Diablo 2 HD remake hype-train!
- Limdul
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Member for 11 years, 10 months, and 17 days
Last active Fri, May, 12 2017 16:03:49
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Nov 2, 2016Limdul posted a message on Blizzcon Virtual Ticket Giveaway - Tune in to See what news about Diablo is revealed!Posted in: News
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Jun 23, 2015Limdul posted a message on D3's Biggest Problems?Posted in: News
Why the comments about usefull sub lvl 70 weapons? Ofcourse low level weapons are useless. The equivalent of useful low level items are items dropped in low lvl rifts.. Which are EXACTLY the same as the ones dropped in high level rifts.
That's actually a problem I have with the game. A higher level rift should give BETTER gear than lower rifts. No, not a higher chance to get good gear but simply better gear. Then suddenly farming lvl 50-60 rifts isn't a waste of time compared to 42 speed farming.
Take the example from World of Warcraft.. How many people would farm the latest tier if Ragefire Chasm dropped the same gear.
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I'm currently playing the Meteor focused build:
http://eu.battle.net/d3/en/calculator/wizard#UlfSiP!RgZh!YZZZcZ
With starpact meteor and eletrocute (surge of power). I tend to start my fights like this:
Electrocute
Blizzard
Hydra
Meteor
I''m also running Convention of the Elements (hooray for 1 billion dmg crits). But the buff rotaton doesn't change my spell rotation in anyway.
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After trying out the new TR set I quickly noticed that the stacking of the damage buff is kind of awkward. It is not possible to keep them up, just to refresh up to 4 and reapply when they fade.
2 Questions:
1 Is it considered best to just get 4 stacks back up ASAP when they drop (which means casting a hydra eventhough it's already up). Or would is be better to refresh when the time is about to run out?
2 Depending on the party set-up I sometimes have so many buffs that the TR stacks are not shown. Is there a way to fix this?
PS: It's an interesting set which gives a different playstyle but keeping the stacks up, with the current mechanics, makes me feel like healers in WoW. I spend more time looking at the little box with the stack count than I do at the rest of the game.
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As for the elemental % (or physical in this case): Yes +60% physical will simply make you deal 160% physical damage. You will however jump from 140% to 160% which calculates a bit different.
140 to 160% gives an effective DPS jump from 100% (original 140 value) to: 160/140*100% = 114% This indicates that picking up the 20% from your amu will grant you a DPS increase of 14% rather than the "20%" it says on the thing.
This principle is true for every single stat: The more you stack of a stat, the better other stats get. For CHC this can be explained by the logic that your attacks cannot crit twice, meaning that the more crit you have the less powerful this stat becomes compared to other stats (leading to the 1:10 ratio)
A general guideline for +%elemental damage is that it's the best stat there is untill you go over the +100%. By then the value of the stat will be approximately half of what it says on the tooltip.
PS: Just smiled a bit thinking of people who say computer games are bad for your brain and don't teach you anything :D.
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The thing is that this should result in a sheet DPS increase rather than drop. (unless you are ofcourse counting in buffs which are not added in the sheet dps... one of the reason why the sheet number is rather worthless... That and the fact that half the game mechanics still ignore attack speed)
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But comparing line 2 to line 1 you drop 50% CHD and gain 6% crit if you would gain only 5% crit (which paragon point wise equals in value) you would see a drop in dmg.
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The 1:10 ratio is of importance when comparing crit chance WITH crit damage.
What the rule says is that if your crit chance is lower than the 1:10 ratio that crit chance is more valuable than CHD.
If in turn your CHD is below the 10:1 to crit chance then CHD is more valuable.
It's not that your DPS magically goes up when you hit this ratio, it simply means that it's most beneficial to keep close to this ratio.
Example: 40 paragon points (assume your crits deal 0% bonus damage and you have 0% crit by default, I know you have a base 50% CHD but ignore that for the example)
Crit chance gives 0.1% per point
CHD gives 1% per point.
If you put 30 points in CHC and 10 in CHD then you would have a 3% chance to deal 10% bonus damage = 0.3% bonus damage on average
20 in CHC and 20 in CHD you would have 2% chance to deal 20% bonus damage = 0.4% bonus damage
5 in CHC and 35 in CHD would give 0.5% to deal 35% bonus damage = 0.175% bonus damage
As you can see the 2-20% balance (= 1:10 ratio) grants the highest DPS
If your gear set is imbalanced you could end with 20% CHC but 400% CHD = 80% increased damage
While a better balanced set of the same value could have 30% CHC and 300% CHD = 90% increased damage
That's a whole 10% more damage gained from the same value items/paragon points by simply balancing them out.
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The damage done by Firebird is obviously increased by damage increasing thing. How do damage modifiers effect the stacking of the firebird dot?
Firebird becomes infinite at 3000% per second :
Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?
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Firebird becomes infinite at 3000% per second :
Say I have a single damage spell that deals 500% damage and I got + 100% fire damage. Do I have to hit the target 9 or 18 times to get the dot to infinite?