Reaper of Souls changes:
1. WW/RLTW still have the exact same attack frequency breakpoints as before.
2. Base WW damage has been increased from 145%/3 to 275%/3 per tick and Volcanic Eruption now deals 1.182-times base damage per tick (previously 1.3-times base). The WW proc coefficient stayed at 0.13 (13%).
3. The proc coefficient of RLTW has been significantly reduced from 0.08 (8%) to 0.0056 (0.56%). Its damage stayed at 60%/3 per tick.
4. You now move at 75% of your normal movement speed while whirling instead of 66%. This is a slight improvement.
5. The original Hurricane rune effect (move at your normal movement speed) was removed and changed to a periodical pull effect with a 35 yard radius, 1 sec per pull frequency, pulled enemies gain a hurricane pull immunity for 5 sec and the pull doesn´t affect elite enemies.
6. Battle Rage - Into the Fray on crit fury generation effect has been removed and the rune now grants additional 1% crit chance depending on the number of enemies within 10 yards around you.
7. Wrath of the Berserker - Thrive on Chaos duration extension effect (+1 sec per 25 fury generated) has been removed and the rune now grants fury heal (life per fury spent).
8. Each skill now turns all weapon damage into the corresponding element of the chosen rune. Sprint RLTW deals Physical damage and so do WW runes Dust Devils, Hurricane and Blood Funnel. Wind Shear deals Lightning damage and Volcanic Eruption deals Fire damage.
Despite the severity of changes to the WW/RLTW/ITF/ToC main Barbarian engine from Diablo 3 vanilla, WW/RLTW stays a gameplay option in the expansion, albeit with a much higher gear requirement to pull off efficiently. Specific gear requirement for particular builds is a common trait of the Reaper of Souls Barbarian.
Some examples of gear optimization may include:
The true potential of skills will be determined by you, the players.
Share the knowledge, help each other and stay classy.
Good luck and have fun.
--- the original text (updated) ---
Hello tornado and whirlwind fans! This post contains the mechanics of these two amazing Barbarian skills that many of us love to use. Among all the useful data you´ll find tick frequency breakpoints that scale with attacks per second. I hope it´ll help you make the right gearing decisions to maximize your efficiency at playing this game.
Explanation of some terms I use here:
"tick" - each moment (time) that the game checks for damage and effects of tornadoes and WW (including fury cost)
"hit" - actual tick hit (damage) on monsters
"aps" - exact attacks per second value that I calculated manually, it does not always correspond with the character screen details value
"IAS" - increased attack speed
All of the conclusions mentioned below are based on actual in-game tests. I´ve researched this by recording each situation using fraps and afterwards I viewed the video in slow motion.
The process of figuring out the mechanics:
1. First thing I figured out after the damage values and proc coefficients were tick breakpoints of tornadoes at different aps values by counting the number of tornado ticks.
2. Based on some WW recordings I made the assumption that it scales with aps in the same way as tornadoes. I found out the specifics of dual-wielding.
3. I viewed the fury cost of WW with the mouse over the fury globe to find out that it had a fixed fury cost per tick (pre 1.0.5) and that it scales with aps (1.0.5 and later).
4. After further 1.0.5 (PTR) tests I figured out that each WW tick (damage) corresponds with a fury tick on the fury globe (losing fury) which made it easier for me to find out the actual tick frequency of WW.
5. I found out that the game usually runs at 60 frames per second and as I recorded at 60 fps and could view the video frame by frame, I figured out that tick frequency is just a sequence of specific frame lengths (ticks) depending on the aps values.
6. Having the aps and the corresponding frame length of ticks, I figured out formulas that would allow me to calculate the exact frequency breakpoints for WW and Sprint Run Like the Wind. The researched values were the same as the calculated ones :)
Let´s get started already.
Note that the following data is applicable to the 2.0.3 version of the game (RoS).
SPRINT RUN LIKE THE WIND MECHANICS
1. Tornadoes deal 20% main hand weapon damage per tick.
2. Tornadoes have a 0.0056 (down from 0.08, down from 0.2) proc coefficient, which means that:
(a) each tornado tick heals you for 0.56% of your total life on hit value,
(b) each tornado tick has a 0.56% chance to generate 1 fury when you equip a Mighty Weapon in your main hand and use the passive skill Weapons Master,
(c) each tornado tick has a 0.56% chance to activate an on hit proc effect from a legendary weapon or Crowd Control on hit,
(d) each tornado Critical Hit has a 0.56% chance to:
- lower the cooldown of Overpower by 1 second
- create a blood explosion when Bloodshed or Slaughter is active; note that these two effects cannot be triggered by each other´s critical hits since patch 1.0.2b,
3. Tornado tick frequency scales with attacks per second (chart below).
4. When dual-wielding, tornado tick frequency depends on the total attacks per second (aps) value of the last weapon swung (that dealt damage) before using Sprint. Whirlwind messes up the weapon swung determination so I advice against attempting to purposely choose the tornado frequency in the heat of a battle. One, you will fail unless you are a robot, two, you will get tired very soon. Additionally, pure main hand skills like Rend no longer seem to reset the frequency to main hand in RoS. Achieving a specific breakpoint should be the main goal of gear breakpoint optimization, if you choose to go down that road at all.
RLTW TICK FREQUENCY CHART
> aps: attacks per second value
> fpt: frames per tick = floor(20 / aps)
> tps: ticks per second (tick frequency) = (60 / frames per tick); rounded to two decimals here
> ticks: total number of ticks over 3 seconds of 1 tornado = ceil(180 / frame length)
attacks per second <> frames per tick <> ticks per sec <> ticks over 3 sec
1.00000-1.00000 aps <> 20 frames <> 3.00 ticks per second <> 9 total ticks
1.00001-1.05263 aps <> 19 frames <> 3.16 ticks per second <> 10 total ticks
1.05264-1.11111 aps <> 18 frames <> 3.33 ticks per second <> 10 total ticks
1.11112-1.17647 aps <> 17 frames <> 3.53 ticks per second <> 11 total ticks
1.17648-1.25000 aps <> 16 frames <> 3.75 ticks per second <> 12 total ticks
1.25001-1.33333 aps <> 15 frames <> 4.00 ticks per second <> 12 total ticks
1.33334-1.42857 aps <> 14 frames <> 4.29 ticks per second <> 13 total ticks
1.42858-1.53846 aps <> 13 frames <> 4.62 ticks per second <> 14 total ticks
1.53847-1.66666 aps <> 12 frames <> 5.00 ticks per second <> 15 total ticks
1.66667-1.81818 aps <> 11 frames <> 5.45 ticks per second <> 17 total ticks
1.81819-2.00000 aps <> 10 frames <> 6.00 ticks per second <> 18 total ticks
2.00001-2.22222 aps <> 9 frames <> 6.67 ticks per second <> 20 total ticks
2.22223-2.50000 aps <> 8 frames <> 7.50 ticks per second <> 23 total ticks
2.50001-2.85714 aps <> 7 frames <> 8.57 ticks per second <> 26 total ticks
2.85715-3.33333 aps <> 6 frames <> 10.0 ticks per second <> 30 total ticks
3.33334-4.00000 aps <> 5 frames <> 12.0 ticks per second <> 36 total ticks
4.00001-5.00000 aps <> 4 frames <> 15.0 ticks per second <> 45 total ticks
1. WW deals 275%/3 (91.67%, up from 145%/3) weapon damage per tick. Volcanic Eruption rune deals 325.05%/3 (base * 1.182, down from 1.3-times base) weapon damage per tick.
2. WW has a 0.13 proc coefficient. The effects are the same as with Tornadoes, but they now have a higher probability (13%) to happen.
3. WW tick frequency scales with aps the same way tornado tick frequency does, they even have the same breakpoints.
4. WW fury cost scales with aps while it had a fixed fury cost per tick before patch 1.0.5. The closest to accurate formula that I´ve managed to confirm through in game tests is ((7 + 3*aps) / 3*aps) per tick. Basically the more aps you have the less fury it costs per tick.
5. When dual-wielding:
a) WW alternates between weapons to deal damage beginning with the weapon you are about to swing before using WW;
b) WW tick frequency depends on the weapon you are about to swing not the weapon you swung before using WW;
c) WW fury cost in RoS applies some sort of average cost per tick between the two weapons (will be researched in the future).
WHIRLWIND TICK FREQUENCY CHART
> aps: attacks per second value
> fpt: frames per tick = floor(20 / aps)
> tps: Ticks Per Second (tick frequency) = (60 / frames per tick)
attacks per second <> frames per tick <> number of ticks per second
1.00000-1.00000 aps <> 20 frames <> 3.00000 ticks per second
1.00001-1.05263 aps <> 19 frames <> 3.15789 ticks per second
1.05264-1.11111 aps <> 18 frames <> 3.33333 ticks per second
1.11112-1.17647 aps <> 17 frames <> 3.52941 ticks per second
1.17648-1.25000 aps <> 16 frames <> 3.75000 ticks per second
1.25001-1.33333 aps <> 15 frames <> 4.00000 ticks per second
1.33334-1.42857 aps <> 14 frames <> 4.28571 ticks per second
1.42858-1.53846 aps <> 13 frames <> 4.61538 ticks per second
1.53847-1.66666 aps <> 12 frames <> 5.00000 ticks per second
1.66667-1.81818 aps <> 11 frames <> 5.45455 ticks per second
1.81819-2.00000 aps <> 10 frames <> 6.00000 ticks per second
2.00001-2.22222 aps <> 9 frames <> 6.66667 ticks per second
2.22223-2.50000 aps <> 8 frames <> 7.50000 ticks per second
2.50001-2.85714 aps <> 7 frames <> 8.57143 ticks per second
2.85715-3.33333 aps <> 6 frames <> 10.0000 ticks per second
3.33334-4.00000 aps <> 5 frames <> 12.0000 ticks per second
4.00001-5.00000 aps <> 4 frames <> 15.0000 ticks per second
The most accurate way to describe the mechanics is through by applying the exact formula and frames, as follows:
20 frames per tick: 20 =< (20 / aps) < 21
19 frames per tick: 19 =< (20 / aps) < 20
18 frames per tick: 18 =< (20 / aps) < 19
17 frames per tick: 17 =< (20 / aps) < 18
16 frames per tick: 16 =< (20 / aps) < 17
15 frames per tick: 15 =< (20 / aps) < 16
14 frames per tick: 14 =< (20 / aps) < 15
13 frames per tick: 13 =< (20 / aps) < 14
12 frames per tick: 12 =< (20 / aps) < 13
11 frames per tick: 11 =< (20 / aps) < 12
10 frames per tick: 10 =< (20 / aps) < 11
9 frames per tick: 9 =< (20 / aps) < 10
8 frames per tick: 8 =< (20 / aps) < 9
7 frames per tick: 7 =< (20 / aps) < 8
6 frames per tick: 6 =< (20 / aps) < 7
5 frames per tick: 5 =< (20 / aps) < 6
4 frames per tick: 4 =< (20 / aps) < 5
You don´t need to round values if you apply the above chart.
Experimental in game Whirlwind Fury cost
tested APS <> frames / tick <> fury loss <> ticks = fury / tick (fury/sec)
3.33795 aps <> 5 frames <> 84 fury/49 ticks = 1.71 per tick (20.57)
2.86740 aps <> 6 frames <> 76 fury/41 ticks = 1.85 / tick (18.54)
2.50500 aps <> 7 frames <> 98 fury/50 ticks = 1.96 / tick (16.80)
2.22600 aps <> 8 frames <> 106 fury/50 ticks = 2.12 / tick (15.90)
2.00001 aps <> 9 frames <> 109 fury/50 ticks = 2.18 / tick (14.53)
1.82000 aps <> 10 frames <> 116 fury/50 ticks = 2.32 / tick (13.92)
1.66800 aps <> 11 frames <> 120 fury/50 ticks = 2.40 / tick (13.09)
1.54000 aps <> 12 frames <> 126 fury/50 ticks = 2.52 / tick (12.60)
1.43000 aps <> 13 frames <> 132 fury/50 ticks = 2.64 / tick (12.18)
The formula = ((7 + 3*aps) / 3*aps) is the closest to accurate here.
Special thanks to Twister who gave me parts of his gear on the PTR to find out the highest possible tick frequency which kind of forced me to continue my research and eventually figure out the exact mechanics.
Hope you enjoyed reading this post. Share the knowledge and have fun.
Latest update: March 28, 2014.