[VUDU] Jade SH, DoT & Area Damage

Witch Doctor
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This is not a playing guide. We seek the community effort to get into the details of the Topic skills and find out how they work.

Topics
1. Damage-over-Time Mechanics
2. Area Damage Mechanics
3. Soul Harvest Mechanics
4. Some Multi-player Concerns

For simulating your gear and build, you can use this excellent website:
www.d3planner.com

Spreadsheet Updated for [Patch 2.2]
https://docs.google.com/spreadsheets/d/1ZwY2AgfCTYu2sBF4uXM9F-8jfy3BH-w1MzuqV8CEXb4/edit?usp=sharing

This is a typical guide to play using the Jade Harvester set, contributed by ButteryNugs:
http://us.battle.net/d3/en/forum/topic/13138914261

The Haunt & Locust Damage Formula as follows:
[ Weapon Damage ] x [ 1 + (Intel/100) ] x [ Tooltip ] x [ %Element ] x [ % Elite ] x [ 1 + (CHC/100 x CHD/100) ] x [ Damage-modifier (character buff + monster de-buff + %Skill) ] x [ Quetzalcoatl ] x [ Bane Trapped ] x [ Zei's Stone ] x [ CoE or F&R ] x [ % MonsterType ]

Where [ Weapon Damage ] is the sum of all the random "per hit" damage on the weapon, rings, amulet, and mojo. The "per hit" damage range on a weapon is the XXXX-YYYY number just below the huge DPS number. For DoTs, the game takes the sum of Averages in the calculations instead of the RNG value of each component.

Where [ Tooltip ] for
Haunt = 40/15 [all runes]
Locust (Pestilence or Diseased) = 10.4/10 [Poison element runes]
Locust: Devouring Swarm = 10.4/10 [Cold element rune]
Locust: Cloud of Insects = 20.8/20 [Physical element rune]
Locust: Searing Locusts = 14.8/10 [Fire element rune]

Haunt and Locust ticks every 48 frames.
12 Seconds Haunt: 15 ticks
8 Seconds Swarm: 10 Ticks
16 Seconds Swarm: 20 Ticks

+%damage to Demons, Humans, Beasts, Undead, etc are not grouped with [ %Elite ].
Thanks to Darth for alerting the community. [Elite] and [MonsterTypes] are separate multiplier categories.

Quetzalcoatl does the same total damage in half the duration, effectively leading to double damage per tick.

Jade6 Soul Harvest consumes all the remaining duration of stacked DoTs (up to Max of 40 secs). If Toxin (as an example) has 3 secs of DoT remaining, SH consumes all the remaining DoT. If Creeping Death passive is used, Haunt and Locust DoT ticks x51 Damage.

Jade2 nuke instantly deals 10 secs worth of Haunt DoT (that is 12.5 ticks). Since it can be a normal hit or critical hit, the [ 1 + (CHC/100 x CHD/100) ] multiplier is removed from the damage formula. When the nuke crits, multiply by [ 1 + (CHD/100) ]. Also, because the Jade2 nuke is a hit, it can proc Area Damage.

Difference between Jade2 and Jade6 Mechanics

Thanks to Goetz for helping to provide clarity.
--------------------
Quetz mask compresses the duration by half, that's true. 5min of Creeping Death will become 2.5min with Quetz.

So Jade6 consuming 40 secs off that 150 secs, compared to consuming 6 secs without Creeping Death, does make significant difference. Creeping Death does play a major role in Jade6 consumption of remaining DoTs.

The Jade2 nuke immediately applies 10 secs of Haunt damage. Quetz compresses 12 secs of DoT into 6 secs (irrelevant). What is important is "How much is each second of Haunt damage worth?". We'll just multiply that value by 10.
Quetz will double the damage per tick, and that is what Jade2 is concerned about. Creeping Death will extend the duration of ticks, but Jade2 doesn't calculate based on remaining DoT duration.

Let's record clearly the difference in mechanics between Jade2 and Jade6.
Jade2 = applies 10 secs worth of Haunt DoT
Jade6 = consumes up to 40 secs of All remaining DoT (Haunt and Locust gets extended by Creeping Death, other DoTs don't)
--------------------

Proof that Jade2 can crit - https://youtu.be/ZNIMS-2ipZI
Timer 0:36, 0:46, 0:48, 0:53, 0:55, 1:05, 1:14, etc.

Jade2 nuke (normal) = 12.5 x Haunt (without Crit multiplier)
Jade2 nuke (critical) = 12.5 x [1 + CHD/100 ] x Haunt (without Crit multiplier)

Proof for Jade2 and Jade6 - https://youtu.be/s_qZXFMdte4
Test config: Weapon 21, Intel 6997, CHC 45.5%, CHD 279%, Haunt 29%, Quetz.

Jade2 (normal) = 21 x 70.97 x 1.29 x 2 x (40/15) x 12.5 = 128171.81
Jade2 (critical) = 128171.81 x 3.79 = 485771.15
Haunt = 21 x 70.97 x [1 + (0.455 x 2.79)] x 1.29 x 2 x (40/15) = 23270.362
Jade6 = Haunt x (50 + 1 visual tick) = 1186788.4

Exactly matches screen results. The later part of the video has SH buff, results are still accurate, but we need to recalculate the Intel in the formula.

Convention of Element
This ring rotates the 4 elements for the WD class - Cold, Fire, Physical, Poison.
It is a standalone multiplier when applicable. [1 + (%Buff / 100)] as the multiplier.

Bastions of Will (Focus & Restaint)
Casting a Primary will activate the 50% buff ( x1.5 standalone multiplier).
Casting a Spender will activate the 50% buff ( x1.5 standalone multiplier).
Using a Primary and Spender combo in quick succession will lead to (1.5 x 1.5) = 2.25 multiplier.

Broken Promises
Example of 316% CHD,
At 5%CHC, multiplier = [1 + (0.05 x 3.16)] = 1.158
At 100%CHC, multiplier = [1 + (1 x 3.16)] = 4.16
*BP ring when proc'ed increases PE gem and all DoTs by 3.59. (snap-shot rules apply).
At typical 55% CHC, multiplier = [1 + (0.55 x 3.16)] = 1.52
*Compared to typical builds at 55% CHC, BP ring when proc'ed increases PE gem and all DoTs by 1.52. At 100% CHC, every Jade2 nuke will crit, and Haunt will snap-shot at max damage.

For details on CoE or F&R set rings or BP, read here:
http://us.battle.net/d3/en/forum/topic/13349475072?page=1#7

Here's the link to Wachati's work on Locust Swarm:
http://us.battle.net/d3/en/forum/topic/12372067213#1

1. Damage-over-Time Mechanics

There are 4 parts to the DoT Mechanics. Tested for Locust and Haunt only, did not bother with other DoT skills. Also tested the interaction between Toxin gem and Poison haunt.

1) Ticks and sub-ticks
2) Tick interval and DoT refresh
3) DoT stacking
4) DoT snap-shot

1) Ticks and sub-ticks
To proceed further with this thread, I need to bring up the concept of a sub-tick. A sub-tick is what the game calculates and groups up like a checkpoint. When it is time for us to visually see a tick, the game will sum up all the relevant sub-ticks and display that total damage number.

My first attempt to quantify this concept was in the Manajuma's poison cloud bonus:
http://us.battle.net/d3/en/forum/topic/12319651853#1

There are 16 sub-ticks within every tick of the Manajuma's poison cloud.

For Haunt and Locust, there are 8 sub-ticks within every visual tick. This means, for every tick at 48-frame intervals, there are 8 calculations at 6-frame intervals.

2) Tick interval and DoT refresh

When we tag a monster with a DoT, they begin to respond at regular DoT intervals.

Sometimes (due to lag), the game "short change" us on damage, and will make up for that lost damage subsequently. (Timer 0:05-0:07 of the video proof).

When we re-apply the same type of DoT, the effect is immediate to the next sub-tick, but the visual goes into the Queue for us to see at the next tick. This explains the difference in damage numbers usually observed in the first tick and final tick. Turn off your Creeping Death passive and you can see this easily.

The sub-ticks are 12.5%, 25%, 37.5%, 50%, 62.5%, 75%, 87.5%, 100%. When we re-apply a DoT, or when something interrupts and cancels the DoT, the game determines how many sub-ticks have been effected and adds it to the damage of the new DoT sequence, or shows it as the final tick of the DoT.

Locust Swarm now can refresh the DoT on each cast (Patch 2.2.1). However, need to cast 2 times for Toxin gem debuff (see Toxin gem). DoT snapshot mechanics apply.

Locust proof - http://youtu.be/SlqRIgE3w3c

3) DoT stacking

When we apply a 2nd DoT skill to the same mob, the effect is also immediate to the next sub-tick, but the visual goes into the Queue for the next tick, and the combined DoT will synchronize with the DoT interval of the 1st skill. After that first combined tick, the rest of the ticks will be the normalized sum total of the 2 DoT skills.

Different types of DoTs from the same player can stack - Locust, Haunt, Acid Rain, Piranhado, etc.

When we tag a mob within a group with Haunt, and then tag the whole group with Locust. The Haunted mob will begin with its own DoT rhythm, and then the whole group will be infected with Locust. That single Haunted mob will have a different interval from the rest of the group because the Locust effect on that mob will have to synchronize with the timing of the Haunt tick. When the Locust spreads to other mobs outside of the group, we now get messy white numbers dancing at various timings.

4) DoT snap-shot

The snap-shot property of DoTs means that the sequence of casting is important. For example, if we use PTV 20% buff passive and cast Piranhado 15% debuff, which procs Toxin 10% debuff, and then we click on a chest to activate Harrington Belt 105% buff. Before any of these effects expire, we cast Haunt -- the Haunt will enjoy a [Buff + Debuff] multiplier of [1 + 0.2 + 0.15 + 0.10 + 1.05] = 2.50.

This higher damage Haunt will remain until expiry of the Haunt, or until we cast another Haunt to refresh the DoT. The mechanic to capture the full buffs/debuffs like an instant picture, we call it "snap-shot". Even when the Piranhado or Harrington Belt effect ends, the Haunt will retain the higher damage output.

Each new cast will refresh the DoT and snap-shot the current state of any buffs/debuffs. This means, when the target mob has full buffs snap-shot on the DoTs, it is better not to recast the DoT until the duration expires, or until the Jade set bonus fully consumes the DoTs.

2. Area Damage Mechanics

Several of the new items were not included in the Area Damage formula, will be fixed in a future patch (Patch 2.2).
Now that we understand the difficult DoT Mechanics, Area Damage is very simple.

1) Some WD skill (WD, not follower or pet) proc'ed AD on a mob? (fixed at 20% chance)
2) What's the damage of that WD skill that proc'ed AD?
3) The mob outputs exactly the %AD in the AOE around itself, but not on itself.

In my test (Timer 3:57 of the video proof), my basic Haunt damage was 25,516, sheet Area Damage was 50%, but it is almost impossible to see AD of 12,758. When the game calculates each sub-tick, it also determines (20% chance) if that sub-tick is going to proc AD. There are 8 sub-ticks for Locust and Haunt, each with only 20% chance to proc AD. Therefore, the AD will be small amounts of damage, but we will see AD proc'ed very often (8 tries within a tick), almost every tick.

Ideally, we want Soul Harvest to be the skill that procs AD, and all in a tight group of mobs :)

3. Soul Harvest Mechanics

Nothing too complicated here.

Intel gets buffed by SH, damage gets calculated with the new Intel (snapshot DoT mechanics apply). Jade Set allows SH to become a nuke, consuming 40 secs of DoT. If Creeping Death passive is not used, SH consumes xx secs of whatever remaining DoT. Don't bother going for the Jade Set if you do not intend to use Creeping Death passive.

The SH damage is applied to the whole group of affected mobs, but the display will show a maximum of 5 numbers only. The SH tagging of the 5 mobs are random, to provide the Intel buff.

SH itself is Physical element, and Vengeful Spirit rune has [ Tooltip ] damage as Physical.
Note - Info in this box is the old Jade set at 30secs:
However, in the context of Jade SH, the set SH nuke that consumes 30 secs of DoT does not have any element. I have tested with %Phys on gear, and the outcome is still the same 38.5 times. If we use the SH:VS rune, we will get a big chunk of DoTs consumed, plus a tiny portion of the VS damage, and we will need to be very careful with Reflect Damage because SH:VS has a proc coefficient, whereas the other 4 runes have 0 coefficient.

SH Mystery Solved

Jade6 now consumes 40 secs of DoT (that is 50 ticks). Visual is 51 ticks.
Since SH consumes 30 secs of DoT, it should be 37.5 ticks, why is the damage number displayed as 38.5 ticks worth of DoT?

The answer lies with the DoT mechanics and is shown at Timer 2:56 of the video proof. The health bars of all the affected mobs in the AOE have gone down, but the visual needs to join the Queue for each affected mob. Based on the random tagging of the 5 mobs for the Intel buff, the visual is waiting for the next tick for each of those 5 mobs to show the SH damage number. By that time, each of those 5 mobs are due for their next tick of damage, so we get (37.5 + 1) tick damage on display.

As a further experiment (not tested yet), if you play on a lower Torment difficulty, and the 5 SH tagged mobs all die during the SH nuke before the next tick is due for display, you won't see any SH damage number at all.

Video Proof for DoT, SH, and Area Damage Mechanics

Video 1 - http://youtu.be/r1j3xYeej4g

Test config:
Intel 7011, CHC 49.5%, CHD 186%, Weapon Damage 21, Cold 39%, Quetzalcoatl, Area Damage 50%, PTV.

Video log
Timer 0:05-0:07 : When there is a lag or the game short changed on damage, the game will make up for the "missing" damage.

Timer < 0:40 : Proof for Haunt SH. 25,516 damage ==> 982,347 damage

Timer 1:10 : Proof for Locust DoT re-application and sub-tick effect while new DoT is in the Queue.

Timer 1:15-1:35 : Proof for Locust SH. 7,519 damage ==> 275,623 damage

Timer 2:03-2:20 : Proof for Locust ticks proc'ing Area Damage

Locust + Area Damage Observation
7159 (base damage)
8949 (125%)
9844 (137.5%)
8054 (112.5%)
10739 (150%)
11633 (175%)
14318 (200%)
16108 (225%)
13423 (187.5%)
2685 (37.5%)
6264 (87.5%)
4474 (62.5%)
5369 (75%)
895 (12.5)
The varying numbers depend on how many sub-ticks proc'ed AD, and the AOE location of the respective mobs that output the AD damage. Take note that on re-application of DoT, the first tick and jump causes pro-rated damage to be displayed.

Why are some of the mobs experiencing less than 100% Locust damage? I don't know the exact answer. It could be a display bug or limitation to prevent screen clutter and reduced performance of the game. The AD display should be synchronized with the mob causing the AD. When you have so many ticks and so many ADs, probably some of the numbers fail to show up. The reassurance is the continued drawdown of the health bar.

Timer 2:30 : Remove all DoTs. Fresh start.

Timer 2:56 : Proof of SH displaying a maximum of 5 numbers, but damage is dealt to the whole AOE (look at the health bars of the group before and after the SH nuke).

Proof of tick interval and Queue system for visual display. The 5 numbers do not all show up together, the 5 tagged mobs each Queue up and wait for the next visual tick, but the full SH damage is already executed (proven by the whole group's health bars).

Proof of SH proc'ing Area Damage. Base SH damage was 275,623 and some of the damage numbers are double that amount even though sheet AD was 50% only.

Locust SH + Area Damage Observation
Timer 2:56 -------- Timer 3:28
277,412 ------------ 412,166
548,859 ------------ 270,775
544,832 ------------ 547,293
549,008 ------------ 549,083
683,091 ------------ didn't see any 5th number

*270,775 is lower than the base Locust SH of 275,623. It could be one of those ticks that got short-changed and then multiplied by 38.5 and then added some AD, or it could be purely AD. Again, the lowering of all the health bars provide the reassurance.

Timer 3:40 : Remove all DoTs. Fresh start.

Timer 3:55 : Haunt with SH buff (5 stacks). 28,031 damage corresponds to the 10% increase in Intel from 7011 to 7712.

Timer 3:57 : Proof of Haunt sub-ticks, and AD visual damage synchronized with the mob causing the AD.

Timer 4:02 : Remove all DoTs. Fresh start.

Timer 4:21-4:48 : Proof for Haunt (2 targets) ticks proc'ing Area Damage.

Area Damage Only
Haunt base damage = 25,516 (base damage)
9568 (37.5%)
12758 (50%)
15947 (62.5%)
19137 (75%)
3189 (12.5%)
6379 (25%)

*19137 and 15947 are higher than my sheet 50% AD. This was possible because there were 2 Haunted mobs. It was a lucky coincidence of several sub-ticks from both mobs causing the AD to stack up.

Timer 5:00 : Proof of SH displaying maximum of 5 numbers.
Haunt SH + Area Damage Observation
985,537
1,954,064
995,105
982,348
988,726

*While there was only 1 big number displayed, the number had to be 2 ADs proc'ed. Slow motion replay and visual inspection of their health bars showed that several mobs were affected by the AD stacking.

4. Some Multi-player Concerns

When players group up, they usually have some questions regarding DoTs and debuffs.
03/03/2015 08:42 PMPosted by EternalOne
So can a monster be haunted by more than one source at the same time then?? If 4x Witch Doctors are in a game, the Rift Guardian can be haunted by all 4 at once?

Yes, you will see your Haunt DoT on your screen, and your friend will see his Haunt DoT on his screen. The damage is separate.

With regards to stacking, you will need different runes. Example, you cast Piranhado and your friend casts Frozen Piranhas. The target will debuff 30%. If both you and your friend cast Piranhado, the target will debuff 15% only.

As for multi-player Poison Haunt, the debuff does not stack because it is the same rune and the target is tagged with "Haunted", similar to "Frozen" or "Taunted" or "Charmed" or Bleed. Once the target is tagged, it becomes like an on/off toggle. So, a target that is haunted (slowed) will benefit all players with the BotT gem.

Proof for Poisoned Haunt not stacking
Thanks to Fish for helping out in the multi-player test.
(video proof -- http://youtu.be/RKCio4mXdEA)
Test config - Weapon 21, Intel 8363, CHC 45%, CHD 336%, PTV 20%, Enforcer 32.1%, Poison 38%, BotT 32.4%, APS = 1.4 x 1.2 = 1.68. Both players used Creeping Death passive.

FA (with PTV & Enforcer, no BotT) = 21 x 84.63 x 1.8 x 1.68 x 1.3 x 1.2 x 1.321 = 11075.232
crit = 4.36 x 11075.232 = 48288.011

FA (with PTV & Enforcer & Haunt & BotT) = (11075.232/1.2) x 1.4 x 1.324 = 17107.541
crit = 4.36 x 17107.541 = 74588.88

Math check with Haunt = 21 x 84.63 x (40/15) x [1+(0.45x3.36)] x 1.38 x 1.324 x 1.4 = 30452.79

Same result with double player Poisoned Haunt. Same result regardless which player casts Haunt first. If the Haunt debuff was allowed to stack, we would have x1.6, but we only got x1.4 (due to PTV & Haunt).

Multi-player item procs like Strongarm Bracer, each player needs to produce his own "knock" to activate his Strongarm Bracer. If you cast Wave of Mutilation and the mob jumps and lands, and then your friend casts Wave of Mutilation and the mob also jumps and lands, then you both benefit from Strongarm A + Strongarm B, but you both only benefit from WoM 15% (not 30%). If you cast WoM and the mob jumps and lands, and then your friend casts Piranhado and the mob also jumps and lands, then you both benefit from Strongarm A + Strongarm B, as well as both benefiting from Piranhas 30%.

Locust bug with DoT refresh was resolved in Patch 2.2.1.

There may be various other possible combo skills/items that have not been tested yet. Details of Strongarm and some gems here:
http://us.battle.net/d3/en/forum/topic/13349475072?page=1#7
Tracking the Changes

Patch 2.2
Poison Haunt mechanics got fixed where the 20% debuff now applies to the Haunt itself. According to Blizzard, they "fixed a bug.... not as intended".

Jade set got revamped.
Jade 2pc is a nuke for 10 secs worth of DoT. It can crit and it can proc Area Damage. Since it can crit, the base Haunt damage formula does not include the [CHC&CHD] multiplier.
Jade 6pc received a tiny buff to consume 40 secs worth of DoT.

Spirit Walk got revamped. Cooldown begins only after completion of the skill action.

There's some confusion to the Poisoned Spirit rune for Patch 2.1.2.

Similar to Toxin gem, Poison haunt benefits all subsequent attacks, but does not benefit from its own DoT. Casting more haunts will refresh the DoT.

Video proof - http://youtu.be/zZsKZ241XfU

Step 1 - Record fetish damage, cast Cold Haunt, record DoT damage.
Step 2 - Cancel DoT by going to town. Cast Poison Haunt.
Step 3 - Fetish benefit in subsequent attacks. DoT damage unchanged.
Step 4 - Repeated casts of Poison Haunt refreshes the DoT, no damage benefit.

See the section for DoT mechanics.
See Toxin gem details here:
http://us.battle.net/d3/en/forum/topic/13349475072?page=1#7

There are also some bugs discovered for the re-application of Locust. When we cast Locust, then cast Poison Haunt for the debuff, then re-apply Locust, the DoT does not refresh to enjoy the debuff from the Haunt. This may have something to do with the bug affecting Toxin gem. You know what they say about cheating in an examination, when you copy the coding to save effort, you duplicate the mistakes as well.

Interaction of Toxin with Poisoned Spirit
Patch 2.1.2 introduced Poison haunt which provides 20% debuff to all subsequent attacks. This section tests the interaction and effect it has with Toxin gem.

5-step test video - http://youtu.be/Pw3Lo8Wy2mw

The details of the test config was not necessary because the screen results show clear evidence of the effects and subsequent damage.

Step #1
(No gem). Melee hit = 2145, Critical hit = 8646
Poison haunt = 10,070
Melee hit while "haunted" = 2575, Critical hit = 10,375
+20% benefit as expected

Step #2
(Toxin gem). Melee hit = 2145, Critical hit = 8646
Toxin DoT = 12,235
Melee hit while "poisoned" = 2360, Critical hit = 9511
+10% benefit as expected

Step #3
(Toxin gem). Melee hit = 2145
Toxin DoT = 12,235
Haunt while "poisoned" & Toxin = 25.759
Residual Haunt after Toxin expired = 11,077 (+10% due to Toxin "poisoned")
That means Toxin DoT was 14,682 (+20% due to "haunted").
But the Melee hit proc'ed Toxin first, and Haunt was cast after that. Did the Haunt refresh the Toxin DoT, or was the Toxin DoT reacting real-time instead of getting snap-shot?

Step #4
(Toxin gem). Haunt & Toxin = 24,752
Residual Haunt after Toxin expired = 10,070 (didn't have the 10% Toxin "poisoned")
That means Toxin DoT was 14,682 (+20% due to "haunted").
Again, we question if Toxin DoT responds real-time or whether the "haunted" gets applied before the Toxin DoT gets proc'ed?

Step #5
(Toxin gem). Haunt & Toxin = 24,752
Melee hit while "haunted" and "poisoned" = 2789, Critical hit = 11,240
+30% benefit as expected

To resolve the concerns in Step #3 and Step #4, I needed one final test to confirm whether Toxin DoT gets snap-shot or reacts real-time. Also, why did the Toxin benefit from the Haunt in Step #4 when there was no prior hit?

Final Step - Remove Creeping Death passive. let Poisoned Spirit trigger both haunt and Toxin DoTs, wait for Toxin DoT to expire or near-expire, then refresh Toxin DoT with a Melee hit. When the Haunt expires, we can confirm whether Toxin DoT gets snap-shot or reacts real-time.

Final confirmation video - https://www.youtube.com/watch?v=5xEN3PhOXhc

I repeated the test sequence 3 times. The outcome was consistent.
Haunt & Toxin = 24,752
Toxin DoT = 14,682 (+20% debuff from "haunted", even after target is no longer "haunted")
Toxin DoT gets snap-shot upon cast.

Poisoned Spirit mechanic - applies "haunted", then procs Toxin DoT as a hit, even though everything happens within the same tick. Regardless of casting sequence, Toxin will always benefit from the 20% debuff from Poison haunt due to the DoT refresh.

The main changes in Patch 2.1 is the new elemental runes for Locust, and the legendary gems.

Patch 2.06 Proof for Grouping of Multipliers

Video proof: http://youtu.be/xm_TvxPFRM4

Config #1 - Weapon = 21, Intel = 7503, CHC = 45.3%, CHD = 239%, Cold = 40%, vsElite = 15%, PTV = 20%, Sac:PtP = 15%, MC:P = 20%, Piranhado = 15%.

Locust = 5,879 damage. Locust SH = 226,343 damage.
Haunt = 21,104 damage. Haunt SH = 812,515 damage.

The test above verifies that [ %Element ] and [ Buffs + Debuffs ] are separate multipliers. It also proves that [ Buff ] & [ Debuff ] have been grouped together instead of being separate multipliers in Patch 2.05.

Config #2 - changes are Intel = 6884, Haunt = 20%.

Haunt = 21,667 damage.
Instead of [ Buffs + Debuffs ] x [ %Skill ], or [ 1+0.2+0.15+0.2+0.15 ] x [ 1.2 ],
we now get [ Buffs + Debuffs + %Skill ], or [ 1+0.2+0.15+0.2+0.15+0.2 ] all in one group.

Against elite, Haunt = 24,917 damage, Locust = 6,210 damage.
Damage against Elite stats remain as a separate multiplier.

Overall, damage has been nerfed for 2 patches in a row, but the game play mechanics is much easier now.
Multiplier grouping rules have changed in Patch 2.06. This section is no longer valid.
Video 2 - http://youtu.be/eK1zH90zsTU

Same config as the test above, mainly to verify the work already done by other people -
1) Sequence of casting leading to optimal snapshot of DoT damage
2) Establishing base damage of each skill with the damage formula
3) Stacking of sheet buffs and monster debuffs
4) Different grouping of sheet buffs and monster debuffs as separate multipliers
PTV + Sac:PtP + Piranhado + MC:P leads to (1.2 + 1.15) x (1.15 + 1.2)
In a future patch, I do anticipate this to become (1.2 + 1.15 + 1.15 + 1.2) grouped into 1 multiplier.
5) Stacking of different DoTs
Great post, I am loving how all these noobs are creating jade DOCs. and keep posting threads like

Why do I suck.. I have jade set.. PLZ HELP!!
05/26/2014 03:20 PMPosted by MuscleMilk
Great post, I am loving how all these noobs are creating jade DOCs. and keep posting threads like

Why do I suck.. I have jade set.. PLZ HELP!!


Yeah that is an ever lasting point of amusement for me right now :)

The other thing that amuses me to no end right now is all the newbs screaming they got nerfed lol.
But thats off topic.

Great guide that has given me a fleeting desire to go back to school to brush up on my math skills :)
Updated opening post for changes in Patch 2.06 and added a spreadsheet that can calculate for Jade SH, and fetish damage on a separate sheet.
Thanks PaulNg, your posts on damage mechanics are always a great help!
I swapped over last night to my jade set, I'm squishy as hell but I'll try and get you some data. I'm noticing already that healing haunt/syphon combine for a great heal, only reason I can do T6 in jade atm. I just woke up so no, I don't give a !@#$ about the nomenclature. Talk to you in a few hours mon
05/26/2014 02:53 PMPosted by PaulNg
If you convert to become a WD, thinking that WD is OP, you will be sorely disappointed. Your DoT damage probably 25m-30m, SH nuke around 1.15B set up over 10 secs to 12 secs, maybe worth 100 mil/sec. Your "friends" will probably laugh at your weakness, and few people will bother to team up with you, since you won't have many friends. A superstar arises from a team as a consequence of his attitude, skills and leadership having earned the respect of his teammates, thereby gaining their support and co-operation. It's not the other way round.


Yeah typically I get kicked and replaced by a Wizard/monk/warrior/insert any class other then WD. And I'm having a hard time progressing solo past T1.
06/14/2014 08:58 AMPosted by jay
I swapped over last night to my jade set, I'm squishy as hell but I'll try and get you some data. I'm noticing already that healing haunt/syphon combine for a great heal, only reason I can do T6 in jade atm. I just woke up so no, I don't give a !@#$ about the nomenclature. Talk to you in a few hours mon


I don't get the squishy thing everyone talks about with Jade set. I only die once out of every 10 or so t6 rift clears, grouped or solo. I think maybe it just takes getting used to positioning, when to go in, etc.
Great stuff, Paul. I'm going to be working on revising my Jade guide to be more comprehensive starting Monday or Tuesday. This is going to be linked for sure!
Do you know if the Power Pylon goes into the damage modifier character buff group, or is it seperate? Note that in the 7b SH video he actually has that buff on him as well, so another big reason why that huge number was possible.
06/14/2014 07:29 PMPosted by ToTheMooN
Do you know if the Power Pylon goes into the damage modifier character buff group, or is it seperate? Note that in the 7b SH video he actually has that buff on him as well, so another big reason why that huge number was possible.


Power pylon increases your 'Damage Increased by Skills' just like PtV does, and thus is simply added along with the rest. IIRC everything that affects character sheet DPS goes into this category.

The section about the 7B vid really should come with a disclaimer that it is no longer possible since the stealth nerf in 2.0.6.
06/14/2014 09:16 PMPosted by Gastank
06/14/2014 07:29 PMPosted by ToTheMooN
Do you know if the Power Pylon goes into the damage modifier character buff group, or is it seperate? Note that in the 7b SH video he actually has that buff on him as well, so another big reason why that huge number was possible.


Power pylon increases your 'Damage Increased by Skills' just like PtV does, and thus is simply added along with the rest. IIRC everything that affects character sheet DPS goes into this category.

The section about the 7B vid really should come with a disclaimer that it is no longer possible since the stealth nerf in 2.0.6.


@Gas, good call, edited that section to explain how the old numbers were possible, and currently (Patch 2.06) no longer possible.

@ToTheMoon, I have not tested the effects of the various shrines and pylons.
To add on to what Gastank said, if the effect "adds to Damage" or "increases damage to monsters", then it goes into the same grouping as [ Buffs + Debuffs + %Skill ]. Most of the multi-player buffs/debuffs come into this grouping (BBV, MC, other players, Strongarm, Harrington, etc). That's why the new patch is an overall nerf to the Jade build, but this change is to bring things in line with all the other classes in the game.

If the shrine effect "increases Intel", it will behave like SH or GF buff, and the whole damage is re-calculated because of [ 1 + (Intel/100) ].

If the shrine effect "increases attack speed", it will have no effect on DoT damage.
Hi Paul,

One small detail that is missing and that I'm not aware of: which weapon damage number is used for the DoT damage? Is it the maximum/minimum, the average, or a randomly rolled number within the damage range? If the latter, then there is still something to be gained for fishing for a good snapshot.
I know way more about the mechanics of this game than I should.

Not sure if that's a good thing..

Thanks for the hard work!
I'm not sure I understand the 2.0.6 nerf to DoTs. Didn't it fix %haunt and %LS not being applied? Even if it became grouped with debuffs, I don't see how it would do less damage than before. I can understand not doing as much as it would have if it worked in 2.0.5, but not less.
06/15/2014 11:33 AMPosted by edisonian
One small detail that is missing and that I'm not aware of: which weapon damage number is used for the DoT damage? Is it the maximum/minimum, the average, or a randomly rolled number within the damage range?


Look at the weapon's "per hit" damage just below the big DPS number of the weapon. This part is the sum of your elemental portion and the non-elemental portion of your weapon, after factoring any %Damage stat on the weapon.

Next, we need to look at your amulet, rings, and mojo. Add all the Min together, add all the Max together. Then take the average. The game always calculates from that average "weapon damage".

Example:
Weapon 1400 - 1850
Ring 70 - 130
Mojo 350 - 410
Total 1820 - 2390

The "weapon damage" is 2105.
06/15/2014 11:59 AMPosted by Namcap
I'm not sure I understand the 2.0.6 nerf to DoTs. Didn't it fix %haunt and %LS not being applied? Even if it became grouped with debuffs, I don't see how it would do less damage than before. I can understand not doing as much as it would have if it worked in 2.0.5, but not less.


You are right on some details, especially on the gearing progression where any addition is better than nothing.

If we have the typical Harrington, PTV, Piranhado + Strongarm, other players' BBV, Strongarm, buff & debuff

Patch 2.05 will give us
[ Buff + %Skill ] x [ Debuff ], probably group stacking will look something like
[ 2.7 + 0 ] x [ 2.2 ]
= 5.94

Patch 2.06 changes the grouping to become
[ Buff + Debuff + %Skill ], with those same numbers and 45% on Skill, we now get
[ 2.7 + 0.45 + 2.2 ]
= 5.35

To be clear, these changes bring the Jade build in line with most of the mechanics for all 6 classes, so it is a good move in terms of consistency.
Very nice theorycrafting post!

I do have some problems calculating my Haunt DoT value, maybe someone can help me figuring out what's wrong.

Int: 9093
Weapon Dmg: 1887 - 2442 ^= 2164.5 average (bonuses included)
Elemental% = 55%
Skill Bonus% = 13%
CHC% = 49%
CHD+% = 403%
Haunt = 4000%
(no passives to increase the damage)

So the base damage value against white mobs should be:
91.93 * 2164.5 * 1.55 * 1.13 * 0.49 * (1+4.03) * 40 = 34,359,675

With Quetzalcoatl the Haunt tick rate (according to OP) is 7.5 so the DoT value should be:
34,359,675 / 7.5 = 4,581,290

But the game shows me tick values of 5,529,259. Where's my mistake?
07/18/2014 07:52 AMPosted by Hellraiser
91.93 * 2164.5 * 1.55 * 1.13 * 0.49 * (1+4.03) * 40 = 34,359,675


Let's see,
[ (weapon damage) x (1 + (Intel / 100)) ] x [ Tooltip Damage ] x [ %Element ] x [ % Elite ] x [ 1 + (CHC/100 x CHD/100) ] x [ Damage-modifier (character buff + monster de-buff + %Skill) ]

2164.5 x 91.93 x [(40/15) x 2 Quetz] x 1.55 x 1.13 x [1 + (0.49x4.03)] = 5,529,258.3

There you go, there's a spreadsheet in the OP for your convenience.

Edit: I just used a spreadsheet and the answer was 5529258.4881.
There seems to be some rounding-off in Blizzard's calculations because we actually need to be at 0.5 or higher to get rounded up to the screen number you saw. Either that, or Microsoft Excel is wrong.

Edit 2: I just saw your profile in EU. The most probable reason is the 10% Damage stat on your weapon. When you take your weapon's average per hit and add 10%, you will most likely get decimal places. After that when you add in your rings, mojo and amulet averages, you don't get exactly 2164.5.

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