There's a reason that the Koreans are running it its the only dps a wizard has that's that's really viable, only problem is it's the very definition of a glass cannon.Wizard: Section 3: Wizard Stats and Attributes by Jassper of The Diablo 3 Leveling Guide In order to play successfully as a wizard, you must understand how your stats contribute to your damage and defense and the proper priorities for gearing up.When building your Diablo III Wizard, you have two main schools of thought on weapon type: use a high-damage two handed weapon with low attack speed or use a one-handed weapon and offhand and stack as much attack speed as possible. Disintegrate is three or four times more damage then your run if the mill Firebirds. The last and most serious problem with this build is it isn't disintegrate.There is an 8 second cooldown for each damage type. ( 2) Set: Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. Some players contend that Blizzard and Hydra are unaffected by attack speed others report that channeled spells ignore both critical hit chance and attack speed.Tal Rasha's Grasp.For almost every spell, the one-handed setup dealt lower damage but hit more frequently, averaging to the same damage per second. I then tested every spell on the zombies at the start of Act 1 in hell mode dozens of times and checked the damage difference, finally adding attack speed rings and amulets and re-testing both weapons. No longer are casters fairly equipment independent.To find out the truth, I bought a two-handed weapon with 0.9 attack speed and a one-handed weapon with 1.6, both with the same rated damage per second. It isnt just a stat stick with bonuses on it anymore.
Blizzard's damage over time effect is based on your weapon damage just like most other spells, and increased attack speed lets you cast it faster. The damage numbers from the spell's hits pop up at only 0.5 second intervals, but the actual tick rate is faster, and the UI just reports the accumulated total every 0.5 seconds. Interestingly, Hydra also ignores the damage range of your weapon, so a dagger with a huge damage variance will deal consistently average hydra hits.Channeled spells like Ray of Frost and Disintegrate are also boosted by attack speed. Increasing attack speed further with rings and amulets similarly increased the damage of the Hydra bolts. In my tests, I found that the damage dealt by each hit and the total damage dealt over the lifetime of the hydra were the same with both the one-handed and two-handed weapons. Wands, source offhands and helms can all have a stat that grants up to 10 arcane power on crit at level 60. As a result, you're less likely to run out of arcane power.Two-handed weapons are popular with kiting builds that use blizzard and hydra to keep mobs at arm's length and stop periodically to fire back arcane orbs, but there is an alternative. Using a slow two-handed weapon with the same rated DPS as a faster one-hand won't increase damage per second, but it will increase your damage per arcane power as you'll be casting fewer spells to deal the same damage. It's useful to think of not only the maximum damage per second output of a spell but also its damage per arcane power cost. Unless you use mostly signature abilities, this will increase your build's arcane power cost per second when casting. Diablo Iii Dmg Wizard Update Capped TheSome players are saying the absorb is erroneously capped at 100% of your current life rather than maximum, and others say it doesn't absorb anything against attacks that are over 100% of your maximum life or that certain attacks ignore force armour entirely. The spell used to reduce any hit that would deal over 35% of your maximum life down to 35%, but the update capped the absorb amount at 100% of your maximum hitpoints. This works particularly well with Arcane Orb: Tap The Source and Meteor: Star Pact, and some builds use signature spells to regenerate arcane power.There has been some confusion over how Energy Armour: Force Armour works since its nerf. The percentage damage bonuses from Familiar: Sparkflint, Magic Weapon, Conflagration and Cold Blooded are added together into one percentage damage bonus, yielding slightly smaller results than if they were multiplied together. Every application of the DOT from Magic Weapon: Venom also ticks separately for its full duration rather than overwriting previous applications as some players feared.In my testing, I confirmed a few other things that have been floating about on the Wizard forum. I also found that even DOTs can crit, and when Magic Weapon: Venom's DOT crits the crit applies for the entire DOT duration rather than each tick having an independent crit chance. If you're being one-shot through Energy Armour: Force, the solution is to get more vitality.It turns out that channeled spells like rays can crit and can even proc Critical Mass, but the crits are just rolled into the normal damage numbers every 0.5 seconds and don't appear in yellow. This means a hit for 136% would deal 36%, a hit for 199% would deal 99% of your HP in damage, and a hit for 200% would be instantly fatal. Any time you're hit for over 135% of your maximum life, 100% of that will be absorbed and you'll take the rest as damage. What do you call the top bottle cover for mac studio fix fluidYou may also have noticed that Magic Weapon is providing a much bigger damage bonus than it should be, but I found that this is just a UI bug and doesn't affect your actual damage.
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