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This thread explains the mechanics of two popular Barbarian skills:

Whirlwind (WW), Sprint Run like the Wind (RLTW). For more information regarding general game mechanic questions and specific Barbarian skill-related ones, check my spreadsheet and the corresponding thread.

https://docs.google.com/spreadsheet/pub?key=0Avxzyy5pHlsZdDZoVzNQeVl3XzA3bExpdk5yTVdaV1E&output=html

http://us.battle.net/d3/en/forum/topic/12329703286

Reaper of Souls changes:

1. WW/RLTW still have the exact same attack frequency breakpoints as before.

2. Base WW damage has been increased from 145%/3 to 275%/3 per tick and Volcanic Eruption now deals 1.182-times base damage per tick (previously 1.3-times base). The WW proc coefficient stayed at 0.13 (13%).

3. The proc coefficient of RLTW has been significantly reduced from 0.08 (8%) to 0.0056 (0.56%). Its damage stayed at 60%/3 per tick.

4. You now move at 75% of your normal movement speed while whirling instead of 66%. This is a slight improvement.

5. The original Hurricane rune effect (move at your normal movement speed) was removed and changed to a periodical pull effect with a 35 yard radius, 1 sec per pull frequency, pulled enemies gain a hurricane pull immunity for 5 sec and the pull doesn´t affect elite enemies.

6. Battle Rage - Into the Fray on crit fury generation effect has been removed and the rune now grants additional 1% crit chance depending on the number of enemies within 10 yards around you.

7. Wrath of the Berserker - Thrive on Chaos duration extension effect (+1 sec per 25 fury generated) has been removed and the rune now grants fury heal (life per fury spent).

8. Each skill now turns all weapon damage into the corresponding element of the chosen rune. Sprint RLTW deals Physical damage and so do WW runes Dust Devils, Hurricane and Blood Funnel. Wind Shear deals Lightning damage and Volcanic Eruption deals Fire damage.

Despite the severity of changes to the WW/RLTW/ITF/ToC main Barbarian engine from Diablo 3 vanilla, WW/RLTW stays a gameplay option in the expansion, albeit with a much higher gear requirement to pull off efficiently. Specific gear requirement for particular builds is a common trait of the Reaper of Souls Barbarian.

Some examples of gear optimization may include:

gear with a movement speed bonus to neutralize the movement speed penalty (e.g. Chilanik´s Chain and Warzechian Armguards); stacking elemental skill damage bonus to increase the corresponding rune damage; resource cost reduction to make whirling more sustainable after the removal of fury on crits; cooldown reduction to increase the availability of support skills that boost your effective damage output or survivability or help with fury management; area damage which has a 20% chance to be triggered on every single damage tick of both WW and RLTW (ignoring the almost non-existent proc coefficient of the latter) and even on each of the 25 Rend ticks; utilizing paragon attack speed increase to achieve breakpoints easier; etc.

The true potential of skills will be determined by you, the players.

Share the knowledge, help each other and stay classy.

Good luck and have fun.

Hello tornado and whirlwind fans! This post contains the mechanics of these two amazing Barbarian skills that many of us love to use. Among all the useful data you´ll find tick frequency breakpoints that scale with attacks per second. I hope it´ll help you make the right gearing decisions to maximize your efficiency at playing this game.

Enjoy!

Explanation of some terms I use here:

"tick" - each moment (time) that the game checks for damage and effects of tornadoes and WW (including fury cost)

"hit" - actual tick hit (damage) on monsters

"aps" - exact attacks per second value that I calculated manually, it does not always correspond with the character screen details value

"IAS" - increased attack speed

All of the conclusions mentioned below are based on actual in-game tests. I´ve researched this by recording each situation using fraps and afterwards I viewed the video in slow motion.

The process of figuring out the mechanics:

1. First thing I figured out after the damage values and proc coefficients were tick breakpoints of tornadoes at different aps values by counting the number of tornado ticks.

2. Based on some WW recordings I made the assumption that it scales with aps in the same way as tornadoes. I found out the specifics of dual-wielding.

3. I viewed the fury cost of WW with the mouse over the fury globe to find out that it had a fixed fury cost per tick (pre 1.0.5) and that it scales with aps (1.0.5 and later).

4. After further 1.0.5 (PTR) tests I figured out that each WW tick (damage) corresponds with a fury tick on the fury globe (losing fury) which made it easier for me to find out the actual tick frequency of WW.

5. I found out that the game usually runs at 60 frames per second and as I recorded at 60 fps and could view the video frame by frame, I figured out that tick frequency is just a sequence of specific frame lengths (ticks) depending on the aps values.

6. Having the aps and the corresponding frame length of ticks, I figured out formulas that would allow me to calculate the exact frequency breakpoints for WW and Sprint Run Like the Wind. The researched values were the same as the calculated ones :)

Let´s get started already.

Note that the following data is applicable to the 2.0.3 version of the game (RoS).

1. Tornadoes deal 20% main hand weapon damage per tick.

2. Tornadoes have a 0.0056 (down from 0.08, down from 0.2) proc coefficient, which means that:

(a) each tornado tick heals you for 0.56% of your total life on hit value,

(b) each tornado tick has a 0.56% chance to generate 1 fury when you equip a Mighty Weapon in your main hand and use the passive skill Weapons Master,

(c) each tornado tick has a 0.56% chance to activate an on hit proc effect from a legendary weapon or Crowd Control on hit,

(d) each tornado Critical Hit has a 0.56% chance to:

- lower the cooldown of Overpower by 1 second

- create a blood explosion when Bloodshed or Slaughter is active; note that these two effects cannot be triggered by each other´s critical hits since patch 1.0.2b,

3. Tornado tick frequency scales with attacks per second (chart below).

4. When dual-wielding, tornado tick frequency depends on the total attacks per second (aps) value of the last weapon swung (that dealt damage) before using Sprint. Whirlwind messes up the weapon swung determination so I advice against attempting to purposely choose the tornado frequency in the heat of a battle. One, you will fail unless you are a robot, two, you will get tired very soon. Additionally, pure main hand skills like Rend no longer seem to reset the frequency to main hand in RoS. Achieving a specific breakpoint should be the main goal of gear breakpoint optimization, if you choose to go down that road at all.

> aps: attacks per second value

> fpt: frames per tick = floor(20 / aps)

> tps: ticks per second (tick frequency) = (60 / frames per tick); rounded to two decimals here

> ticks: total number of ticks over 3 seconds of 1 tornado = ceil(180 / frame length)

1. WW deals 275%/3 (91.67%, up from 145%/3) weapon damage per tick. Volcanic Eruption rune deals 325.05%/3 (base * 1.182, down from 1.3-times base) weapon damage per tick.

2. WW has a 0.13 proc coefficient. The effects are the same as with Tornadoes, but they now have a higher probability (13%) to happen.

3. WW tick frequency scales with aps the same way tornado tick frequency does, they even have the same breakpoints.

4. WW fury cost scales with aps while it had a fixed fury cost per tick before patch 1.0.5. The closest to accurate formula that I´ve managed to confirm through in game tests is ((7 + 3*aps) / 3*aps) per tick. Basically the more aps you have the less fury it costs per tick.

5. When dual-wielding:

a) WW alternates between weapons to deal damage beginning with the weapon you are about to swing before using WW;

b) WW tick frequency depends on the weapon you are about to swing not the weapon you swung before using WW;

c) WW fury cost in RoS applies some sort of average cost per tick between the two weapons (will be researched in the future).

> aps: attacks per second value

> fpt: frames per tick = floor(20 / aps)

> tps: Ticks Per Second (tick frequency) = (60 / frames per tick)

The most accurate way to describe the mechanics is through by applying the exact formula and frames, as follows:

You don´t need to round values if you apply the above chart.

Experimental in game Whirlwind Fury cost

The formula = ((7 + 3*aps) / 3*aps) is the closest to accurate here.

-------------

Special thanks to Twister who gave me parts of his gear on the PTR to find out the highest possible tick frequency which kind of forced me to continue my research and eventually figure out the exact mechanics.

Hope you enjoyed reading this post. Share the knowledge and have fun.

Latest update: March 28, 2014.

https://docs.google.com/spreadsheet/pub?key=0Avxzyy5pHlsZdDZoVzNQeVl3XzA3bExpdk5yTVdaV1E&output=html

http://us.battle.net/d3/en/forum/topic/12329703286

Reaper of Souls changes:

1. WW/RLTW still have the exact same attack frequency breakpoints as before.

2. Base WW damage has been increased from 145%/3 to 275%/3 per tick and Volcanic Eruption now deals 1.182-times base damage per tick (previously 1.3-times base). The WW proc coefficient stayed at 0.13 (13%).

3. The proc coefficient of RLTW has been significantly reduced from 0.08 (8%) to 0.0056 (0.56%). Its damage stayed at 60%/3 per tick.

4. You now move at 75% of your normal movement speed while whirling instead of 66%. This is a slight improvement.

5. The original Hurricane rune effect (move at your normal movement speed) was removed and changed to a periodical pull effect with a 35 yard radius, 1 sec per pull frequency, pulled enemies gain a hurricane pull immunity for 5 sec and the pull doesn´t affect elite enemies.

6. Battle Rage - Into the Fray on crit fury generation effect has been removed and the rune now grants additional 1% crit chance depending on the number of enemies within 10 yards around you.

7. Wrath of the Berserker - Thrive on Chaos duration extension effect (+1 sec per 25 fury generated) has been removed and the rune now grants fury heal (life per fury spent).

8. Each skill now turns all weapon damage into the corresponding element of the chosen rune. Sprint RLTW deals Physical damage and so do WW runes Dust Devils, Hurricane and Blood Funnel. Wind Shear deals Lightning damage and Volcanic Eruption deals Fire damage.

Despite the severity of changes to the WW/RLTW/ITF/ToC main Barbarian engine from Diablo 3 vanilla, WW/RLTW stays a gameplay option in the expansion, albeit with a much higher gear requirement to pull off efficiently. Specific gear requirement for particular builds is a common trait of the Reaper of Souls Barbarian.

Some examples of gear optimization may include:

The true potential of skills will be determined by you, the players.

Share the knowledge, help each other and stay classy.

Good luck and have fun.

**--- the original text (updated) ---**Hello tornado and whirlwind fans! This post contains the mechanics of these two amazing Barbarian skills that many of us love to use. Among all the useful data you´ll find tick frequency breakpoints that scale with attacks per second. I hope it´ll help you make the right gearing decisions to maximize your efficiency at playing this game.

Enjoy!

Explanation of some terms I use here:

"tick" - each moment (time) that the game checks for damage and effects of tornadoes and WW (including fury cost)

"hit" - actual tick hit (damage) on monsters

"aps" - exact attacks per second value that I calculated manually, it does not always correspond with the character screen details value

"IAS" - increased attack speed

All of the conclusions mentioned below are based on actual in-game tests. I´ve researched this by recording each situation using fraps and afterwards I viewed the video in slow motion.

The process of figuring out the mechanics:

1. First thing I figured out after the damage values and proc coefficients were tick breakpoints of tornadoes at different aps values by counting the number of tornado ticks.

2. Based on some WW recordings I made the assumption that it scales with aps in the same way as tornadoes. I found out the specifics of dual-wielding.

3. I viewed the fury cost of WW with the mouse over the fury globe to find out that it had a fixed fury cost per tick (pre 1.0.5) and that it scales with aps (1.0.5 and later).

4. After further 1.0.5 (PTR) tests I figured out that each WW tick (damage) corresponds with a fury tick on the fury globe (losing fury) which made it easier for me to find out the actual tick frequency of WW.

5. I found out that the game usually runs at 60 frames per second and as I recorded at 60 fps and could view the video frame by frame, I figured out that tick frequency is just a sequence of specific frame lengths (ticks) depending on the aps values.

6. Having the aps and the corresponding frame length of ticks, I figured out formulas that would allow me to calculate the exact frequency breakpoints for WW and Sprint Run Like the Wind. The researched values were the same as the calculated ones :)

Let´s get started already.

Note that the following data is applicable to the 2.0.3 version of the game (RoS).

**SPRINT RUN LIKE THE WIND MECHANICS**1. Tornadoes deal 20% main hand weapon damage per tick.

2. Tornadoes have a 0.0056 (down from 0.08, down from 0.2) proc coefficient, which means that:

(a) each tornado tick heals you for 0.56% of your total life on hit value,

(b) each tornado tick has a 0.56% chance to generate 1 fury when you equip a Mighty Weapon in your main hand and use the passive skill Weapons Master,

(c) each tornado tick has a 0.56% chance to activate an on hit proc effect from a legendary weapon or Crowd Control on hit,

(d) each tornado Critical Hit has a 0.56% chance to:

- lower the cooldown of Overpower by 1 second

- create a blood explosion when Bloodshed or Slaughter is active; note that these two effects cannot be triggered by each other´s critical hits since patch 1.0.2b,

3. Tornado tick frequency scales with attacks per second (chart below).

4. When dual-wielding, tornado tick frequency depends on the total attacks per second (aps) value of the last weapon swung (that dealt damage) before using Sprint. Whirlwind messes up the weapon swung determination so I advice against attempting to purposely choose the tornado frequency in the heat of a battle. One, you will fail unless you are a robot, two, you will get tired very soon. Additionally, pure main hand skills like Rend no longer seem to reset the frequency to main hand in RoS. Achieving a specific breakpoint should be the main goal of gear breakpoint optimization, if you choose to go down that road at all.

**RLTW TICK FREQUENCY CHART**> aps: attacks per second value

> fpt: frames per tick = floor(20 / aps)

> tps: ticks per second (tick frequency) = (60 / frames per tick); rounded to two decimals here

> ticks: total number of ticks over 3 seconds of 1 tornado = ceil(180 / frame length)

attacks per second <> frames per tick <> ticks per sec <> ticks over 3 sec

1.00000-1.00000 aps <> 20 frames <> 3.00 ticks per second <> 9 total ticks

1.00001-1.05263 aps <> 19 frames <> 3.16 ticks per second <> 10 total ticks

1.05264-1.11111 aps <> 18 frames <> 3.33 ticks per second <> 10 total ticks

1.11112-1.17647 aps <> 17 frames <> 3.53 ticks per second <> 11 total ticks

1.17648-1.25000 aps <> 16 frames <> 3.75 ticks per second <> 12 total ticks

1.25001-1.33333 aps <> 15 frames <> 4.00 ticks per second <> 12 total ticks

1.33334-1.42857 aps <> 14 frames <> 4.29 ticks per second <> 13 total ticks

1.42858-1.53846 aps <> 13 frames <> 4.62 ticks per second <> 14 total ticks

1.53847-1.66666 aps <> 12 frames <> 5.00 ticks per second <> 15 total ticks

1.66667-1.81818 aps <> 11 frames <> 5.45 ticks per second <> 17 total ticks

1.81819-2.00000 aps <> 10 frames <> 6.00 ticks per second <> 18 total ticks

2.00001-2.22222 aps <> 9 frames <> 6.67 ticks per second <> 20 total ticks

2.22223-2.50000 aps <> 8 frames <> 7.50 ticks per second <> 23 total ticks

2.50001-2.85714 aps <> 7 frames <> 8.57 ticks per second <> 26 total ticks

2.85715-3.33333 aps <> 6 frames <> 10.0 ticks per second <> 30 total ticks

3.33334-4.00000 aps <> 5 frames <> 12.0 ticks per second <> 36 total ticks

4.00001-5.00000 aps <> 4 frames <> 15.0 ticks per second <> 45 total ticks

**WHIRLWIND MECHANICS**1. WW deals 275%/3 (91.67%, up from 145%/3) weapon damage per tick. Volcanic Eruption rune deals 325.05%/3 (base * 1.182, down from 1.3-times base) weapon damage per tick.

2. WW has a 0.13 proc coefficient. The effects are the same as with Tornadoes, but they now have a higher probability (13%) to happen.

3. WW tick frequency scales with aps the same way tornado tick frequency does, they even have the same breakpoints.

4. WW fury cost scales with aps while it had a fixed fury cost per tick before patch 1.0.5. The closest to accurate formula that I´ve managed to confirm through in game tests is ((7 + 3*aps) / 3*aps) per tick. Basically the more aps you have the less fury it costs per tick.

5. When dual-wielding:

a) WW alternates between weapons to deal damage beginning with the weapon you are about to swing before using WW;

b) WW tick frequency depends on the weapon you are about to swing not the weapon you swung before using WW;

c) WW fury cost in RoS applies some sort of average cost per tick between the two weapons (will be researched in the future).

**WHIRLWIND TICK FREQUENCY CHART**> aps: attacks per second value

> fpt: frames per tick = floor(20 / aps)

> tps: Ticks Per Second (tick frequency) = (60 / frames per tick)

attacks per second <> frames per tick <> number of ticks per second

1.00000-1.00000 aps <> 20 frames <> 3.00000 ticks per second

1.00001-1.05263 aps <> 19 frames <> 3.15789 ticks per second

1.05264-1.11111 aps <> 18 frames <> 3.33333 ticks per second

1.11112-1.17647 aps <> 17 frames <> 3.52941 ticks per second

1.17648-1.25000 aps <> 16 frames <> 3.75000 ticks per second

1.25001-1.33333 aps <> 15 frames <> 4.00000 ticks per second

1.33334-1.42857 aps <> 14 frames <> 4.28571 ticks per second

1.42858-1.53846 aps <> 13 frames <> 4.61538 ticks per second

1.53847-1.66666 aps <> 12 frames <> 5.00000 ticks per second

1.66667-1.81818 aps <> 11 frames <> 5.45455 ticks per second

1.81819-2.00000 aps <> 10 frames <> 6.00000 ticks per second

2.00001-2.22222 aps <> 9 frames <> 6.66667 ticks per second

2.22223-2.50000 aps <> 8 frames <> 7.50000 ticks per second

2.50001-2.85714 aps <> 7 frames <> 8.57143 ticks per second

2.85715-3.33333 aps <> 6 frames <> 10.0000 ticks per second

3.33334-4.00000 aps <> 5 frames <> 12.0000 ticks per second

4.00001-5.00000 aps <> 4 frames <> 15.0000 ticks per second

The most accurate way to describe the mechanics is through by applying the exact formula and frames, as follows:

20 frames per tick: 20 =< (20 / aps) < 21

19 frames per tick: 19 =< (20 / aps) < 20

18 frames per tick: 18 =< (20 / aps) < 19

17 frames per tick: 17 =< (20 / aps) < 18

16 frames per tick: 16 =< (20 / aps) < 17

15 frames per tick: 15 =< (20 / aps) < 16

14 frames per tick: 14 =< (20 / aps) < 15

13 frames per tick: 13 =< (20 / aps) < 14

12 frames per tick: 12 =< (20 / aps) < 13

11 frames per tick: 11 =< (20 / aps) < 12

10 frames per tick: 10 =< (20 / aps) < 11

9 frames per tick: 9 =< (20 / aps) < 10

8 frames per tick: 8 =< (20 / aps) < 9

7 frames per tick: 7 =< (20 / aps) < 8

6 frames per tick: 6 =< (20 / aps) < 7

5 frames per tick: 5 =< (20 / aps) < 6

4 frames per tick: 4 =< (20 / aps) < 5

You don´t need to round values if you apply the above chart.

Experimental in game Whirlwind Fury cost

tested APS <> frames / tick <> fury loss <> ticks = fury / tick (fury/sec)

3.33795 aps <> 5 frames <> 84 fury/49 ticks = 1.71 per tick (20.57)

2.86740 aps <> 6 frames <> 76 fury/41 ticks = 1.85 / tick (18.54)

2.50500 aps <> 7 frames <> 98 fury/50 ticks = 1.96 / tick (16.80)

2.22600 aps <> 8 frames <> 106 fury/50 ticks = 2.12 / tick (15.90)

2.00001 aps <> 9 frames <> 109 fury/50 ticks = 2.18 / tick (14.53)

1.82000 aps <> 10 frames <> 116 fury/50 ticks = 2.32 / tick (13.92)

1.66800 aps <> 11 frames <> 120 fury/50 ticks = 2.40 / tick (13.09)

1.54000 aps <> 12 frames <> 126 fury/50 ticks = 2.52 / tick (12.60)

1.43000 aps <> 13 frames <> 132 fury/50 ticks = 2.64 / tick (12.18)

The formula = ((7 + 3*aps) / 3*aps) is the closest to accurate here.

-------------

Special thanks to Twister who gave me parts of his gear on the PTR to find out the highest possible tick frequency which kind of forced me to continue my research and eventually figure out the exact mechanics.

Hope you enjoyed reading this post. Share the knowledge and have fun.

Latest update: March 28, 2014.

**Tornado and Whirlwind weapon tick frequency breakpoints when dual-wielding:**

**MACE / SPEAR**(1.20 dps)

base aps dual-w. = +15% total IAS = 1.38 aps = 13 ticks (4.33 per second)

+5% IAS gear = +20% total IAS = 1.44 aps = 14 ticks (4.67 per second)

+14% IAS gear = +29% total IAS = 1.548 aps = 15 ticks (5 per second)

+25% IAS gear = +40% total IAS = 1.68 aps = 17 ticks (5.67 per second)

+37% IAS gear = +52% total IAS = 1.824 aps = 18 ticks (6 per second)

Wrath of the Berserker activated (+25% IAS):

base aps dual-w. = +40% total IAS = 1.68 aps = 17 ticks (5.67 per second)

+12% IAS gear = +52% total IAS = 1.824 aps = 18 ticks (6 per second)

+27% IAS gear = +67% total IAS = 2.004 aps = 20 ticks (6.67 per second)

**AXE / 1H MIGHTY WEAPON**(1.3 dps)

base dps dual-w. = +15% total IAS = 1.495 aps = 14 ticks (4.67 per second)

+4% IAS gear = +19% total IAS = 1.547 aps = 15 ticks (5 per second)

+14% IAS gear = +29% total IAS = 1.677 aps = 17 ticks (5.67 per second)

+25% IAS gear = +40% total IAS = 1.82 aps = 18 ticks (6 per second)

+39% IAS gear = +54% total IAS = 2.002 aps = 20 ticks (6.67 per second)

Wrath of the Berserker activated (+25% IAS):

base dps dual-w. = +40% total IAS = 1.82 aps = 18 ticks (6 per second)

+14% IAS gear = +54% total IAS = 2.002 aps = 20 ticks (6.67 per second)

+32% IAS gear = +72% total IAS = 2.236 aps = 23 ticks (7.67 per second)

**SWORD**(1.4 aps)

base dps dual-w. = +15% total IAS = 1.61 aps = 15 ticks (5 per second)

+5% IAS gear = +20% total IAS = 1.68 aps = 17 ticks (5.67 per second)

+15% IAS gear = +30% total IAS = 1.82 aps = 18 ticks (6 per second)

+28% IAS gear = +43% total IAS = 2.002 aps = 20 ticks (6.67 per second)

Wrath of the Berserker activated (+25% IAS):

base dps dual-w. = +40% total IAS = 1.96 aps = 18 ticks (6 per second)

+3% IAS gear = +43% total IAS = 2.002 aps = 20 ticks (6.67 per second)

+20% IAS gear = +60% total IAS = 2.24 aps = 23 ticks (7.67 per second)

+39% IAS gear = +79% total IAS = 2.506 aps = 26 ticks (8.67 per second)

**DAGGER (1.50 aps)**(+15% dual-wielding IAS)

**no weapon IAS**= 1.50 weapon aps +15% dw IAS = 1.725 aps = 5.67 ticks per second (tps)

-> +7% IAS = +22% total IAS = 1.83 aps = 6 tps

-> +19% IAS = +34% total IAS = 2.01 aps = 6.67 tps

-> +34% IAS = +49% total IAS = 2.235 aps = 7.67 tps

-> +52% IAS = +67% total IAS = 2.505 aps = 8.67 tps

-> +76% IAS = +91% total IAS = 2.865 aps = 10 tps

**2% weapon IAS**= 1.53 weapon aps +15% dw IAS = 1.7595 aps = 5.67 tps

-> +4% IAS = +19% total IAS = 1.8207 aps = 6 tps

-> +16% IAS = +31% total IAS = 2.0043 aps = 6.67 tps

-> +31% IAS = +46% total IAS = 2.2338 aps = 7.67 tps

-> +49% IAS = +64% total IAS = 2.5092 aps = 8.67 tps

-> +72% IAS = +87% total IAS = 2.8611 aps = 10 tps

**3% weapon IAS**= 1.545 weapon aps +15% dw IAS = 1.77675 aps = 5.67 tps

-> +3% IAS = +18% total IAS = 1.8231 aps = 6 tps

-> +15% IAS = +30% total IAS = 2.0085 aps = 6.67 tps

-> +30% IAS = +45% total IAS = 2.24025 aps = 7.67 tps

-> +47% IAS = +62% total IAS = 2.5029 aps = 8.67 tps

-> +71% IAS = +86% total IAS = 2.8737 aps = 10 tps

**4% weapon IAS**= 1.56 weapon aps +15% dw IAS = 1.794 aps = 5.67 tps

-> +2% IAS = +17% total IAS = 1.8252 aps = 6 tps

-> +14% IAS = +29% total IAS = 2.0124 aps = 6.67 tps

-> +28% IAS = +43% total IAS = 2.2308 aps = 7.67 tps

-> +46% IAS = +61% total IAS = 2.5029 aps = 8.67 tps

-> +69% IAS = +84% total IAS = 2.8704 aps = 10 tps

**5% weapon IAS**= 1.575 weapon aps +15% dw IAS = 1.81125 aps = 5.67 tps

-> +2% IAS* = +17% total IAS = 1.84275 aps = 6 tps

-> +12% IAS = +27% total IAS = 2.00025 aps = 6.67 tps

-> +27% IAS = +42% total IAS = 2.2365 aps = 7.67 tps

-> +44% IAS = +59% total IAS = 2.50425 aps = 8.67 tps

-> +67% IAS = +82% total IAS = 2.8665 aps = 10 tps

*note: this weapon only needs 1% IAS to achieve the first breakpoint but 2% IAS is the minimum value you can add in the game

**6% weapon IAS**= 1.59 weapon aps +15% dw IAS = 1.8285 aps = 6 tps

-> +11% IAS = +26% total IAS = 2.0034 aps = 6.67 tps

-> +26% IAS = +41% total IAS = 2.2419 aps = 7.67 tps

-> +43% IAS = +58% total IAS = 2.5122 aps = 8.67 tps

-> +65% IAS = +80% total IAS = 2.862 aps = 10 tps

**7% weapon IAS**= 1.605 weapon aps +15% dw IAS = 1.84575 aps = 6 tps

-> +10% IAS = +25% total IAS = 2.00625 aps = 6.67 tps

-> +24% IAS = +39% total IAS = 2.23095 aps = 7.67 tps

-> +41% IAS = +56% total IAS = 2.5038 aps = 8.67 tps

-> +64% IAS = +79% total IAS = 2.87295 aps = 10 tps

**8% weapon IAS**= 1.62 weapon aps +15% dw IAS = 1.863 aps = 6 tps

-> +9% IAS = +24% total IAS = 2.0088 aps = 6.67 tps

-> +23% IAS = +38% total IAS = 2.2356 aps = 7.67 tps

-> +40% IAS = +55% total IAS = 2.511 aps = 8.67 tps

-> +62% IAS = +77% total IAS = 2.8674 aps = 10 tps

**9% weapon IAS**= 1.635 weapon aps +15% dw IAS = 1.88025 aps = 6 tps

-> +8% IAS = +23% total IAS = 2.01105 aps = 6.67 tps

-> +22% IAS = +37% total IAS = 2.23995 aps = 7.67 tps

-> +38% IAS = +53% total IAS = 2.50115 aps = 8.67 tps

-> +60% IAS = +75% total IAS = 2.86125 aps = 10 tps

**10% weapon IAS**= 1.65 weapon aps +15% dw IAS = 1.8975 aps = 6 tps

-> +7% IAS = +22% total IAS = 2.013 aps = 6.67 tps

-> +21% IAS = +36% total IAS = 2.244 aps = 7.67 tps

-> +37% IAS = +52% total IAS = 2.508 aps = 8.67 tps

-> +59% IAS = +74% total IAS = 2.871 aps = 10 tps

**11% weapon IAS**= 1.665 weapon aps +15% dw IAS = 1.91475 aps = 6 tps

-> +6% IAS = +21% total IAS = 2.01465 aps = 6.67 tps

-> +19% IAS = +34% total IAS = 2.2311 aps = 7.67 tps

-> +36% IAS = +51% total IAS = 2.51415 aps = 8.67 tps

-> +57% IAS = +72% total IAS = 2.8638 aps = 10 tps

**Notes:**

- weapon IAS means increased attack speed on the weapon itself, which multiplies the base attack speed of a weapon resulting in a new weapon aps

- echoing fury and enchantress direct aps boost get added to the above results

- the new aps of the weapon then gets multiplied by the sum of all IAS bonuses from gear and skills

- IAS from gear:

dual-wielding (+15%)

amulet +(2-9%)

rings +(2-9%)

gloves +(2-9%)

helm: Andariel's Visage (+6%), Mempo of Twilight (+6%), Tzo Krin's Gaze (+6%)

bracers: Lacuni Prowlers (+6%)

chest armor: Tal Rasha's Guardianship (+6%)

mighty belt: Pride of Cassius (+6%)

belt: The Witching Hour (+9%)

pants: Inna´s Temperance (+9%)

boots: Boj Anglers (+6%), Zunimassa's Journey (+6%), Asheara's Lock (+5%)

- IAS from skills:

Wrath of the Berserker (+25%)

-------------------------

Actual in-game test data:

-------------------------

TORNADO TICK DAMAGE

A simple test utilizing a +min damage amulet so that base weapon damage is always just one value.

27 weapon damage (10-13 base damage +17 min damage amulet

930 strength

+15% damage from Battle Rage

+84% critical hit damage

Tornado tick actual damage on screen = 64

Tornado tick actual CH damage on screen = 118

tornado tick calculated damage = 64 / (27 * 10.3 * 1.15)

tornado tick calculated damage = 20% base weapon damage

TORNADO DURATION

I have used a stopwatch and also checked the duration on the video. The duration is not affected by attack speed.

TICK FREQUENCY (1.007 attacks per second):

- first visual test (rough estimates from looking at the sprint icon)

first tick 0.675 sec. of sprint duration

second tick 1 sec.

third tick 1.3 sec.

fourth tick 1.6 sec.

fifth tick 1.9 sec.

sixth tick 2.2 sec.

seventh tick 2.5 sec.

eighth tick 2.9 sec.

ninth tick

tenth tick

TICK SCALING WITH ATTACK SPEED:

9 ticks = 0.9 aps 2h mace

9 ticks = 0.95 aps polearm

9 ticks = 1 aps 2h mighty weapon

-------

10 ticks = 1.045 aps polearm (0.95 aps + 10% IAS weapons mastery)

10 ticks = 1.007 aps spear (0.95 aps +6% weapon IAS)

10 ticks = 1.1 aps 2h mighty (1 aps + weapon 10% IAS)

10 ticks = 1.11 aps 2H mighty (1 aps + 11% weapon IAS)

-------

11 ticks = 1.121 aps 2h polearm (0.95 aps + two 9% IAS rings)

11 ticks = 1.15 aps 2h mighty weapon (1 aps + 15% weapon IAS)

11 ticks = 1.17 aps 2h mighty (1 aps + 17% weapon IAS)

-------

12 ticks = 1.1772 aps 2h mighty weapon (1.08 aps +9% IAS ring)

12 ticks = 1.18 aps 2h mighty weapon (1 aps + two 9% IAS rings)

12 ticks = 1.2 aps mace

12 ticks = 1.3 aps axe

12 ticks = 1.308 aps mace (1.2 aps + 9% IAS ring)

12 ticks = 1.3208 aps 2h mighty (1.04 aps + three 9% IAS from rings and amulet)

-------

13 ticks = 1.3335 aps 2h mighty (1.05 aps + three 9% IAS from rings and amulet

13 ticks = 1.365 aps 1h mighty weapon (1.3 aps + 5% weapon IAS)

13 ticks = 1.38 aps mace (1.2 mace + 15% IAS dual-wield)

13 ticks = 1.4 aps sword

13 ticks = 1.417 aps axe (1.3 aps + 9% IAS ring)

13 ticks = 1.428 aps 2h mighty (1.05 aps + four 9% IAS from rings, amulet and gloves)

-------

14 ticks = 1.4416 aps 2h mighty (1.06 aps + four 9% IAS from rings, amulet and gloves)

14 ticks = 1.4508 aps 2h mighty (1.17 aps + two 9% IAS rings + 6% IAS gloves)

14 ticks = 1.4605 aps 2h mighty (1.15 aps + three 9% IAS from rings and amulet)

14 ticks = 1.495 aps axe (1.3 axe + 15% IAS dual-wield, character screen 1.49)

14 ticks = 1.5 aps dagger

14 ticks = 1.526 aps sword (1.4 aps + 9% IAS ring, character screen 1.53 aps)

14 ticks = 1.53 aps spear (1.2 aps + 10% IAS weapons master +15% IAS dual-wield + 0.03 aps enchantress)

-------

15 ticks = 1.5428 aps (1,16 aps + three 9% IAS items + 6% IAS gloves)

15 ticks = 1.56 aps dagger (1.5 aps + 4% weapon IAS)

15 ticks = 1.56975 aps 1h mighty weapon (1.365 aps + 15% IAS dual-wield, character screen 1.57)

15 ticks = 1.61 aps (1.4 aps sword +15% dual-wield)

15 ticks = 1.665 aps (1.5 aps dagger + 11% IAS, character screen 1.66 aps)

-------

1.6692 aps (1.20 aps +7% weapon IAS + 15% IAS dual-wield + 9% IAS ring + 6% IAS gloves, character screen 1.67)

17 ticks = 1.6758 aps mace (1.26 aps + two 9% IAS items + 15% IAS dual-wield, character screen 1.68 aps)

17 ticks = 1.694 aps sword (1.4 aps + 6% IAS gloves + 15% IAS dual-wield

17 ticks = 1.725 aps (1.5 aps dagger + 15% IAS dual-wield)

17 ticks = 1.794 aps (1.56 aps dagger + 15% IAS dual-wield)

17 ticks = 1.815 aps (1.5 aps dagger + 6% IAS gloves + 15% IAS dual-wield, character screen 1.82 aps)

-------

18 ticks = 1.82 aps (1.4 aps sword + 15% IAS dual-wield + 9% IAS ring + 6% IAS gloves)

18 ticks = 1.8408 aps (1.56 aps dagger + two 9% IAS rings)

18 ticks = 1.86 aps (1.5 aps dagger + 15% IAS dual-wield + 9% IAS ring)

18 ticks = 1.8876 aps (1.56 aps dagger + 15% IAS dual-wield + 6% IAS gloves, character screen 1.89 aps)

18 ticks = 1.91475 aps (1.665 aps dagger + 15% IAS dual-wield)

18 ticks = 1.95 aps (1.5 aps dagger +15% IAS dual-wield + 6% IAS gloves + 9% IAS ring)

18 ticks = 1.995 aps (1.5 aps dagger + three 9% IAS items + 6% IAS gloves, character screen 2.00 aps)

18 ticks = 1.998 aps (1.2 aps spear + 11% weapon IAS + 10% IAS weapon mastery + 15% IAS dual-wield + 25% IAS WotB)

-------

20 ticks = 2.00025 aps (1.50 aps dagger + 5% weapon IAS + three 9% IAS items)

20 ticks = 2.0088 aps (1.62 aps dagger + 15% iAS dual-wield + 9% IAS ring)

20 ticks = 2.01465 aps (1.665 aps dagger + 6% IAS gloves + 15% IAS dual-wield, character screen 2.01 aps)

20 ticks = 2.028 aps (1.56 aps dagger +15% IAS dual-wield + 6% IAS gloves + 9% IAS ring, character screen 2.03 aps)

20 ticks = 2.13 aps (1.5 aps dagger + three 9% IAS items + 15% IAS dual-wield)

20 ticks = 2.2152 aps (1.56 aps dagger + three 9% IAS items + 15% IAS dual-wield, character screen 2.21 aps)

20 ticks = 2.22075 aps (1.575 aps dagger + 9% IAS ring + 7% IAS amulet + 25% IAS WotB)

-------

23 ticks = 2.2308 aps (1.56 aps dagger + two 9% IAS rings + 25% IAS WotB)

23 ticks = 2.235 aps (1.5 aps dagger + 15% IAS dual-wield + 9% IAS ring +25% IAS WotB)

23 ticks = 2.265 (1.5 aps dagger + four 9% IAS items + 15% IAS dual-wield, character screen 2.26 aps)

23 ticks = 2.3004 aps (1.62 aps dagger + three 9% IAS items + 15% IAS dual-wield)

23 ticks = 2.3556 aps (1.56 aps dagger + 9% + 9% + 9% + 9% + 15% IAS)

23 ticks = 2.4138 aps (1.62 aps dagger + 15% IAS dual-wield +9% IAS ring + 25% IAS WotB)

23 ticks = 2.48085 aps (1.665 aps dagger + 15% IAS dual-wield +9% IAS ring + 25% IAS WotB)

23 ticks = 2.4975 aps (1.665 aps dagger + two 9% IAS rings + 7% IAS amulet + 25% IAS WotB, character screen 2.50 aps)

-------

26 ticks = 2.50425 (1.575 dps dagger + three 9% IAS items + 7% IAS amulet + 25% IAS WotB, character screen 2.50 aps)

26 ticks = 2.51415 aps (1.665 aps dagger + four 9% IAS items + 15% IAS dual-wield)

26 ticks = 2.64 aps (1.5 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

26 ticks = 2.772 aps (1.575 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

26 ticks = 2.8512 aps (1.62 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

-------

30 ticks = 2.86125 aps (1.635 aps dagger + three 9% IAS items + 8% IAS amulet + 25% IAS WotB)

30 ticks = 2.871 aps (1.635 aps dagger + three 9% IAS items + 7% IAS amulet + 15% IAS dual-wield + 25% IAS WotB)

30 ticks = 2.8776 aps (1.635 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

30 ticks = 2.904 aps (1.65 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

30 ticks = 2.9304 aps (1.665 aps dagger + four 9% IAS items +15% IAS dual-wield + 25% IAS WotB)

NUMBER OF TORNADOES:

- 0% increased movement speed 5 tornadoes

- 12% increased movement speed 5 tornadoes

Visual

first tornado at 0.9-1 second

seconds tornado at 1.4-1.5 sec

third tornado at 2 seconds

fourth tornado at 2.5 seconds

fifth tornado at 3 sec. 50/50

I have not included a conclusion to this topic (# of tornado spawsn/movement speed) because I don´t have the resources to fully test max possible movement speed, but it is possible to spawn a 5th tornado during one sprint even with no movement speed boosts. This tornado spawns (visually) just as the first one ends, letting you have 5 up for a very short period of time.

well this is awesome. thank you very much for this information! I appreciate the work you put into it

Amazing work, thank you very much for sharing.

Well lets hope not. Its a smart, pure build. Don't mess things up Blizzard

I translated your research into Korean.

I apologize for having not asked you beforehand. But it looks awesome... we really wanted to know about the link between tornado ticks and aps.

Although I added your original post's link in my translated post, yours is yours... so if you mind leave me a comment, then I'll remove my post.

Thx.

Very useful, thanks for the effort you put into this!

So does this mean that a faster weapon = more LoH healing?

so with increased attack speed boosters the tornados hit faster?

If each tick hit counts as a hit that LoH recognizes, I question how well that works too. I have 1200 plus LoH.

If each tick hit counts as a hit that LoH recognizes, I question how well that works too. I have 1200 plus LoH.

He wrote, "each tornado tick hit heals you for 20% of your total Life per Hit value".

I think that means that with your gear each tick of tornado heals you for 20% * 1200 = 240hp per hit.

It's bull!@#$ if they do... Maybe im just a FOTM sort of player, but my first char was a DH that i hit lvl 60 with, and i loved Nether tentacles, it was fun as hell, after 1.03 i gave up on my DH and started working on my lvl 30 barb. Now this barb is awhirlwinder and its fun as hell. before i know it this will get nerfed as well, and all i can say is.... what the %^-*.... stop nerfing the only things that work in this game....

so, which deal more damage? a 2h weapon or two 1h weapon?

If each tick hit counts as a hit that LoH recognizes, I question how well that works too. I have 1200 plus LoH.

He wrote, "each tornado tick hit heals you for 20% of your total Life per Hit value".

I think that means that with your gear each tick of tornado heals you for 20% * 1200 = 240hp per hit.

how about life steal? also heal for 20%?

If it has more evidence, then we don't have to chase for the movemnet boots.

how about life steal? also heal for 20%?

Yes 20% of listed value. But not because of the Tornado Proc Coefficient. Because of the Inferno penalty to lifesteal.

I'm surprised nobody is discussing these numbers, in terms of dps. If you spawn 5 tornados on top of an elite pack (with not best possible, fastest setup, but just good setup), in addition to whirlwind, this is getting close to 1000% weapon damage per second aoe. How the hell any other barbarian build can get even close to that damage value.

i play as a sword and board barb in act 3 and 4, but now im going to try this build and see if this works ;p

btw do more movement speed increase the number of tornadoes?