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    posted a message on Building "Electrocute"
    Quote from djxput

    Quote from Venaliter

    Quote from Flamingcloud

    If it doesn't diminsh I think chain lightning will almost always be better than arc lightning.

    Probably. But it will diminish. Electrocute hitting six times for 80% weapon damage is a spammable, zero-cost ability that hits for 480% weapon damage. That sounds a little too good to me.

    But hey, I haven't looked closely at the other classes. Last I saw, the tooltip read jumps reduced damage. Could have been changed. Maybe it was removed altogether.

    I think it only does 80% per target it hits; I doubt it would do 480% to one target if thats all it hit; because that would make it the best single target dps the wiz has - and have a free cast.

    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..
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Building "Electrocute"
    That is with the rune, not the base version, which is just 240%, when Bola shot hits 3 targets it is 350%, when cleave hits 3 targets it is 360%. Just looking at percentages electrocute seems like garbage, but anyone that used it in beta or watched a video knows how fast it is compared to other cast times.

    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.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Building "Electrocute"
    I don't see why it would be too good.. Good for sure, but other classes have spammable cheap/free aoe that does more damage(for example, bola shot, and cleave) ... The only real advantages electrocute have is that its cast speed is ridiculously fast compared to everything else and that the aoe aspect doesn't require enemies to be super tightly grouped.

    If it doesn't diminsh I think chain lightning will almost always be better than arc lightning.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Building "Electrocute"
    Quote from Venaliter
    It's a tough call. Arc Lightning will hit ALL targets for 80% weapon damage, probably very similar to "Cone of Cold" from WoW. Chain Lightning will hit six targets, but there's a reduced damage penalty in there for the jumps. You're not hitting all six targets for 80%. The exact mechanics are unknown, except there IS a damage penalty on "jumps" where Arc Lightning will not suffer from this.

    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)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Building "Electrocute"
    I like both the original builds, however I don't really think arc lightning will be better than chain lightning very often.

    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.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Power Question
    At the end of this 17 second video you can see the cast rate of electrocute..
    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..
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Power Question
    Quote from Antirepublican

    No it can't, on average you would be lucky to even tie with Glass cannon, and that's not considering overkill,. or front-loading dmg.

    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
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Power Question
    Quote from Sabvre
    Thats not true. every 5 signature spells you get +75% on a non signature spell (with passive). This can substantially increase nuking power...

    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.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Power Question
    It may have been for the overall good of the game, but the changing of the rune system really lowered build diversity.. Removing things like the -7 ap cost Storm Armor really lowered options especially for builds with no signature ability. Additionally all of the wizards really outstanding single target damage abilities basically disappeared. For example the rank 7 building ray of frost was an amazing amount of damage before. Kind of sad when fire bolt shock pulse looks like the best single target move (and even then only works on large hit box enemies)

    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
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Power Question
    Does increasing your maximum arcane power increase your regen rate? IE is regen 10 arcane power per second, or is regen 100% of your pool over 10 seconds?

    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?
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Attack speed, arcane power and you
    Quote from Maerlimi
    Quote from Flamingcloud
    but after you add tons of increased speed and increased attacks you could be looking at 5.0 vs 5.5..
    rofl

    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.
    Posted in: Theorycrafting and Analysis
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    posted a message on Monsters AFFIXs
    Looking forward to a multi-shot, lightning enhanced, mortar, waller... Not sure how many mods they can have in Inferno, but if it is 4 or 5 there certainly is potential for some disasterous, near impossible combos especially if the monster health is high/packs take a long time.
    Posted in: Theorycrafting and Analysis
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    posted a message on Attack speed, arcane power and you
    The problem is when you look at the weapons in a vacuum... Stats exist on non-weapons that increase attacks per second... so unless defensive stats are really really good, you will always want as much of that as you can get.

    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.
    Posted in: Theorycrafting and Analysis
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