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For patch 188.8.131.5241 changes, start reading from the following post:
For patch 184.108.40.20617 changes, start here:
Updated the spreadsheet with 2.0.5 information - corresponding post:
Crusader information that I researched so far:
I´ve managed to compile my knowledge of game mechanics into a spreadsheet format for those who are interested in attaining a bit more in-depth information. Put it to good use.
> share the knowledge with others
> ask game mechanics questions if you don´t find the answer in the spreadsheet
> post spreadsheet-related feedback
> point out data mistakes you may find
> theorycraft and optimize gameplay
Note that I try to update the spreadsheet when something new comes up and I find the time, so check out the "updates" tab every once in a while.
This may not be the best place to ask about item affixes and how they work, because I may not have access to the item in question, so I won´t be able to test its behavior. Also, item affixes haven´t really been the focus of my research so far except for a few chosen ones that are reflected in the damage formula.
Thankfully, there is a great collection of legendary effect information over in the Wiz forums by Kanjihack, which also includes some of my own findings:
If you´re interested in Wizard-related game mechanics and other useful information that may not be covered by my spreadsheet, definitely read apo´s amazing compendium (Wiz sticky):
If you´re interested in Monk-related game mechanics, check out Druin´s thread:
-----------TABLE OF CONTENT-----------
> exact skill weapon damage
> skill proc coefficients
> general skill information
> specific rune information
> main hand / alternates hands
> skill frequency
> weapon: base, +damage, average, enhanced, adds to element, +elemental weapon damage
> skill weapon damage, strength
> damage increased by skills: punish, maniac, battle rage, insanity, berserker rage, brawler
> damage increased by skills: skill bonuses on gear, legendary affix bonuses
> separate: ruthless, no escape, elemental skill damage, elite bonus, demon/beast/human bonus
> attack speed formula
> taking damage, autoswing, mighty weapons master
> animosity, unforgiving, IK3 set, inspire, fury degeneration
> superstition, sword and board
> threatening shout, war cry, reaper´s wraps
> potion, life regen, life per hit, fury heal (life per fury spent), life after each kill
> pound of flesh, health globes, grim harvest, birthright, swords to ploughshares
> juggernaut, CC reduction, CC on hit, skull of resonance
> frozen, nightmarish, jailer, knockback
> innate class damage reduction, armor, resistance
> threatening shout, ignore pain, relentless, superstition
> elite, melee, ranged damage reduction, block
> innate on gear, +armor, strength, nerves of steel
> tough as nails, war cry, iron impact, paragon armor bonus
Surprising information I came across:
> spear/dagger solo equipped or with a shield shield grants a ~10% multiplicative ASI bonus to non-chain weapon/spear throws
> dragging spear runes have a 1.2x faster base throw frequency than others
> slaughter snapshots damage bonuses upon transformation
> area damage may proc on each DoT tick
> main hand skills don´t affect alternating skills (which weapon was swung)
> level 70 stat rolls on legendary tier gear
> elemental skill damage bonus gear
> specific stats slot list: crit chance, crit damage, attack speed, area damage, cooldown, resource cost, health globe healing bonus, life regeneration, life per hit, life after each kill
Please remember that I´m not all-knowing nor infallible and there might be even undocumented changes occuring under the hood at times. If you find that something doesn´t work in the game as described in the spreadsheed, please report it here with as many specifics as you can and I´ll look into it.
Good luck and have fun.
I play mainly on the EU server, my profile can be found here
Edited by Nubtro#2147 on 6/11/2014 3:08 AM PDT
Nubtro = godliness thank you for all your hard work. Come and play on the Americas server and join Aspis. Many familiar faces here :)
"Respect The Shield"
Clan Ασπις http://us.battle.net/d3/en/class/barbarian/passive/sword-and-board
We Are The Banned of Gamers
Thanks, was an oversight. Fixed it.
Hey man, I´ve spent some quality time on this. I can confirm that there is the visual bloodshed explosion from the initial rend crit tick but I´ve yet to see any actual bloodshed damage done to nearby enemies. I recorded even zoomed in and kept track of monster health bar numbers, all the usual stuff...
I should probably formulate it as "doesn´t proc bloodshed damage despite visually displaying the blood explosion on the intial tick". I´ll look into it again. One of the mechanics that has been bugging me since I tested it.
I´ve personally tested each coefficient and each skill damage per tick (hit). 0.75 for all Frenzy runes and the piercing axe returned 0 health = 0 proc coefficient.
Devil´s Anvil tremor on the ground doesn´t deal damage, doesn´t return life (per hit) but for some reason it may lower the overpower cooldown twice (well 3 times total including the swing). Here I´m just stating what I saw, the "why" should be targetted at devs. Logically speaking, it should not proc anything without a proc coefficient.
Devil´s Anvil was 0.08 in patch 1.0.8 and Smash was 0.8, both were changed to 0.667. This implies Smash no longer hits a smaller area, but there is no way for me to reliably test the yard radius of skills. Umm I could gather 50 mobs around me and see how many take damage but that´s too much work lol.
I've missed you Nubtro. *Bro hug*
Help me with threatening shout and superstition vs elites/rift boss new bag of tricks?
Some hit way harder and it was leading me to believe some where actually physical, similar to i believe it was fire chains and mortar?
I also swear you had a good writeup about threatening shout vs elites ground effects but all i've been able to dig up is here-say and theory .
One day i will master the slow-mo feature and that frame by frame goodness.
One day i'll get more time for it as well >.>
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