Diablo® III

Legendary Property/Proc Mechanics Collection

Progress

Before is a list of completed entries, as well as a still under construction list of to be added items or items with unfinished entries. I can't guarantee I'll add non-Wizard stuff right away, but I am going to try and get it incorporated if possible so please feel free to share anything you know and test what you've access to.

Not being able to use the AH to quickly grab cheap items for testing purposes makes this much more of an undertaking, anybody who has orange-text gear and is willing to test it out please do so. FOR SCIENCE.

... It wouldn't actually be for science. Please pretend that it is.

Some questions to think about when testing:

- Does the effect it produces (or its chance of occuring) appear to be modified by proc scalar in some way? Does it have a proc scalar (i.e. does it trigger things like LoH or APoC) of its own?
- Does it deal the expected amount of damage? If no, is it higher or lower?
- If the effect is an AoE: where does it originate from? If the tooltip does not specify how big the AoE is, roughly how big is the AoE? Use this to make size estimates: http://i.imgur.com/9A0mWVT.jpg
- How does the effect interact with offensive/defensive buffs and, if applicable, element-specific passives and affixes?
- How frequently does the effect occur/Does it appear to have an internal cooldown?
- Is there a buff bar icon?
- If it's an orange-text property that alters active skills (e.g. Light of Grace), does it appear to alter the skill's behavior in some way that isn't made obvious by the tooltip, such as lowering/raising the proc coefficient or increasing/reducing AoE?

This is far from exhaustive but should give an idea of what to look for/how to think while testing items. Contributions will be specifically credited in pertinent item entries, unless you want to be credited anonymously. In such cases, you may or may not receive a severed hand in the post. So, like, be ready.

Complete Entries:

Vyr's Amazing Arcana
Tal Rasha's Elements
Firebird's Finery
Blackthorne's Battlegear
Chantodo's Resolve
Asheara's Vestments

Haunt of Vaxo
Moonlight Ward
Halcyon's Ascent
Ess of Johan

Wyrdward
Rogar's Huge Stone
Ring of Royal Grandeur
Bul Kathos's Wedding Band
Unity
Hellfire Ring

Wizardspike
[Thunderfury, Blessed Blade of the Windseeker]
Fulminator
Rimeheart
Shard of Hate
Sever
Genzaniku
Serpent's Sparker
Wand of Woh
Sky Splitter
Odyn Son

Myken's Ball of Hate
Light of Grace
Mirrorball
The Oculus
Winter Flurry

Smoldering Core
Valthek's Rebuke
Schaefer's Hammer
Scourge
Soulsmasher

The Magistrate
Dark Mage's Shade
The Swami
Stormcrow
Velvet Camaral
Archmage's Vicalyke (mostly)
Andariel's Visage

Pauldrons of the Skeleton King

Cindercoat

Custerian Wristguards
Ancient Parthan Defenders
Nemesis Bracers
Warzechian Armguards
Trag'Oul's Coils
Reaper's Wraps
Sanguinary Vambraces

Frostburn
St. Archew's Gage
Gladiator Gauntlets
Gloves of Worship
Tasker and Theo

Harrington Waistguard
Sebor's Nightmare
Thundergod's Vigor
Goldwrap
Razor Strop
Jang's Envelopment
Cord of the Sherma

Pox Faulds
Hexing Pants of Mr. Yan

Fire Walkers
Illusory Boots
Irontoe Mudsputters
Boots of Disregard
Ice Climbers


Unfinished/To Be Added Entries:

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Wizard stuff
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Gesture of Orpheus - I'm assuming this is multiplicative with normal sources of CDR, and is only orange-texted because it only works on one skill. Would be nice to have someone confirm this before I add it, though.

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General items
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Sets -

Thorns of the Invoker - Does this effect only apply to normal thorns damage, or does it also work with the bonus damage from Hack or the burst damage from Sanguinary Vambraces?
Demon's Animus - How frequently does the reflection effect occur? Can boss/Rift Guardian projectiles or projectile-like elite affixes (e.g. Electrified bolts) be reflected?
Legacy of Nightmares - Weapon damage coefficient on skeletons? Current estimate is around 75%, need harder numbers. Last I tested this set the skeletons seemed exactly the same as those summoned by the Golden Gorget of Leoric, anyone able to confirm?
Bastions of Will - Just need to know whether the +50% bonus is additive or multiplicative. Precedent suggests additive but I'd rather it actually be tested before I take this to the first page.

Jewelry -

Ancestor's Grace - This effect occurs 100% of the time, correct?
Dovu Energy Trap - Seems like it just does what it says it does without oddness, is there any odd behavior in the way stun duration is increased?
Krede's Flame - Rate of resource return? Frequency of effect? Strength of effect proportional to damage taken?
Golden Gorget of Leoric - Weapon damage coefficient on summons? Current estimate is around 75% but am testing more to make sure.

1h weapons -

Burning Axe of Skankiness - need hard(ish) numbers on proc chance/internal cooldown
The Butcher's Sickle - Mechanics are known, pending a writeup
Mad Monarch's Scepter - Does it proc Bad Medicine?
Hack - Does the effect occur in a 15-yard AoE if used with the Invoker set bonus?

2h weapons -

The Furnace - ICD length?
Stalgard's Decimator - Tested extensively, just need to finish a writeup

Shields -

Wall of Bone - Pretty much don't know anything about what this does.

Shoulders -

Spaulders of Zakara - No weirdness with this item as far as I know, just pending a writeup.
Death Watch Mantle - Duration of internal cooldown is not confirmed.
Homing Pads - Mechanics are known, pending a writeup

Chest Armor -

Chaingmail - Wouldn't be too worried about even trying to test this, but "quickly heal" instead of "instantly heal" makes me wonder about how this property works.

Gloves -

Bracers -

Promise of Glory - Seems fairly straightforward but would like to confirm it works as it says it does without oddness.
Sanguinary Vambraces - How frequently does this effect occur? Approximate numbers are fine. Does the effect occur in a 15 yard AoE if used with the Invoker set?

Belts -

Goldwrap - No idea how the armor bonus interacts with other %armor boosts. Additive? Does picking up additional gold piles refresh the timer? Does it increase the armor bonus, or is it reset each time you pick up a gold stack?
Cord of the Sherma - Have one of the these but haven't done much testing yet. Appears to have an internal cooldown, as the base proc chance actually seems quite high.

Boots -

Boots of Disregard - Writeup pending

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*Under Construction*

Non-Wizard items. We're obviously the most important, but getting this stuff worked out seems like it'd still be helpful since we all have alts and I've heard rumors that there are actually other people playing this game. Crazy.

Going to compile these here for now, once things get beefier and the entries are all as accurate as possible I'll get them added to the reserved post on the first page.

Barbarian

Might of the Earth -

Leapquakes will use the same rune as your Earthquake, if you have it on your hotbar. Doesn't seem to have an internal cooldown, i.e. Earthquakes can be chain-casted if you use this set in tandem with Lut Socks. Heard conflicting reports on whether EQ damage ticks stack if you cast it multiple times, anybody have a definitive answer on this?

Skull of Resonance - https://us.battle.net/d3/en/item/skull-of-resonance

Not sure. Does this work as per the Enchantress's charm effect?

Lut Socks - https://us.battle.net/d3/en/item/lut-socks

Works similarly to Wormhole; after the first cast of Leap you have a 2 second window during which you may Leap additional times. Extra jumps are capped at 2, meaning even with Lut Socks equipped you can't use Leap more than three times before the skill goes on cooldown. Bonus casts of Leap don't generate Fury.

Crusader

Gyrfalcon's Foote - https://us.battle.net/d3/en/item/gyrfalcons-foote

As far as I know, simply removes the resource cost of Blessed Shield without oddness.

Demon Hunter

Danetta's Hatred -

https://us.battle.net/d3/en/item/danettas-revenge
https://us.battle.net/d3/en/item/danettas-spite

Clones appear to have no internal cooldown and deal 25% weapon damage. The bonuses from Danetta's Revenge and the 2-piece do exactly what they say they do.

Embodiment of the Marauder -

Companions are all persistently active and provide all their passive and on-cast benefits.

More in-depth information on sentries and their behavior with spenders here: https://us.battle.net/d3/en/forum/topic/12945884471

Raven's Wing - https://us.battle.net/d3/en/item/ravens-wing

No combat utility, but the ravens will auto-pickup gold for you. Does not increase your pickup radius. This effect doesn't work if you put it on a Scoundrel.

Helltrapper -

Proc chance is modified by coefficient of the skill used. Doesn't seem to have an ICD, if it does it is quite short. If you have 'trops, Spikes, or Turrets on your hotbar, the ones spawned by this effect will be runed appropriately, e.g. if you have Aid Station on your hotbar, Helltrapper will spawn Aid Stations instead of unruned Sentries.

Caltrops are spawned at your feet as if you had manually cast the skill, turrets and traps are spawned on or near the target they were procced on.

This item can spawn up to two Sentries and six Spike Traps that don't count towards your own cap.

Blackfeather - https://us.battle.net/d3/en/item/blackfeather

Works with Ballistics, has a ~1 second internal cooldown. Damage is not increased by +%physical affixes.

Monk

Inna's Mantra -

https://us.battle.net/d3/en/item/innas-favor
https://us.battle.net/d3/en/item/innas-radiance
https://us.battle.net/d3/en/item/innas-reach
https://us.battle.net/d3/en/item/innas-temperance
https://us.battle.net/d3/en/item/innas-vast-expanse

Per the description, you gain unruned versions of Mantra of Healing, Retribution, Conviction, and Evasion.

Kekegi's Unbreakable Spirit - http://us.battle.net/d3/en/item/kekegis-unbreakable-spirit
Has a 30 second Internal cooldown. Buff does exactly as described and makes all skills cost 0 spirit for designated time. Shows buff bar icon. Proc rate is not 100% and is based on the scalar of skill used. Approximate proc chance seems to be ~25%. Thanks, Druin!

Witch Doctor

Hwoj Wrap - https://us.battle.net/d3/en/item/hwoj-wrap

Similar to Jang's Envelopment, only way better since it's attached to skills that don't have cooldowns. Seems to do exactly what it says it does without oddness.

Mask of Jeram - https://us.battle.net/d3/en/item/mask-of-jeram-3OrCkW

Increases the base damage of your pets by the listed amount, i.e. this bonus is multiplicative with all other buffs.

Quetzalcoatl - https://us.battle.net/d3/en/item/quetzalcoatl

Halves duration of your DoTs but retains the original damage coefficient, i.e. DoT damage is effectively doubled
Edited by Kanjihack#1673 on 10/1/2014 3:28 AM PDT
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Update -

Added: Pox Faulds

Working on an entry for Hexing Pants of Mr Yan, but can't seem to find them so, unfortunately, cannot test them myself. This property has language that seems pretty clear, but I'm still interested to see how it works in practice. Does it dynamically increase/decrease damage from armors? Is damage and resource generation increased/decreased the moment you start or stop moving, or is there a time delay?

Still can't find another Archmage's Vicalyke :/

[EDIT] Most of what I know about Light of Grace is based on testing I did with it on the PTR, I've been unable to find it since the patch went live and am unsure if it's the same. It'd be great if anyone who has it currently could confirm/deny if it still works the same.
Edited by Kanjihack#1673 on 3/22/2014 6:49 PM PDT
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I have a ring called "Kredes Flame". It restores my main resource when I take fire damage. Check my wizard named Cushy to see it for yourself.

I haven't really noticed the effect to be honest and I haven't tried to test it.
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03/22/2014 02:39 PMPosted by Camisto
I have a ring called "Kredes Flame". It restores my main resource when I take fire damage. Check my wizard named Cushy to see it for yourself.

I haven't really noticed the effect to be honest and I haven't tried to test it.


Yeah, I saw Krede's Flame when I was combing the database on my phone, the other day. If you have time, would you mind trying to do some controlled tests with it so I can do a writeup on it? Need to know things like the frequency of the effect, amount of resource returned, and whether it scales on damage taken or is a flat amount per hit. Areas with fire traps should make good testing grounds for this since you can kill everything and then just walk into the trap and see what happens to your resources. On a low enough difficulty to not, y'know, get killed by the trap. Obviously. Probably best to test it on a monk with no regen gear/passives so you aren't getting any white noise regen that'll mess results up. Second and third should be easy enough to test by adding/removing defensive passives or equipment, waiting for the effect to occur, then documenting the amount of resource returned.

It's cool if you don't have time to derp around with all that, I'll also be checking google to see if it has any of these answers for me already xD

Also, update: added an Index to make jumping to specific sections easier and polished some existing entries.
Edited by Kanjihack#1673 on 3/22/2014 6:51 PM PDT
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Nice work man~

03/20/2014 11:37 AMPosted by Kanjihack
Can't remember who did what, specifically, anymore, since I took things from all over the forums and have the memory of a dog.


That made me laugh. Here's more to add to your list. They have potential!

Bastion's of Will 2 ring set
http://us.battle.net/d3/en/item/restraint
http://us.battle.net/d3/en/item/focus

1H Weapons
http://us.battle.net/d3/en/item/the-burning-axe-of-sankis (%Fire)
http://us.battle.net/d3/en/artisan/blacksmith/recipe/devastator (%Fire)
http://us.battle.net/d3/en/item/odyn-son (%Lightning)
http://us.battle.net/d3/en/item/azurewrath (%Cold)

Shoulders
http://us.battle.net/d3/en/item/death-watch-mantle (Probably the best close range dps shoulders in game)

Gloves
http://us.battle.net/d3/en/item/magefist (%Fire)

Boots
http://us.battle.net/d3/en/item/fire-walkers (Decent dps plus procs fire effects Tals/Conflag)
http://us.battle.net/d3/en/item/ice-climbers (Probably everyone's endgame boots)
Illusionary Boots - "You may move unhindered through enemies" Cant seem to find on game guide though.

Belts
http://us.battle.net/d3/en/item/harrington-waistguard (Hands down the best DPS belt in game)
http://us.battle.net/d3/en/item/thundergods-vigor (%Lightning + extra effect damage)
http://us.battle.net/d3/en/item/razor-strop (Decent DPS AOE explosions)
http://us.battle.net/d3/en/item/string-of-ears (This belt is the King for EHP)
http://us.battle.net/d3/en/item/jangs-envelopment (Blackhole now slows)

http://us.battle.net/d3/en/item/goldwrap + http://us.battle.net/d3/en/item/goldskin (Armor is always good, could be a good combo)

Chantodo's Set
http://us.battle.net/d3/en/item/chantodos-will
http://us.battle.net/d3/en/item/chantodos-force
(2 set bonus is impressive)

Shields
A lot of options here for EHP,DPS or effects. Unsure if viable yet in ROS. Though I do think so for higher difficulty's where surviving matters, not so much DPS.

To re-iterate, items like Cindercoat have been left out since their bonuses appear fairly obvious and seem to work in a straightforward way.


To be honest I'd add everything that can be used by Wizards. I know Cindercoat is fairly obvious to you and me, but newer players might not be even aware of the item.
Edited by Aphraell#1269 on 3/22/2014 7:27 PM PDT
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03/22/2014 06:53 PMPosted by Aphraell
To be honest I'd add everything that can be used by Wizards. I know Cindercoat is fairly obvious to you and me, but newer players might not be even aware of the item.


Yes, I was thinking about this same thing when I was adding my index and was like "Why have an entry for The Oculus but not Cindercoat?" You're quite right. So many properties are so opaque about what they do that it is almost confusing when something simply does what it says it does. I'll spend some time re-writing my introductory paragraph to reflect this and will get to work adding entries for things like Cindercoat.

[EDIT] Also @Aph - not so sure about the items that only add +%element damage (e.g. Magefist) or things like String of Ears or Eye of Etlich, as far as I can tell most people seem to have a pretty good understanding of what those properties do and, if they don't, they're already covered pretty well in the mechanics thread. I suppose it wouldn't hurt to cover them, though. Maybe instead of doing separate entries for items that are only exceptional in that they have plain-text properties that are common in other slots but don't normally appear on items of their type (again, Magefists) I'll do collective writeups for these properties as a foreword or footnote.

Thanks for the list, though! I had some of these on my radar already, but lots of them never occurred to me and I think someone threw a bone (or perhaps a tennis ball) at me and made me forget about the other stuff. Also, Chantodo's is already in there :p
Edited by Kanjihack#1673 on 3/22/2014 7:56 PM PDT
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03/20/2014 06:40 PMPosted by zCaptainZero
It procs hardly at all.
Testing on T2.
My mimics would spawn, then run away.
I tried putting some mimic-castable spells on my hotbar. They still run away. Then run back. Then cast. Then disappear as the 7 second effect times out. None killed.
Tried using the rune that gives me multiples at 50% life. Still just as disappointing.
Tried on T6. I died a lot. My mimics probably did too, but I didn't see the effect proc.
Overall underwhelming.
If anyone has made it work I'd love to know :)


Archmage's Vicalyke.. problem with its mechanic is more in the mechanics of Mirror immage.
they taunt and run away. 1-2 mobs may follow, but since they run they dont die before expiration, and therefor dont get to be reincarnated by the helm.

Then if you rune them to last longer with extention of will, they gain more life and still expire before they can be killed.
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Update!

Polished and expanded opening paragraphs, cleaned up a few entries

Complete:
Gladiator Gauntlets
Fire Walkers
Cindercoat
Harrington Waistguard

Added:
Blackthorne's Set
Thundergod's Vigor
Ice Climbers
Burning Axe of Skankiness
Death Watch Mantle

On deck:
Azurewrath
Odyn Son
Irontoe Mudsputters
Rogar's Huge Stone
Goldwrap
Hack
The Butcher's Sickle
Genzaniku
Sky Splitter
Razor Strop

Complete entries don't seem to require further research. Added entries aren't necessarily 100% complete, but I have used or seen most of them used and have a decent idea how they work. On deck items are on my radar but I haven't started a writeup or done much research yet.

No idea if its even possible to test how/if Sky Splitter interacts with Paralysis since Smite, itself, stuns things.

I'll try to get a running list of other items that need work since this list doesn't include un-researched/unverified items that were already up.

[EDIT]

03/22/2014 09:54 PMPosted by InnerTurmoil
Archmage's Vicalyke.. problem with its mechanic is more in the mechanics of Mirror immage.
they taunt and run away. 1-2 mobs may follow, but since they run they dont die before expiration, and therefor dont get to be reincarnated by the helm.

Then if you rune them to last longer with extention of will, they gain more life and still expire before they can be killed.


Hm, so you're saying they have to actually get killed by something for Vicalyke to do anything? For example, I'd have no chance of getting bonus images if I reset Mirror Image's cooldown via Illusionist and then force-killed my first set of images by casting it again?
Edited by Kanjihack#1673 on 3/22/2014 10:22 PM PDT
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Hack - http://us.battle.net/d3/en/item/hack

Works as described, scales with proc coefficients, really does apply every attack. Will deal Thorns*0.284*(Int/100)*(ProcCoef) in damage.
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03/23/2014 07:21 AMPosted by BDF
Hack - http://us.battle.net/d3/en/item/hack

Works as described, scales with proc coefficients, really does apply every attack. Will deal Thorns*0.284*(Int/100)*(ProcCoef) in damage.


Ah, thanks very much! Do you know if the damage crits, or is it just added as a flat bonus?
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03/23/2014 08:06 AMPosted by Kanjihack
Ah, thanks very much! Do you know if the damage crits, or is it just added as a flat bonus?


Doesn't seem to crit, no. Nor does it interact with +physical % dmg.
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03/20/2014 11:37 AMPosted by Kanjihack
Ancient Parthan Defenders - http://us.battle.net/d3/en/item/ancient-parthan-defenders

Don't have these, unfortunately. Am assuming the damage reduction is multiplicative with sources such as armor or resistances. Anyone with Parthan's: does the effect diminish with each target that is stunned or is it possible to become completely immune to damage if the requisite amount of targets are stunned? Heard somewhere that the latter was the case. If so that is craaaaaaay.


I have some that I've used with the Calamity Teleport rune, and from what I can tell it makes you immune to damage after you stun over a certain amount of targets. It's pretty *ahem* craaaaaaay (hope I said it right)!
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03/23/2014 09:40 AMPosted by Pwn
I have some that I've used with the Calamity Teleport rune, and from what I can tell it makes you immune to damage after you stun over a certain amount of targets. It's pretty *ahem* craaaaaaay (hope I said it right)!


Updated the Parthans entry.

I'm no doctor but I listened to a Jay-Z record once and I think you gotta italicize it.
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Very nice work Kanjihack. I linked to your thread here:

https://us.battle.net/d3/en/forum/topic/11985118574#3
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03/23/2014 02:38 PMPosted by Hope
Very nice work Kanjihack. I linked to your thread here:

https://us.battle.net/d3/en/forum/topic/11985118574#3


Ah, thanks very much ^_^

If I start talking more about builds (unlikely, but one never knows) I'll see if I can work in a link to your compendium.

Update!

Completed:
Rogar's Huge Stone
Hack
Irontoe Mudsputters
Ancient Parthan Defenders
Thundergod's Vigor
Odyn Son
Archmage's Vicalyke

Added:
Elemental absorption amulets

In Progress:
Schaefer's Hammer
Scourge
Maximus

Corrections:
Fulminator
[Thunderfury, Blessed Blade of the Windseeker]

Lightning-element on-hit procs other than 4-piece Tal Rasha's Lightning Bind do not appear to proc Paralysis. Upon further testing, Fulminator's proc rate does not have a base proc chance of 100%.
Edited by Kanjihack#1673 on 3/23/2014 9:23 PM PDT
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03/23/2014 10:58 AMPosted by Kanjihack
I'm no doctor but I listened to a Jay-Z record once and I think you gotta italicize it.


Sonofa... my whiteness has been exposed :/
Edited by Pwn#1595 on 3/24/2014 1:00 AM PDT
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Minor update: made some corrections, clarifications, and expansions to the list of core proc rules and interactions, cleaned up a couple entries, added Ess of Johan and Goldskin to the TBA list.

Thinking about aggregating items that have common properties in unusual amounts or on slots they cannot normally be found (e.g. String of Ears/Eye of Etlich/certain items with +%element damage/etc.) into a section either on the currently blank reserved post or the appendix on this page. Does this seem like a good idea?

03/24/2014 01:00 AMPosted by Pwn
Sonofa... my whiteness has been exposed :/


Not to worry, these things happen to the best of us <3

[EDIT] Corrected Thunderfury's internal cooldown, it scales on attack speed and prevents the effect from proccing more than once per attack cycle, e.g. with an attack speed of one it can proc once per second, with an attack speed of 2 it should proc once every .5 seconds. The original information I had was based on second-hand research and seemed accurate at first glance.

I've spent awhile testing it firsthand now and am reasonably certain this is accurate. Sincerest apologies for the initially incorrect information, if you've talked to anybody about this item's ICD in the past please inform them that this is the correct manner in which it functions.
Edited by Kanjihack#1673 on 3/24/2014 1:27 PM PDT
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MVP - Diablo III (Monk)
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Hello from Monk land!

I was directed here and my oh my do I love this post!

I have been waiting for the mystic so I can reroll the +dmg affix on my legs with dmg procs and use min dmg jewelry to set min=max and get a true-read on the %dmg done ... once this is possible (and I have enough reroll mats to throw at lvl60 stuff) I can test Odyn for you.

I can also test Goldwrap and Sankis.

Lastly, do you want to include data from other classes? If so, I have some information about Monk stuff.

Either way, thank you so much for this post ... I adore this kind of information.
________________________________________________
"Life is either a daring adventure, or nothing at all" ~ HK
Home -- BannedOfGamers.com
Druin, the happy monk
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Need to add The Furnace (2-H mace) to the list--basically procs Crushing Blow at 6-8 percent.
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03/24/2014 02:22 PMPosted by Druin
Hello from Monk land!

I was directed here and my oh my do I love this post!

I have been waiting for the mystic so I can reroll the +dmg affix on my legs with dmg procs and use min dmg jewelry to set min=max and get a true-read on the %dmg done ... once this is possible (and I have enough reroll mats to throw at lvl60 stuff) I can test Odyn for you.

I can also test Goldwrap and Sankis.


Whoa, awesome!

Testing on Goldwrap and Burning Axe would be great, I don't know anything about Goldwrap and most of what I know about Burning Axe is based on old information that could be outdated on the new one.

I actually finished up my own testing on Odyn Son last night, I just forgot to update the main list of completed entries. That being said, I certainly won't stop you from doing your own testing if you have the time to test it yourself and confirm/bust my own findings :p

03/24/2014 02:22 PMPosted by Druin
Lastly, do you want to include data from other classes? If so, I have some information about Monk stuff.

Either way, thank you so much for this post ... I adore this kind of information.


I hadn't really thought about it. The Wizard forum is the only one I spend much of any time at, hence the Wiz-oriented focus. I suppose it wouldn't hurt, though, would it?

There's so many crazy new affixes with opaque mechanics now, I figured a thread like this would be a good idea after seeing six or seven threads on or around the front page all asking the exact same questions about Tal Rasha's set xD
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