Yeah I'm well aware of the other nerfs which suck. I was just clarifying the issue with the percentage talk. A nerf from 500% to 100% is not really a 400% nerf to your damage.
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Mar 22, 2015Posted in: Barbarian: Bastion's KeepQuote from Tsesmatas »yeh but it was nerfed 400%.........
lets say it was 200% dmg and they took it to 100%.....thats still a 100% nerf......this is 4x that....
Barb can't have 500% damage when Monks get 500% buff to spenders just for running around?
That's not how percentages work.
A 500% increase is a 6x multiplier on your damage.
A 100% increase is a 2x multiplier on your damage.
So a nerf from 500% to 100% means you are doing 1/3 the damage (i.e. a 66% reduction in damage).
Apr 19, 2014Vitality stacking for the toughness gains will typically not help you in higher torments. There is a great post about this on the bnet forms:Posted in: Wizard: The Ancient Repositories
Now I'm not saying Vitality is bad by any means, but it's easy to get Vit on other pieces compared to attack speed. If you were not using a signature skill I would say re-roll the IAS, but with a Mirrorball build I think you might be better off re-rolling the Vit.
Apr 6, 2014Posted in: Wizard: The Ancient Repositories
If you enchant a weapon and it gains IAS the weapon's damage stays the same and the number of attacks per second increases. This is why the weapon's dps goes up. How did you even come to the conclusion that IAS (from any source) increases weapon damage?Quote from Jamoose
Your test says that you equip ias from a different source other than your weapon? That's not what i said. Afaik, the skill takes a snapshot of your weapon dmg post ias, that's why ias on a weapon does indeed increase your skill dmg.
Apr 6, 2014@JamoosePosted in: Wizard: The Ancient Repositories
IAS does not increase your weapon damage (which is what skills are based off of). If it did then it would be double dipping (increasing both how fast skills hit and how hard they hit). You are assuming that the game uses your character sheet dps for the "weapon damage" on a skill's tooltip and that's simply not true. It's very easy to prove this in game:
- Take off all your gear and use a low level weapon with a small damage range.
- Go hit some mobs and take note of the damage (with no gear and a weapon with a small damage variance the numbers should be all about the same).
- Equip some blue jewelry that only has IAS as a stat (harder to find now without the AH, but not impossible), and repeat said test.
- You will attack faster, which means higher dps, but your skills will hit for the same amount.
Mar 29, 2014Oops, I got my Crusader skills mixed up and you are correct that I meant Divine Fortress. What I said was correct (the increased block chance does not boost the armor bonus from Divine Fortress) but I was referring to the wrong skill. My mistake.Posted in: Crusader: The Church of Zakarum
Mar 29, 2014Based on character sheet testingPosted in: Crusader: The Church of Zakarum
Hold Your GroundDivine Fortress based soley off the %block on your shield and is not boosted by any passives/skills. It's pretty easy to test, simply have your character sheet open and hit a mob with Punish; your armor/toughness will not change. The only bonus that works is the +block chance on the shield since that is baked into the %block on the shield itself. +block chance on other items does not work with Hold Your GroundDivine Fortress either (again easy to test in-game).
Edit: I meant Divine Fortress, not Hold Your Ground.
Mar 29, 2014I haven't run tests to confirm/deny the fact that Holy Cause increases your holy skills by 10% so I can't say either way. What I can say is that it will increase your damage if you use a weapon with +holy damage. It's easy to test, just find a weapon with +holy, swap to the passive, and watch as your character sheet damage increases. If you use a weapon with any other type of +damage you will not get the bonus on your character sheet.Posted in: Crusader: The Church of Zakarum
Thus it's my opinion (again no in-game testing to prove) that Holy Cause just increases the +holy damage of your weapon because otherwise it would be "double-dipping" if you are using holy skills with a +holy weapon.
Aug 18, 2012Couple of things to test to see where the problem is:Posted in: Wizard: The Ancient Repositories
1.) Use Arcane Orb with some big damage modifiers like a monk with Overawe (24/48% damage) and/or Time Warp (20% damage) to see if you can get a hit recovery animation.
2.) Do other wizard spells still cause the recovery animation? Meteor would be a good test.
3.) Are other classes still getting the recovery animation from big hits or is this a wizard only issue? If they are then how hard are the hits to cause the recovery animation.
The more detailed you can make your bug report the better.
Aug 17, 2012If you are complaining about nothing to do and you have only leveled one character to 60 then it's time to take a break from the game. There are four other classes you could be dinking around on and, if it's your cup of tea, hardcore mode.Posted in: Diablo III General Discussion
Jul 25, 2012The GAH didn't die, people are getting more savvy through gameplay experience and the abundance of dps calculators now available. You no longer have guess as to how big of an upgrade is going to be, you can know exactly. Put yourself in the buyer's shoes, how many people even have the gold to purchase a 100 mil item? Not only do need someone to have the gold, but you can be sure that if someone is dropping that much money they are using a spreadsheet; not too many people are going to shell out that kind of gold for a mediocre damage upgrade. Even if your item is accurately priced high price tag items take a lot longer to sell because of all the variables that have to come together for it to sell.Posted in: Diablo III General Discussion
As for medium ranged stuff you need to see how many similar items are on the AH already. No matter what you are going to have to undercut to make your item stand out; if there's a big selection then you have to undercut by more because a buyer will be able to be more picky with stats they want. The only way to get your item noticed is for it to be amazingly priced.
It may sound corny/stupid, but put yourself in the a buyer's shoes that is looking for your item. If you were looking for that item and saw it at that price would you think, "Wow that's a good deal"? If the answer is no, then the odds of your item selling are not very good.
I can assure you that stuff sells if you price it properly. If your stuff isn't selling you are overpricing it, it doesn't matter what other people are putting their stuff up at either, their crap isn't selling either if yours isn't.
Jul 19, 2012Actually Chain Reaction is a dps gain over Short Fuse as long as all three blasts hit the target. What a lot of people don't realize is that if the CD resets on explosive blast you can start another one even if Chain Reaction is "ticking down". This leads to mutiple blasts going off all at once in a machine gun like effect. I'm sure you can get a similar outcome with Short Fuse but since each cast of CR nets you 291% damage (not to mention 3 chances to proc CM/APoC instead of 1) I can't see how it's better dps. Better burst, sure, but there's no way it's more overall damage.Posted in: Wizard: The Ancient Repositories
Bone chill gives you the 15% damage bonus regardless of the number of mobs hit. You are thinking of Deep Freeze which only works if you hit 5+ mobs. I've tried both Bone Chill and Cold Snap and they both have pros and cons. I'd say for solo play Cold Snap is superior because things already die pretty fast and the reduced cd on nova makes it much, much easier to lock down ranged champ packs which are the bane of this build. For team games I use Bone Chill because the 15% damage works for everyone and you have other people to help you vs ranged champions.
Jul 19, 2012Posted in: News & AnnouncementsQuote from Gohei27
Well it isn't exactly a sorry, but I appreciate that Mike took the time to address diablo fans. Might be a little too late for most, or some, however it's not going to improve over night. I think we would of all been better off getting more delays and polish before they released, but it's a lose/lose situation for them. Should of stuck to their old ways instead of pushing so hard to release before summer.
I don't think delays would have done anything because most of the issues stem from the endgame which is hard to test internally. Blizzard had people playing Inferno, but compared to release they were using a sample size far too small to predict how it would actually play out. The only thing they could have done differently was unlock the entire game in the beta so that it could have been properly tested.
Jul 7, 2012Posted in: Wizard: The Ancient Repositories
Melee can have far higher damage and comparable survivability.Quote from Reeku
And the more coverage this build gets the faster it gets nerfed. Thank guys for ruining this build.. :/
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