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Lalalaland34461 Posts
On June 04 2012 15:37 Inflexion wrote:+ Show Spoiler +On June 04 2012 13:41 Peanutbutter717 wrote: I have a question about stats, on a weapon that is, for example 800-1100 with a attack speed of 1.00, and it says +100-300 damage and then +50% damage, what exactly does this mean? I have no idea whether these stats are way better, way worse, or about the same as a wep with ias or int.
Looking at the straight damage number can sometimes be sort of misleading because it is dps and Im running the AO hydra build. I did a lot of math over the weekend and figured most of it out. I'll post most of my findings here. The DPS reading on a weapon is very deceiving (it doesn't show the 'raw' damage of the weapon but it calculates the bonus stats some weapons have - for example, increased attack speed). A common mistake a lot of people do is 'sort the weapon list by DPS and then just assume that the highest dps weapon is the best.' This is entirely INCORRECT. I'll illustrate with an example.We will compare two items, one I just found on the AH and the other is the one I am currently using. This is the weapon I am using corrently. So how do you determine the raw damage of this item? ( 1387 + 1813 = 3200) / 2 = 1600 THEN you take the base weapon speed at 0.9 and multiply that to the 1600 to get the 'raw dps' of the item which is 1600 * 0.9 = 1440.0 (which is displayed on the weapon) ( Two handed maces all have base weapon speed of 0.9; Two handed staffs all have base weapon speed of 1.0; Two handed swords all have base weapon speeds of 1.10 - If you want to find the base speeds of certain 1 handers, just look for a 1hander with NO INCREASED ATTACK SPEED as a modifier and it'll say the attacks per second underneath the damage)) This means that whatever Intelligence bonues you have, increased attack speed item you have, crit, crit dmg, crit %, force weapon, spark flint, etc. will be multiplied to this raw damage of the weapon. So why is this important to know? Because if you're a 2 handed AO/Venom hydra user, then you want to his as hard as possible per cast. If you look at your 'dps rating' shown in the details tab, this is entirely inaccurate reading of your TRUE dps. As a wizard, you will NEVER be able to stand there and continually dps for 5 minutes. That's what DPS is, Damage per Second. The dps rating shown doesn't take into account kiting, arcane power usage, cd management, surviving, play style, etc. One will look at this item and automatically assume, "Hey, it has a higher dps rating; therefore, it is better than the first weapon." In 99% of AO users or wizards, this is the incorrect conclusion. Let's take a look at the raw damage of this item and find out why this is. (1141 + 1534 = 2675) / 2 = 1337.5 (wtf? lol what coincidence, it is 1337 dmg... LOL) Don't forget the BASE WEAPON SPEED of TWO HANDED MACES which is...... 0.9!!! 1337.5 * 0.9 = 1203.75 But wait, how come it says 1493.0 dps? It is because of the 24% IAS. 1203.75 * 1.24 = 1492.65 Weapon Displayed DPS So which item is better? Weapon 1 has raw damage of 1440.0 and Weapon 2 has raw damage of 1203.75. As an AO wizard or anything where you are kiting and casting a 1 time spell Weapon 1 will ALWAYS beat out weapon 2 (even though most think weapon 2 will have the advantage because of the higher 'displayed dps'. This is exactly why Dfgj is 100% correct in taking raw damage over > int, generally.*The 1.12 attacks per second on weapon 2 is simply calculated by taking the base weapon speed of 0.9 * 1.24 = 1.12 ******************************* Do not be deceived and simply choose the highest dps item on the AH, and assume you'll be the best because you have the highest 'displayed dps'. I am doing Inferno siegebreaker runs with 70k dps and 31k hp using MM with attunement, Venom Hydra, AO with Tap the Source, Diamond Skin, Force Armor and Force Weapon (I can grab 5 stacks and down siegebreaker in under 30 mins, which isn't bad) with Weapon 1 and have these items for IAS: amulet = 15%, 2 rings with 15% each, and helm with 12% (andariel's visage). I am also switching in mf gear before last hitting elites and siege breaker (tyrael + 100k hp templar is completely broken, as even if I die with my mf gear on - I have really low hp with mf gear; tyrael still one or two shots the last few hit points of the elite or siege breaker). How much IAS you use is truly what your playing style is, how well you kite, reflexes, ability to dodge projectiles, etc.Personally, I like to be at ~1.50 attacks per second. Doing so allows me to abuse chokes, and with 12% move speed it is perfect to kite and cast AO. When I kite through a choke, either tyrael or my templar is able to tank and choke them up (sort of like a vortex), with my attack speed I am able to UNLOAD all my arcane power into AO which is sick damage. Most of the time, if they get caught in the choke for a few seconds even, I drop venom hydra and spam close to 6-7 AOs and most elites lose 50%-70% AND this is AOE btw. I also like to use MM with attunement for siegebreaker runs as there are times when I do run out of arcane power; I shoot about 2-4 MMs (which 2 shots trash anyways) and am able to cast more AOs and maximize is OPness. Again, it is up to you when it comes to IAS. But with AO, get a high raw damage 0.9 base speed item. If you find it too slow, then get a 15% ias ring. If it is still too slow, add another 15% from the amulet, etc. It is always to get a high raw damage 2 hander in 0.9 or 1.00. That way, you can grab items to increase ias if you're too uncomfortable with the speed. When it comes to 1hander/offhand (which is totally viable as well), I find that it is most useful when in parties and you have a tank and are able to for longer periods of time and can spam MM (seeker or charged blast etc.). I haven't dont much testing with 1hander/offhanders but maybe someone can shed some light on this? EDIT: I forgot the mention that my passives are Temporal Flux, Astral Presence and Glass Cannon. This build I am using is specific for solo inferno siegebreaker runs (it is the most efficient for me, at least). Fighting Diablo in Inferno is entirely different beast as boss fights require more suvivability, better escape tools, move movespeed, etc. Also forgot to show you guys how I got my 1.50 attack speed with my 0.9 weapon. amulet = 0.15, ring#1 = 0.15, ring #2 = 0.12, helm = 0.12, gloves = 0.14 1+0.15+0.15+0.12+0.12+0.14=1.68 1.68 * 0.9 = 1.512 Attacks per Second Should mention a few other things when looking for weapons on the AH. While a lot of affixes are taken into account when calculating the big 'DPS' number at the top, many aren't as well. For example, % attack speed is always taken into account, but % crit damage isn't.
Essentially, a weapon with 1000 dps but with % attack speed will do less damage than a weapon with 1000 dps but with % crit damage. There are a few other examples of this but I don't know them all.
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i'd gladly buy a >1.4k dps weapon but there is nothing under 5mil on the EU auction house. all 100+ int weapon have significantly lower dps.
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I've cleared pretty much everything with this build. Venom Hydra/Diamond Skin/Teleport (fracture)/Force armor/Magic missiles (seeker)/Arcane orb (tap the source). Using glass cannon/prodigy/temporal flux. Solo'd and played with my best buddy who's a DH. I personally use a fast 1h (1012.9 dps) and OH with a super fast attack speed. I know a lot of people say AP inefficient, but I've never had AP issues using prodigy + seeker magic missiles. I'm literally blasting out (at 2.3 attacks per second) AO and draining my entire AP pool then stutter step seeker into more AO. My resists are a bit low (300-350), but with 60k hp and force armor I do not get one-shot by anything. I can kill those nasty frog/soul ripper guys everyone complains about pretty easily.
Edit: srry I dont know how to format the picture correctly :|
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Presenting a build for undergeared people with good mechanics!
AO - tap the source Hydra - arcane hydra Teleport - fracture Diamond skin - prism Force armor Force weapon
Astral presence, Illusionist, Temporal flux
This is the build I've been using on my mage to make it to a4 inferno without exploit builds or targeted farming of whatever. All your arcane damage snares mobs, teleport fracture gives you a perma-blink with some decoys and prism skin lets you stand still for a moment when you position yourself well and unleash 10-12 arcane orbs at a time. On static boss fights like Belial swap arcane hydra for venom but if your dps is lacking I've found arcane complements kiting better.
Once you get better gear the build is tons of fun because 400+ all res and a decent health pool will let you stand still for extended periods of time and really utilize the prism / AO combo to melt some demon face!
It's great when you don't have to play like a chicken
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+ Show Spoiler +On June 04 2012 15:37 Inflexion wrote:Show nested quote +On June 04 2012 13:41 Peanutbutter717 wrote: I have a question about stats, on a weapon that is, for example 800-1100 with a attack speed of 1.00, and it says +100-300 damage and then +50% damage, what exactly does this mean? I have no idea whether these stats are way better, way worse, or about the same as a wep with ias or int.
Looking at the straight damage number can sometimes be sort of misleading because it is dps and Im running the AO hydra build. I did a lot of math over the weekend and figured most of it out. I'll post most of my findings here. The DPS reading on a weapon is very deceiving (it doesn't show the 'raw' damage of the weapon but it calculates the bonus stats some weapons have - for example, increased attack speed). A common mistake a lot of people do is 'sort the weapon list by DPS and then just assume that the highest dps weapon is the best.' This is entirely INCORRECT. I'll illustrate with an example.We will compare two items, one I just found on the AH and the other is the one I am currently using. This is the weapon I am using corrently. So how do you determine the raw damage of this item? ( 1387 + 1813 = 3200) / 2 = 1600 THEN you take the base weapon speed at 0.9 and multiply that to the 1600 to get the 'raw dps' of the item which is 1600 * 0.9 = 1440.0 (which is displayed on the weapon) ( Two handed maces all have base weapon speed of 0.9; Two handed staffs all have base weapon speed of 1.0; Two handed swords all have base weapon speeds of 1.10 - If you want to find the base speeds of certain 1 handers, just look for a 1hander with NO INCREASED ATTACK SPEED as a modifier and it'll say the attacks per second underneath the damage)) This means that whatever Intelligence bonues you have, increased attack speed item you have, crit, crit dmg, crit %, force weapon, spark flint, etc. will be multiplied to this raw damage of the weapon. So why is this important to know? Because if you're a 2 handed AO/Venom hydra user, then you want to his as hard as possible per cast. If you look at your 'dps rating' shown in the details tab, this is entirely inaccurate reading of your TRUE dps. As a wizard, you will NEVER be able to stand there and continually dps for 5 minutes. That's what DPS is, Damage per Second. The dps rating shown doesn't take into account kiting, arcane power usage, cd management, surviving, play style, etc. One will look at this item and automatically assume, "Hey, it has a higher dps rating; therefore, it is better than the first weapon." In 99% of AO users or wizards, this is the incorrect conclusion. Let's take a look at the raw damage of this item and find out why this is. (1141 + 1534 = 2675) / 2 = 1337.5 (wtf? lol what coincidence, it is 1337 dmg... LOL) Don't forget the BASE WEAPON SPEED of TWO HANDED MACES which is...... 0.9!!! 1337.5 * 0.9 = 1203.75 But wait, how come it says 1493.0 dps? It is because of the 24% IAS. 1203.75 * 1.24 = 1492.65 Weapon Displayed DPS So which item is better? Weapon 1 has raw damage of 1440.0 and Weapon 2 has raw damage of 1203.75. As an AO wizard or anything where you are kiting and casting a 1 time spell Weapon 1 will ALWAYS beat out weapon 2 (even though most think weapon 2 will have the advantage because of the higher 'displayed dps'. This is exactly why Dfgj is 100% correct in taking raw damage over > int, generally.*The 1.12 attacks per second on weapon 2 is simply calculated by taking the base weapon speed of 0.9 * 1.24 = 1.12 ******************************* Do not be deceived and simply choose the highest dps item on the AH, and assume you'll be the best because you have the highest 'displayed dps'. I am doing Inferno siegebreaker runs with 70k dps and 31k hp using MM with attunement, Venom Hydra, AO with Tap the Source, Diamond Skin, Force Armor and Force Weapon (I can grab 5 stacks and down siegebreaker in under 30 mins, which isn't bad) with Weapon 1 and have these items for IAS: amulet = 15%, 2 rings with 15% each, and helm with 12% (andariel's visage). I am also switching in mf gear before last hitting elites and siege breaker (tyrael + 100k hp templar is completely broken, as even if I die with my mf gear on - I have really low hp with mf gear; tyrael still one or two shots the last few hit points of the elite or siege breaker). How much IAS you use is truly what your playing style is, how well you kite, reflexes, ability to dodge projectiles, etc.Personally, I like to be at ~1.50 attacks per second. Doing so allows me to abuse chokes, and with 12% move speed it is perfect to kite and cast AO. When I kite through a choke, either tyrael or my templar is able to tank and choke them up (sort of like a vortex), with my attack speed I am able to UNLOAD all my arcane power into AO which is sick damage. Most of the time, if they get caught in the choke for a few seconds even, I drop venom hydra and spam close to 6-7 AOs and most elites lose 50%-70% AND this is AOE btw. I also like to use MM with attunement for siegebreaker runs as there are times when I do run out of arcane power; I shoot about 2-4 MMs (which 2 shots trash anyways) and am able to cast more AOs and maximize is OPness. Again, it is up to you when it comes to IAS. But with AO, get a high raw damage 0.9 base speed item. If you find it too slow, then get a 15% ias ring. If it is still too slow, add another 15% from the amulet, etc. It is always to get a high raw damage 2 hander in 0.9 or 1.00. That way, you can grab items to increase ias if you're too uncomfortable with the speed. When it comes to 1hander/offhand (which is totally viable as well), I find that it is most useful when in parties and you have a tank and are able to for longer periods of time and can spam MM (seeker or charged blast etc.). I haven't dont much testing with 1hander/offhanders but maybe someone can shed some light on this? EDIT: I forgot the mention that my passives are Temporal Flux, Astral Presence and Glass Cannon. This build I am using is specific for solo inferno siegebreaker runs (it is the most efficient for me, at least). Fighting Diablo in Inferno is entirely different beast as boss fights require more suvivability, better escape tools, move movespeed, etc. Also forgot to show you guys how I got my 1.50 attack speed with my 0.9 weapon. amulet = 0.15, ring#1 = 0.15, ring #2 = 0.12, helm = 0.12, gloves = 0.14 1+0.15+0.15+0.12+0.12+0.14=1.68 1.68 * 0.9 = 1.512 Attacks per Second
But what about wizards who don't use AO? I use piercing orbs as my main nuke while blizzard-stark winter snares and venom hydra dpses. I got a 1100dps+ 2hander with 1.23 APS, and stacked IAS in all possible slots, currently I'm basically shitting orbs faster than a hamster on a wheel.
Yes, lower speed weapons will have higher burst damage with AOs, but in the long run as far as i understand, if you spam AO's at 30k dps with 1 APS or 2 APS you will do the same DPS, since you are shooting twice faster with half the damage. Am I mistaken here? (I do realize when spamming AOs you do run out of arcane power, so slower weapons are better).
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+ Show Spoiler +On June 04 2012 18:15 Tachyon wrote:So many people seem to just not understand how the DPS is calculated. Write this down in excel, or have it stored on your calculator, so you can use it when comparing stuff on AH. This is the DPS formula (accurate to within 0.1% in my own experience, one or more of these values are rounded/floored/ceiling'd): DPS = (min+max)/200*(1+crt*crtCh/10^4)*((IAS1+IAS2+IAS3...)*WS-(IAS# - 1)*WS)*(100+stat)*skillMods min and max are the white numbers you see on the weapon. All the +%dmg or +200-340 poison damage stats you see are *IRRELEVANT*, they have already been added to the white values crt=critDamage, crtCh=crit chance (I added the 10^4 division so you can just write the percentage values, 50 and 5 respectively if you don't have any +crit modifiers on gear) IAS=increased attack speed, e.g. 15% on rings/amulet/gloves. you'd write a 15% IAS ring as "1.15" IAS#=the number of these modifiers on your gear, four if you have it on two rings, an amulet, and gloves WS=weapon speed, the white number under min/max stat=stat value for the stat that boosts your damage. this is intelligence for wizards skillMods= stuff like glasscannon and force weapon. the first will give you 15% more damage (multiply the whole thing by 1.15), the latter 30% (*1.3) the division by 200 at the start comes from the fact that we didn't divide our stat by 100 already, and that we need to divide the sum of the dmg numbers by 2 to get the average. Example: Weapon has 1140-1439 Dmg and 0.9 speed, we have 1682 intelligence, glass cannon and force weapon, and 15% IAs on four items. Our helmet has +3.5% crit chance. Our DPS will be DPS = (1140+1439)/200*(1+50*(5+3.5)/10^4)*((1.15+1.15+1.15+1.15)*0-9-(4-1)*0.9)*(100+1682)*1.15 (glass cannon)*1.3(force weapon) This is how simple it is. Somewhere it rounds a value, so it won't be 100% accurate, but very close. To those who say "this is diablo, not "excel-the game" ", have fun not knowing whether a weapon on AH will increase or decrease your DPS, and by how much EDIT: I suck at spelling
what about rings that give let's say 7-14 damage. i just did the calculation with my wizard and without the ring it was spot on but with the ring the calculated dps is like ~3k dps lower than in the char screen.
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On June 04 2012 21:12 Kvz wrote: I'm literally blasting out (at 2.3 attacks per second) AO and draining my entire AP pool then stutter step seeker into more AO. You're stutter stepping directly away from a target... and then using your rune on seeker?
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On June 05 2012 00:14 Dfgj wrote:Show nested quote +On June 04 2012 21:12 Kvz wrote: I'm literally blasting out (at 2.3 attacks per second) AO and draining my entire AP pool then stutter step seeker into more AO. You're stutter stepping directly away from a target... and then using your rune on seeker? Agreed, this is such a weird choice, why not use charged blast if you're going to be this close to enemies? Or even attunement, which will let you use AO more often?
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On June 04 2012 22:14 Derrida wrote:+ Show Spoiler +On June 04 2012 15:37 Inflexion wrote:Show nested quote +On June 04 2012 13:41 Peanutbutter717 wrote: I have a question about stats, on a weapon that is, for example 800-1100 with a attack speed of 1.00, and it says +100-300 damage and then +50% damage, what exactly does this mean? I have no idea whether these stats are way better, way worse, or about the same as a wep with ias or int.
Looking at the straight damage number can sometimes be sort of misleading because it is dps and Im running the AO hydra build. I did a lot of math over the weekend and figured most of it out. I'll post most of my findings here. The DPS reading on a weapon is very deceiving (it doesn't show the 'raw' damage of the weapon but it calculates the bonus stats some weapons have - for example, increased attack speed). A common mistake a lot of people do is 'sort the weapon list by DPS and then just assume that the highest dps weapon is the best.' This is entirely INCORRECT. I'll illustrate with an example.We will compare two items, one I just found on the AH and the other is the one I am currently using. This is the weapon I am using corrently. So how do you determine the raw damage of this item? ( 1387 + 1813 = 3200) / 2 = 1600 THEN you take the base weapon speed at 0.9 and multiply that to the 1600 to get the 'raw dps' of the item which is 1600 * 0.9 = 1440.0 (which is displayed on the weapon) ( Two handed maces all have base weapon speed of 0.9; Two handed staffs all have base weapon speed of 1.0; Two handed swords all have base weapon speeds of 1.10 - If you want to find the base speeds of certain 1 handers, just look for a 1hander with NO INCREASED ATTACK SPEED as a modifier and it'll say the attacks per second underneath the damage)) This means that whatever Intelligence bonues you have, increased attack speed item you have, crit, crit dmg, crit %, force weapon, spark flint, etc. will be multiplied to this raw damage of the weapon. So why is this important to know? Because if you're a 2 handed AO/Venom hydra user, then you want to his as hard as possible per cast. If you look at your 'dps rating' shown in the details tab, this is entirely inaccurate reading of your TRUE dps. As a wizard, you will NEVER be able to stand there and continually dps for 5 minutes. That's what DPS is, Damage per Second. The dps rating shown doesn't take into account kiting, arcane power usage, cd management, surviving, play style, etc. One will look at this item and automatically assume, "Hey, it has a higher dps rating; therefore, it is better than the first weapon." In 99% of AO users or wizards, this is the incorrect conclusion. Let's take a look at the raw damage of this item and find out why this is. (1141 + 1534 = 2675) / 2 = 1337.5 (wtf? lol what coincidence, it is 1337 dmg... LOL) Don't forget the BASE WEAPON SPEED of TWO HANDED MACES which is...... 0.9!!! 1337.5 * 0.9 = 1203.75 But wait, how come it says 1493.0 dps? It is because of the 24% IAS. 1203.75 * 1.24 = 1492.65 Weapon Displayed DPS So which item is better? Weapon 1 has raw damage of 1440.0 and Weapon 2 has raw damage of 1203.75. As an AO wizard or anything where you are kiting and casting a 1 time spell Weapon 1 will ALWAYS beat out weapon 2 (even though most think weapon 2 will have the advantage because of the higher 'displayed dps'. This is exactly why Dfgj is 100% correct in taking raw damage over > int, generally.*The 1.12 attacks per second on weapon 2 is simply calculated by taking the base weapon speed of 0.9 * 1.24 = 1.12 ******************************* Do not be deceived and simply choose the highest dps item on the AH, and assume you'll be the best because you have the highest 'displayed dps'. I am doing Inferno siegebreaker runs with 70k dps and 31k hp using MM with attunement, Venom Hydra, AO with Tap the Source, Diamond Skin, Force Armor and Force Weapon (I can grab 5 stacks and down siegebreaker in under 30 mins, which isn't bad) with Weapon 1 and have these items for IAS: amulet = 15%, 2 rings with 15% each, and helm with 12% (andariel's visage). I am also switching in mf gear before last hitting elites and siege breaker (tyrael + 100k hp templar is completely broken, as even if I die with my mf gear on - I have really low hp with mf gear; tyrael still one or two shots the last few hit points of the elite or siege breaker). How much IAS you use is truly what your playing style is, how well you kite, reflexes, ability to dodge projectiles, etc.Personally, I like to be at ~1.50 attacks per second. Doing so allows me to abuse chokes, and with 12% move speed it is perfect to kite and cast AO. When I kite through a choke, either tyrael or my templar is able to tank and choke them up (sort of like a vortex), with my attack speed I am able to UNLOAD all my arcane power into AO which is sick damage. Most of the time, if they get caught in the choke for a few seconds even, I drop venom hydra and spam close to 6-7 AOs and most elites lose 50%-70% AND this is AOE btw. I also like to use MM with attunement for siegebreaker runs as there are times when I do run out of arcane power; I shoot about 2-4 MMs (which 2 shots trash anyways) and am able to cast more AOs and maximize is OPness. Again, it is up to you when it comes to IAS. But with AO, get a high raw damage 0.9 base speed item. If you find it too slow, then get a 15% ias ring. If it is still too slow, add another 15% from the amulet, etc. It is always to get a high raw damage 2 hander in 0.9 or 1.00. That way, you can grab items to increase ias if you're too uncomfortable with the speed. When it comes to 1hander/offhand (which is totally viable as well), I find that it is most useful when in parties and you have a tank and are able to for longer periods of time and can spam MM (seeker or charged blast etc.). I haven't dont much testing with 1hander/offhanders but maybe someone can shed some light on this? EDIT: I forgot the mention that my passives are Temporal Flux, Astral Presence and Glass Cannon. This build I am using is specific for solo inferno siegebreaker runs (it is the most efficient for me, at least). Fighting Diablo in Inferno is entirely different beast as boss fights require more suvivability, better escape tools, move movespeed, etc. Also forgot to show you guys how I got my 1.50 attack speed with my 0.9 weapon. amulet = 0.15, ring#1 = 0.15, ring #2 = 0.12, helm = 0.12, gloves = 0.14 1+0.15+0.15+0.12+0.12+0.14=1.68 1.68 * 0.9 = 1.512 Attacks per Second Yes, lower speed weapons will have higher burst damage with AOs, but in the long run as far as i understand, if you spam AO's at 30k dps with 1 APS or 2 APS you will do the same DPS, since you are shooting twice faster with half the damage. Am I mistaken here? (I do realize when spamming AOs you do run out of arcane power, so slower weapons are better).
More or less that's correct, very very generally speaking, but remember it's not really about attack speed, it's about the base damage on your weapon. It just so happens that the base damage of slow weapons are a lot higher compared to faster weapons. But there are cavets to this, such as +dmg modifiers (like the one you get from your source) or things like +min/max damage stat on rings/ammys, these modifiers benefit from faster attach speeds. Piercing orb benefits particularly from these factors since it is a spammable aoe spell.
On the flip side, slow weapons are more AP efficient. So while you can roughly compare them as equal dps, faster weapons will run out of AP faster and thus lose damage in an indirect way by no longer being able to cast spells that cost AP, if you catch my drift. You're in the minority where you actually use a signature spell along with AO, so if you feel you greatly benefit from piercing orb then a 1h + source would make sense for you, but most prefer to go w/o a signature spell and free up an important skill slot for another defensive skill for instance.
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So i hear invisible snakes in act 2 are balanced.
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On June 05 2012 00:24 Tobberoth wrote:Show nested quote +On June 05 2012 00:14 Dfgj wrote:On June 04 2012 21:12 Kvz wrote: I'm literally blasting out (at 2.3 attacks per second) AO and draining my entire AP pool then stutter step seeker into more AO. You're stutter stepping directly away from a target... and then using your rune on seeker? Agreed, this is such a weird choice, why not use charged blast if you're going to be this close to enemies? Or even attunement, which will let you use AO more often?
I'm not sure if I missed something but seeker gives me the choice to never have to face turn and face the target im fighting. If its right behind me then, yes, charged blast would be good, but youre assuming im going point blank and nuking whereas I think im talking about unloading arcane orbs at max range and then continuing to kite from there. If they get close to me, I either use diamond skin to open the gap or teleport with fracture.
For instance if I'm in a dungeon-type scenario, seeker lets me turn the corner and use angles and such to continue hitting and and regenerating AP while those quill throwers cant reach me and the melee are slowed 30%
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What do people use for off-hand at end-game farming?
I found the receipe for the rare wiz orb with 6 properties but does it worth it to invest in?
So far I crafted 4 and they were all shitty. From what I seen here there is 231 avalaible properties and the best would be : mf, crit chance, int, vit, dmg vs elite.
Does it worth it or there is some better off-hand from drops/unique/set?
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wizard off hand need a lot of fix atm imo... the entire game i play since release i got less than 10 off hand wizard drops. Crafting stuff is extremely gamble bc the damage range is just way too high to roll a good one while having useful stat. dual wielding isnt even that popular among wizards.
And for people who think charge blast is better than seeker on magic missle, good luck on act3 inferno.
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On June 05 2012 02:12 NB wrote: wizard off hand need a lot of fix atm imo... the entire game i play since release i got less than 10 off hand wizard drops. Crafting stuff is extremely gamble bc the damage range is just way too high to roll a good one while having useful stat. dual wielding isnt even that popular among wizards.
And for people who think charge blast is better than seeker on magic missle, good luck on act3 inferno.
Seeker missiles are just as important in Act 3 as it is to killing those damn wasps in Act 2. So I agree. I tried a build without Seeker missile, and it didn't work out. So maybe I'm just bad.
EDIT: does arcane dynamo work on blizzard and venom hydra? I'm thinking of using that instead of cold blooded...
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Netherlands45349 Posts
Wait what do you need Seeker missile for in Act 3?I run Arcane Orb Hydra and haven't had any problems with targeting really.
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On June 05 2012 02:12 NB wrote: wizard off hand need a lot of fix atm imo... the entire game i play since release i got less than 10 off hand wizard drops. Crafting stuff is extremely gamble bc the damage range is just way too high to roll a good one while having useful stat. dual wielding isnt even that popular among wizards.
And for people who think charge blast is better than seeker on magic missle, good luck on act3 inferno.
I get them alllll the time -_- (DH here). I'd gladly trade you for some some bows or xbows, I never get those lol
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On June 05 2012 02:12 NB wrote: wizard off hand need a lot of fix atm imo... the entire game i play since release i got less than 10 off hand wizard drops. Crafting stuff is extremely gamble bc the damage range is just way too high to roll a good one while having useful stat. dual wielding isnt even that popular among wizards.
And for people who think charge blast is better than seeker on magic missle, good luck on act3 inferno. More like, if you can hit your enemies with AO, you should be able to hit them with charged blast. Personally, I don't even use any signature spell since I don't feel like I have any skill slot to waste on it, but I would assume the only use for a signature would be when you want to cast AO but lack the AP, so you should be able to hit with charged blast just as easily.
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On June 05 2012 02:17 Mondeezy wrote:Show nested quote +On June 05 2012 02:12 NB wrote: wizard off hand need a lot of fix atm imo... the entire game i play since release i got less than 10 off hand wizard drops. Crafting stuff is extremely gamble bc the damage range is just way too high to roll a good one while having useful stat. dual wielding isnt even that popular among wizards.
And for people who think charge blast is better than seeker on magic missle, good luck on act3 inferno. I get them alllll the time -_- (DH here). I'd gladly trade you for some some bows or xbows, I never get those lol no you mention it... i used to get all quivers back when i run act1 butcher... EVEN FROM WEAPON RACK ~_~....
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Does anyone know a source for average monster raw damage in each inferno act? specific damage for each monster type would be amazing to have but that may be asking too much. I remember in D2 each monster's damage range in every difficulty was listed.
I've heard people say in Act 2 it's 100k-200k? It would be nice to have a source.
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