hey respect that xephi ammy been looking one like that for ages.
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02/20/2013 08:47 AMPosted by VoxAm now pretty sure that certain skills do not 'reset' active hand to mainhand (yes, they use damage from mainhand, but will never allow you to 'skip' damage from a low damage offhand).
In doing my testing, however, I noticed that Cyclone Strike and Wave of Light exhibit some strange behavior, depending on which weapon is active when you use either skill. Here's the rundown:
If your MH is currently active, using either skill will use your MH weapon for its damage, set the active weapon to the MH, and begin alternating with your next attack. In other words, a Cyclone Strike followed by a pair of three-attack Thunderclap cycles will go like this: MH (CS), MH, OH, MH (TC AOE), OH, MH, OH (TC AOE).
If your OH is already active, however, using either skill will use your MH weapon for its damage, set the active weapon to the MH for the next two attacks, and then begin alternating attacks. In other words, a Cyclone Strike followed by a pair of three-attack Thunderclap cycles will go like this: MH (CS), MH, MH again, OH (TC AOE), MH, OH, MH (TC AOE).
This can lead to some really wonky behavior and a very slight skewing of your real DPS, but it's in your favor if you keep the weapon with the higher DPS in your main hand. If we assume that you end up using WoL or CS randomly during combat—50% of the time with your MH active and 50% of the time with your OH active—your primary attacks will be shaded slightly in favor of your MH attack, depending on how often you can spam WoL or CS. For example, let's assume you have no spirit regeneration, so you're relying on Thunderclap to give you the spirit you need for WoL. WoL costs 75 spirit, which we'll call 72 to keep the math simple. So you need 12 primary attacks at 6 spirit per attack, or four three-attack cycles. Half of the time, your MH will be active, and your next four cycles will look like this:
MH, OH, MH
OH, MH, OH
MH, OH, MH
OH, MH, OH
That's six MH attacks and six OH attacks.
The other half of the time, your OH will be active when you use WoL, and your next four cycles will look like this:
MH, MH, OH
MH, OH, MH
OH, MH, OH
MH, OH, MH
That's seven MH attacks and five OH attacks. So your 24-attack primary cycle will not be 12 MHs and 12 OHs, as you would expect, but 13 MHs and 11 OHs. For my Az'Turrasq/Shenlong pairing, this results in less damage per attack but a faster attack speed. The end result is very, very small: a Thunderclap increase of about one-quarter of one percent. Just FTR :)
6. Mystic Ally
Uses MH dmg only regardless of active weapon. Benefits from CC but not CD (but has innate 50CD).
x 21.41 (2041 DEX)
x 7.45 (745% EP damage)
÷ 18 (9-second countdown at two ticks per second)
I just tested it, and it still works the way I describe. If I equip my AzT in my MH and my FoL in my OH, I see 2.03 APS when the AzT is active and 1.83 when the FoL is active.
If the 1.83 is on-screen when I activate WoL, my MH weapon gets reset to my AzT, and I see 2.03 in the Details tab. My next two Thunderclap attacks will be with my AzT, and I won't get a FoL attack until the third attack, at which point the game will correctly alternate attacks.
If the 2.03 is on-screen when I activate WoL, my MH weapon is reset to my AzT, and I see 2.03 in the Details tab, as before. My next Thunderclap attack will be with my AzT, but the game will begin alternating right away.
A couple things that I'm not sure any of the recent posts have touched on:
1. SW no longer snapshots ANY form of damage increase. They are all calculated dynamically like Mystic Ally damage is.
2. I can't confirm it 100%, but I think I remember reading that while Backlash uses active weapon, I think it's activation also resets the order to MH being queued up.
So in theory (if what I'm saying is true) you'd want your stronger weapon in MH (left slot) for using Backlash just like WoL.
Long story short, i confirmed through testing that CS does not reset MH/OH sequence and therefore does not cause ordinary (i.e., FOT) attacks to favor MH more often than 50% of the time. The display is misleading. There is some confusion regarding term "active hand" which I had thought of as the weapon that was "at bat" and would hit next. In actuality, The display APS corresponds to the weapon which just attacked previously. Maybe everyone knew this but me!?
02/26/2013 04:12 AMPosted by KamelJabberIs part of figuring out how damage is dealt, along with the many other threads regarding game mechanics, part of the "fun" of Diablo????
02/26/2013 04:12 AMPosted by KamelJabberVox can you update the main OP with all the info found and confirmed throughout the thread.
02/26/2013 05:14 AMPosted by VrkhyzI don't suppose you have any way of knowing for sure that you've attacked with one weapon or the other? Usually, when I dual-wield during a test, I arm myself with a low-damage white weapon, a regular weapon, and enough +Minimum Damage gear to make sure I get the same number all the time from the white weapon. Occasionally, I wield two white weapons. This allows me to easily determine which weapon just attacked, and my experience, without fail, is "APS shows next up." Maybe Cyclone Strike is messing with that, but I'll be very surprised if that's the case.
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