Demon Hunter

Aug 24, 2011 Welcome! Please Read Welcome to the demon hunter forum! This forum is here to provide you with a friendly environment where you can discuss all aspects of the Diablo III demon hunter class with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy, so we ask that you take the time to read through the forum Code of Conduct and guidelines before posting. Code of Conduct: Posting Guidelines: Important Reminders: Search The search function at the top of the community site is extremely effective and robust. Before you create a new forum topic, please be use it to search for similar topics, blog posts, or web pages that may contain the answer for which you are looking. Making a new thread on an existing subject can result in your thread being deleted or, if you continue to re-post the same content, the loss of your forum privileges for spamming. Rating The forum rating system can be used to promote positive discussion, demote unhelpful comments, and even report posts that violate the forum Code of Conduct. By hovering over a post you'll be presented with several options, including a "thumbs up" (Like) and a "thumbs down" (Dislike) icon. Clicking the "thumbs up" icon will rate the post up. If enough people like a post, it will gain a Highly Rated status and appear at the top of related search results. Highly Rated posts will also have a highlighted background. Clicking the "thumbs down" icon will expand a drop-down menu which will include "Dislike," "Trolling, "Spam" and "Report" options. "Dislike" will rate the post down. If enough people dislike a post, it will be darkened, and with a lot of dislikes it will be hidden completely. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of a violation. Please note that you can only rate each post once. Use your power wisely to help foster a positive and helpful forum community.Daxxarri2 Aug 24, 2011
Jan 26 DH Compendium: Builds, Tactics and Strategies Fellow DHs, I thought it would be good to not only have a current thread containing the most up to date info on the builds and strategies used by veteran Demon Hunters, but also one that will stay current. The goal of this thread is to be: a) an information resource containing the basic theories surrounding DH Sets, weapons, and skills so new players can have an idea of what works, and b) a reference for veteran players. *******************TABLE OF CONTENTS******************* 1. SET THEORY AND MECHANICS 2.4.1 1.1.0 Embodiment of the Marauder (M6) Set Mechanics 1.1.1 M6 Weapon Theory 1.1.2 M6 Skill Theory 1.2.0 Natalya’s Vengeance (N6) Set Mechanics 1.2.1 N6 Weapon Theory 1.2.2 N6 Skill Theory 1.3.0 Unhallowed Essence (UE6) Set Mechanics 1.3.1 UE Weapon Theory 1.4.0 The Shadow's Mantle (S6) Set Mechanics 2. DEMON HUNTER BUILDS 2.1 Embodiment of the Marauder (updated 12 June 2018) 2.2 Natalya’s Vengeance 2.3 Unhallowed Essence (updated 5 January 2016) 2.4 The Shadow's Mantle (updated 23 February 2016) 2.5 DH Greater Rift Support Builds (added 30 January 2016) 2.6 Legacy of Nightmares (added 23 February 2016) 2.7 [2.4.1] Full list of DH Builds and Guides by Philosophios (added 29 February 2016) 2.8 Hybrid Builds 3. ARCHIVE OF TIMELESS DH KNOWLEDGE, STRATEGY, AND MECHANICS. 3.1 Cluster Arrow Damage: An Empirical Analysis. by Shadow 3.2 DiEoxidE & FLIGHT’s Step Video Tutorials! by DiEoxidE and FLIGHT 3.3 How to Buff MfD Grim Reaper from 20% to 200% by VocaloidNyan 3.4 Natural Attack Speed Breakpoints? Posted by Animus716; answered by highq, RedCell, and KirusAlufras 3.5 Strafe and Rapid Fire Tick Frequency Mechanics. by Nubtro 3.6 The Dual-Wielder’s Handbook 2.2. by RedCell 3.7 [Guide] What's the Best Weapon for Me? by KirusAlufras (added 10 Mar 2015) 3.8 DH Rift Guardian Fighting Handbook [2015.5.1]. translated by GhostDragon (added 1 May 2015) 3.9 Offering Sprinter and Speed Racer to Groups by Amatzikahni 4. GENERAL D3 GAME MECHANICS AND CALCULATIONS 4.1 Area Damage Explained by Amiar 4.2 Monster Progression Chart for GR v2 (>^^)> by VocaloidNyan 4.3 ROS Elemental Skill Damage Explained by Druin 4.4 2.3 DH DPS Calculator by Dawg6 (updated 30 Aug 2015) 4.5 N6 CDR Variations [Gear & Passives] by Ojen (added 3 May 2015) 4.6 The Yang of Maths (Multishot 2.3) by Psychologic (added 26 July 2015) 4.7 [Answered] Ball Lighting [et al] Breakpoints answered by Riv (added 19 August 2015) 4.8 Additive/Multiplicative DMG: DH's Perspective by TastySoup (added 6 September 2015) 4.9 DH Proc Co-Efficients for 2.3 by Marius (added 9 January 2016) 4.10 CHC Hard Cap: A DH's Perspective by TastySoup (added 30 January 2016) 4.11 Math and Strategy behind MfD: UE Perspective by RedCell (added 27 November 2016) 5. DEMON HUNTER FAQs AND OTHER USEFUL LINKS 5.1 Class FAQs 5.2 Item/Set FAQs 5.3 D3 Fan Sites 5.4 Kanai's Cube ListRedCell114 Jan 26
4h Additive/Multiplicative Dmg: DH's Perspective What is Additive/Multiplicative Damage; A DH's Perspective This guide is going to go over what Additive and Multiplicative Bonus damage means, how it affects the demon hunter when gearing, it will also list all of the different damage buffs in their respective categories and go over why people choose specific pieces of gear over others when the bonus damage appears to be less. I'll also include a FAQ answering such questions as: "Why Focus and Restraint and not a ring with Discipline when using UE6?". ____________________________________________________ Current Version = Patch 2.6.4 Table of Contents: Use your Browser's text search function (Ctrl+F) and use the "#.#" associated with the topic to navigate to sections faster. 1.0 Additive Damage ......1.1 Definition ......1.2 Type A Multiplier - D.I.B.S. ......1.3 Type B Multiplier - Monster Debuffs ......1.4 Type C Multiplier - Individual Skill Modifiers 2.0 Multiplicative/Exclusive Damage ......2.1 Definition ......2.2 Type D Multiplier - Elemental Damage ......2.3 Type E Multiplier - Elite and Species Damage ......2.4 Type F, G, H, I… Multipliers - Exclusive Multipliers 3.0 List of Damage Modifiers and their classifications …..Additive: ......3.1 List of Type A Modifiers - D.I.B.S. ......3.2 List of Type B Modifiers - Monster Debuffs ......3.3 List of Type C Modifier - Individual Skill Modifiers ......Multiplicative: ......3.4 List of Type D Modifier - Elemental Damage ......3.5 List of Type E Multiplier - Elite and Species Damage ......3.6 List of Type F, G, H, I… Multipliers - Exclusive Multipliers 4.0 How different Types of Damage Modifiers Interact (Math) ......4.1 How do the same bonuses on different pieces of gear combine? ......4.1.1 Example 1 ......4.2 How do Two of the Same Type of Bonus Interact? ......4.2.1 Example 1 ......4.2.2 Example 2 ......4.3 How are Types: A, B and C Bonuses combined? ......4.3.1 Example 1 ......4.3.2 Example 2 ......4.4 How are Types: D, E, F.... used in an equation? ......4.4.1 Example 1 Type - D ......4.4.2 Example 2 Type - E ......4.4.3 Example 3 Type - F, G, H, I... ......4.5 How does combining all different Types of Bonuses work? ......4.5.1 Using Types A → J.... ......4.6 How are % damage increases/decreases from a bonus calculated? ......4.6.1 Example 1 ......4.6.2 Example 2 ......4.7 How do you compare which setup is better? ......4.7.1 Example 1 5.0 FAQ ......5.1 "Multiplicative overall, Additive within itself" What does that mean? ......5.2 Why Focus and Restraint and not a ring with Discipline when using UE6 ......5.3 If my Additive Damage is already very high should I stack more ......5.4 Why should I get any Additive Damage at all? ......5.5 More information/Other class perspectives 6.0 Conclusions ......6.1 Summary ......6.2 Special Thanks _________________________________________________________________ _________________________________________________________________ 1.0 Additive Damage: 1.1 Definition: The term "Additive Damage" is used to describe bonus damage mods that will be summed together to create a single multiplier that will be used in the damage equation. They are more commonly referred to as: Type A, B and C multipliers. All three of these different Types are what are summed together, hence the term additive. To avoid confusion, I think it's best to refer to a buff by it's Type whenever possible. It's generally less desirable to have to have a lot of Additive Damage mods spread across many pieces of gear, their over all yield typically ends up being less than that of what Multiplicative Damage mods could provide by replacing them. In some instances it is definitely worth stacking these when the value is high enough on a single piece or a spec really benefits from the item's bonus. 1.2 Type A Multiplier - D.I.B.S. : Type A Multipliers are damage modifiers that increase your character's damage, these are also sometimes called D.I.B.S. (Damage Increased By Skill). Example: 1.3 Type B Multiplier - Monster Debuffs: These are damage modifiers that affect each monster on an individual basis and increases damage dealt to them, but they don't directly increase your character's damage. Example: 1.4 Type C Multiplier - Individual Skill Modifiers: Items that increase the damage of an individual skill and have an affix worded similar to: "Increases Strafe Damage by XX%" are referred to as Type C damage mods. Example: "Increases Strafe Damage by 75-100%" _________________________________________________________________ 2.0 Multiplicative/Exclusive Damage: 2.1 Definition: Multiplicative Damage is a term used to describe damage bonuses that are typically not summed with any other bonuses, only within themselves (ie. 15% Fire + 15% Fire = 30% Fire Damage) and will be multiplied against the whole equation individually. These are very powerful bonuses and you should strive to reasonably obtain as many of them as possible. 2.2 Type D Multiplier - Elemental Damage: This category encompasses all of the "(Insert Element) Skills deal XX% more damage" multipliers. These damage modifiers will only affect your damage if you use a skill of the same element listed on the item. If you had 20% Fire Damage and used Multishot - Fire at Will (Lightning Damage), you would not see an increase in damage. If you were to use Multishot - Arsenal instead of Fire at Will you would see a 20% increase in damage Examples: 2.3 Type E Multiplier - Elite and Species Damage: This category is used to describes affixes related to species (Human, Demon, Undead) and "Increases damage against elites by XX%". These damage modifiers will be added together creating it's own category. Examples: 2.4 Type F, G, H, I… Multipliers - Exclusive Multipliers: Any damage modifier that is considered an Exclusive Multiplier will be used as it’s own category and will multiply itself against the entire equation. These are called exclusive because they do not sum together with any other buffs. Examples: _________________________________________________________________ 3.0 List of Damage Modifiers and their classifications: I'm going to be referencing a list created by a community member named Dawg6. This list can be found inside of his damage calculator: Click on "Legend" on the left, near the bottom This is a great tool overall and I highly recommend using it to help optimize, as well as hopping into his thread and giving him a +1 to show appreciation for his hard work. ** If you see any mistakes or have things to add to it, please post them ** Use your Browser's text search function (Ctrl+F) to find the modifier you're looking for faster _________________________________________________________________ Additive Damage Categories: 3.1 List of Type A Modifiers - D.I.B.S. : (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (P) -Archery damage bonus (8% when using 2H Bow) (S) - Slam Dance -Big Bad Voodoo/Slam Dance active bonus (15% during uptime) (P) -Harrington Waistguard bonus (100-135% during uptime) (P) -Hexing Pants of Mr. Yan bonus (+ while moving, - while stationary) (P) -Scoundrel Hysteria Damage Bonus (P) -Taeguk active gem bonus (S) --5% Increased damage for every Monk with a different active aura, while unity is selected, up to a max of 15% 3.2 List of Type B Modifiers - Monster Debuffs: (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (S) - Lightening Storm Enemies take 15% more damage from Lightening Skills for 4 seconds (S) - MFD -Calamity Marked for Death bonus (15% while applied) ** Calamity is currently very bugged and breaks MfD, do NOT use calamity ** Video Bug Report: (S) - Gathering Storm - Chilled enemies take 10% more damage from all sources (S) - Enemies take 10% more damage from all sources (S) - Gale Force - Enemies take 15% more damage from Fire Skills for 4 seconds (S) - Flesh is Weak - Marked enemies take 15% more damage for 9 seconds (S) - Bone Chill - Enemies take 33% more damage while frozen or chilled by Frost Nova (S) - Both Jinx and Toad of Hugeness make enemies take 15% more damage (S) - Breaking Wave -Crippling Wave/Breaking Wave active bonus (10% during uptime) (S) -Affected enemies will also take 3% increased damage. (S) - Forbidden Palace -Inner Sanctuary/Forbidden Palace active bonus(30% during uptime) (S) -Gem of Efficacious Toxin rank 25+ bonus (10%) (S) -Haunt of Vaxo Marked for Death bonus (15% during uptime) (S) - Conviction bonus (8 - 16%, depending on rune during uptime) (S) -Marked for Death active skill bonus (15%+ while applied, depending on selected Rune) (S) - Paranoia -Mass Confusion/Paranoia active bonus (20% during uptime) (S) -20-25% more damage to enemies hit by entangling shot (S) -Piranhas active bonus (15% during uptime) (S) - Snow Blast - Enemies take 15% more damage from Cold Skills for 4 seconds (S) - Mutilate -10% increased damage to all sources (S) - Mutilate, 2nd stack -10% increased damage to all sources (S) - Divine Verdict - Blinded enemies take 20% more damage from all sources (S) - Time Warp -Slow Time/Time Warp (15% during uptime) (S) -Strongarm Bracers bonus (20-30% during uptime) (S) - Falter -Enemies take 25% more damage from all sources for 6 seconds 3.3 List of Type C Modifier - Individual Skill Modifiers (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (P) "+XX% Bola Skill Damage" -Increases Bola's Damage (P) "+XX% Cluster Arrow Damage" -Increases Cluster Arrow's Damage (P) "+XX% Chakram Skill Damage" -Increases Chakram's Damage (P) "+XX% Companion Skill Damage" -Increases each Companion's Damage (P) "+XX% Elemental Arrow Skill Damage" -Increases Elemental Arrow's Damage (P) "+XX% Evasive Fire Skill Damage" -Increases Evasive Fire's Damage (P) "+XX% Entangling Shot Skill Damage" -Increases Evasive Fire's Damage (P) "+XX% Fan of Knives Skill Damage" -Increases Fan of Knives' Damage (P) "+XX% Grenade Skill Damage" -Increases Grenade's Damage (P) "+XX% Hungering Arrow Skill Damage" -Increases Hungering Arrow's Damage (P) "+XX% Impale Skill Damage" -Increases Impale's Damage (P) "+XX% Multishot Skill Damage" -Increases Multishot's Damage (P) "+XX% Rapid Fire Skill Damage" -Increases Rapid Fire's Damage (P) "+XX% Rain of Vengeance Skill Damage" -Increases RoV's Damage, effects Crashing Rain (P) "+XX% Sentry Skill Damage" - Spitfire's rockets only -Rockets fired by the Spitfire Turrets, and only the rockets, will considers this damage modifier as an additive buff (P) "+XX% Spike Trap Skill Damage" -Increases Spike Trap's Damage (P) "+XX% Strafe Skill Damage" -Increases Strafe's Damage (P) "+XX% Vengeance Skill Damage" -Increases Vengeance's Damage (P) - 75 → 100% Sentry Damage (P) - 75 → 100% Strafe Damage (P) - 45 → 60% Rapid Fire Damage (P) - 75 → 100% Strafe Damage (P) - 75 → 100% Rapid Fire Damage. Each stack is summed additively, gain 10 stacks every second All damage modifiers in categories A,B and C will be summed together to make a large single multiplier. _________________________________________________________________ Multiplicative Damage Categories: 3.4 List of Type D Modifier - Elemental Damage: (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (P) "+XX% Cold Damage" -Increases the Damage of Cold Skills ** ** The Cold Damage on Frostburn's works the same as regular Cold Damage, even thought it looks different in text and can be utilized with Kanai's Cube (P) "+XX% Fire Damage" -Increases the Damage of Fire Skills ** ** The Fire Damage on Magefist's works the same as regular Fire Damage, even thought it looks different in text and can be utilized with Kanai's Cube (P) "+XX% Holy Damage" -Increases the Damage of Holy Skills (P) "+XX% Lightning Damage" -Increases the Damage of Lightning Skills (P) "+XX% Physical Damage" -Increases the Damage of Physical Skills (P) "+XX% Poison Damage" -Increases the Damage of Poison Skills 3.5 List of Type E Multiplier - Elite and Species Damage: (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (P) “+XX% Damage to Beasts” -Increases damage when fighting Beasts (P) “+XX% Damage to Demons” -Increases damage when fighting Demons (P) “+XX% Damage to Elites” Increases damage when fighting Elites, bosses, champions, or in PVP (P) “+XX% Damage to Humans” -Increases damage when fighting Humans and in PvP (P) “+XX% Damage to Undead” -Increases damage when fighting Undead 3.6 List of Type F, G, H, I… Multipliers - Exclusive Multipliers: (S) = Shared Benefits for All Party Members (P) = Personal Benefit Only (P) "+XX% Sentry Skill Damage" -Increases the damage of attacks launched by a sentry, including the main bolt, chains from CoT and any skills cast by using M4 (P) -Ambush (40% to enemies above 75% health) (P) -Ballistics passive bonus (100% Rocket damage) (P) -Bane of the Powerful active gem bonus (20% while active) (P) Stacked bonus -Additive within itself for every stack but exclusive overall (P) Rank 25 -25% more damage to bosses and rift guardians only, does not work on champions, elites or PvP (P) -Bane of the Trapped bonus (15% + 3%/rank to control impaired) (P) "BoW Generator” -Bastions of Will Generator Bonus (50%) (P) "BoW Spender” -Bastions of Will Spender Bonus (50%) (P) "Critical Hit Damage" -increases damage when a monster is critically hit (P) -Convention of Elements Bonus (150-200% while element is active) (S) - Wolf -Wolf Companion active bonus (15% during uptime) (P) "Companion Bonus IAS" -the Extra 5-7% IAS you roll on a weapon is an exclusive damage multiplier for companions (P) "Companion Bonus APS Damage" -Your weapon’s base APS is multiplicative bonus damage for companions (P) -Cull the Weak passive bonus (20% to chilled/slow) (P) - 2 Piece Bonus -800% more damage for - Action Shot & Trail of Cinders (P) "Dexterity" -Dexterity bonus (1% damage per dex) (P) - 150→200% Multishot Damage (P) -Multishot hits twice when target is below 60% health, rockets from Arsenal also hit twice (P) - 80→100% more damage to all primary skills (P) - Endless Walk 2 Piece Bonus -multiplicative damage increase that scales from 0% → 100% damage (P) -increase the damage of your pets by 15.00% (+0.3% damage per rank) (P) -Grenadier passive bonus (10% to grenade damage) (P) -the bonus is multiplicative overall, but additive within itself. The final bounce is currently bugged and only deals 800% dmg not 800% more dmg for x9 (P) -Both the IAS and the Damage bonus are multiplicative to primary skills only (P) - 300 → 375% more damage to Impale (P) - Legacy of Nightmares 2 Piece Bonus -additive within itself per ancient item, but multiplicative overall (P) -additive within itself per stack, but multiplicative overall (P) -25% more damage while channelling (P) - 4 Piece Bonus - All attacks done by sentries deal 400% increased damage (P) - 6 Piece Bonus -The buffs are additive within themselves and increases by +12,000% per Sentry, and has a max of 60,000% with 5 Sentries (P) -Elemental Arrow gains an effect based on the rune: Ball Lightning now travels at 30% speed. All other runes, damage and effect duration increased by 200%. (P) - 250→300% Cluster Arrow Damage (P) - 4 Piece Bonus -Nat's 4 piece bonus (+100% to RoV), effects Crashing Rain (P) - 6 Piece Bonus -Nat's 6 piece bonus to other skills(+14,000% damage for 5 seconds after RoV), effects Crashing Rain (S) -anyone standing in the focused area of power will have damage increased by 70-85% (P) - Raven -Ravens activation bonus is an exclusive multiplier (P) - Shadows 2 Piece Bonus -S2 increases damage by +6000% (P) -Simplicity's Strength gem bonus (25% + 0.5 % per level to Primary skills) (P) -Steady Aim passive bonus (20% when no enemies within 10 yards) (P) -additive for every point of hatred you have active, multiplcative overall. The damage scales actively with your current hatred. (P) - 4 Piece Bonus -Unhallowed Essence 4 item set bonus (60% if no enemies within 10 yards) (P) - 6 Piece Bonus -Unhallowed Essence 6 item set bonus (350% per point of discipline), multiplicative overall, additive within itself (P) -increases all damage sources by 40% (P) "Weapon Damage" -Average Main Hand Weapon Damage (P) - 150→200% more damage to multishot (P) -Zei's stone of vengeance gem bonus (4% + 0.08%/rank per 10 yards up to 50 yards). _________________________________________________________________ 4.0 How different Types of Damage Modifiers Interact: 4.1 How do the same bonuses on different pieces of gear combine? 4.1.1 Example 1 Let's say you have 15% Strafe damage on your quiver, boots and helm. These will be combined like this: =1 + (Quiver + Boots + Helm) * 0.01 =1 + (15 + 15 + 15) * 0.01 =1 + 45 * 0.01 =1 + 0.45 =1.45x more damage to Strafe This is the same for all damage buffs regardless of their Type. You always add same bonuses together. 4.2 How do Two of the Same Type of Bonus Interact? 4.2.1 Example 1 In this example we will assume that we are using Hexing Pants and Taeguk, both of which are Type A - DIBS. Hexing Pants = 25% Taeguk = 30% = 1 + (Hexing Pants + Taeguk) * 0.01 = 1 + (25 + 30) * 0.01 = 1 + 55 * 0.01 = 1 + 0.55 = 1.55x more damage 4.2.2 Example 2 Now let's do it again with Marked for Death and Strong Arms, these are considered Type B - Monster Debuffs. Marked for Death = 15% Strong Arms = 30% = 1 + (MFD + Strong Arms) * 0.01 = 1 + (15 + 30) * 0.01 = 1 + 45 * 0.01 = 1.45 If two buffs are within the same Type category they will be summed together to create a single multiplier. 4.3 How are Types: A, B and C Bonuses combined? 4.3.1 Example 1 As mentioned earlier, Types: A, B and C will be combined to create a single multiplier, after their sums have been calculated. To demonstrate this we will use the following stats: Taeguk = 30% More Damage (Type A - DIBS) Marked for Death = 15% More Damage (Type B - Monster Debuff) Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers) our equation will look like: = 1 + ( Type A + Type B + Type C ) * 0.01 = 1 + ( Taeguk + MfD + Strafe ) * 0.01 = 1 + (30 + 15 + 15 ) * 0.01 = 1 + (30 + 15 + 15) * 0.01 = 1 + 60 * 0.01 = 1 + 0.6 = 1.6x more damage To do this we summed together Types A, B and C to create a single multiplier. 4.3.2 Example 2 This time we're going to add in multiples of Type A, B and C Hexing Pants = 25% More Damage (Type A - DIBS) Taeguk = 30% More Damage (Type A - DIBS) Marked for Death = 15% More Damage (Type B - Monster Debuff) Strong Arms = 30% More Damage (Type B - Monster Debuff) Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers) Boots = 15% Strafe Damage (Type C - Individual Skill Modifiers) our equation will look like: = 1 + ( Type A + Type B + Type C) * 0.01 = 1 + ( (Hexing+Taeguk) + (MfD+Strong Arms) + (Helm + Boots) ) * 0.01 = 1 + ( (25+30) + (15+30) + (15 + 15) ) * 0.01 = 1 + (55 + 45 + 30) * 0.01 = 1 + 130 * 0.01 = 1 + 1.3 = 2.3x more damage 4.4 How are Types: D, E, F.... used in an equation? 4.4.1 Example 1 Type - D Type D multipliers, which covers Elemental Damage, will be used as an individual multiplier against the rest of the equation. Let's say we have: Bracers = 20% Lightening Damage Ammy = 20% Lightening Damage = 1 + (Type - D) * 0.01 = 1 + (Bracers + Ammy) * 0.01 = 1 + (20 + 20) * 0.01 = 1 + 40 * 0.01 = 1 + 0.40 = 1.40x for Lightening skills 4.4.2 Example 2 Type - E Type - E multipliers cover Bonus vs Elites and Species Damage, for this example we assume we are using Tyrael's Might and Stone of Jordan Tyrael's Might = 20% Demon Damage Stone of Jordan = 30% Bonus vs Elites Now sum together all bonuses that apply to the monster you're fighting, let's say it's an elite demon: = 1 + (Type - E + Type - E + ...) * 0.01 = 1 + (20 + 30) * 0.01 = 1 + 50 * 0.01 = 1 + 0.50 = 1.50x more damage to Elite Demons only. 4.4.3 Example 3 Type - F, G, H, I... Anything that is considered an Exclusive Multiplier and is currently active as a buff will receive it's own category/letter assignment. These buffs are never summed with any other buff and will always be multiplied as its own value. If we were using Cull the Weak, Bane of the Trapped and Ambush this is what we would get: F = Cull the Weak = 20% More Damage G = Bane of the Trapped = 20% More Damage H = Ambush = 40% More Damage our equation becomes: = (1 + Type F * 0.01) * (1 + Type G * 0.01) * (1 + Type H * 0.01) = (1 + CtW * 0.01) * (1 + BotT * 0.01) * (1 + Ambush * 0.01) = (1 + 20 * 0.01) * (1 + 20 * 0.01) * (1 + 40 * 0.01) = (1 + 0.2) * (1 + 0.2) * (1 + 0.4) = 1.2 * 1.2 * 1.4 = 2.016x more damage 4.5 How does combining all different Types of Bonuses work? 4.5.1 Using Types A → J.... This example is going to use a buff from every single Type Category. Taeguk = 30% More Damage (Type A - DIBS) Marked for Death = 15% More Damage (Type B - Monster Debuff) Helm = 15% Strafe Damage (Type C - Individual Skill Modifiers) Bracers = 20% Lightening Damage (Type D - Elemental) MH and OH = 16% Bonus vs Elites (Type E - BvE) Cull the Weak = 20% More Damage (Type F) Bane of the Trapped = 20% More Damage (Type G) Ambush = 40% More Damage (Type H) Focus = 50% More Damage (Type I) Restraint = 50% More Damage (Type J) ** keeping adding letters for every exclusive multiplier you have in play ** our Equation is: = (1 + ( Type A + Type B + Type C) * 0.01) * (1 + Type D * 0.01) * (1 + Type E * 0.01) * (1 + Type F * 0.01) * (1 + Type G * 0.01) * (1 + Type H * 0.01) * (1 + Type I * 0.01) * (1 + Type J * 0.01) = (1+(30+15+15)*0.01) * (1+20*0.01) * (1+16*0.01) * (1+20*0.01) * (1+20*0.01) * (1+40*0.01) * (1+50*0.01) * (1+50*0.01) = (1+60*0.01) * (1+20*0.01) * (1+16*0.01) * (1+20*0.01) * (1+20*0.01) * (1+40*0.01) * (1+50*0.01) * (1+50*0.01) = (1+0.6) * (1+0.2) * (1+0.16) * (1+0.2) * (1+0.2) * (1+0.4) * (1+0.5) * (1+0.5) = 1.6 * 1.2 * 1.16 * 1.2 * 1.2 * 1.4 * 1.5 * 1.5 = 10.1025792x more damage 4.6 How are % damage increases/decreases from a bonus calculated? To find out what your % damage increase/decrease was for a stat, you must compare your new value versus the old. To do this use this equation: = (1 - Larger Multiplier / Smaller Multiplier) * 100 4.6.1 Example 1 Let's say our Old Multiplier was 1.56 and our New multiplier is 1.78: = (1 - New Multiplier / Old Multiplier) * 100 = (1 - 1.78 / 1.56) * 100 = (1 - 1.1410) * 100 = 14.10% damage increases 4.6.2 Example 2 If your new multiplier is a smaller value than the old, it will just produce a negative percentage showing a decrease. This time our Old Multiplier will be 1.56 and our New multiplier is 1.42: = (1 - Larger Multiplier / Smaller Multiplier) * 100 = (1 - 1.56 / 1.42) * 100 = (1 - 1.0986) * 100 = -9.86% damage decrease 4.7 How do you compare which setup is better? 4.7.1 Example 1 You can find out if the new value is a damage increase or decrease by using the prior equation in 4.6 or you can just find out the new multiplier and pick whichever set up gives you a bigger number. in example 4.6.2 we said our new multiplier was 1.42x damage and the old one was 1.56x damage, when we compare the two: Is the New Multiplier: <, > or == the Old Multiplier? 1.42x Damage < 1.56x Damage Keep your old set up _________________________________________________________________ 5.0 FAQ: 5.1 "Multiplicative overall, Additive within itself" What does that mean? and 5.2 Why Focus and Restraint and not a ring with Discipline when using UE6 "Multiplicative overall, Additive within itself" means that the damage buff is multiplicative to the entire damage equation, but increasing the value of this buff can be considered additive in terms of the damage increase it provides. We'll use Unhallowed Essence's 6 Piece and Discipline as an example to show this: Let's say we currently have the standard 86 discipline: Base Disc = 30 Prep-invigor = 20 Chest = 12 mainhand = 12 off hand = 12 --------------------------- total = 86 When we enable this buff it functions in the overall damage equation as a multiplicative buff like this: =1 + (disc * 100) * 0.01 =1 + (86 * 100) * 0.01 =1 + 8600 * 0.01 =1 + 86 =87x more damage Now lets say we were trying to choose between adding more discipline from the Stone of Jordan or adding in Focus and Restraint. Adding more discipline from the Stone of Jordan seems like it'd be an increase of: =10 discipline * 100 =1000% more damage where it seems like Focus and Restraint are only adding 125% more damage: = Focus * Restraint = (1 + 50 * 0.01) * (1 + 50 * 0.01) =1.5 * 1.5 =2.25 or 125% more damage so what gives? Why focus and restraint over Stone of Jordan? Multiplicative overall, *additive within itself* The 1000% damage increase from stone of jordan isn't truely a 1000% increase, the damage bonus was already active prior, we already had 86 discipline, so we need to add this discipline to our already active amount: =1 + (disc * 100) * 0.01 =1 + (96 * 100) * 0.01 =1 + 9600 * 0.01 =1 + 96 =97x more damage so we went from 87x more dmg, to 97, and if we use our difference equation, from 4.6, we'll see that it's actually a damage increase of: =(1 - New Multiplier / Old Multiplier) * 100 =(1 - 97 / 87) * 100 =11.49% Since increasing discipline is considered additive to the UE6 bonus, adding an extra 10 discipline actually only increased us by 11.49%. Focus and Restraint are providing 125% more damage because they're both multiplicative buffs, and function separately to the UE6 bonus: = UE6 * Focus * Restraint = 87 * 1.5 * 1.5 =195.75x more damage 5.3 If my Additive Damage is already very high should I stack more This depends on the situation and what buffs you have available in certain slots, I would definitely recommend using a damage calculator to figure this out. What you should do in these situation is identify what Additive and Multiplicative bonuses you have available on these slots and then punch in the numbers to see what yields more. If only an additive damage bonus is available, then you should probably take it anyways if it won't hurt you too much defensively (keep in mind CDR/RCR). This goes for passives as well, you should try and use as many multiplicative passives as possible but don't be afraid to use additive bonuses as well. Every bit of damage counts. Calculators: Dawg6's: D3 Planner: *feel free to mention more I can add* 5.4 Why should I get any Additive Damage at all? As much as Additive Damage multipliers may not contribute as much compared to an Exclusive Multipliers, they are definitely still valuable.Exclusive multipliers are not included in the additive category, but the additive category is still an exclusive multiplier in itself if you think of it. It still gets multiplied separately versus the other multiplicative bonuses, so you should always obtain a bit of additive damage. Let's say you had 20% fire damage already, but no bonuses in the additive category at all because you avoided them. Now you are trying to decide between adding an extra 15% fire damage or 15% multishot damage, the two equations would look like: Add an extra 15 fire damage: =1+(20% fire + 15% fire)*0.01) =1.35x more Damage Add an extra 15 multishot damage: =+(20% fire)*0.01) * (1+(15% multishot)*0.01) =1.2 * 1.15 =1.38x more Damage Taking multishot yielded more damage because although it is additive, it still added a new multiplier to the entire equation because there were no other additive bonuses already active. You should always try to have at least one Additive Buff always active. 5.5 More information/Other class perspectives I do recommend reading these threads if you're looking for more info/other class perspectives. I referenced them while building this guide: Monk: (By: Neuron) Wizard: (By: Void) Barb: (By: Jako + Nubtro) _________________________________________________________________ 6.0 Conclusions: 6.1 Summary When trying to maximize damage it is best to know which category each damage bonuses falls into, how they interact with others and try to maximize on multiplicative bonuses the most. Beyond just maximizing Multiplicative bonuses, consider how you are playing: are you in a group, are you playing solo? These may change the priority of which bonuses you want because some are shared between all party members, and some only affect you on an individual basis. 6.2 Special Thanks - Dawg6 for creating and keeping his legend up to date - Lind for finding those original two threads. Without them I wouldn't have completed this guide - Void and Neuron for writing the other two guides - Jako and Nubtro for the Barb guides - and everyone else in this thread that has asked questions/made suggestions Please point out any errors, ask questions, or add information you feel is important. Happy hunting.TastySouP160 4h
6h Shadow's Mantle 6 Piece: DH's Perspective Shadow's Mantle 6 Piece; DH's Perspective Shadow's Mantle has always been one of my favourite specs ever since they removed Grim Sever. I've decided that I'd put together a little guide on some knowledge, and some opinions on how and why people gear up the way they do, and use certain skills over other. I hope by the end it will have answered most of your questions and help you understand the shadow mantle's set a bit more. Table of Contents: Use your Browser's text search function (Ctrl+F) and use the "#.#" associated with the topic to navigate to sections faster. 1.0 Grievous Wounds ......1.1 Explanation/Bug Report ......1.2 Blue/Community Manager Confirmation 2.0 Useful Things to Know ......2.1 Chemical Burn and S6 ......2.2 Holy Point Shot's 3 Daggers and SM6 ......2.3 Ricochet and Pierces Damage after first hit ......2.4 Karlei's Point mentions an "Impaled" enemy, what is that? ......2.5 I can't maintain my hatred in low tier content ......2.6 Shadows Mantle 6 and Strong Arms Bracers 3.0 Gear and Stats ......3.1 Helm ......3.2 Shoulders ......3.3 Gloves ......3.4 Chest ......3.5 Bracers ......3.6 Belt ......3.7 Pants ......3.8 Boots ......3.9 Amulet ......3.10 Ring 1 ......3.11 Ring 2 ......3.12 Main Hand ......3.13 Off Hand 4.0 Cold versus Lightening ......4.1 Misconceptions, Pros and Cons of both ......4.2 Stacking Pain Enhancer with cold or lightening ......4.3 I can't get a Holy Point Shot with cold or lightening damage 5.0 I was fighting a Dune Dervish/Sand Dweller and got insta-killed, what happened? ......5.1 Dune Dervish ......5.2 Sand Dweller ......5.3 Why aren't these enemy's issues for other DH specs? 6.0 Conclusion ......6.1 Summary _________________________________________________________________ _________________________________________________________________ 1.0 Grievous Wounds 1.1 Explanation/Bug Report: When using Shadows Mantle 6 piece the physical skill "Grievous Wounds" is disabled and is essentially the same as selecting no rune at all. This was done by design by the developers to apparently promote diversity: ... 1.2 Blue/Community Manager Confirmation: ... _________________________________________________________________ 2.0 Useful Things to Know 2.1 Chemical Burn and S6: The 6 piece bonus does not boost the burn damage from Chemical Burn. It always deals 250% dmg per second, and lasts 2 seconds. Follow up hits do not stack, they reset the timer to 2 seconds. 2.2 Holy Point Shot's 3 Daggers and SM6 All 3 daggers from Holy Point Shot will deal 75,750% dmg to the first monster hit. All of the daggers from HPS can also hit the same target at once effectively dealing 227,250% dmg to a single enemy. 2.3 Ricochet and Pierces Damage after first hit All follow up ricochets and pierces only deal 750% dmg, their dps is negligible compared to the first hit. You should never be overly concern about the pierces and ricochets, you just need them to generate hatred with Karlei's Point 2.4 Karlei's Point mentions an "Impaled" enemy, what is that? When a monster is hit by impale, they will have a physical dagger sticking in them that lasts for ~2 seconds, this is an "Impaled" enemy. When using Karlei's point, follow up hits to a monster with a dagger in them will produce hatred 2.5 I can't maintain my hatred in low tier content Sometimes in lower content you 1 shot everything and never get a chance for Karlei's to return hatred. To run SM6 smoothly in lower tier content, switch Vengeance - Dark Heart, to Vengeance - Seethe, it will solve all of your hatred issues. If you want dark heart back, you can drop aquillas from the cube for Visage of Gunes. 2.6 Shadows Mantle 6 and Strong Arms Bracers The person wearing Strong Arms must be the one who produces the knockback. For DHs using SM6 this is often achieved by using Vault - Rattling Roll. Just to clarify followers and pets do not count as "you" and will not proc Strong Arms, so do not rely on them. But, if multiple people are wearing strong arms, and they all have a way to knockback a monster and are able to proc it on a monster, they will stack. For example: DH 1 is using Vault - Rattling Roll and has a 25% Strong Arms equipped DH 2 is using Vault - Rattling Roll and has a 29% Strong Arms equipped Monk 1 is using Cyclone Strike and has a 30% Strong Arms equipped The monk pulls Monster A, and B into him using Cyclone Strike, debuffing them by 30%. Next both DHs vault in to go kill the monsters, but DH 2 accidentally knocked Monster B out of the way and they both only hit Monster A with Rattling Roll. Monster A got hit by all 3 sources of Knockback and would now have a: = Monk SA + DH 1 SA + DH 2 SA = 30+25+29 = 84% dmg debuff Monster B only got hit by the Monk and DH 2, so they would now be at a: = Monk SA + DH 2 SA = 30 + 29 = 59% dmg debuff _________________________________________________________________ 3.1 Helm: Shadows Mantle Dext Crit Chance Impale Damage Socket w/Diamond ------------------------- Physical Resist The most important stats on this are the crit chance and impale damage, and you'll always put a diamond in the socket for this set. Things like Physical Resist on the secondary can be really useful, but shouldn't be higher priority than the primary stats listed. When at a low paragon level it may be wise to forgo Impale damage or Crit Chance in favour of Vitality. 3.2 Shoulders: Shadow Mantle Dext Cooldown Reduction Area Damage Vitality or All Resists ------------------------- Physical Resist (only if you don't get All Resists on it) The most important stat here in my opinion is obtain 8% Cooldown Reduction. After that you'll want to decide if you want area damage, I personally highly recommend it. Finally you'll want either All Resist or Vitality, both equally useful. One thing to consider, having a smaller health pool but higher resists means you take less damage per hit, and inversely means you get more use out of your Life on Hit 3.3 Gloves: Shadows Mantle Frostburns (season only, if playing cold damage) Dext Crit Chance Crit Hit Damage Vitality or Area Damage or Attack Speed or Cooldown Reduction ------------------------- Physical Resists You'll always want to have, Dext, Crit Chance and Critical Hit Damage on this item. The next stat is entirely up to you and often debated, some people like vitality for the extra toughness, another common stat is to add in Attack Speed. Others prefer Area Damage to combine with the shoulder for 90% Area Damage after paragon. Finally you can also slot Cooldown Reduction here to obtain 100% uptime with Vengeance. 3.4 Chest: Shadows Mantle Aquila Cuirass (season only) Dext Vitality All Resists or Elite Damage Reduction 3 Sockets w/Diamonds ------------------------- Life per Kill Range or Melee Damage Reduction You'll always want to have dext, vitality and Life per Kill on this item. Another extremely useful stat you'll most likely want to get is either Range or Melee Damage reduction, depending on which opposite one you get on your bracer. Next you'll want to decide if you want All Resistance or Elite Damage Reduction, one thing to consider with this choice is that you can only obtain Elite Damage Reduction on the chest piece or from using Bane of the Powerful. It's not a priority stat but can be useful. 3.5 Bracers: Strong Arms Lacuni Prowlers Nemesis Elemental Damage Dext Vitality Crit Chance ------------------------- Range or Melee Damage Reduction First you need to decide which bracers you want to use. A common choice is Strong Arms bracers, it pairs extremely well with Vault - Rattling Roll. One thing to consider though is that it doesn't help versus the Rift Guardian, because you can't knockback RGs. Another good item choice in this slot is Lacuni Prowlers for extra attack speed which will help with DPS and life regen through more life on hit. The last item is Nemesis bracers, this item can be extremely dangerous, see section 5.0. The two most important stats on the bracers is the Crit Chance and Elemental Damage. You'll want to get as much crit chance as possible but make sure that the you have the correct corresponding element on it as your impale rune; ie. Lightening Damage for Ricochet or Cold Damage for Overpenetration. Having dext and vitality on it isn't hard to pull off, finally you'll want to try and find a pair with Range or Melee Damage Reduction on it, either or will help but ideally the opposite of your chest piece. 3.6 Belt: Chain of Shadows Witching Hour (season only) Dext Vitality All Resists +% Life ------------------------- Life per Kill This item isn't to hard to obtain, strive to achieve at least dext, vitality, all resists and life per kill, the extra +% Life is just gravy. If playing seasons, you can opt to throw Chain of Shadows in the cube and equip Witching Hour, if going this route your best stats are Dext, and Vitality but your priority should be as much Crit Hit Damage as possible. 3.7 Pants: Shadows Mantle Swamp Land Waders (season only, any element you want) Dext Vitality All Resists 2 Sockets w/Diamonds ------------------------- Life per Kill Once again, not a very hard item to obtain, I'd prioritize All Resists over Life per Kill, but getting both isnt very difficult. In regards to Swamp Land Waders for season only, if you have a Witch Doctor you can obtain a pair of pants with whatever element on them and then Reroll the Intelligence to Dexterity. This can be very useful for obtaining extra Lightening Damage, but will be hard to roll very well. 3.8 Boots: Shadows Mantle Dext Vitality All Resists Impale Damage ------------------------- Physical Resists (if you cant get All Resists) you'll want you boots to have a nice mix of toughness but you absolutely must obtain Impale Damage on this slot. It has no other ways to majorly contribute to your dps, othat than impale damage, so it should be the priority. 3.9 Amulet: Travellers Pledge Elemental Damage Crit Chance Crit Hit Damage Socket w/Legendary Gem ------------------------- Life per Kill Range or Melee Damage Reduction The most important stats on this item are without a doubt the primaries, the secondaries are just a nice little touch if you get them, considering how hard this item is to roll perfectly. Ideally you'll want Elemental Damage but Dext is sufficient until you can obtain it. 3.10 Ring 1: The Compass Rose Average Damage Dext Crit Chance Crit Hit Damage Socket w/ Legendary Gem ------------------------- Life per Kill Physical Resists Easily one of the hard items to obtain proper stats with. Use one with as close to those stats as possible. When gearing at the highest level, you should strive to achieve Average Damage as the extra damage stat, it without a doubt provides the most boost out of all the obtains and really helps out the daggers damage. 3.11 Ring 2: Convention of Elements Elusive Ring Average Damage Crit Chance Crit Hit Damage Socket w/ Legendary Gem ------------------------- Life per Kill Physical Resists It doesn't matter which of these two rings you phsyically equip because you will cube the other one, the most important thing here is whether they have the correct crit mods and then after that which of the two different rings has a better legendary affix. Ideally you will want you Convention of Elements to have more than 190% dmg on it, and your Elusive Ring should hopefully have 58%+ dmg reduction on it. You'll probably bounce between the two rings being equipped and in the cube as you get upgrades. 3.12 Main Hand: Karlei's Point Extra Damage +% Increased Weapon Damage Dext Socket w/Emerald Increased Attack Speed or Vitality or Area Damage ------------------------- Life per Kill This item is extremely easy to obtain by upgrading rare daggers in the cube. When done on a Demon Hunter it can only produce 2 different daggers, Karlei's Point and Lord Greenstones Fan. So its not very difficult to obtain a good weapon, and this should be a priority. The most important stat on Karlei's point will be the legendary affix, which should be above 350+%, and hopefully ancient. In regards to the final affix, its a toss up and depends on what you need, and I'm not certain which is technically "the best", just make sure you have good extra damage and a high legendary affix. 3.13 Off Hand: Holy Point Shot Elemental Damage Dext Crit Chance Impale Damage ------------------------- Discipline This is probably the second hardest item to obtain and will also highly influence which elemental rune you select, depending on the element it rolls with. Ideally, the best would be either cold or lightening, but any of them will do. Also discipline is not necessary, but can be nice if you get it, I would never roll for it unless you already have all the primary stats and they're perfect. Impale Damage is also extremely hard to get on it, but can help a lot, it should be an end game goal. _________________________________________________________________ 4.0 Cold versus Lightening 4.1 Misconceptions, Pros and Cons of both Both the Cold rune, Overpenetration, and the lightening rune, Ricochet, have the ability to reliably return hatred and are often debated as to which is better. It's sometimes brought up that cold can deal more dmg cause of the extra monsters hit, but the advantage cold has over lightening has absolutely nothing to do with it's potential to hit more targets. Both the damage from the extra daggers that ricochet and pierce only deal 750% dmg, its worthless compared to the 75,750% dmg you deal to the first targets. Cold allows you to have much more control of the agro your daggers produce. With cold you can pull and kite mobs much more easily than ricochet, by doing things like: poking monsters way on the edge of the map that are out of the mob ball, ensuring elites continue to focus on you and follow you as you pull them through the map. The fact that you control where the pierces goes, gives you a bit more control over the enemies. Ultimately though, for a majority of the casual players, lightening is gonna be much more reliable and smooth. The niches cold has aren't game breaking enough imo to make it mandatory to push with. If you get good cold gear definitely rock it, but don't think it's necessary to obtain if you end up with lightening. 4.2 Stacking Pain Enhancer with cold or lightening Both runes have strengths and weaknesses in regards to stacking PE. Cold can hit more enemies possibly enabling more stacks, but they have to be in a dense ball, or straight line. There are instances where Lightening is better at keeping PE up by auto targeting and hitting stray monsters or tiny packs of monsters. You also have both Vengeance's piercing side guns reaching deep into the mob and FoK extends 20 yards, the same radius as PE, so it helps maintain stacks quite well. Ultimately, once you throw in Vengeance, FoK, and all the possible mob positioning scenarios, both are gonna produce roughly the same amount of stacks on average. 4.3 I can't get a Holy Point Shot with cold or lightening damage In the end, cold or lightening should be the goal, but it actually doesn't matter which element you use. If you end up getting really solid Physical or Fire dmg gear, you can still effectively push and level up with SM6. I recommend using what ever element Kadala gives you until you're able to obtain either cold or lightening and then build from there. _________________________________________________________________ 5.0 I was fighting a Dune Dervish/Sand Dweller and got insta-killed, what happened? 5.1 Dune Dervish When Dune Dervish use their whirlwind attack (shown in picture above) it will reflect all physical projectiles back at the user at FULL strength. That means they can send that, 75,750% * All it's buffs, dagger you just tossed right back at you and your allies potentially insta-killing them. When the monster is spinning, avoid attacking them at all costs and engage them after they stop spinning. ** Also, there is a bug with Nemesis Bracers that makes shrines spawn Dune Dervish A LOT. Be extremely careful when using Nemesis, these guys can even insta-kill you in T1 ** 5.2 Sand Dweller: (can't find a picture with the Sand Shield up) Sand Dwellers have an ability called "Sand Shield", it's the swirling belt of sand that appears around them. It will also reflect projectiles back at you at full strength, they can be extremely dangerous to fight if you aren't paying attention, but they don't spawn nearly as often. Just like the Dervish, the only way to counteract this is to avoid fighting them when the sand shield is up. 5.3 Why aren't these enemy's issues for other DH specs? These monsters can be issues for other DH specs, but most of our meta-builds do not actually launch a "projectile". Skills like Cluster Arrow and Multishot, or the Rockets produced by either or don't actually count as physical projectile that have collision detection. You can launch these skills at a monster in the far back of the mob and it will fly through all the others ignoring them until it hits the target destination. _________________________________________________________________ 6.0 Conclusion 6.1 Summary Shadow's Mantle 6 can be an extremely powerful and fun set to play with a bit of variety......annnnnnd I'll expand this later, cause i have no idea what else to say at the moment. Please point out any errors, ask questions, or add information you feel is important. C[~]!!! CHEERS! C[~]!!! Happy hunting everyone, TSPTastySouP44 6h
6h LF LoN multishot build I like the playstyle of UH multishot. You can get an ancient yang's and deadman's quiver fairly quickly, so I was wanting to know if they synergize well with any other items for the LoN season buff?slayer2 6h
7h Question on frostburn and freeze % Been running UE cold with Legacy Frosties equipped 44%, frosties in cube 50% and a WH belt with 5.1% (freeze on hit) dropped Dawn for Rime and it's been fun t16 farming... I'm curious if the freeze %s actually stack or am mistaken? legacey Frostburn = 10% cold dmg up to 44% chance to freeze (yeah 15/45 woulda been nice :P ) Frostburn = 20% cold dmg and 50% chance to freeze Wichinghour = 5.1% chance to freeze on hit ... do they even stack and if so, is it a DR situation? Thanks for replies.Fizzbo1 7h
2d 2.6.5 (updated) DH DPS Calculator 05/14/2019: Updated for patch 2.6.5/Season 17 Apparently there is a 25 page limit to forum posts, so I renamed the old post as "archived," and created this new thread. The old one can be found here: 8/26/15 Updated for some of the 2.3 changes. You can check my open issue list on github for more info. Here's a link to the calculator: I started this project a few months ago when I made my first M6 DH. Then I found the existing calculator ( but I had a few ideas of my own (e.g., import profile, show all the underlying calculations). I've already received a number of additional suggestions from the reddit community which I will be incorporating into the tool over time. Here's a link to the reddit thread where I keep the "to-do list" and change log up to date: Update 10/12: I'll write up a more in-depth description of how to use the calculator and put it on the site some time this week. In the mean time, here is a short how-to: 1. Select your Realm and enter your battle tag. 2. Click "Get Hero List" to retrieve the list of Demon Hunters on your account 3. Select your hero from the down and select "Import" This will load all of your items and skills. After importing, the calculator will run a simulation to determine how much damage your character does under a specific scenario (see the box labeled "Situational"). Note: the API does not provide access to paragon points (except dexterity which can be calculated), so you will have to enter them manually. If you do this after hitting "Import" simply click "Simulate" to re-run the simulation. If you do this before hitting "Import" then they are already included in the simulation. Under "Damage Log" you will see each attack your hero makes along with the calculations for each. Click the "Legend" button for an explanation of the various fields used in the calculations. Under "Stat Calculator" you can see the effect of increasing or decreasing a particular stat. Under "Compare Builds" you can store up to three builds to see the difference in damage for each. Under "DPS/Break Point Calculator" you can see where you are with respect to breakpoints (along with how much you need for the next BP or how much extra IAS you have for the current BP). Most fields have a mouse-over tooltip that explains what it means.Dawg6348 2d
2d NS eye opener So after the end of S16 and an hour or so of stash tetris, I thought I'd jump in and push a GR with all that new Paragon I have (1615 prior - 1785 post)... First I'm saddened that 1200 S16 Paragon (most ever for me in a Season) only translated to 170 NS levels...but then I'm thinking - damn, that 115 that I missed by 30 secs will be a breeze now with all that extra main stat and my shiny new Primal Nat's ring!...nope. So I dropped down a few and man, the missing RoRG buff was really noticeable not having FBs cubed for Cold Hybrid! Small sample size and yeah, maps were not great (Keeps galore) but even with all the added dex my clear times were suffering. Not a fan of these kind of Seasonal buffs TBH. I honestly only played the last several seasons to get the stash tab and unless they fix the issue I'll probably not be playing them after S17. Any ideas BTW on what's the most doable 3rd conquest (Thrill/Avarice to get stash) to get the Wings??? Set Dungeons S**K and I'm not interested...maybe just create a couple alts to do the Years of War? Is it a set from each class or just 6 different sets?? Finally - for Thrill conquest, since LON is a "set" but it's not equipped that should be a no brainer right (not that it's ever that hard...see every CR ever)?? Patch 2.6.5 live so good luck everyone and happy hunting when S17 starts. May your deaths be few and your drops well rolled!PMG9 2d
2d Impale durability how tanky is the impale dh im torn between this and zuni darts anyone know how both are?Vindictive2 2d
2d N6M4 Enforcer is really useful? Is not it better Bane of the Stricken? I do not see that pets really do much.DariSh4 2d
2d S17 Challenge cache for levelling? With the new challenge cache giving 35 DB's, what do you guys plan for S17? 25 DB to upgrade 1 dagger, a couple of DB to lvl Blacksmith and a few spare to cube interesting drops as you level. Karleis or Greenstones are the only items that can result from an upgraded yellow dagger in the cube, so that is my plan. Upgrade a dagger, hope that it is Lord Greenstones and boom. I played a little with Karleis in cube this morning, it was giving me enough damage that I could kill fairly well on Master and T1 using impale. I guess the key would be to get high exp mobs with it, or focus on quick easy to get bosses like Kuhl. With Lord Greenstones however, my thinking would be to stack survivability and go elite hunting in rifts to level quickly as well as to 1-shot Kuhl every 30s downtime between rifts. 30 stacks of FoK once you hit lvl 14 is win-win. Another thing I usually do is gamble for Pox Faulds, though how effective they would be on T1 I need to test. These plus Heart of Iron and levelling should make leveling much quicker. Edit - changed hexing pants to Pox Faulds - stupid sometimes I am.Bomjac8 2d
2d Hellcat Waist - 3 or 5? Trying the LoN Rapid Fire grenade build and trying to figure out which is better, 3 bounces or 5? 3 bounces you lose 100% damage (50% for each bounce) but you get to the final bounce faster (800% bonus). 5 bounces you gain an extra 100% damage (50% for each bounce) but it takes longer to get that 800% bonus. So, what's the call here? Normally I'd say go with 5 bounce but 3 seems like it should be seriously considered.SuperCuddles2 2d
3d T16 Nephalem Rift fast Video: D3 planner: 3d
3d New off hand How about a scabbard instead of quiver for melee builds?TheDerfman7 3d
3d Yang - what stat to reroll ? UE Multishot Build. Best GR 87 atm Finally rerolled a 3200 Yang that's Ancient. 3237.2 Damage 1496-1828 Lightning Damage 8% Damage 966 Dexterity 1 Socket (130% Crit Damage) 188% Multishot 9 Max Discipline 45% Resource Reduction Cost What option is best: 1) Socket --> Attack Speed 7% (and use one of my many Ramaladni's Gift for Socket) 2) Increase Max Discipline from 9 --> 12 (81 Max Discipline --> 84) or 3) Damage 8% --> 10% (I'm thinking this is way worse than #1, correct me if I'm wrong) I can solo greater rift 87 at the moment with a 2700 damage yang. Haven't tested this new 3200 yet until I decide the reroll.Strivers16 3d
3d Can Demon Hunters use Melee weapons? And if so what do you set your two main attack buttons to?MeatStick4 3d
May 7 GR117 stuck... Hi Guys, I need some advice! There are two months I'm trying to beat GR118 but it seems impossible. My best time was GR117/11m 28s. I only play GR solo, I'm Paragon 1951 (I know it's not much) and this is my DH ( What do you think is happening? Do I need more paragon to go ahead? Better items? Better skills? Thanks in advance for your help guys!Karlei23 May 7
May 6 demon hunters are good for one thing buffing wizards. that's itYORI3 May 6
May 5 Will damage buff from Wojahnni be fixed? It was type A damage buff in PTR while buffs from weapons and off-hands should be independent? This problem, on the bright side, makes it easier to get everything ready for LoN rapid fire DH. However, next season is gonna be rough for DH cause it is not needed in mid or late game GR runs. I don't expect DH could out-perform wiz or necro in a season of LoN yet fixing this problem might help DH a little more fun since there might be potential for DH in 2 or 3 men GR.ShadowFiend0 May 5
May 4 Skills that require bows, but shouldn't. Suggestion to help the game. Can skills like "Strafe- Singing Steel" and "Rapid Fire-Bombardment" be made to not require bow. Their animation do not show arrows being used and it would help those using the "Shadow's Mantle" set.Blayz2 May 4
May 3 CDR? How much CDR do I need to have perm vengeance? For some reason I'm thinking 37%, is that correct? Also I am running a UE/F&R, multishot build. What pieces of armor are best to add the extra CDR onto? I appreciate any insight into others ways of thinking on this. TY in advance!Shovelhead7 May 3
May 1 GR70 Hey guys, Looking for some advice on my DH, do you think with current gear & spec GR 70 is possible. Note: companion ferret as i was last farming. I get to play one week straight out of every 4 in a month due to a FIFO work roster.Pandah12 May 1
Apr 29 Crashing Rain could use some love It is just too underwhelming atm. Maybe add a boost to player damage and also increase damage and size of AoE at impact sights. Just a thought, any other suggestions?TheDerfman0 Apr 29
Apr 28 Struggling at GR80+ Hello, I've been struggling to make any progress in GR80 (No damage to elites,instant death) yet I can easily clear GR75. I'm at exactly 1000 Paragon. Here are my stats(, and I've exactly copied this build( Any tips?Supahdupah675 Apr 28
Apr 28 Finally got a buff to Rapid Fire! People have been asking for a buff to Rapid Fire for ages. If you read the new PTR patch notes from today, you'll see they buffed Rapid Fire! Not sure if you'll go LON or Natalya or what, but I can't wait to mess around with this next season!TrvAix51 Apr 28
Apr 28 UE question Would using Broken Promises be better than having crit chance on items? I played around in the D3 Planner and with crit chance on items I had around 3.4m damage. At 1000 paragon and level 100 gems. D3 planner without crit on any item and no points alloted in crit chance, Broken promises in cube got me 6.7m damage. Has anyone tried this, and if so was it viable? For any build not just UE.darkenclan3 Apr 28
Apr 27 Holy Point not apply to Sentries? If i not mistaken before, as i can remember sentry use to throw 3 impale if i use it with Holy point shot (i may be wrong but i strongly remember that way). Just try again now after rest for few season, the sentry only throw 1 impale (and not sure if ricochet). It get nerf or it just that way? Anyone have notice it? Thank youadwa2 Apr 27
Apr 27 LON next season Is there any lon build for DH that would be able to clear higher GR? I tested LON FOK on the PTR and didn't do anything in a GR 120.TNguyen429 Apr 27
Apr 22 Gems 100Level authors share Please forgive me for not knowing English. The results translated by Google are not what I want to express, so it is more appropriate to use native Chinese. 終於把我的計劃特色建立起來 傳奇寶石100級全集 - 遊戲指南 https://umberdp.blogspot.comUmber3 Apr 22
Apr 21 Build Improvement Needed Returning to Diablo after not playing for years, and want to make my DH better I have Aspergers and like my routines so I am used to this build and current glass cannon strategy, but want to get better, and don't know how or what I can do I hoard items because I never know what is good or bad, I just want to make her as powerful as she can be. I can survive GRifts Max Lvl 85 but would like to go higher, preferably something with a quick turn around, immediate not over time... I hate grinding, I grind during the day, why do I want to grind when I get home Anytime people have suggested (get this, get that) it takes so long for me to get them, that by the time I do, something else has come along, and then I have to start all over again Hopefully you all know what I am talking about, any advice would be greatly appreciated. ThanksDrWho3453 Apr 21
Apr 21 How effective is support DH? Running DH on my HC account this season. Thinking of making a zdps build to help with group pushes since so few players are doing zdps. Found these two: Just wondering how effective it is vs me going dps?Mugsy7 Apr 21
Apr 19 How to switch skill sets on skill slots? Hi, I was reading guides through the forum and found out most people equipt two skills from the same skill sets, for example someone would equipt smoke screen and catltrops at the sametime. which are both under the "defensive" skill sets. how is this possible? i mean each of my skill slots r fixed to a set, e.g. my no.3 skill sets r fixed for "Device" , in which all 4 skills sux. how can i change it to another set? there doesnt seem to be a button to do this. thanks!tt636815 Apr 19
Apr 18 Gloves of Worship? So yesterday I picked a strange legendary "Gloves of Worship". Now I haven't been playing that long but I feel like I have generally seen almost all of the gear I'll find as a DH in some form or another. And yet I have never seen this until just yesterday. " * Shrine effects last for 10 mins" Is this like GRift gold? GR's are only 15 minutes, having shield immunity, speed, channeling, power CONDUIT .... for almost the entire duration of a difficult GR seems like it would be extremely strong. Obviously I'd have to break 6 set bonus to wear the gloves, or wear them with a ring of grandeur, but... 10 mins? Heck you could run and pick up several shrines and have them all on for almost the entire Rift. Anyone else have or use these? Thoughts?Distortion18 Apr 18
Apr 18 S6 nerf??? You kidding me? :D 75.000 > 60.000 why????Liquid6 Apr 18
Apr 16 Primal yang question First sorry for my english, it s not my native langage So i just loot a primal yand and it roll with +10% dmg/dex/LPH/cost reduction and NO discipline, For UE is it better to have +12 disci or +7AS/+10CDR ? Other question, i saw they are build with yang + marauder at hight GR, in this case +12 disciple would be weak than AS or CDR no ? Thx for adviseTarex2 Apr 16
Apr 16 Question about n6/m4 when fighting a rift guardian that summons the minions with n6/m4, is there a trick that my sentries just hit the rg not the minions? cuz I feel like if the sentries hit the minions, it's getting slower......Sally4 Apr 16
Apr 16 Primal Holy Point Shot Recently i ran into a Primal Holy Point Shot: Primary Lightning skills deal 20% more damage +1000 Dexterity Attack Speed increased by 20% Chance to Deal 20% Area Damage on Hit Increases Hatred Regeneration by 1.50 per Second Secondary 35% Extra Gold from Monsters +12 Maximum Discipline I am gonna roll the hatred regen to CHC i suppose. Overall is this worth keeping (for solo higher Grifts, cause of the AD) or should i search for one with BOTH CHC and impale damage present.TRD5 Apr 16
Apr 14 champion level I haven't been able to complete two of the level requirements. The first is complete a rift on torment level X in under 6 minutes. The other one that I never come close is master any set dungeon. Please I other sets to try but I haven't found a good weapon good enough to replace the current oneremeskylan5 Apr 14
Apr 13 Beast DH.. Apr 13
Apr 11 N6M4 - After S16 Hi, The fire variant once the season 16 is over will not be possible to build, right? then the cold variant will be more useful?DariSh17 Apr 11
Apr 10 PTR NOTES UP: Patch 2.6.5 Check it out guys, nothing new for us DHs but lots of QoL changes (T14-16 w00t!!) and s17 LoN: Plus if you liked Capt America Sader, you're gonna be happy lol And that Sage buff... :oxxMaverickxx36 Apr 10
Apr 9 N6M4 Question Cold or Fire? I see now more use fire but the damage from cold is slightly better plus it heals. Not only that if you run Balistics its a lot more damage. Thoughts?Dwic11 Apr 9
Apr 8 Huge Props to Koss Just saw his GR128 clear on the NS DH leaderboards. Not only is he #1 now (again), but he did it with UE while everyone else is using Shadow. I salute you, sir. Hopefully this gives some other UE players a nudge to try pushing with UE as well? #freeDiEox #UErespekxxMaverickxx5 Apr 8
Apr 8 LON DH? With Legacy of Nightmare buffed - are there LON builds that are viable now? I know there is a strafe build... any creative new ones?Sup3rM1ke19 Apr 8
Apr 7 Fastest MS T13? My offer here, no vault DH [BEFORE I START - I USE BAD QUALITY ENGLISH BUT I HOPE U WILL UNDERSTAND ME, SORRY FOR THIS) Hi, i play MS for keys around 2 years already and my current setup is most smooth and fastest after a lot of changes and tests. I play NON SEASON. What i want from my T13 DH? - 1-2 shot everything, all dps above is a waste - incredible fast movement speed - no vault! - vault can be problematic - its easy to waste vault cuz u have to be pretty precise, u can run out of discipline, u can run to wall, i dont wanna focus on vaulting when doing so trivial content like T13! VAULT IS NOT SMOOTH and simple running is much better and more lazy/friendly, i never meet vaulter faster then my runner anyway; - nemesis - be fastest dh in pubs and be faster then 90% T13 monks - fast attack speed so i can one shot and run as fast as possible That was my goals and after countless T13 pubs in euro ns im sure i made it. Item setup is pretty restricted, rolls are not very easy to get (ill list very important rolls only, rest is pretty obv): - helm - with fear chance (max 5,1) with cc and ms - cloak with disc and hate reg - gloves with as, dual crit, cdr - goldwrap - shoulders with cdr and rcr - warzehian/nemesis (other go to cube) with fire and crit - obv pants - obv boots - hellfire amy with fire, dual crit and passive (tactical, pursuit, vengance, ambush/steedy aim (ambush is better), ballistic - rachel ring with highest proc possible (5,1%) and up to 60 bonus movement with as and cdr - avarice/zodiac with cc/as/cdr - other go to cube - yang with as (perfect yang here will be 10% + cdr + as + discipline + socket without dex) - all pickup radius as secondary helps a little bit and is nice bonus before avarice start Skills: Bat, Arsenal, Shadow Glide, Sscreen with 100% movement, Invigoration, Seethe or basicaly any Vengance rune u like (i love side canon for badboy animation and high proc rate, i dont care it dosnt support rockets and dont regen hatered) Cube: Lianna's Wings / Bracers / Zodiac or Avarice depends what u use Gems: Gold gem/gogok/zei or light gem if dps from zei is not needed OMG NO DAWN! U NOOB U NO PERMA VENGANCE! - I dont need perma. I totaly dont need hatered it provided and dps from it. I use more Side Canon rune due to higher proc cons (more fear, more rachel). I dont spam multishot. I dont spam vault cuz i dont use this bad skill. Im at 80-90% uptime vengance anyway and my cubed pistol is whole secret. I can spam 130% movement speed with one button and have always have full disc cuz Smoke Screen is free with this weapon. Disc wont move if u run thru, killing and my avarice pick up globes for Blood Vengance. Its awesome. U just hit invigoration and bat if needed (no problem at all, rare scenario). Gameplay: I hit Shadow power and one multishot to mobs, my rachel proceed, i gain incredible speed so i can run faster then my arrows sometimes (when also ,light gem proc im faster then my arrows). We hit shadow power on cooldown, vengance on cooldown also, bat/invigorate when needed. Less bat/invi used = more vengance uptime (zodiac). Conclusions and tips: -t13 dont need heavy dps, u need to hit barrier to kill things in 1-2, all above is a waste and should be trade for usefull things like cdr or as -dont use f/r, endless walk, cinder, rcr helmet, gunes, coe and other high content items, its all waste at T13 -no vault = no aiming, u need minimal amount of focus when just running and still u are faster then vaulters -needs good rooled items and higher paragon helps -prob better in NS due to better items available. -if u lack dps use cd/chd instead as rolls My public (full game) setup: /E ILL GIVE DIABLOPLANNER LINK WHEN IT UPDATERed18 Apr 7
Apr 5 S16 RoRG Bonus - Nice Boost for the M4/N6 My Season 16 Hybrid is now just as powerful as my NS Hybrid. Both have cleared a GR 118 in a similar time without fishing. My NS Hybrid has 900 more para and 700,000 more sheet damage than my S16 N6/M4. And... for the most part my NS Hybrid has better gear. Being able to use that CoE cycle is a major boost.Varadia9 Apr 5
Apr 3 xxMaverickxx ,,, You Lucky Dog ! Look At What Mav Got Guy's ! Dropped tonight for him . You will not find a better rolled one than that right there . You Lucky SOB , I want that thing ! Pic: Apr 3
Apr 3 2 Primals but.... Lacuni with cold and SOJ with fire. But I'm a lightning build. Face Palm.happynikon8 Apr 3
Apr 3 Buff DH LoN prior to 17 theme So as there aren't any great DH LoN builds, buff all you got out of the Strafe and trap items to make one. Why only buffing captain america? Same treatement for Barbarian or others who suffer the LoN theme!Ruined5 Apr 3
Mar 31 UE S16 Question I was looking through the leaderboards and everyone I see is running either Impale or N6M4. I've always liked the UE playstyle over the N6M4 or Impale styles but I'm curious why I'm seeing almost no UE builds on the leaderboard. Is it preference? Meta? Something keeping the spec from making the leaderboards? Thanks in advance.Lokei6 Mar 31