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Here are some things that I've tested regarding disintegrate, and here are my findings...
Increased Attack Speed:
1-handed weapons generally have a faster attack speed than 2-handed weapons. A lot of people have noticed that disintegrate burns up AP proportional to your attack speed, but are also wondering if their overall damage output is greater.
The disintegrate spell ticks based on your attack speed. The interesting thing is that the AP usage depends solely on your attack speed; what this means is that a 1-hander (1.50 attack speed) with the same weapon DPS as a 2-hander (1.00 attack speed) will use up SIGNIFICANTLY MORE MANA while outputting the same overall DPS.
For me, I use a 0.9 attack speed two-handed mace (970 DPS), the Arcane Presence passive skill, a wizard helm that decreases disintegrate's casting cost by 4, and I've made sure not to have any increased attack speed items on... and I can cast disintegrate infinitely without my AP going down at all.
Some of you may wonder if there's any reason to use a 1-handed weapon at all, when using disintegrate. The additional Chaos Nexus Beams proc relative to your attack speed, so having a higher attack speed means that additional beams should occur more often. Also, when kiting (yes, I know, you laugh when kiting and disintegrate are used in the same sentence), increased attack speed will help. Your casting speed IS proportional your attack speed. When activating the beam, the delay is shorter with increased attack speed. The delay between the deactivation of the beam and your character's continued movement is also shorter, so this allows you to successfully stop beaming and continue running away from mobs. With all increased attack speed items on my character and a weapon with 1.63 attack speed, temporal flux, and boots that increase my movement speed by 12%, I've been able to successfully kite Act 2 Inferno Elite Mob Packs in open areas.
Apparently, people are saying that disintegrate can score criticals, even though the critical numbers don't pop-up when they proc. With the Chaos Nexus Rune, each additional beam has the ability to score a critical and a number will pop-up indicating that the critical has proc'd.
The following passive abilities will directly affect disintegrate: Glass Cannon, Arcane Flux, and Arcane Dynamo (more on this later).
Magic Weapon and Familiar:
Both of these work with disintegrate. The Force Weapon Rune for Magic Weapon has a chance to proc the knockback effect, though I'm not sure what the percentage works out to, it might be 2%, but I'm not certain. With the Chaos Nexus Rune, the additional beams also have the ability to knock back. The other Magic Weapon Runes have not been tested at this time.
The Power of the Storm Rune decreases the cost per tick of disintegrate by 3. I personally only used this for Normal and Nightmare Difficulties; in higher difficulties, I've had to use Force Armor for survival. If you're having trouble with disintegrate costs, try to find a wizard hat on the auction house that gives reduction to disintegrate costs or use a slower attack speed weapon.
Item Mods that Increase Damage:
First off, it's obvious that item DPS increases damage, but what other things increase DPS?
So, apparently, I was wrong about this the first time around. I'm editing this post so that the information is correct.
Critical Hit Damage +%, Critical Hit Chance +%, and Increased Attack Speed +% inflate your damage score (again, you can find this on the bottom of the left-pane in your inventory window). This damage score calculation is a calculation for your "average" melee DPS. Here's the general formula for your spell damage:
Spell Damage =
(1 + Passive Skill Bonus %)
* (1 + Total Intelligence / 100)
* (Average Weapon Damage + Average Bonus Weapon Damage)
So basically, it's made up of three parts: your passive skill % bonus (e.g.: Glass Cannon), your total intelligence, and your Weapon Damage.
The reason that your damage score is inflated so drastically from increased attack speed, is because your casting speed is proportional to your attack speed. So, you WILL do more DPS with faster casts. If your spell damage is constant, and your attacking speed goes up, DPS goes up. But for us kiters, we can't afford to stand there and spam spells. We fire off a spell, run, then fire off another, and then rinse and repeat. Though, faster casting does allow for faster casting activation and recovery times.
Lastly, in general, you want to focus on getting Intelligence. Generally speaking, 1 point of Intelligence will add more spell damage than 1 weapon damage.
I won't go into the mathematics involved, but if you're interested, think back to high school when you learned about the math problem where you had to maximize the area of a garden with only a certain amount of fencing...
Just FYI: % Damage Dealt Converted to Life works with disintegrate.
Most of you are wondering how Arcane Dynamo affects disintegrate. Well, if you build up 5 charges, on your NEXT channel, from the beginning of the channel to the end of the channel, the OVERALL damage of each tick will be increased by 75%. Woah! That's insane damage, you say... yes it is. also note that Arcane Dynamo works with Archon abilities too. If you build up 5 charges, and then activate Archon, the next Archon Ability that you use will be boosted by 75%.
With 30K DPS, no increased attack speed items, Arcane Dynamo, and the Intensify Rune, I can literally sweep the screen in Act 1 Inferno Difficulty and kill mobs easily. In Act 2, my increased attack speed items will put me at about 37k DPS (My 1-handed weapon isn't very strong) and I'll switch out: Intensify Rune -> Chaos Nexus Rune, Arcane Dynamo -> Arcane Flux, Signature Spell (used for Arcane Dyamo) -> Arcane Hydra, and I'll be able to successfully kite most Act 2 Elite Mobs. You absolutely MUST HAVE increased movement speed in order to survive past Act 1 Inferno Difficulty. I haven't managed to beat Act 2 Inferno Difficulty yet, so either I'm not a very skilled player, or a disintegrate build isn't viable, but if someone manages to do it, I give you my congratulations! Anything that has Vortex + Fire Chains just completely pwns me.
All this testing was done by taking out my weapon (since lower numbers are easier to deal with) and equipping the Chaos Nexus Rune so that I'd have some numbers to work with. If anyone can successfully test the Intensify Rune, that'd be awesome.
Please help bump and sticky this post. If there's anything incorrect or anything to add, please post :)
Edited by Ciceronius#1313 on 6/14/2012 10:04 AM PDT
Most of you already know, but as of 5/26/2012, disintegrate does not yet have the ability to critical. However, with the Chaos Nexus Rune, each additional beam has the ability to score a critical.
Disintegrate does indeed proc Critical Mass, but whether this means it actually deals more damage on crit or not I don't know.
Edited by Felixphaeton#1648 on 5/26/2012 1:42 PM PDT
The only problem with Arcane Dynamo, is that I'll start the channel, then I'll get hit (knocked back), vortexed, or walled, and all that time spent getting 5 charges is wasted time that could have been spent doing DPS with my spells.
It's great when playing multiplayer though, especially if you have a Barb Tank. You'll put up numbers that can actually be useful.
Ok...I dont know why I have not seen this about disintegrate. The way the damage works for this skill is every game tick(not damage tick) that the beam is on a monster,they take a tiny amount of damage. After so long(i think like .5 seconds) the game pops a damage number that is all the damage done with the skill. You can test this by gonig to a group of monters and moving the beam over them really fast. After a second you will see a small damage number pop up. The skill still crits, but it crits on the small ticks. That is the problem with the current "beam spells dont crit" thing blizzard is dealing with. The damage number you see is just a addition of damage done.
There are several skills that funtion this same way. Hope this helps!
I've noticed this too... But I've always thought that it was either Chaos Nexus criting, or my familiar's attack...
I've also noticed this for Archon Mode too.
I'll be sure to pay attention more closely the next time I'm playing.
Edited by Ciceronius#1313 on 5/26/2012 1:30 PM PDT
I've noticed this too... But I've always thought that it was either Chaos Nexus criting, or my familiar's attack...
i can confirm that disintegrate procs CM and is not a result of familiar.
i don't know if it's because of the nexus beams though.... i never thought of that, derp.
I ran around in normal fishing for CM procs with an unruned disintegrate a couple hours back. I definitely got some.
The thing about disintegrate in inferno is that the range on it is fairly short compared to, say, arcane orb. It makes kiting incredibly dangerous against any enemy that can punish you for being in the screen region with them. With AO kiting, you can just fire them off and they will travel quite a ways off the screen. Disintegrate ends at or before the edge of the screen, plus its channeling nature lends itself to standing still more than just attack-move micro with AOs.
So you have to take into account the attack speed of the weapon AS WELL AS the listed damage - even for casting. This is hard to get used, especially for an ex-WoW player. A Warlock staff's attack speed only applied to the physical swing of the staff... not the speed of casting magic.
With very little options to increase Arcane Power (and even those options increase it by very little), opting for a slow attack speed and sacrificing a few damage points might be more beneficial considering us Wizards use our AP to cast other things.
I've always wondered WHY a 2-hand weapon would be better... now I know. Just wish Blizzard would make this information easily available about every class. Here I am just putting the weapon with the bigger number on my Wizard. lol
Thanks for this.
The information on disintegrate is definitely helping. Thanks a lot for your effort.
I am currently trying to gather gears on ap gain on crits. Though there are only 3 choices, wizard head + off-hand + wand, weapons are extremely expensive lol.
I wasnt sure if integrate crits but I do know arcane torrent does. Since I cant farm anything effectively with my glass cannon, I have been testing things out.
I am currently sitting at 10 ap on crits and 1 hand. I cant remember my atk spd but it burns relatively fast without astral presence. With my 10ap on crit and y 26% crit chance, I do find myself last longer. Theoretically, with the right skills, I should be able to cast AT or disintegrate, if it crits, forever.
The main purpose of this build is to proc CM. LL, blade are nerfed to proc CM less but I do find arcane orb procing CM fine. I thought AT should do the same but I dont have enough sustain atm. If there's anyone doing the same thing, do you mind posting the results? Thanks a lot :)
I like the sound of your build, but I think that the general consensus is that the hotfix to critical mass may have rendered it unproc-able via disintegrate. You could always try slapping a Venom Rune on your Magic Weapon to see if that helps. Good luck!
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