Ok so this is my crazy Health Globe Witch Doctor Build, for any of the difficulties.
The build centers around Gruesome Feast, so as you collect Health Globes, your Intelligence increases by 10%. Late game this would be crazy so long as you can find the globes. So the build is made so that everything promotes Health Globe drop
I want it so that you are collecting health globes like power-ups so that the truly skilled will have the gruesome feast ability constantly active.
So skills :
Summon Zombie Dog - Final Gift = Simple really, a dog dies it may drop a health globe
Mass Confusion - Devolution = So anything caught in this that then dies, may spawn a dog which might drop a globe
Sacrifice - Next of Kin = You can kill a dog, get another dog and possibly health globe. This is pretty important to the build
Big Bad Voodoo - Boogie Man = Enemies that die might spawn a dog, which might drop a globe
Zombie Charger - Explosive Beast = Kinda fill in skill, not sure if the skill rune will mean that the dog counts for the other abilities
Grasp of the Dead - Death is life = So if an enemy dies in the area, a health globe could be dropped
Passives :
Gruesome Feast - Pick up a health globe, intelligence is increased
Circle of Life - Zombie Dog could spawn from enemy who died which could then drop health globe when that dies
Zombie Handler - Upto 4 dogs allowed at once allowing for more to be killed
So everything is around spawning dogs for you to then explode to generate health globes so to keep Gruesome Feast active. I want it so that you are rushing to each mob just to keep the chain going
I would prefer if any and all provided links only lead to actual tests and proof, not someone stating "X is Y".
As for accuracy, it is a wiki which can be edited. People will reference something then find it to be incorrect and thus can be modified. As Phrozen says we arent writing a technical paper to be published. All equations/formulas etc are going to be uncertain unless Blizzard state they are correct or we can prove without a doubt they are accurate. It is better that there is somewhere people can go for information for calculations than nowhere
Thanks strill. The Basic DPS calculation could well be incorrect because its very complicated. I saw that equation on the wiki you mentioned before. I will try to implement the bottom equation because I am pretty sure that the one i am using is the top one.
PS if you have it and it has no resource stuff just redownload. I have it on dropbox public so it auto updates the changes i have made. I have added resource stuff to it now
I actually get a base of 97 which is correct if the equation that applies for the first 13 levels still applies. The calculator gets that when you turn all of the gear to base equipment
Now for an update! The calculator is almost there but the next step is the biggest. The only thing i need to add now is how the stats from the equipment affects the base stats!
So here is where i need others help. For example...
Damage Increase % - This is equal to Attack but some gear provides it too (weapons and armor). Now the weapon values affect directly the weapon dmg so is the total equation
TOTAL DMG INCREASE % = ATTACK + SUM OF ARMOR DMG INCREASE STAT????
If anyone knows how any of them add up (im sure some have been determined and are posted somewhere, im a little lazy to look them up :P) post away
This is rather impressive. I've wanted to respond with compliments, but everyone else's posts are actually constructive and not simply congratulatory, so I didn't. But now I am. I'm excited to see the final product and even as it is is a wonderful tool. Props
Thanks man. I think its pretty cool and hopefully it will provide some use or fun or both to somebody when its finished
Ofmg....I really haven't done my share on this thing. Well I should gain some (key word) time back to aid on the advances you made Pions. The Project, which is a different type of D3 communit site. It's been my after work "work" for the past 3 weeks now and will be launching tomorrow. Already got the permission to make a nice thread from Sixen, who has been looking at the progress.
You're doing good and hope to work with ya more on this thing, have missed the Excel doc a little.
Dont worry about it. Currently not working so got to fill the hours some how
I am very intrigued by this project. Cant wait until tomorrow to see what it is all about
This is rather impressive. I've wanted to respond with compliments, but everyone else's posts are actually constructive and not simply congratulatory, so I didn't. But now I am. I'm excited to see the final product and even as it is is a wonderful tool. Props
Thanks man. I think its pretty cool and hopefully it will provide some use or fun or both to somebody when its finished
Hi all !
I have some questions regarding the stats of the following item (Taken from blizzard official site).
First item is Flesh Tearer :
Regarding +95-119 Armor and +150-199% Armor.
What's the calculation need to be done here. Do I get +95-119 to my current Armor, and on top my total new Armor I get the +150-199% ?
Regrading +13-14 Maximum Damage.
I assume this bonus relates to the weapon itself. And if so, does it reflects in the 44-80 Damage i am seeing, or do I need to add it ?
Second item is Sky Splitter:
Regarding +21-22% Damage, so again, does it relates to the weapon itself ? and if so, does this bonus is already added.
Same question for +9-18 Holy Damage.
Thanks for anyone who can help and shed some light on the subject .
Coincidentally I was adding these very weapons to the D3 Character builder and was thinking about those values.
The +21 - 22% DMG has already been added I am pretty sure as has the Holy Damage. When you do the calculation for the basic attack (DPS) value, only the weapon's final DPS value is considered. Also for when a simple addition to damage is made, if you subtract that value from the given values you get damage similar or the same as weapons of the same required level.
For the armor I am not sure. For the calculator I was going to assume that the simple addition to armor would come first, then the % buff would be added on top, but I was also hoping to find that out.
The change to max damage I assume has already been accounted for in the weapon. This is because the weapons either side of it have similar low end damage values 40 - 50 whilst it has considerably more high end damage. Although, this is just conjecture
P.S the Sky splitter seems crazy good. Dual wield them bad boys and you would have sick APS!
Thanks for the detailed reply !
My assumptions were pretty much same as yours, but still many issues are unclear.
Can someone provide a more concrete information regarding the issues ?
(by the way, what is the "D3 Character builder", is it here on the site ? )
No probs. The builder is an excel spreadsheet (hopefully soon a web thing) where someone can choose their class, level, armor and weapons and then see what they would see on the stats page in game (albeit depending upon whether everything will continue linearly towards lv60 from beta lv13...which we are all sure it wont )
Hi all !
I have some questions regarding the stats of the following item (Taken from blizzard official site).
First item is Flesh Tearer :
Regarding +95-119 Armor and +150-199% Armor.
What's the calculation need to be done here. Do I get +95-119 to my current Armor, and on top my total new Armor I get the +150-199% ?
Regrading +13-14 Maximum Damage.
I assume this bonus relates to the weapon itself. And if so, does it reflects in the 44-80 Damage i am seeing, or do I need to add it ?
Second item is Sky Splitter:
Regarding +21-22% Damage, so again, does it relates to the weapon itself ? and if so, does this bonus is already added.
Same question for +9-18 Holy Damage.
Thanks for anyone who can help and shed some light on the subject .
Coincidentally I was adding these very weapons to the D3 Character builder and was thinking about those values.
The +21 - 22% DMG has already been added I am pretty sure as has the Holy Damage. When you do the calculation for the basic attack (DPS) value, only the weapon's final DPS value is considered. Also for when a simple addition to damage is made, if you subtract that value from the given values you get damage similar or the same as weapons of the same required level.
For the armor I am not sure. For the calculator I was going to assume that the simple addition to armor would come first, then the % buff would be added on top, but I was also hoping to find that out.
The change to max damage I assume has already been accounted for in the weapon. This is because the weapons either side of it have similar low end damage values 40 - 50 whilst it has considerably more high end damage. Although, this is just conjecture
P.S the Sky splitter seems crazy good. Dual wield them bad boys and you would have sick APS!
I am still working on the calculator and had a question for everyone... If given all of the stats from armor etc are given as ranges i.e. +3 - 7 attack, and you were trying to make a build would you rather:
For an Atk of 10 and armor providing +3 - 7 atk
1) Have only the minimum value from each range shown for the final values i.e. Atk = 13
2) Have only the maximum values i.e. Atk = 17
3) Have an average of the two i.e. Atk = 15
4) Have an average BUT ALSO have a value next to each one saying the variance i.e Atk = 15 (+/- 2)
0
http://eu.battle.net/d3/en/calculator/witch-doctor#YQSjfZ!cbW!bZZcYc
Ok so this is my crazy Health Globe Witch Doctor Build, for any of the difficulties.
The build centers around Gruesome Feast, so as you collect Health Globes, your Intelligence increases by 10%. Late game this would be crazy so long as you can find the globes. So the build is made so that everything promotes Health Globe drop
I want it so that you are collecting health globes like power-ups so that the truly skilled will have the gruesome feast ability constantly active.
So skills :
Summon Zombie Dog - Final Gift = Simple really, a dog dies it may drop a health globe
Mass Confusion - Devolution = So anything caught in this that then dies, may spawn a dog which might drop a globe
Sacrifice - Next of Kin = You can kill a dog, get another dog and possibly health globe. This is pretty important to the build
Big Bad Voodoo - Boogie Man = Enemies that die might spawn a dog, which might drop a globe
Zombie Charger - Explosive Beast = Kinda fill in skill, not sure if the skill rune will mean that the dog counts for the other abilities
Grasp of the Dead - Death is life = So if an enemy dies in the area, a health globe could be dropped
Passives :
Gruesome Feast - Pick up a health globe, intelligence is increased
Circle of Life - Zombie Dog could spawn from enemy who died which could then drop health globe when that dies
Zombie Handler - Upto 4 dogs allowed at once allowing for more to be killed
So everything is around spawning dogs for you to then explode to generate health globes so to keep Gruesome Feast active. I want it so that you are rushing to each mob just to keep the chain going
0
I completely agree. I think there are quite a few people willing to help on this, me included.
As for accuracy, it is a wiki which can be edited. People will reference something then find it to be incorrect and thus can be modified. As Phrozen says we arent writing a technical paper to be published. All equations/formulas etc are going to be uncertain unless Blizzard state they are correct or we can prove without a doubt they are accurate. It is better that there is somewhere people can go for information for calculations than nowhere
0
0
Cool check it out.
PS if you have it and it has no resource stuff just redownload. I have it on dropbox public so it auto updates the changes i have made. I have added resource stuff to it now
0
So here is the first draft of the D3 Calculator. Try it out and see what you think!
http://dl.dropbox.com/u/45884936/calc.xlsx
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I actually get a base of 97 which is correct if the equation that applies for the first 13 levels still applies. The calculator gets that when you turn all of the gear to base equipment
0
Cool, i will try this out
Ok so here is a provisional list of calculations/relationships that needs to be determined:
1)DMG Increase % and its dependence upon gear. The above could be correct but not sure
2)Crit chance stuff
3)Dmg reduction and its gear dependence
4)Armor and how shields affect it
5)Casting Speed
6)Resources for all classes
There may be more but im not sure. So if anyone has any ideas (or links to equations previously determined) that would be great
0
Now for an update! The calculator is almost there but the next step is the biggest. The only thing i need to add now is how the stats from the equipment affects the base stats!
So here is where i need others help. For example...
Damage Increase % - This is equal to Attack but some gear provides it too (weapons and armor). Now the weapon values affect directly the weapon dmg so is the total equation
TOTAL DMG INCREASE % = ATTACK + SUM OF ARMOR DMG INCREASE STAT????
If anyone knows how any of them add up (im sure some have been determined and are posted somewhere, im a little lazy to look them up :P) post away
P.S here is another copy of the link to the current calculator...http://dl.dropbox.com/u/45884936/calc.xlsx
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Dont worry about it. Currently not working so got to fill the hours some how
I am very intrigued by this project. Cant wait until tomorrow to see what it is all about
0
Thanks man. I think its pretty cool and hopefully it will provide some use or fun or both to somebody when its finished
0
Gonna try and finish adding all 1 handed weapons today then move onto 2 handed
Once done i can go onto the most important part...the equations for stats
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No probs. The builder is an excel spreadsheet (hopefully soon a web thing) where someone can choose their class, level, armor and weapons and then see what they would see on the stats page in game (albeit depending upon whether everything will continue linearly towards lv60 from beta lv13...which we are all sure it wont )
http://dl.dropbox.com/u/45884936/calc.xlsx and the thread link http://www.diablofans.com/topic/29779-beginning-a-full-calculator/page__pid__694227__st__40#entry694227
0
Coincidentally I was adding these very weapons to the D3 Character builder and was thinking about those values.
The +21 - 22% DMG has already been added I am pretty sure as has the Holy Damage. When you do the calculation for the basic attack (DPS) value, only the weapon's final DPS value is considered. Also for when a simple addition to damage is made, if you subtract that value from the given values you get damage similar or the same as weapons of the same required level.
For the armor I am not sure. For the calculator I was going to assume that the simple addition to armor would come first, then the % buff would be added on top, but I was also hoping to find that out.
The change to max damage I assume has already been accounted for in the weapon. This is because the weapons either side of it have similar low end damage values 40 - 50 whilst it has considerably more high end damage. Although, this is just conjecture
P.S the Sky splitter seems crazy good. Dual wield them bad boys and you would have sick APS!
0
Thanks man, also pretty lucky because that is what i assumed people would want
0
I am still working on the calculator and had a question for everyone... If given all of the stats from armor etc are given as ranges i.e. +3 - 7 attack, and you were trying to make a build would you rather:
For an Atk of 10 and armor providing +3 - 7 atk
1) Have only the minimum value from each range shown for the final values i.e. Atk = 13
2) Have only the maximum values i.e. Atk = 17
3) Have an average of the two i.e. Atk = 15
4) Have an average BUT ALSO have a value next to each one saying the variance i.e Atk = 15 (+/- 2)