[VUDU] Fetish Damage Calculation

Witch Doctor
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PaulNg, thanks for replying.

06/18/2014 05:46 AMPosted by PaulNg
I don't have Hexing pants, but other forum players say you can stutter-step with it. That's the old style of playing Zombie Bears. Effectively, you can cast spells and be stationary for a little while, meaning cast a spell and move on, not 2 spells in a row (unless those 2 spells do not interrupt movement, like SH, Horrify, Hex and SW). If any player wants to equip Hexing pants, I take it they already know how to use it in their game play.


Effectively yes. It works with FA (no interruption there), it works with BBV (well you can see the sheet damage going down to the penalty value for a tenth of a second before going up to the bonus value). It doesn't work with Gargantuan because you need to stand still for too long. Same with ZD.

06/18/2014 05:46 AMPosted by PaulNg
Also, this concept is flawed, where your +0.25 or -0.22 depends on what else is activated in the [ Buff + Debuff ] multiplier group at that specific point in time. You either get +0.25 to that group, or -0.22 to that group. You don't get the equation you wrote in the game. This argument and principle is the same basis for my response to the [ CHC&CHD ] multiplier topic on pets.


Aha. Ok, just paraphrasing: the penalty or the bonus is applied to one section in the formula if buff/debuff X is active and to another if buff/debuff Y is active. Did I understand this right?

I might have to revisit what you did with CHC & CHD because it still feels like I am missing something.

Let me know, by the way, if I should record anything for you if you want to evaluate this further at some point.
Debo posted another video showing melee fetishes attack faster when inside of BBV ring.

http://www.reddit.com/r/Diablo/comments/28ddum/psa_debo_demonstrating_that_you_can_double_the/cia95o7
Gargantuan (Wrathful Protector)

Before I begin, much of the work has been done by Nubtro more than a year ago:
http://us.battle.net/d3/en/forum/topic/9245624978#8

I was just doing a little detective work to see what mechanics and multiplier grouping rules may have changed since ROS. Despite having the foundation work done, it was really confusing at some point, and it took several steps and tests just to get into the details of Garg:WP.

This proof has 6 steps. Please bear with me and you will be rewarded with a very accurate formula for the Garg:WP skill.

Let's recall the Gargantuan damage formula:
[ Weapon ] x [ 1 + Intel/100 ] x [ APS ] x [ Tooltip ] x [ %MoJ+Element ] x [ Buff + Debuff ] x [ %Skill ]

There are 2 special points about WP that make the skill different from everything else in ROS:
The [ Tooltip ] was coded as [ Tooltip x APS#2 ]. (explain APS#2 later)
The WP is a "Pet" as well as an "Ally".

This little detective strongly suspects that the Coder left out a bracket ")" just after the [ Tooltip ] and the next item was [ APS ]. So [ Tooltip x APS#2 ] became grouped together. Then the Beta Testers probably brought to attention that APS was not affecting Garg damage since [ Tooltip ] was always a fixed value, so [ APS ] was added into the formula for ROS launch.

The Wrathful Protector damage formula now looks like this:
[ Weapon ] x [ 1 + Intel/100 ] x [ APS ] x [ Tooltip x APS#2 ] x [ %MoJ+Element ] x [ Buff + Debuff ] x [ %Skill ]

What is APS#2? It is the snap-shot of the APS upon the Garg summon. Proof is at Video (part 5). Everything else in the damage formula changes dynamically and real-time, except for APS#2. Half the mystery is solved.

WP is a "Pet" as well as an "Ally". BBV specifically buffs all allies within the AOE. That means, WD receives the BBV damage buff and Garg also receives the BBV damage buff, if both of them are within the BBV AOE. If Garg alone is in the BBV AOE, add 0.3 to [ Buff + Debuff ] multiplier. If WD alone is in the BBV AOE, add 0.3 to [ Buff + Debuff ] multiplier. If both are in the AOE, add 0.6 to the [ Buff + Debuff ] multiplier. If both are outside the AOE, add nothing to the [ Buff + Debuff ] multiplier.

Other than those 2 special points detailed above, all other Pet mechanics apply to Garg:WP.

Tests
Video (part 1) - http://youtu.be/TMXvHiokbpE
Video (part 2) - http://youtu.be/RZCybpH4A-c
Video (part 3) - http://youtu.be/Nro-s8CExO4
Video (part 4) - http://youtu.be/KN4PVfIvfGg
Video (part 5) - http://youtu.be/qJZFnj4_IbQ
Video (part 6) - http://youtu.be/eysu3rEGW7o

Test config - Weapon 21, Intel 7437, IAS on Gear & Paragon 43%, APS 1.2 x 1.43 = 1.716, CHC 47.4%, CHD 274%, PTV 20%, Sac:PtP 20%, BBV:SD (30% damage, 20% IAS).

BBV-APS = 1.2 x 1.63 = 1.956

Combo skills ---------------------- Hit -------- Crit
(Part 1) PtP & PTV ------------ 37,519 --- 140,320
(Part 1) PTV only -------------- 32,159 --- 120,274 (Timer 1:32, PtP did not snap-shot)
(Part 2) PtP & BBV & PTV -- 69,639 --- 260,450 (WD & Garg in BBV)
(Part 3) PtP & BBV & PTV -- 59,193 --- 221,383 (WD in BBV only, Timer 0:16)
(Part 4) PtP & BBV & PTV -- 51,930 --- 194,219 (Garg in BBV only)
(Part 6) PtP & BBV & PTV -- 42,766 --- 159,945 (WD & Garg outside BBV)

Equip glove after summon to confirm APS#2 snap-shot.
T&T glove -- Intel 736, 6% IAS, 10% CHC.

Toggled Config Changes -- Intel 6701, CHC 37.4%, IAS on Gear & Paragon = 37%, APS = 1.2 x 1.37 = 1.644
---------------------------------------------- Hit -------- Crit
(Part 5) PTV only (no glove) ---- 26,635 ---- 99,613
(Part 5) PTV only (T&T glove) -- 30,810 --- 115,228

Calculations
[ Weapon ] x [ 1 + Intel/100 ] x [ APS ] x [ Tooltip x APS#2 ] x [ Buff + Debuff ]

(Part 1) PtP & PTV
21 x 75.37 x 1.716 x [5.75 x 1.716] x 1.4 = 37,518.738 (hit), 140,320.08 (crit)

(Part 1) PTV only
21 x 75.37 x 1.716 x [5.75 x 1.716] x 1.2 = 32,158.918 (hit), 120,274.35 (crit)

(Part 2) PtP & BBV & PTV (WD & Garg both within BBV)
21 x 75.37 x 1.956 x [5.75 x 1.956] x 2.0 = 69,639.13 (hit), 260,450.34 (crit)

(Part 3) PtP & BBV & PTV (WD in BBV only)
21 x 75.37 x 1.956 x [5.75 x 1.956] x 1.7 = 59,193.26 (hit), 221,382.79 (crit)

(Part 4) PtP & BBV & PTV (Garg in BBV only)
21 x 75.37 x 1.716 x [5.75 x 1.956] x 1.7 = 51,930.282 (hit), 194,219.25 (crit)

(Part 6) PtP & BBV & PTV (WD & Garg both outside BBV)
21 x 75.37 x 1.716 x [5.75 x 1.956] x 1.4 = 42,766.115 (hit), 159,945.27 (crit)

(Part 5) PTV only (no glove)
21 x 68.01 x 1.644 x [5.75 x 1.644] x 1.2 = 26,634.511 (hit), 99,613.071 (crit)

(Part 5) PTV only (T&T glove after Garg summon). Proof for APS#2 snap-shot.
21 x 75.37 x 1.716 x [5.75 x 1.644] x 1.2 = 30,809.594 (hit), 115,227.88 (crit)

Screen numbers are exactly in line with expectations.
Debo posted another video showing melee fetishes gain the benefits of BBV IAS.


I wouldn't consider that as a proof. He mentioned about the RNG himself, AI, repositioning, too many variables. Nubtro's approach to frame counting and mathematics is definitely the conclusive method. He was also fighting with a weapon damage range, instead of a single number for hit/crit. That adds to the RNG of possibilities.

So, whoever has stable connection can help by measuring frame hit intervals while in/out of the BBV AOE.

I just provided the proof for the complicated Garg:WP. Fetishes won't be any different, until someone provides the counter-proof (no stop-watch timing please).

Actually, Debo's equipment looks really high-end. I think he can easily provide accurate frame interval counts if he wanted to.

This part of the "Pet attack speed" topic is similar with the T&T work that is pending, and hoping to seek some clarification from Blizzard. There is a possibility that BBV increases the pet attack speed if they are also considered as "Allies". So far, only Wrathful is proven to be an Ally and Pet, the rest are just Pets (or they'd have added 0.3 to the [Buff + Debuff] multiplier too. The Pet damage goes up with BBV because the WD attack speed went up, and APS is part of the damage formula. For the Pet's own attack speed to go up, they must first qualify as an Ally to receive the BBV buff.

The only way to prove with certainty is for someone with high-end equipment and stable connection to measure the actual hit intervals, with and without the influence of BBV. If such a player can do that, he can also help greatly with the T&T testing. I've been asking the community to help with that for weeks already.
06/18/2014 08:43 AMPosted by Choma
Aha. Ok, just paraphrasing: the penalty or the bonus is applied to one section in the formula if buff/debuff X is active and to another if buff/debuff Y is active. Did I understand this right?


The penalty or buff is applied to the same group, which also happens to be where most of the party's buffs and debuffs are allocated.

For simplicity, let's say you have 50% buff and 35% debuff without considering Hexing pants yet. Your teammates provide another 50% buff and 90% debuff. In total, your multiplier becomes [ 1 + 0.5 + 0.35 + 0.5 + 0.9 ] = 3.25

Now we consider your Hexing pants. If you move, that multiplier becomes 3.5. If you stand still, that multiplier becomes 3.03. In this scenario, the benefit of the pants is 7.69%, the penalty of the pants is 7.26%. That's why I mentioned that in full party runs, there may be situations where 20% Element is more beneficial than 25% Hexing pants. If you use Harrington belt, you know how big the [ Buff + Debuff ] multiplier can get.
@PaulNg

You, sir, are a benefit to this community. This is an awesome thread!
Gargantuan (Big Stinker)

This rune is straightforward, from the basic Garg damage formula:
[ Weapon ] x [ 1 + Intel/100 ] x [ APS ] x [ Tooltip ] x [ %MoJ+Element ] x [ Buff + Debuff ] x [ %Skill ]

The [ Tooltip ] for
Garg melee (Poison element) = 100% or x1
Stinker cloud (Poison element) = 45% or x0.45

Good news is that Garg and Stinker cloud can both get critical hits.

Video proof - http://youtu.be/o_67q-ICrMk
Test config - Weapon 21, Intel 7442, CHC 47.4%, CHD 274%, PTV 20%, APS = 1.2 x 1.43 = 1.716.

Garg hit = 21 x 75.42 x 1.716 x 1 x 1.2 = 3,261.4021
Garg crit = 3261.4021 x 3.74 = 12,197.643

Stinker cloud = 21 x 75.42 x 1.716 x 0.45 x 1.2 = 1467.6308
Stinker crit = 1467.6308 x 3.74 = 5,488.9391

Calculations match screen damage exactly.
Pets and BBV Attack Speed

Debo submitted videos on Ghom tests with/without BBV. I do not agree with the stop-watch method, but the variations he used was good enough to warrant detailed testing for the effects of BBV.

Initially, I zoomed straight to the Wrathful Protector videos because we can confirm that WP is an "ally" and benefits independently from the damage buff from BBV.

With BBV, Video (part 4) - http://youtu.be/KN4PVfIvfGg
Hit intervals (in frames) = 60, 54, 58, 59, 60, 50, 58, 59, 59, 60, 60, 60

Without BBV, Video (part 6) - http://youtu.be/eysu3rEGW7o
Hit intervals (in frames) = 55, 66, 57, 66, 57, 60, 67, 57, 67

The results were not consistent, because WP frequently knocks the target, and Garg will spend some time to reposition himself. The evidence is in Video (part 6) where he takes a longer time to reposition compared to Video (part 4).

To focus on the effect of BBV, I went back to the un-runed tests to make sure the mob and Garg face off each other.

Video - http://www.youtube.com/watch?v=VG2xXfQ1szs
Using 47% T&T gloves, hit intervals (in frames),
No BBV = 58, 56, 55, 58, 57, 58, 57, 55, 56, 56, 59, 58
Timer 2:15 BBV (Garg only) = 50, 52, 50, 52, 50, 53, 51, 53, 51, 52, 52, 50, 51, 50, 49, 49
Timer 3:40 BBV (WD & Garg) = 50, 51, 51, 49, 49, 49, 49, 51, 50, 51
Timer 3:53 BBV (Garg only) = 51, 51, 52, 52, 50, 49, 49, 52
Timer 4:01 no BBV = 57, 56, 54, 53, 55, 54, 55, 55, 56, 54, 56, 56
Timer 5:11 BBV (WD only) = 56, 57, 55, 57, 57, 56, 56, 56, 56, 56

We can confirm that BBV affects Pet Attack Speed. For Pet Attack Speed, it doesn't matter where the WD is, as long as the Pet is within the BBV AOE.

With my set up and internet connection, I am not able to quantify accurately how T&T, BBV and Restless Giant rune affect the Pets.

Our current understanding is that Pets have their own base Pet APS. Modifiers such as T&T will add to that APS, and lead to a faster Pet attack speed. Similar to WD stacking APS, if we stack the Pet APS, the buffs will all add up and we get the final Pet APS

In the test above, Garg with its own Pet APS was buffed by 47% T&T and 20% BBV. According to Nubtro, Garg basic hit interval is 84 frames. With my 47% T&T gloves, I was getting around 56-58 frames. With BBV, Garg was hitting around 50-52 frames. Calculating backwards,

At 58 frames, increase it by 47% leads to 85.3 frames.
At 57 frames, increase it by 47% leads to 83.8 frames.
At 51 frames, increase it by 67% leads to 85.2 frames.
At 50 frames, increase it by 67% leads to 83.5 frames.

Since we either see a hit or no-hit, it is quite possible that without BBV, some hits will come at the 57th frame and some at the 58th frame; and with BBV, some hits will come at the 50th frame, and some at the 51st frame. I am unable to get more accurate answers.

Edit: it seems that this method of back calculation only works for those where Pet Base APS < 1. For example, melee Fetish has Base APS 1.25, and we cannot multiply the Pet APS, we need to add the 0.47 to the 1.25 APS, for the expected hit interval to make sense.

There are many aspects of Pet APS that need Blizzard's clarification.
That's great news. These past couple of days I really paid attention to gary's attack speed in and out of BBV, and I could see him attack faster in BBV, but as you knows, eyes and ears deceive. Watching the video you could hear and see it attack faster, but still eyes and ear deceive, however,

Science does not!
Very nice thread and usefull informations here, keep up the good work!

(First post on US forums, sorry for my engrish)

I know that it's diffucult to test, but... I was wondering: what happens if both WD and Garg stand in the BBV area? BBV makes WD and Garg AS increased by 20%. We know that Garg base attack speed is inherited from WD, is it possible that Garg benefits some sort of "double buffed attack speed"?

Trying to make it clearer, assuming for simplicity that without buff: Garg AS = WD AS

Garg only in BBV area: Garg AS = WD AS x 1.2
WD only in BBV area: Garg AS = WD AS x 1.2
Garg and WD in BBV area: Garg AS = WD AS x 1.2 x 1.2

Is that possible?
This is among the best and most useful threads on the entire board.

Great job man.
06/25/2014 06:57 AMPosted by k0rvet
what happens if both WD and Garg stand in the BBV area? BBV makes WD and Garg AS increased by 20%. We know that Garg base attack speed is inherited from WD, is it possible that Garg benefits some sort of "double buffed attack speed"?


Actually, the Garg has its own base attack speed at 84 frames, or (1/1.4) APS. This is according to Nubtro's testing more than a year ago.

06/25/2014 06:57 AMPosted by k0rvet
Garg and WD in BBV area: Garg AS = WD AS x 1.2 x 1.2


For Garg damage, [APS] is a direct multiplier. For Wrathful Protector rune, being a special case, the details are here:
http://us.battle.net/d3/en/forum/topic/12412051196?page=9#163

To answer your question specifically, when WD is inside the BBV (slam dance), WD gets a buff to [APS] as well as [+30% Buff]. 2 groups of multipliers are involved in terms of damage number that you see. When Garg alone is inside BBV (all runes), the damage number does not go up. When Garg is summoned while inside the BBV (Wrathful rune), the damage number gets buffed and snap-shot due to [ Tooltip x APS#2 ] that is unique to Wrathful.

For Pet attack speed and the effect of BBV (all runes), details are here:
http://us.battle.net/d3/en/forum/topic/12412051196?page=9#168

When Garg is inside the BBV (all runes), Garg Pet Attack Speed gets buffed. The damage number does not go up, but the hit frequency goes up (Garg hits faster).

The Pet attack speed is affected by the number of stacks of BBV.
For Garg, "Base frame interval" = "Buffed frame interval" x "Sum of Pet attack speed buffs"
E.g. using 47% T&T glove and 20% IAS from BBV
84 frames = "Buffed frame interval" x (1 + 0.47 + 0.2)
"Buffed frame interval" = 50.3 frames
Which means that Garg is expected to hit every 50 or 51 frames when under the effect of T&T and BBV, without higher damage numbers (except Wrathful rune).

Summary for BBV:Slam Dance on Garg+WD
All Garg runes except Wrathful get damage numbers buffed from [APS] and [Buff + Debuff].
Wrathful rune gets buffed from [APS], [Buff + Debuff], and [Tooltip x APS#2], where APS#2 is the snap-shot APS upon summon.
All runes help Garg to hit faster if Garg is inside the BBV.

So you can call it "double", "triple", "quadruple", whatever.
@ Paul

Unreal thread, very relevant stuff.

Detailed enough for the curious, simple enough to digest.

Very impressive. TY
Burning Dog Aura

Damage formula:
[ Weapon ] x [ 1 + (Intel/100) ] x [ APS ] x [ Tooltip ] x [ %MoJ+Element ] x [ Buffs + Debuffs ] x [ %Skill ]

Note 1 - Tooltip says 20% damage, but it is actually 10%. Bug has been reported.
Note 2 - Aura damage scales with [ APS ], but always ticks 2 times per second.
Note 3 - Aura is Fire Element, and can have critical ticks.
Note 4 - %Skill is Summon Zombie Dogs skill.

Video proof - http://youtu.be/ldw7Pc64HLc

Test config - Intel 6746, CHD 276%, MoJ 85%, Fire 0%, PTV 20%, Skill 30%, APS 1.2 x 1.46 = 1.752

Calculations
Tick = [21] x [68.46] x [1.752] x [0.1] x [1.85] x [1.2] x [1.3] / 2 = 363.46
Critical Tick = 363.46 x 3.76 = 1366.61

Calculations match screen results exactly.
This is still the most comprehensive post ever explaining these details and deserves to either stay on first page or be a sticky, so we can always refer back to it.

TYVVM

Banned of Gamers
Need your expertise on this:

Which would be better Haunt of Vaxo to use?

750 Int with 14% life and 8.5 CHC and 95% CHD

or

750 Int with 16% poison dmg, 9.5 CHC and 75% CHD

(I use permanent Headhunter, with SMK, TT, MoJ, Augchild and Swamp Wader,
(55% poison dmg)
06/29/2014 08:55 PMPosted by aatarill
750 Int with 14% life and 8.5 CHC and 95% CHD


06/29/2014 08:55 PMPosted by aatarill
750 Int with 16% poison dmg, 9.5 CHC and 75% CHD


(Your 2nd amulet CHD seems to be 79% and not 75%?)

Your profile shows 93% MoJ. The 2nd amulet has a potential for 4% higher Element in optimum re-roll. Your CHC = 45%. Your CHD is 47+79+130+50+50 = 356%

There is a spreadsheet in the opening post which you can download and use, and the detailed CHC&CHD analysis is in the 2nd post.

Here is how we review your WD, by splitting up all the various components and comparing "before" and "after".

#1 - comparing 93% MoJ with 39% Poison or 55% Poison

multiplier using amulet 1 = 2.32
multiplier using amulet 2 = 2.48 (poison damage increased by 6.9%)

#2 - comparing 44% CHC and 372% CHD, with 45% CHC and 356% CHD

multiplier using amulet 1 = (1 + 0.44x3.72) = 2.6368
multiplier using amulet 2 = (1 + 0.45x3.56) = 2.602 (damage decreased by 1.3%)

In terms of damage, the 2nd amulet is obviously better although the 1st amulet provides 14% Life. Which is more suitable for you will depend on your situation and experience.

One thing to note, with your [MoJ+Element] multiplier being so high, replacing some %Element with CHC or CHD will definitely provide higher overall damage. The details are in the 2nd post, please go through it.
Thanks Paul for your great comment.

I'm currently on 50% CHC and 306% CHD (using paragon).I agree with you that I should focus more on CHD and CHC.

In your opinion, how important is APS for Rhen'Ho player that proc FS. I do have a SMK and full Zuni, but honestly this build with Rhen'Ho and TMF seems to rift at much faster in T5-6 than the earlier build. (Was thinking to give up TMF att speed for CHD)

I've tried SMK with Zuni set (Chest, mojo and Boots), TMF, MoJ, TT, RoRG, Aug Shoulder and Bracer, 55% poison %, - Head Hunters, Addling Toads, Pirandaho and Poison dog seems to rift very slow.

Similar build as per now (Rhen'Ho), and FS proc so well with the fetish, they do great in rift.
06/30/2014 01:12 AMPosted by aatarill
In your opinion, how important is APS for Rhen'Ho player that proc FS.


Rhen'ho provides double the explosions for addling and explosive runes, and has AOE. That makes APS slightly less important, but you need to stand very near for multiple toads to hit. APS will help you to fill the map with toads. Overall, Piranhado + Rain of Toad is still the best to produce Sycophants, and you can execute that combo from far. If you stick with addling toads, I still suggest Piranhado to clump the mobs together, but you need to stand very near to ensure that 2 or 3 toads hit the group per cast.

Try to keep your APS above 1.8, not just for producing Sycophants, but for casting animation and damage considerations also.

Your choice of TMF dog is not optimal. Players who choose TMF will want either Burning Dog or Rabid Dog. Another problem is Pet AI, the TMF Dog will purposely disengage from the Elite/Boss and pursue some trash mob even if you spawn the Dog next to the Elite/Boss. On this build, your shoulder/chest should be %Zombie Dog skill. If you're lucky, have %Zombie Dog on mojo too, but make sure your mojo has Int/Vit/CHC already.

FA:HH. the 2 darts are stupid and slow, you're left with 5 melee poison fetishes versus 15 physical sycophants. I'd pick the 15 sycophants too, even if SMK is used (refresh BBV, not to cast FA). You can try the SMK combo without using FA skill. BBV is an important skill for Pet build because it affects Pet damage (when WD is inside BBV) and Pet attack speed (when Pets are inside BBV). BBV is also an excellent buff for the whole party.

With all the current bugs and limitations, I'd wait until patch 2.1 to firm up the Pet build decision, unless you have much gold and resources to re-roll as you fancy. The way to play with all the current problems, is for the WD to focus on the trash mobs (AOE damage), so that the pets have nothing else to target except the Elite/Boss. May feel weird to purposely nuke at some trash mob instead of the Elite/Boss, but that's the most efficient method currently.
06/30/2014 01:54 AMPosted by PaulNg
06/30/2014 01:12 AMPosted by aatarill
In your opinion, how important is APS for Rhen'Ho player that proc FS.


Rhen'ho provides double the explosions for addling and explosive runes, and has AOE. That makes APS slightly less important, but you need to stand very near for multiple toads to hit. APS will help you to fill the map with toads. Overall, Piranhado + Rain of Toad is still the best to produce Sycophants, and you can execute that combo from far. If you stick with addling toads, I still suggest Piranhado to clump the mobs together, but you need to stand very near to ensure that 2 or 3 toads hit the group per cast.

Try to keep your APS above 1.8, not just for producing Sycophants, but for casting animation and damage considerations also.

Your choice of TMF dog is not optimal. Players who choose TMF will want either Burning Dog or Rabid Dog. Another problem is Pet AI, the TMF Dog will purposely disengage from the Elite/Boss and pursue some trash mob even if you spawn the Dog next to the Elite/Boss. On this build, your shoulder/chest should be %Zombie Dog skill. If you're lucky, have %Zombie Dog on mojo too, but make sure your mojo has Int/Vit/CHC already.

FA:HH. the 2 darts are stupid and slow, you're left with 5 melee poison fetishes versus 15 physical sycophants. I'd pick the 15 sycophants too, even if SMK is used (refresh BBV, not to cast FA). You can try the SMK combo without using FA skill. BBV is an important skill for Pet build because it affects Pet damage (when WD is inside BBV) and Pet attack speed (when Pets are inside BBV). BBV is also an excellent buff for the whole party.

With all the current bugs and limitations, I'd wait until patch 2.1 to firm up the Pet build decision, unless you have much gold and resources to re-roll as you fancy. The way to play with all the current problems, is for the WD to focus on the trash mobs (AOE damage), so that the pets have nothing else to target except the Elite/Boss. May feel weird to purposely nuke at some trash mob instead of the Elite/Boss, but that's the most efficient method currently.

atm

i end up fidning myself giving up dps for more ehp

got lucky with a trifecta T&T

I know 2.1 is coming and probably most of the gear will become obsolete.

trying not to reroll my gear too much anymore. ok i actually burnt 40 bracers trying to get a perfect roll with the elemental resist i wanted. which on hindsight was stupid.

I HATE FARMING ARCANE DUST

sticking to doing RIF to kadala gamble for my other toons.

I am also farming keywardens in anticipation for 2.1

do u guys think it's a good idea?

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