Diablo® III

[TR] - How 1.0.7 affects Tempest Rush Monks

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Hey there!

This is actually just an addendum to my comprehensive guide for Tempest Rush monks which you can find here:
http://us.battle.net/d3/en/forum/topic/7199912895

There is a lot of speculation regarding patch 1.0.7 and how it will affect various builds and farming paths.

I would like to first allay any fears:
TR is getting a flat-line, across-the-board buff.

That being said, let's get into the patch!
Edited by Druin#1518 on 1/25/2013 1:52 PM PST
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I. The Patch Notes
1.
Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player

This is the one and only nerf to TR in 1.0.7. While this does decrease the damage done by TR monks overall, it's way offset by the following buffs.

2.
Base weapon damage increased from 15% to 20% per stack
Skill Rune – Blade Storm
Weapon damage increased from 20% to 26% per stack
Skill Rune – Cyclone
Weapon damage increased from 20% to 26% per stack

So we can no longer snapshot our SW but our SW naturally does more than it did while snapshotted ... yay buffs! (I will provide the math for this later in this thread)

3.
Tempest Rush
Weapon Damage increased from 85% to 155%

TR is actually a relatively small portion of the damage that your average TR monks does ... that being said, a nearly 2x increase is pretty awesome.

4.
Wave of Light
Weapon damage increased from 390% to 829%

Gigantic WoL buffs = potential for new TR variants! :D

5.
The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
MP 1: 25% (up from 10%)
MP 2: 50% (up from 20%)
MP 3: 80% (up from 30%)
MP 4: 120%(up from 45%)
MP 5: 165% (up from 60%)
MP 6: 215% (up from 75%)
MP 7: 275% (up from 95%)
MP 8: 340% (up from 115%)
MP 9: 420% (up from 135%
MP 10: 510% (up from 160%)

This is a very interesting change. I will do the math on how this effects TR's MP0 run and we will find out just how "worth it" this is!
Edited by Druin#1518 on 1/25/2013 1:51 PM PST
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II. Sweeping Winds Snapshot Damage
This would be everyone's big concern so I will address it first.

I am going to assume that our given monk has an attack speed of 1.09 which is the average TR monk APS.

Example 1 - 1.0.6 with Faith in the Light vs 1.0.7 with Blazing Wrath
1.0.6 SW damage = [0.45 (sw dmg)] * [1 + 0.3*1.09 (Faith * APS)] = 0.597 or 59.7% DPS
1.0.7 SW damage = [0.6 (sw dmg)] * [1 + 0.15 (BW)] = 0.69 or 69% DPS
Total DPS Change = 0.69/0.597 = 1.155 or 15.5% increase

Example 2 - 1.0.6 with Faith + Deadly Reach: Foresight vs 1.0.7 with Blazing Wrath
1.0.6 SW damage = [0.45 (sw dmg)] * [1 + 0.3*1.09 (Faith * APS)] * [1 + 0.18 (DR:F)] = 0.705 or 70.5% DPS
1.0.7 SW damage = 0.6 (sw dmg) * [1 + 0.15 (BW)] = 0.69 or 69% DPS
Total DPS Change = 0.69/0.705 = 0.979 or 2.1% decrease

Example 3 - 1.0.6 with Faith + Blazing Wrath vs 1.0.7 with Blazing Wrath
1.0.6 SW damage = [0.45 (sw dmg)] * [1 + 0.3*1.09 (Faith * APS)] * [1 + 0.15 (BW)] = 0.687 or 68.7% DPS
1.0.7 SW damage = [0.6 (sw dmg)] * [1 + 0.15 (BW)] = 0.69 or 69% DPS
Total DPS Change = 0.69/0.687 = 1.00 or 0% change

But Druin, I was using DR:F, Blazing Wrath AND Faith in 1.0.6 and now I will lose everything!
Example 4 - 1.0.6 with BW + Faith + DR:F vs 1.0.7 with BW

1.0.6 SW damage = [0.45 (sw dmg)] * [1 + 0.3*1.09 (Faith * APS)] * [1 + 0.18 (DR:F) + 0.15 (BW)] = 0.794 or 79.4% DPS
1.0.7 SW damage = [0.6 (sw dmg)] * [1 + 0.15 (BW)] = 0.69 or 69% DPS
Total DPS Change = 0.69/0.794 = 0.0.869 or 13.1% decrease

So, in 3 of 4 cases, you will see virtually no change to your SW damage or an increase to your SW damage. In the 4th case, where someone is already using every available buff and is forced to drop both Foresight AND Faith, they will lose 13% damage on their SW.

However, this isn't the full picture.
Edited by Druin#1518 on 1/28/2013 2:10 PM PST
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III. Total Damage Change for each TR spec
In each specific case, there are several factors that affect total damage.

For example, let's say you are running the end-game TR spec:
http://us.battle.net/d3/en/calculator/monk#bcYSTk!cdZ!cZcccc

This spec currently (1.0.6) snapshots both Faith AND Foresight. For the majority of the run you don't have the DR:Foresight buff up because most elite packs die to SSS:FO and you waste time attacking instead of TR'ing.

This means that you will want to move to something like this spec:
http://us.battle.net/d3/en/calculator/monk#acXSTk!cdZ!aZbccc

So you lose the buff from DR:F and Faith on your SW, but you gain the buff from Blazing Wrath on EVERYTHING because it can be kept up the entire run. This means 15% more damage on TR, Submission AND Cyclone.

So what is this build's net change in DPS? Well we know from pat II. that SW will do 2.1% less damage because you are losing Faith and Foresight and gaining Blazing Wrath, however TR and Sub both go UP by 15% ... how does this effect your overall damage?

I have gone ahead and done a TON of math to try and answer this question.
If you would like to see that math, you can go ahead and read the appendix here:
http://us.battle.net/d3/en/forum/topic/7763286321?page=1#7

However, the result of that Math is that each skill in the TR monk's arsenal is, relatively, more or less effective depending on it's area of effect. (Cyclone being the exception as it is nearly impossible to calc how effective it is due to Cyclone being such a unique mechanic).

This gives the following Scalars to damage:
TR - 1
SW - 2.5
SW:IS - 2.5
SW:F - 4.42
SW:C - 6.0
Submission - 8.5

Note: The Scalar for SW:C includes the effect of Cyclones and is not backed up by Math currently. If anyone comes up with a way to mathematically show Cyclone's Scalar PLEASE let me know!

What does this mean? It means that 8.5% DPS done by TR is as effective as 1% DPS done by submission because Submission has a MUCH larger AoE than TR.

Using these Scalars, let's calc some spec's damage!

End-Game Spec:
http://us.battle.net/d3/en/calculator/monk#bcYSTk!cdZ!cZcccc
TR + Foresight + Faith + SW:C + Sub -> TR + BW + SW:C + Sub

1.0.6 DPS:
TR = 85% * [1 + 0.12 (Sub)] * [1 (scalar)] = 95.2%
SW:C = 45% * [1+ 0.18 (DR:F) + 0.12 (Sub)] * [1+ 0.3*1.09 (Faith*APS)] * [6 (scalar)] = 465.8%
Sub = 12% * [1 + 0.12 (Sub)] * [8.5 (scalar)] = 114.2%
Total DPS = 675.2%

1.0.7 DPS:
TR = 155% * [1 + 015 (BW) + 0.12 (Sub)] * [1 (scalar)] = 196.9%
SW:C = 60% * [1 + 015 (BW) + 0.12 (Sub)] * [6 (scalar)] = 457.2%
Sub = 12% * [1 + 015 (BW) + 0.12 (Sub)] * [8.5 (scalar)] = 129.5%
Total DPS = 783.6%

Total Change in DPS - 783.6/675.2 = 16.1% increase in DPS

Also, you now have FoT:TC instead of DR:F which means MOAR ELITE DEEPS!

Spec Variant A:
http://us.battle.net/d3/en/calculator/monk#bcYSTQ!cdU!cZcccZ
TR + Foresight + Faith + Cyclone -> TR + BW + Cyclone

1.0.6 DPS:
TR = 85% * [1 (scalar)] = 85%
SW:C = 45% * [1 + 0.18 (DR:F)] * [1+ 0.3*1.09 (Faith*APS)] * [6 (scalar)] = 422.8%
Total DPS = 507.8%

1.0.7 DPS:
TR = 155% * [1 + 0.15 (BW)] * [1 (scalar)] = 178.3%
SW:C = 60% * [1 + 0.15 (BW)] * [6 (scalar)] = 414%
Total DPS = 592.3%

Total Change in DPS - 592.3/507.8 = 16.6% increase in DPS.

Also, you now have FoT:TC instead of DR:F which means MOAR ELITE DEEPS!

Spec Variant B:
http://us.battle.net/d3/en/calculator/monk#bcYSTk!cdU!cZcYcc
TR + Foresight + Faith + InnerStorm + Sub -> TR + BW + InnerStorm + Sub

1.0.6 DPS:
TR = 85% * [1 + 0.12 (Sub)] * [1 (scalar)] = 95.2%
SW:IS = 45% * [1+ 0.18 (DR:F) + 0.12 (Sub)] * [1+ 0.3*1.09 (Faith*APS)] * [2.5 (scalar)] = 194.1%
Sub = 12% * [1 + 0.12 (Sub)] * [8.5 (scalar)] = 114.2%
Total DPS = 403.5%

1.0.7 DPS:
TR = 155% * [1 + 015 (BW) + 0.12 (Sub)] * 1 (scalar) = 196.9%
SW:IS = 60% * [1 + 015 (BW) + 0.12 (Sub)] * 2.5 (scalar) = 190.5%
Sub = 12% * [1 + 015 (BW) + 0.12 (Sub)] * 8.5 (scalar) = 129.5%
Total DPS = 516.9%

Total Change in DPS - 516.9/403.5 = 28.1% increase in DPS.

Also, you now have WotHF:FoF instead of DR:F which means MOAR ELITE DEEPS!

Spec Variant C:
http://us.battle.net/d3/en/calculator/monk#acYSXQ!cdb!aZccbZ
TR + Faith + BW + Cyclone -> TR + BW + Cyclone

1.0.6 DPS:
TR = 85% * [1 + 0.15 (BW)] * [1 (scalar)] = 97.8%
SW:C = 45% * [1 + 0.15 (BW)] * [1+ 0.3*1.09 (Faith*APS)] * [6 (scalar)] = 412%
Total DPS = 509.8%

1.0.7 DPS:
TR = 155% * [1 + 0.15 (BW)] * [1 (scalar)] = 178.3%
SW:C = 60% * [1 + 0.15 (BW)] * [6 (scalar)] = 414%
Total DPS = 592.3%

Total Change in DPS - 592.3/509.8 = 16.2% increase in DPS.

Also, you now have an entirely empty skill slot for basically anything you would like. Air ally might be a good fit as it brings even more DPS to the table and could help with Spec C's spirit problems.

Same set of Calcs but with Firestorm in Place of Cyclone for those who prefer Firestorm or have low CHC:
End-Game Spec:
http://us.battle.net/d3/en/calculator/monk#bcYSTk!cdZ!cZcbcc
TR + Foresight + Faith + Firestorm + Sub -> TR + BW + Firestorm + Sub

1.0.6 DPS:
TR = 85% * [1 + 0.12 (Sub)] * [1 (scalar)] = 95.2%
SW:F = 45% * [1+ 0.18 (DR:F) + 0.12 (Sub)] * [1+ 0.3*1.09 (Faith*APS)] * [4.42 (scalar)] = 343.1%
Sub = 12% * [1 + 0.12 (Sub)] * [8.5 (scalar)] = 114.2%
Total DPS = 552.5%

1.0.7 DPS:
TR = 155% * [1 + 015 (BW) + 0.12 (Sub)] * [1 (scalar)] = 196.9%
SW:F = 60% * [1 + 015 (BW) + 0.12 (Sub)] * [6 (scalar)] = 336.8%
Sub = 12% * [1 + 015 (BW) + 0.12 (Sub)] * [8.5 (scalar)] = 129.5%
Total DPS = 663.2%

Total Change in DPS - 663.2/552.5 = 20% increase in DPS

Spec Variant A:
http://us.battle.net/d3/en/calculator/monk#bcYSTQ!cdU!cZcbcZ
TR + Foresight + Faith + Firestorm-> TR + BW + Firestorm

1.0.6 DPS:
TR = 85% * [1 (scalar)] = 85%
SW:F = 45% * [1 + 0.18 (DR:F)] * [1+ 0.3*1.09 (Faith*APS)] * [4.42 (scalar)] = 311.4%
Total DPS = 396.4%

1.0.7 DPS:
TR = 155% * [1 + 0.15 (BW)] * [1 (scalar)] = 178.3%
SW:F = 60% * [1 + 0.15 (BW)] * [4.42 (scalar)] = 305%
Total DPS = 483.3%

Total Change in DPS - 396.4/483.3 = 21.9% increase in DPS.

So, to recap:
End-Game Spec (Cyclone): 16.1% Increase
End-Game Spec (Firestorm): 20% Increase
Spec A (Cyclone): 16.6% Increase
Spec A (Firestorm): 21.9% Increase
Spec B: 21.8% Increase
Spec C: 16.2% Increase

Average TR Damage Increase: 18.77%

Thanks 1.0.7!
Edited by Druin#1518 on 1/28/2013 2:33 PM PST
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IV. MP0 vs MP1+
Okay, the last thing to cover is the effect of the increased XP gained from MP levels.

To do these calcs we need to know how much more XP, TOTAL, each MP level will actually give.

The reason this has to be calculated is because TR monks naturally have Bonus% XP already so 25% more does NOT mean you get 25% more xp. It means your Bonus %XP stat goes up by +25.

Example:
You have Hellfire Ring, Radiant Star Ruby in hat, Hellfire ring on Templar and 5 Stacks of NV.
That is 35% + 31% + 7% + 75% bonus xp = 148% bonus xp.

For each 1 xp you would get normally, you will instead get 1 * (1+ 1.48) = 2.48 xp.

If you gain 25% bonus xp from MP1:
That is 35% + 31% + 7% +75% +24% bonus xp = 173% bonus xp.

For each 1 xp you would get normall, you will instead get 1 * (1+ 1.73) = 2.73 xp.

2.73 / 2.48 = 1.10 or 10%. the 25% extra bonus xp actually only gave 10% MORE xp.

Math:
Assumptions:
Hellfire + Rad Star Ruby + HellfireTemplar + 37.5% from NV (you don't have 5 stacks for all of each run) = 110.5% bonus xp.

Net xp gain from each MP:
MP1 = 12%
MP2 = 24%
MP3 = 38%
MP4 = 57%
MP5 = 78%
MP6 = 102%
MP7 = 131%
MP8 = 162%
MP9 = 200%
MP10 = 242%

Example: if on MP0 your run gave you 10,000,000 xp, on MP1 it would give you 10,000,000*1.12 = 11,200,000 xp

Net Mob HP gain from each MP:
MP1 = 50%
MP2 = 125%
MP3 = 226%
MP4 = 357%
MP5 = 539%
MP6 = 795%
MP7 = 1153%
MP8 = 1655%
MP9 = 2357%
MP10 = 3339%

Example: If a monster has 1,000 life on MP0, on MP1 it will have 1,000*1.5 = 1,500 life.

This means that on MP1, you run must take less than 12% longer and the mobs have 50% more HP.
Let's say your MP0 run currently takes 6 mins
If your MP1 run takes 6.5 mins then 6.5/6 = 1.083 or 8.3% longer
8.3% < 12% more xp!
If your MP1 run takes 7 mins then 7/6 = 1.167 or 16.7% longer
16.7% > 12% less xp!

In order for MP2 to be worth it, your 6 min run must take NO MORE than 6 * 1.24 = 7.44 mins. That means that you have to kill mobs that have 125% more life in only an additional 1.44 minutes.

Is this possible for some TR monks? Probably ... those with 200k+ dps are overkilling MP0 mobs by SO much that MP2 will feel pretty similar.

For most 90-110k TR monks, I would be sincerely surprised if MP1 > MP0.
Edited by Druin#1518 on 1/25/2013 1:51 PM PST
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V. Conclusion
So there you have it, 1.0.7 is a net buff to TR damage and opens to door just a little for MP1 or maybe even MP2 farming.

MP0 will still most likely be the best for a lot of TR monks but at least you might have SOME options now and everyone can now make it a goal to get that DPS up and move up 1 MP level! :D

I am, personally, REALLY excited for this patch because I think it brings a ton of stuff with it that I am excited to try such as a TR/Bells hybrid in MP4+ and speed bells in MP3 for XP ... not to mention PVP!!!!

Anways, thanks for reading!

-Druin, the happy monk
Edited by Druin#1518 on 1/25/2013 1:52 PM PST
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VI. Appendix
These are the calculations I used to find the scalars for each skill in the TR suite.

Assumptions:
For the sake of argument, we are going to assume that TR has a radius of 5 yards. I have not yet thought to actually find out TR's radius because I am a noob. I think 5 yards is pretty close due to personal feeling and having used TR more than just about anyone in the whole game.

Comparison of skills:
TR: 5 yards
SW: 10 yards
Firestorm: 14 yards
Submission: 20 yards

Again, for the sake of argument, I am going to assume that increased Area *0.5 = increased damage done while moving.

I am making this assumption because, while moving, increased area of effect = increased damage done as long as targets (monsters) are 100% randomly distributed throughout said area.

Because the Player controls where his character model is in relation to monsters, area =/= damage exactly and must be scaled down. I chose 0.5 because it felt right. There is no way to mathematically prove this 0.5 that I know of. If someone has a bright idea, let me know!

I am also assuming that increased damage while moving ~= increased damage because TR monks move 99.9% of the time.

Elite damage in a whole different story and one that I am choosing to ignore for the sake of this argument because its effect on xp/hr is relatively low.
(IE: a 10% increase or decrease in elite kill speed will have something like a ~1% effect on your xp/hr and is thus, negligible)

So, to recap, assumptions:
1. TR has a radius of 5 yards
2. % Increased Area of effect * 0.5 = % increased damage while moving
3. Increased damage while moving = increase damage

Math:
TR AoE = pi * 5^2 = 78.54 sq yd
SW AoE = pi * 10^2 = 314.16 sq yd
SW:F AoE = pi * 14^2 = 615.75 sq yd
Sub AoE = pi * 20^2 = 1256.64 sq yd

To compare all the skills on an equal ground, we will scale them all to the lowest common denominator (TR)
Note: This is a unitless scalar
TR AoE to dmg scalar = 78.54/78.54 = 1
SW AoE to dmg scalar = 314.16/78.54 = 4
SW:F AoE to dmg scalar = 615.75/78.54 = 7.84
Sub AoE to dmg scalar = 1256.64/78.54 = 16

Now, player choice effects the increase in effectiveness from AoE.
So we must convert these numbers to %effectiveness gained from AoE.
TR AoE effectiveness % = 1-1 * 100 = 0%
SW AoE effectiveness % = 4-1 * 100 = 300%
SW:F AoE effectiveness % = 7.84-1 * 100 = 684%
Sub AoE effectiveness % = 16-1 * 100 = 1500%

As stated in the assumptions, because of player choice, this effective increase is scaled DOWN by 0.5
This gives new effectiveness numbers of:
TR AoE effectiveness % (New) = 0% * 0.5 = 0%
SW AoE effectiveness % (New) = 300% * 0.5 = 150%
SW:F AoE effectiveness % (New) = 684% * 0.5 = 342%
Sub AoE effectiveness % (New) = 1500% * 0.5 = 750%

Then we convert them back to unitless scalars:
TR AoE to dmg scalar (New) = (0%/100) + 1 = 1
SW AoE to dmg scalar (New) = (225%/100) + 1 = 2.5
SW:F AoE to dmg scalar (New) = (513%/100) + 1 = 4.42
SW:C AoE to dmg scalar (New) = .................... = 6
Sub AoE to dmg scalar (New) = (1125%/100) + 1 = 8.5

Note: In regards to SW:Cyclone, I do not have a good way to compare it with the other skills. However, based on empirical evidence by me, backed up by Seaboots, a scalar of ~6.0 would put SW:C in line with the current skills.

Until I am able to come up with a better method of determining the math on SW:C, I will stick to my 6.0 because, as a model, it fits well with my data. I would just like everyone to remember that just because a model fits a subset of data DOES NOT mean it is predictive of future sets of data!


Now, each skill has a modifier for its respective Area of Effect, we must see how much damage each skill does relative to its compatriots.
1.0.6 Values:
TR effective damage per second = 85% * 1 = 85%
SW effective damage per second = 45% * 2.5 = 112.5%
SW:F effective damage per second = 45% * 4.42 = 198.9%
SW:C effective damage per second = 45% * 6 = 270%
Sub effective damage per second = 12% * 8.5 = 102%

1.0.7 Values:
TR effective damage per second = 155% * 1 = 155%
SW effective damage per second = 60% * 2.5 = 150%
SW:F effective damage per second = 60% * 4.42 = 265.2%
SW:C effective damage per second = 60% * 6 = 360%
Sub effective damage per second = 12% * 8.5 = 102%

What do these numbers mean??
This is a really good question.

Technically, these numbers are meaningless from a "how much damage will I do" calculation standpoint.

They are each representations of the following:
Given: TR does xx% damage per second in a 5 yard radius, increased AoE converts to increased Damage at a 50% ratio, monsters are randomly distributed.
Then: Each skill will do yyy% damage per second to the randomly distributed monsters.

That means that these are RELATIVE numbers. They are NOT REPRESENTATIVE numbers. That means they compare how effective 1% of SW:F damage is compared to 1% of TR damage. They don't tell you how much (based on your paperdoll) 1% of SW:F damage is worth.

You would have to calculate exactly how much damage TR ACTUALLY does in order to make these numbers representative. That would be very hard because it would have the "move speed" variable in it.

This is a very useful way to figure out which spec fits your build best (you can just multiply your paperdoll DPS by the stated numbers and figure it out).

Again, DO NOT assume that if you have 100k paperdoll DPS, then Firestorm will do 198.9k DPS.

Firestorm DOES 45% DPS. That 45% is just much more effective than the 85% from TR due to the increased AoE.

These numbers let you see how much more effective it is.

Conclusion
Please use these numbers to compare TR skill-sets!

Please do NOT use these numbers to calc your "effective" dps.

<3
Edited by Druin#1518 on 1/28/2013 2:33 PM PST
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druin you never cease to amaze me
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- Diablo III (Monk)
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01/25/2013 01:55 PMPosted by H00K
druin you never cease to amaze me


Why thank you! :D
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Thanks for this Druin!

Confirmed much of what I had been thinking 1.07 would bring but with, like, actual math and stuff :)
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Nice work as always Druin.

Do you plan on going into some numbers and tests around your Bells/TR Hybrid build?

I have been messing around with it and it is pretty fun and fast!

P.S. Look at in game message when you get a chance. :D


Hey Fitz,

I actually do plan on getting into the bells/TR hybrid build. I am waiting for 1.0.7 to actually go live so I can collect some data and make some videos on a live server.

You can check the "current events" section of my guide for more info! :D

<3

P.S. I am at work until 5:00 PST so it may be a while on the in-game thing!
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Nice write-up there! Thanks again for your insights! I can't wait to see the bells in action:

http://www.youtube.com/watch?v=ZyswjkZJugI
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Looks good to me.
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you rock, Druin!
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something new to add to he guide list

tag :)
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Hey Druin, I've been using the firestorm build for my TR farming, always found cyclone's just never spawned enough for me so firestorm worked better for me. Anyways, with the damage increase in the PTR, I've noticed a HUGE bump in dps using firestorm. I've even dropped SSS and blind and use deadly reach and air ally. Air ally and Templar are enough to clean up the few mobs I don't kill. Using firestorm on MP0, I can 1 shot pretty much every mob, even many elite minions. Most regular elites I can kill by just circling them and they die in the same amount of time a SSS would take. I've found that using this style of build, you don't require an abundance of spirit regen, only enough to sustain TR because you have no huge spirit spender. This allowed me to drop the Xeph amulet and use my higher dps cc/cd amulet. This does require gear with at least 4.5 regen total so you need a good SOJ and Inna's Helm. An SOJ with 10% or higher SW dmg is the key to this build I think. Anyways, if you're wanting to do any testing of firestorm and want some gear to play with, let me know and i'll donate my ptr gear to ya.
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Another amazingly useful post by Druin! Thank you so much!

A very minor editorial suggestion, if you want and have time to make it: you forgot a few parentheses in your first set of calculations, e.g., 1 + 0.3*1.09(FitL*APS) should read [1 + 0.3*1.09(FitL*APS)].

I am very excited by the 20something % buff of my spec B.

In 1.06, at MP0, my sweet spot for 1-shotting is about 125k (with only 12% MS, I know, I should strive to cap my MS before anything else). For MP1, I would need 125*1.5=187.5~190k. But in 1.07, that becomes 190/1.2=158.33~160, and now it doesn't seem so impossible anymore with my current 135k...

Also, any comment on the new crafted amulet? Will it make the Xeph amulet obsolete?

Thanks again and keep up the excellent work!
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in the first days of the 1.07 ptr some people wrote that the +% add to SW, +% damage to elites, +%damage to demons... etc still snapshot the damage...

¿anyone could try if that is true?

Thanks in advance.
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I have absolutely zero interest in running a TR monk, and yet I love threads like this. It's just awesome to see someone take the time to put something like this together, and lay everything out so anyone can see exactly what you're doing and why. Your contributions to the monk community are very much appreciated Druin.
Edited by overg#1771 on 1/26/2013 9:04 AM PST
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