy Twister: 1,848 damage.
3 - Energy Twister: 1848 * 2 = 3,696 damage
4 - Energy Twister: 1848 * 3 = 5,544 damage
5 - (AP Regen): 1848 * 3 = 5,544 damage
6 - (AP Regen): 1848 * 3 = 5,544 damage
7 - Energy Twister: 1848 * 4 = 7,392 damage
Total Damage = 31,568 damage. That's 69% of the damage of your combo. Remember we even started you off at full charge of Disintegrate ignoring the build up time. We're not even using the top end damage rune in this case, and the fact that we run out of AP in this limited testing case should show that with better regen, and more AP it will pass Disintegrate in damage.
But yes, of course, Energy Twister is clearly complete garbage and should never be used.
That's sarcasm by the way.
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You are aware that percentage wise, in relation to each other, the spells do exactly the same amount of damage now as they did before right? The only change is that instead of having flat base numbers, the numbers are scaled off of your weapon damage.
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What? English please.
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Really? Looks like they're all still there to me.