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    posted a message on Patch 1.0.5 Inferno MP 0 - 10 Hit Points Chart WIP
    Since no one seems to have much information about the Uber boss HP, I scoured youtube and checked as many of the solo vids as I could find for boss HP values. I have summarized the values below. As far as how much the HP changes per MP level, it seems to vary somewhat from encounter to encounter. Mag/SK seems to follow the relationshop of Ghom and Diablo in the previous posts, or at least the MP10 hp matches the value you would calculate if you used the MP3 value with those %. Rak ahd Ghom really confuse me because they have the same HP at MP10 and 5 but not at 7. SB/ZK from MP3 to 5 follows the Gho/Diablo hp trend but the MP10 does not match what is expected based on MP5 and using the Ghom/Diablo % increases. They are actually about 60% and 50% higher than expected for SB and ZK respectively.


    Rak Ghom Mag SK SB ZK
    MP1
    MP2
    MP3 13131658 9192161
    MP4 11030593 20222756
    MP5 29782598 29782598 14891299 27300718 24818832 17373184
    MP6 20103254 36855968
    MP7 60535892 70625208
    MP8
    MP9
    MP10 154561120 154561120 77280560 141681040 207638128 138425408
    Posted in: Diablo III General Discussion
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    posted a message on Wizard CM DPS Simulator - Release Version
    I have written a DPS simulator for melee based CM builds to compare a couple different AP spenders, namely WW, Star Pact, Meteor - Liquify, and Mistral Breeze. The simulator is written in MATLAB, which is not a freeware software program, but it uses a language similar to C++ and the m file can be opened as a text document so anyone who feels up to it can use the code to convert it to some other computing language.

    The m file can be found here. Current version is 1.01. Any changes since v1.00 will be included at the end of the mfile and included at the end of this post.

    Please post any ideas or suggestions you have, or any errors you see.


    Features
    Uses 1.0.5 spell coefficients and crowd control dimishing returns to simulate combat in D3 against 1 or more mobs for a duration that is easily adjusted. Default is usually 60 seconds.

    Approximates mob movement by using an uptime coefficient that checks for each damage tic against the given probability. I've set the defaults to 100%, 90%, and 50% for WW, Meteor (both runes), and Mistral Breeze respectively.

    Attempts to simulate button mashing using a Reaction Time (default is 0.01s) that assumes you press whatever button you want to at that time. It only allows spells that use a global cooldown to be used at specific intervals related to your attack speed, namely Frost Nove and the AP spenders. DS and Chain reaction can be used at any time since they do not trigger a global cooldown (i.e., a weapon strike, for those not used to the WoW lingo).

    Allows for lots of variety in input ranging from basic gear stats like Crit%, AP on Crit, attack speed, max AP, various runes and passives like DS - prism and evocation, and going all the way to mob attack speed and approximate spell uptimes.

    The simulator uses a Monte Carlo based approach to simulate random events over the duration specified, then repeates several times (default is 1000 simulations per skill).

    The final results that are tracked are the Effective DPS multiplier of your skills and gear, % uptime of DS, the % of time the mobs are kept frozen, and the average LoH retuned per second. The Effective DPS multiplier is simply the number you multiply your char sheet dps by to get your effective dps. If you have 100k char sheet dps and your multiplier is 3.5, you would actually do around 350k dps with that skill set up and those base stats. The average LoH returned per second is basically what it sounds like. Whatever your total LoH is, you multiply it by that number to get your approximate life gain per second. For example, if the number if 3 and you have 1000 LoH you gain about 3000 life per second on average.

    The simulator also outputs the % damage done by each skill for each build.


    Assumptions
    Mob swing timer = 1s and swing timer is reset when mob is frozen. These parameters are easily edited though.

    White attacks have a coefficient of 1 and White Attacks are always performed if FN is on CD and there is insufficient AP for the AP spender. I have confirmed that the LoH coefficient for white attacks is 1.

    Conduit uses spell coefficients so on a successful hit you always gain back AP = APoC*Spell Coefficient.

    Evocation, when combined with CD reduction rune on Frost Nova, reduces the cooldown to 9*(1-0.15) = 7.65s.

    Spell Priority is TW(if down) > DS >= FN > AP spender >= CR. CR is used on CD whenever there is enough AP, but only after spending AP on the big AP cost. Since it does not trigger a global CD or swing timer, it effectively can be used at the same time as DS and AP spender/FN. AP spender is refered to as the Prim spell in the code, for primary.

    CR rune for Explosive Blast is used. Options for other runes should be added soon.


    Planned Additions
    I want to add functionality for additional EB runes.


    Code Updates
    v1.01 Changed FNdf to FNbc since I had incorrectly put deep freeze as the rune that adds 15% damage while frozen, but it is actually bone chill
    v1.02 Added WWcmcoef and WWapoccoef since the CM procs and APoC returns are higher than otherwise expected. Default values are 2 for each based on best guess from limited testing.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on CM/Meteor Wiz Builds! 1.0.5 Approved
    Quote from DisposableHeero


    My point is more that Frost Nova is garbage unless you can CC lock people, its a short stun at a short range for a class that wants to use it to keep mobs at a distance.

    That's actually exactly the point of using Frost Nova in a CM build, to freeze lock mobs. You're confusing CM melee wizards with kiting wizards when you say the class wants to keep mobs at a distance. CM melee is all about having mobs around you so you can chain freeze them and aoe nuke them with various skills.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Will monster level 10 runs worth it ?
    Quote from Krigbur

    http://www.diablofan...hl__ gear guru
    According to this calculator act 4 mobs are mlvl 64. Can anyone comfirm this? If it's so we might want to farm act 4 :) And what about bosses, are they lvl 63 or higher?

    Edit: A pic for those who don't want to or can't install the application.
    http://prikachi.com/...89/5306989f.png

    I don't think that's right. General consensus was all act 3 and 4 mobs were the same level, namely 63.
    Posted in: Diablo III General Discussion
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    posted a message on Loot in 1.05 ; Affixes on items will now roll their level based on the level of the monster killed
    Quote from beingmused

    I think people are misreading this slightly.

    It will not be that items that drop in Act1 will always have ilevel 61 affixes, items in Act 3/4 always have ilevel 63 affixes. Because there is a range of affix levels that can drop on any item level currently. For example, there are 14 "tiers" of weapon elemental damage affixes. ilevel 63 1 handed weapons can currently roll with the highest 5 of those tiers, with the highest possible being +(191-286)-(334-667) Fire/Holy/etc. Damage. But you could get a ilevel 63 weapon with +(62-93)-(109-217) Fire/Holy/etc Damage as well. If you take a ilevel 61 weapon, it can roll with 6 tiers - those highest 5, and the one below.

    What this change would do is make it so that the range of possible affix tiers is based on the monster level. So base stats are determined by the item level, but the range of possible affix tiers will be as if the item level was the same as the monster level.

    So what does this mean for drop quality? Act1/act2 drops will be better when the ilevel is 61 or lower, since the tiers that could appear on lower ilevel items will no longer appear . Weapons will almost always be better (since you can still get the max +damage modifiers). Armor with an ilevel of higher than the monster level might get worse.

    Act3/4 items below ilevel 63 will get better (except rings, which will only improve below ilevel 62). Items that drop at ilevel 63 will remain the same.

    This is what I was thinking, but doesn't it only apply to weapons, since Armor below ilvl 63 cannot roll the top tier affixes? I imagine they could do what they did with weapons and apply it to armor, namely that ilvl 62 and 61 items have a chance to roll top affixes, but there was no mention in the patch notes.

    The only two reasons for this change that make sense to me are (1) Monster Power Level does indeed raise monster level so that higher power level raises the quality of drops in addition to the other benefits or (2) Blizzard decided you should have to farm the latest acts to get the best gear. I think (1) is most likely because (2) goes completely against the first couple patches they produced where they make it possible to get the best possible rares in Act 1, if at a lower chance than the later acts. I don't think we'll be able to confirm that (1) is true without a blue post or without more detail on the proposed power level system since all we have at this time is that it makes monsters hit harder and have more hp, in addition to bonus MF and GF.
    Posted in: Diablo III General Discussion
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    posted a message on [GUIDE] Archon Wizard (updatING for 1.0.5)
    I stated this in another post but it is also relavent to the guide here but CM does indeed work to reduce the CD of Archon even while Archon is active. The easiest way to test it is to active a 2 min Armor buff right before activating Archon, then killing as many mobs as possible to keep archon active for a good 90s+, then cancelling Archon and just waiting for the CD to resume. The CD should be up before the armor falls off.

    This is mostly relevent as an alternative to Evocation for people having issues running out of time in Archon form. I also like the fact that CM reduces the CD of your Archon Blast (#1 hotkey that does not interrupt your beam). I use that ability a lot when face tanking elites to gain a bit more health.

    On a side note, regarding Stone of Jordan or any other item with +elemental damage, the bonus damage is applied to all your skills, not just skills with that damage type, as long as the affix doesn't mention skills. So any stone of jordan damage type will work and add extra damage. I mention this because in section 5 of the guide you mention Stone of Jordan and +arcane damage. The only issue is the bonus damage is only applied to your total minumum physical damage. Also this extra damage does show up on your in game damage number, so people considering switching to a Stone of Jordan won't see quite as much of a dps drop on their char sheet as they might think.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on What is the proc coefficient?
    Quote from bigamie

    The proc coefficient is a modifier that is multiplied with the actual proc chance on an item or a skill. Most skills have a proc coefficient of 1, but some (specially damage over time skills or skills that hit often for little damage) have a lower coefficient to prevent a proc from occuring too often.
    For example LoH will not proc from every skill every time it does damage.

    That's not quite right. LoH will proc from every skill everytime it does damage. The actual life gained is a product of your total LoH and the coefficient for that skill. If a skill coefficient is 0.5, you gain 50% of your LoH everytime that skill does damage, for example. Also, the coefficient for most wizard spells are not 1.

    To clarify, the proc coefficient and spell coefficients are different ways to say the same thing. Every skill and rune has its own coefficient. When an attack does damage, that coefficient is used to determine proc rates on weapons and skills. In some cases, the coefficient is used to determine how much is procced, such as LoH. In other cases, like CM for wizards, the proc rate determines if an ability is triggered or not.
    Posted in: Diablo III General Discussion
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    posted a message on Please help with upgrading my gear CM wiz (Act 2, Act 3 Inferno)
    I just searched for helms and there are definitely some cheap ones with Int, AP on crit, and 50+ resist all. If you try to find crit instead of Int the price explodes to the millions. The ring sounds like a good find though. If I search for Amulets with 100 int, 6% crit, and 50 vit, I find plenty of upgrades for a couple hundred K, like 110 Int, 110 Vit, 6% vit for 200k. You have a lot of options with the amulet but I'd say stick with INT, VIT, and crit % as your main search options. Finding any with crit damage will raise the price through the roof, as would resists. If you're patient you might be able to snag one with armor and/or str also, or some other useful secondary stat like bonus damage. OHs are extremely annoying to find and I don't know a lot about shield prices. I think I got lucky on mine so you might have to just settle for Vit and 7.5% crit+ with as high armor value as you can afford for a few hundred k.

    As far as buying better gear, if you just want to get through Inferno and don't care about farming it for months to come, aim for around 500k EHP with a shield and I think you should be good (hopefully 300k+ EHP with the source). I haven't used the spec a ton but I was able to get through most of Act 3 pretty easily with 400-500k EHP, standing in plague pools and desecrator fires with no issues, but I had 40%+ crit. I think I got most of my pieces for just a few hundred K each but I got lucky with a few finds and the prices have probably gone up in the couple weeks since I got my set together, but I wasn't going for any MF, so if you are, expect upgrades to increase in price a lot over non-MF gear.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Please help with upgrading my gear CM wiz (Act 2, Act 3 Inferno)
    I'd start with OH, ring, and hat, then move to amulet. You can get 8 or 8.5% crit on your OH and more damage, but searching for an OH at the moment is a pain and might cost more than your budget. You can get a hat with either Int or Crit in addition to your current stats. You should be able to very cheaply upgrade one of your rings with something that has 3.5% crit and the same or more Int. The amulet might be a bit pricier to replace but can definitely be upgraded a fair amount before it gets rediculously expensive.

    What might make things easier is to grab a shield with high crit and some extra armor and/or vit/resists to swap to for elites. Act 3 and 4 will be hard to progress through without a shield, I think, though a source is fine for white mobs.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on DPS and EHP Spreadsheet
    Added a box in the "Equipped Items" tab where you can indicate if you have Glass Cannon active or not. I added extra boxes in the item comparison area to include DPS based on your GC choice, as well as one showing the GC dps. If you indicate you have glass cannon on in the equipment tab, those two dps values should be the same. I could just remove the DPS WITH GC box but figured there's no harm in leaving it there on the offchance someone isn't using GC currently and is curious what the dps numbers would look like with it there.

    I also added an UPDATE tab where I plan to start listing the updates I make to the spreadsheet, so people can find out if they have the most current version or not.
    Posted in: Wizard: The Ancient Repositories
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