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On May 29 2012 00:32 diophan wrote:Show nested quote +On May 28 2012 23:43 trinxified wrote:On May 28 2012 23:37 Blasterion wrote:On May 28 2012 23:33 trinxified wrote:On May 28 2012 23:19 HaXXspetten wrote:On May 28 2012 23:10 trinxified wrote: I didn't get to take advantage of the Force Armor trick. What is the difference from it now?
And as for the 2H, 1H/OH discussion, everyone has got mixed opinions about it, which is good I guess.
And I take it that IAS improves overall DPS but doesn't really help Wizards with their damage right? You can't have low hp with FA or it won't do anything. 2h vs 1h/oh depends on your skill tree, that's all there is to it. Which skills affect either setup? That's what I'm confused about. Here's my build: http://us.battle.net/d3/en/calculator/wizard#clYRSO!YXW!YbbbZbInferno Act 2 now you will do more damage per orb/tick of Blizzard, at the cost that you Blizzard ticking slower/ Orb cast longer. You will swing out more Orbs with a one hander but you'll run out of AP faster. Generally 2h is the way to go. It's a more efficient harness of your AP with your set up of no sigs you want to put your Arcane pool to what ever best efficiency possible. 2h allows you to do that. 1h is good for pumping spells into the guy with unmatchable speed but not really spending your arcane efficiently there. Thanks for imput! My build is focused on getting as much base AP possible (140 total), and spamming Frozen Mist and Blizzard to provide the slow. Why would you stack AP if a fight lasts longer 10 seconds? AP regen would make more sense if that's what you're going for unless increasing your pool increases regen somehow. The 35% max, or since you probably have a ton of vit relative to your resists/armor, the prismatic armor rune, would be way better.
Haven't thought about getting Arcane Regen boosts, and pretty hard to get a good amount of that through items... I'm still in the process of figuring out a good build really, without too much cookie cutting.
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On May 29 2012 01:49 Tobberoth wrote:Show nested quote +On May 29 2012 01:47 Teliko wrote: The int. Your weapon damage is multiplied by your int. Vit just gives extra health. That said, the weapon with the higher damage is probably better. I seriously doubt +100 int boosts your damage as much as +100 white dps.
Oh yeah, of course the higher weapon damage would still be much better, but I'm saying I'd rather a weapon with int over vit if they were equal weapon damage
On May 29 2012 01:52 NB wrote:Show nested quote +On May 29 2012 01:47 Teliko wrote: The int. Your weapon damage is multiplied by your int. Vit just gives extra health. 'just gives extra health'.... oh man i used to say that before the FA nerf :-( Obviously health is important, but in terms of a weapon, I still think it's better to focus on damage. I worry about getting vit on my armour.
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On May 28 2012 19:03 Simberto wrote:Show nested quote +On May 28 2012 18:05 Skyro wrote:On May 28 2012 17:10 Tobberoth wrote: Has anyone actually tested, properly, what affects damage on blizzard, hydra etc? Because I'm pretty sure my hydra damage skyrocketed when I got a slower weapon, so I would think each hydra attack is based of your average weapon damage, and attackspeed has no relevance, it's not like the hydra attacks faster with higher attack speed.
I'm also unsure about whether attack speed actually matters for wizard animation. My 1h sword was WAY faster than my slow 2h mace, but I feel like it takes just as long to cast a single blizzard as it took before.
If people have some real sources on how damage is handled, please share, because it's pretty dangerous to just assume a high damage stat in the inventory means you do more damage. Here's two links on combat mechanics, if you're up a bit of a read: http://mmo-mechanics.com/swtor/forums/Thread-Your-Damage-number-and-how-various-stats-affect-ithttp://www.clicktoloot.com/p/combat.htmlMy own testing results conform with those posts, e.g. blizzard is not affected by attack speed (other than the cast animation), so using a slow 2h with high base weapon damage is ideal. Hydra is somewhat of a unique case where since the hydra's attacks are set at 1/sec, attack speed instead causes each attack to increase in damage. So equivalent DPS 1h/2h should do the same damage with hydra. On May 28 2012 17:16 NB wrote: no one has anything bc testing are being done blind and blizzard still have yet release their mechanic guide. Hot fixes are coming weekly and shit gona be changed around a lot so i dont think investing in gears is a good idea atm (but do buy my items pls). Who know if they buff critical mass and fix life steal in Inferno, buff legendary, everything would change180 degrees all round. Right now i am testing out skills that are underused such as arcane torrent arcane mines or storm/ice armor. Hoping blizz gona do some good patching soon. Yeah I think currently it's a mistake to stack anything until people figure out how everything works. Right now since I'm playing blizz/hydra I'm focusing mostly on int which benefits any wizard build. Disagree. Diamondskin, the occasional potion if there are no globes around should be well enough. If resists, armor reduce thorns damage then it'd make even more sense to focus on those only and ignore regen.
I don't know what mobs your fighting but diamondskin and a pot or 2 isn't enough if you have no life regen. I suppose if there it like a whole mess of health globes lying around you could make due but that's situational and something I for one don't want to be worrying about when I'm kiting around an elite pack. Plus you want to save diamond skin and life regen for when you actually take some real damage. And don't give me the whole "you're never supposed to get hit" bit, because frankly you are going to get hit sooner or later because of teleporting mobs, vortex, walls, etc. etc. Because i was bored, i have just done some testing. I used my level 60 wizard, bought some 200 dps weapons (a fast one and a slow one) from the ah for cheap, and bought pure AS and pure crit rings/amu/gloves too. I then used venom hydra and blizzard on some zombies in act 1 hell. (Those zombies hit pretty hard if you are naked and tank them so they don't move out of hydra pools, i had to buy some pure vita gear, too) Hydra appears to profit from both crit and attackspeed. Without any of those two, with 0 int gear on level 60, one complete hydra did 14000 damage to zombies during her lifetime. With attackspeed gear, this value change to something over 18000, which is how much hp those zombies had. With crit gear, it was about 16000. The hydra does not appear to crit, instead the crit seems to increase its damage. A Naked Blizzard did 1300-1400 damage, attackspeed did not appear to have any effect on this, but crit interestingly did. Also, i am pretty sure i saw some ticks crit. Or at least, some ticks showed higher numbers then then 111 i was usually getting for each tick when i used crit gear. This rarely appeared on ticks without crit gear, too, which i attribute to the 5% base crit chance. The speed of the weapon itself does not appear to have any effect on the damage of either of those two skills. Given equal dps, a 0.9 mace and a 1.4 speed sword yielded exactly the same results, both in total damage and in frequency of the ticks. Blizzard always ticked for 12 ticks a 111 damage, and hydra always did about 14k damage in total.
Interesting the affect on crit for hydra. I didn't use a naked wizard in my tests so it was hard for me to actually tell for hydra.
Your test results for blizzard is quite interesting however. It sounds like blizzard's damage is calculated off the weapon's base damage DPS, which CAN be different than the one listed in the tooltip since attack speed on a weapon is factored into the displayed DPS. This may warrant testing to see if one should avoid attack speed on weapons for blizzard users.
However my tests for blizzard was very funky. There was a range of numbers that blizzard did in my tests, but never enough to make me believe it was affected by crit. Was the difference with crit gear on very noticeable? I ask because the range of damage of my blizzard ticks was never wide enough to make me believe crits were actually occurring (i.e. my crit damage was 100%, but the high end range was less than double the low end range). Upon further though there may be 2 things at play here:
1) Crit % damage modifiers work differently with blizzard 2) Or, more likely, it has something to do with how damage is displayed in D3, In D3, "ticks" of damage are just sort of "updates" on the damage done per second, but damage isn't actually done to monsters under blizzard (or any dot for that matter) per second. For a completely made up example, if damage was actually done every .4 seconds, some "ticks" will register 2 damage points and others 3.
edit: Actually testing with crit dmg modifiers would be a good test if you still have your gear Simberto, to see its affect on hydra and blizzard. If you get your crit dmg modifier % high it would be much easier its effect, if any. If it doesn't have any effect then even if crit does indeed work it probably isn't worth it from a item budget standpoint as crit dmg modifiers are really what make crit comparable DPS-wise to other damage stats.
double edit: I just tested blizzard again and our tests are not jiving with each other. 2h'ers with the same DPS are doing significantly more DPS thatn similar DPS 1h'ers. It's not even close. I'm not sure how your tests are showing otherwise.
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On May 28 2012 19:03 Delvin wrote:Show nested quote +On May 28 2012 18:05 Skyro wrote: I don't know what mobs your fighting but diamondskin and a pot or 2 isn't enough if you have no life regen. I should ask what mobs you're fighting where a small amount of regen makes a noticeable difference. I definitely feel I don't need any extra regen even at act III. Sure the hp goes down gradually when you're shooting at a pack of reflect damage mobs but it's just that, a slow gradual decrease. It takes ages to actually kill you. If you must point out that some elite packs can't be kited forever -- I think in those cases reflect damage is the least of your worries. I'd happily have it on every elite pack if it means they can spawn with only three potentially dangerous affixes. Edit: Woah. I just found one of those door smashing beasts in the Keep with reflect damage, and apparently some monsters deal a LOT more damage with it. I never had to use half a dozen potions to kill one pack before. I found other packs with normal weak reflect though. Still think it's better to stack resists and armor assuming they reduce reflect damage.
I never said to stack life regen, I was merely countering your point that it was useless. It is actually nearly required depending on your build if they have a strong thorns + some other affix that will likely cause you to take damage.
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Attack Speed + on 1 hand weapon seems to be bugged is this a known issue? I have nearly full set of +AtkS items they all per piece change my weapon speed but have weapon with +7% and another with +8% and they sit at 1.5 with NO change. I've tried few various 1handers and all have same result.
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Does the arcane dynamo combines with blizzard as well ?
If i follow this it could go up to 245 + 75% AD bonus = 428 % zone dmg over 6 sec
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So I did hell yesterday without any real problems and I figured I would try inferno without really commiting much to farm hell diablo or something like that. But well, I completely hit the wall, mobs are fast as hell and I'm always lucky to get them into face just after entering the dungeon so no real place to kite. My questions to ask: What build did you use in inferno a1, was it just standard orb/hydra or something more funky? What defensive spell do you use and should I get rid of DS? What stats do you think are bare minimum to do a1 inferno? Don't bother with tellign me anything about a2, I will probably get myself prepared for that after I will be able to farm inferno butcher a little, at least that is the plan.
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Orb/Hydra, 20-30k~ dps, 30k+ hp.
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Just noticed this thread is literally twice as long as the other class discussions.
Guess I chose the most interesting one
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Lalalaland34491 Posts
WIZARD 4 LYFE
Picked it even though one of my friends (who is terrible at games, apparently) kept telling me it was the most underpowered class, soooo happy I didn't care.
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Lalalaland34491 Posts
On May 29 2012 03:47 Dfgj wrote: Orb/Hydra, 20-30k~ dps, 30k+ hp. Bare minimum? Nahhhhh. First time I did it was with ~15k dps (without glass cannon/magic weapon) and only 22k hp.
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On May 29 2012 03:58 Firebolt145 wrote:Bare minimum? Nahhhhh. First time I did it was with ~15k dps (without glass cannon/magic weapon) and only 22k hp. I had 11k dps and 4721 hp in Act 1 Inferno, that means I'm better than both of you right?
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Lalalaland34491 Posts
![[image loading]](http://i.imgur.com/hTFDM.png) Snagged it for 150k, pretty sure that's a really good deal. I lose 15% attack speed (3k worth of paper dps) but I think it's worth it compared to my 71 int 15% attack speed ring. Thoughts?
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Lalalaland34491 Posts
On May 29 2012 03:59 HaXXspetten wrote:Show nested quote +On May 29 2012 03:58 Firebolt145 wrote:On May 29 2012 03:47 Dfgj wrote: Orb/Hydra, 20-30k~ dps, 30k+ hp. Bare minimum? Nahhhhh. First time I did it was with ~15k dps (without glass cannon/magic weapon) and only 22k hp. I had 11k dps and 4721 hp in Act 1 Inferno, that means I'm better than both of you right?  Feel free to do it again with those stats after FA nerf :D
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Just stumbled upon that game design update post from blizzard:
"The most used runes for each class at level 60 are [...] Wizard: Mirror Skin."
(That's the one that makes DS reflect 50% of absorbed dmg)
Really? Haven't seen anyone mention this rune ever in this thread. Does it actually do anything in Inferno? Is there something we are missing?
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Lalalaland34491 Posts
That rune means you do 10k damage every 20 seconds or whatever DS's cooldown is. That means most people are idiots.
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Yeah, I facepalmed when I read that. You'd think people who's gotten to level 60 would understand something about how the game works at that point, but noo >.>
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Netherlands45349 Posts
Does anyone feel that Act 2 (at the start) is harder then Act III (apart from the bloody soul lashers)?Maybe its just the gear but I found the start of Act 2 A LOT tougher then Act III start.
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On May 29 2012 03:58 Firebolt145 wrote:Bare minimum? Nahhhhh. First time I did it was with ~15k dps (without glass cannon/magic weapon) and only 22k hp. You can do it with 5k hp if you kite incredibly well, but the stats I mentioned are reasonable stats to move through the area with ease.
On May 29 2012 04:27 Kipsate wrote: Does anyone feel that Act 2 (at the start) is harder then Act III (apart from the bloody soul lashers)?Maybe its just the gear but I found the start of Act 2 A LOT tougher then Act III start. Yes, it has to do with mob design. A2 mobs in general are just stronger than A3 mobs, the only reason they appear weaker in pre-inferno play is because A3 mobs have higher levels. In a straight comparison, Lacuni and invis snakes > Fallen and Demon Troopers.
Soul lashers and phasebeasts are the exception
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On May 29 2012 04:27 Kipsate wrote: Does anyone feel that Act 2 (at the start) is harder then Act III (apart from the bloody soul lashers)?Maybe its just the gear but I found the start of Act 2 A LOT tougher then Act III start. It's because the monster types in early Act III are a lot less annoying than the ones in Act II for a Wizard. Better enjoy it while it lasts, because you'll get really annoyed later on, heralds of pestilence, hulking phasebeasts etc, oh, and the soul lashers are with ya all the way bro' <3
Terror Demons in Act IV are also beyond retarded :/ (Invis, Teleport, Stunlock and Oneshotting, I mean really wth -.-)
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