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Hey there everyone, Rolfson from MMO-Mechanics here. I've been around gaming for quite some time now, wouldn't call myself an expert (and there are certainly some of you much more knowledgeable than I out there!), but I am getting a little annoyed with all of the misinformation out there on the forums. So I've decided to try to write a guide / FAQ to assuage all of your fears, answer all of your questions, and hopefully point you guys in the right direction! Please let me know what I can change / add to improve the overall guide. That being said, let's get into the gritty details:
All of my formulas and sources come from personal experience and here -
Quotes coming from:
http://us.battle.net/d3/en/forum/topic/5235402096 -> A guide for Inferno
http://us.battle.net/d3/en/forum/topic/5149154265 -> List of Life-on-Hit % for every spell / rune
Damage comparison tool can be found here:
So you see all these neat little builds, but WOAH! They've got two or more skills from the same skill page in your skill book! How'd that happen??
There's a neat little option called "elective mode" that you can enable (hit escape or go to the menu, then go to options, gameplay, and enable "elective mode" under the Interface column) to allow you freedom to place virtually any skill wherever you want, and place multiple skills from the same page on your bar. The more you know :)
Table of Contents
Section 1: A brief overview of the Wizard
You picked a wizard - congrats! Now what does this mean, for your (likely) next couple hundred hours of gameplay? Well the wizard is obviously a mage archetype and can be played as such throughout the entire game, from normal to inferno. However, there are also some very successful Battlemage / Melee builds based around shields, stuns, damage reduction, and any other sort of utility abilities you have coupled with fantastic AoE damage. I'll get into all of those details later, this is just a very overly simplified intro.
Section 2: Your role in each difficulty
Section 3: Your stats, and what they do for you
Physical damage reduction = Armor / (50 × Monster Level + Armor).
Life when player level < 35 = 36 + 4 × Level + 10 × Vitality
Post lvl 35, the formula changes to:
Life when player level >= 35 = 36 + 4 × Level + (Level -25) × Vitality
Section 4: Your Damage Number explained
As given via the mouseover ingame, "The amount of damage per second you can deal based on your weapon, attributes, attack speed, Critical Hit Chance, passive skills, and dual-wielding attack speed increases"
Basically, this is the max damage you can deal per second if you were casting a spell that has no additional damage modifiers
(1 + passive skill boosts)*(Average Weapon Damage + ((minimum damage bonus + maximum damage bonus)/2))*(Weapon Damage Multipliers)*(Attack Speed)*(1 + ( crit% * crit damage %))*( 1 + (main stat / 100))
((1 + passive skill boosts)*(Weapon 1 average damage + ((minimum damage bonus + maximum damage bonus)/2))*(Weapon Damage Multipliers)*(Attack Spee)*(1 + ( crit% * crit damage %))*( 1 + (main stat / 100))*(average attack speed of both weapons / weapon 1 attack speed) + (1 + passive skill boosts)*(Weapon 2 average damage + ((minimum damage bonus + maximum damage bonus)/2))*(Weapon Damage Multipliers)*(Attack Speed)*(1 + ( crit% * crit damage %))*( 1 + (main stat / 100))*(average attack speed of both weapons / weapon 2 attack speed)) * 0.575
or to simplify a little bit:
Find the damage of weapon 1 using the general damage formula, then multiply it by the average attack speed of the two weapons and divide by weapon 1's attack speed. Do the same for weapon 2, add the two numbers together, and multiply by 0.575
(Weapon dps)(Weapon multipliers)(1 + (crit chance % * crit damage %))(main stat / 100)
((minimum bonus damage + maximum bonus damage) / 2)*Attack Speed
(1 + passive skill boosts)(Min Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100)) to (1 + passive skill boosts)(Max Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100))
Your spells' multipliers act on that number, so a spell doing 175% damage will hit for around
(Average Weapon Damage)(1 + (main stat / 100)(1.75) damage
(1 + passive skill boosts)(Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100))(Spell Modifier)(Attack Speed) damage per second. The ticks will show larger numbers because the damage is being applied quicker.
Section 5: Where to go from here?
Edited by Rolfson#1694 on 6/7/2012 2:14 PM PDT
Section 6: Attack Speed and You
Section 7: Previous 'gimmick' builds and why they don't work anymore
From http://us.battle.net/d3/en/forum/topic/5589541265 ,
Force armor will only mitigate UP to 100% of your health.
Section 8: Crit and your Spells
I have seen that one of the posters asked, if channeled spells crit, and you said that as far as you know - no. I have not tested this personally, but I did see few reports, claiming it does. The way it works, is that as we know the damage that is displayed in 'ticks' is the total amount of damage that was dealt in 0.5 second time. If a real tick (while this is not visible to us, the damage must be applied in some sort of ticks) crits it just adds to the total damage you did over 0.5 second. So, the tick is still displayed in white number, but an actual crit has happened and so channeled spells benefit from crit as well. This was tested with Critical Mass before nerf - channeling Disintegrate did proc CM.
Section 9: On-hit effects
All of these tests were done in Act 1 of Inferno on the slow zombies. I need some help from the rest of you wizards in helping me correct and refine some of these values. They're only rough values at the moment because I haven't had time to do more extensive testing (and because the life-on-hit ring I was using was a low value, so there's rounding error). In any event, I thought it would be useful.
Edited by Rolfson#1694 on 6/7/2012 2:15 PM PDT
Armor is just part of the equation, the other half coming from resistances.
"Total damage reduction = 1 - ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - other DR))
Physical damage reduction = Armor / (50 × Monster Level + Armor)
Elemental damage reduction = Resistance / (5 × Monster Level + Resistance)"
Hey Rolfson, thanks for putting this together and sharing.
I am a bit confused about damages calculation and ias however, sorry if it's a silly question :
You can see with your signature spells the influence of ias. I mean it is displayed right during a combat as your wizard attacks more often with the signature spell. So it's easy to understand the do more damage since you attack more often during x seconds.
However, thats different for regular spells since there is no way to use them "more often". But then, how does ias influence non signature spells? Does ias also increases their damage, say of incineration, blizzard or hydra, to compensate the absence of higher frequency?
On separate question too: say you wear an axe that brings your displayed damage stat at 50, and you have assigned a spell that does 100% of your damage. Will a hit of that axe on an enemy and the spell do the exact same amount of damage, which is 50 ?
Sounds like a silly question but I find this design choice extremely confusing where wearing a huge hammer increases the damage of your hydra... Also, this is so not immersive!!
Glad to help out!
I'll address the points one at a time:
Hey Rolfson, thanks for putting this together and sharing.
For hydras, they attack at a set speed. Their damage IS, and I repeat, IS influenced by IAS. The damage done per shot of the hydras (they have 3 heads, each one shoots) is given by (1 + passive skill boosts)(Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100))(Spell Modifier)(Attack Speed).
Blizzard, meteor, and any other spell like that is unaffected by IAS completely.
Your channeled spells ARE affected by IAS. "Ticks are shown on screen at a fixed rate, approximately 2 per second. And yes, an increase in attack speed shows larger ticks. Reason behind this is your spells are applying the same damage as before, but at faster intervals since their damage is done by:
(1 + passive skill boosts)(Weapon Damage + (minimum damage bonus + maximum damage bonus) / 2)(1 + (main stat / 100))(Spell Modifier)(Attack Speed) damage per second. The ticks will show larger numbers because the damage is being applied quicker."
If your displayed damage stat is 50, that includes your attack speed and your critical hit / critical damage. Assuming an attack speed of 1.00, a crit chance of 5%, and a critical damage of 50%, your spell damage would be (50) / ((1 * (1 + (.5 * .05))) = 48.78. A spell doing 100% would hit for approximately 49 damage, not 50.
I like the build suggested at the bottom...because I loath having to use energy armor: force and it seems as though i may be able to get away with it lol.
Nice info and helpful as im just starting A2 myself....man what a jump in difficulty!
My question is, right now I have a main hand of 875 dps and like 100 int, and an offhand that adds 75-325 damage. I have found that even a 1000 damage 2 hander decreased my damage display in my inventory screen. I use blizz/venom and no signature spell. Should I trust the damage number on my screen and stick with the off hand main hand, or go for a 2h even though my dps number on my inventory screen might decrease a little.
http://mmo-mechanics.com/diablo/compare.php?tool=2 , try that out. It's a little clunky right now, but for each stat:
Passive Skill Boost : If you have a skill that boosts damage by 15%, put 15.
For everything else, put the base number. So 5% crit, put 5. 50% crit damage, put 50. For the stat changes at the bottom, if it's a stat loss, put negative numbers.
Edit: for your specific situation, I'd go with the 2h since it's slower and thus your skills will do more damage (blizzard mainly)
Edited by Rolfson#1694 on 5/29/2012 8:16 PM PDT
I made a simple one here, http://mmo-mechanics.com/diablo/compare.php . It should be pretty self explanatory and it lets you calculate the difference in damage / spell multiplier when comparing gear too. Try it out, let me know what you think!
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