In Inferno, in addition to increased experience, Magic Find, and Gold Find, whenever a monster dies and drops an item normally (whether it be gold, a potion, or a piece of gear), the monster also has a chance to drop an additional bonus item. The chance to drop a bonus item will scale up with each MP level as detailed in the table below.
Does this mean that at MP10 if a monster drops 4 items you get 5 or if it drops 4 items you get 8?
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Never indicated that it would hit the same target six times for 480% only that I think it would do 480% if 6 targets are in range... other aoes such as 20 yard arcane orb have the potential to easily do 2000 or 3000% damage or more, as far as aoes go, it isn't strong, but it is free and fast and has a lot of passives that could make it better... If it does diminish on chains I don't think it compares very well to bola shot for example..
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I think it is more an issue of magic missile, and spectral blades runes sucking(though I am not sure maybe the spectral blades 20 yard rune could be good) and electrocute looking good in comparison.
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If it doesn't diminsh I think chain lightning will almost always be better than arc lightning.
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I am sort of assuming electrocute doesn't decrease on jump anymore as that part was removed from the tooltip... It seems incredibly unlikely that something that important would have been simplified out of the tooltip. As for Arc Lightning an example would be Cone of Cold in WoW which has a very different range from Shadowflame... The size of the cone is incredibly important, and from the rune videos it didn't seem big enough to hit more than 6 targets on average. (Ofcourse it is likely better in narrow hallway zones)
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The speed of electrocute really makes the low chance of the stun on electrocute irrelevant.. Sure if you cast it 3 times you will probably only stun 1 (though 0 or 2 are both likely) The thing is I think you shouldn't have any problem getting 5-8 casts off by the time the mobs close in on you... With 8 casts that is 48 hits, and assuming the 8% datamined version is the correct value, you should average 4-5 stuns. I could definitely see a 4 wizard party basically stun locking small packs with eelectrocute stun. My gut feeling is that blizzard is going to have implement CC diminishing returns at some point.
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http://www.youtube.com/watch?v=qhmMiVlCJI0
Even with a 2hander he is still casting like 3 electrocutes per second. Really impossible to know how good some skills are without knowing things like.. Wow, electrocute is op look how spammy fast it is... 8% chance to stun passive and 6 target electrocute seems good to me..
But anyways I assume arcane dynamo has a hidden internal cooldown. Which is the only thing preventing me from going
- 6 target electrocute
- Arcane Dynamo
- Prodigy (which would also be really overpowered in a world where it triggers 6 times in a cast)
and going lightning, expensive, lightning, expensive over and over..
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I'd say it depends on if there is a hidden cooldown on arcane dynamo and on if it can proc multiple times per cast. It doesn't seem very likely but if you could build an entire 5 stack on a single cast of 6 target electrocute it would be a pretty broken skill. Even if it is just once per cast but no internal cooldown, you can still get off like 5 electrocutes in less than a second and a half. Pretty sure the ability used to mention a cooldown, I am unsure if they removed the cooldown, or if it got simplified out of the tooltip.
But yeah, it probably sucks and something like Cold Blooded, Glass Cannon, Increased Damage Ray of Frost or fire bolt shock pulse on a big target that gets hit by all three is probably the best you can get for single target
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Compared to other classes single target nuking power, I don't agree... Not to mention that it takes a passive slot, requires build focus, and doesn't work very well with abilities like Ray of Frost. Seems practically built for meteor, however meteor doesn't really seem to me like it does enough damage for something that costs almost twice as much as something like arcane orb.
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I also thought it was really interesting in the old system how some runes were better at level 1 but then got overtaken by other runes by level 7
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The Astral Presence tooltip says +20 AP and +2 Regen, is it just a way of clarifying that you get a 2 increase (to 12 per second) for having 120 AP, or is it something separate?
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Ok the example might have been a little extreme but according to the hero planner you can get +25% on wand, +17% on rings, amulet, and gloves or +93% as well as +0.7 attacks per second on wep, and +0.15 on rings/amulet or +1.15...
Going back to the example of 1.0 vs 1.4 (a 40% difference) we know have
4.15 vs 4.92 or 18.5% (assuming it adds and then multiplies)
Anyways, what I was trying to say is just because the gap on the base item is high doesn't mean it maintains that throughout after a variety of items (both ap generating and speed changing) are included.
It was my finding that ray of frost was basically unusable in beta for a variety of reasons..
The slow wasn't enough to keep high health monsters off you for long enough, when you get moved by knockback, or kiting, or any other reason you didn't get your money's worth, and the big part, the cost is too high to sustain for a sufficient amount of time. With a 1.4 sec wand as a weapon you could cast for only 5.5 seconds
Once you add in something like Astral Presence(the +20 max and +2 per second) that increases the time to 7.5 seconds. Add in some ap on crit and +max ap and you can really bring it to a level that wasn't feasible in the beta. There is also energy armors -3 AP cost on all abilities, and the familiar that reduces cost by 2.
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It might seem extreme when you are comparing 1.0 wep speed vs 1.4 wep speed.... but after you add tons of increased speed and increased attacks you could be looking at 5.0 vs 5.5.. your 40% faster weapon changed to being only 10% faster after +3 attacks per second and a 25% speed increase was added.
All that isn't even factoring in things like... the 8% stun on electric attacks which could be greatly enhanced by a fast weapon, or arcane on hit/crit.
It is possible slower weapons will be better for a variety of reasons, but the discussion can't be boiled down to such simplistics.