- Diablo Iii Dmg Wizard Of Oz
- Diablo 3 Wizard Build
- Diablo 3 Area Damage Wizard
- Diablo 3 Wizard Damage Reduction
- Diablo 3 Wizard Name
What does weapon items do for Wizards in Diablo 3? Does weapon item DPS matter? Do item qualities such as steal/+damage etc. Transfer to actual spell damage? Can I use a regular attack? And more will be answered in this article! Unlike in D2, a wizard should care deeply about his weapon in Diablo 3. Drag items between paperdoll and stash. Hold shift to clone items. Wizard; 80+ GR - Thorns wiz; Rating +1. 80+ GR - Thorns wiz. By Onxe last updated Aug 19, 2018 (Patch 2.6.1 ) Regular. Delete Skills. Area Damage Resource Cost Reduction Gold Find Build Guide Comments; Comments. To post a comment, please login or register a new account. Posts Quoted: Reply. A lot of people ask me in my Twitch Stream chat how I have managed to get so much damage out of my wizard in Diablo 3. It’s simple math and it is very easy math to boot. To explain the math, however, I need to first explain my build. I’ve always been a dedicated wizard player. A Diablo 3 high damage wizard build should not require much. This is actually a work in progress build that relies on some of the rarest legendaries in Diablo III. Rimeheart is a legendary sword that gives you a “10% chance to instantly.
Here is a guide on Wizard spells and damage submitted by Saiph.This is my understanding of how damage works, how it interacts with spells, intelligence, +damage, elemental damage, etc.
Unlike in D2, a wizard cares deeply about his weapon. It isn't just a “stat stick” with bonuses on it. No longer are casters fairly equipment independent.
All offensive skills have their damage based on the weapon you have equipped. For example Magic Missle does 110% of your weapon damage, as arcane damage.
Weapon damage is used for spell damage. And weapon attack speed factors into your casting speed. Faster weapons cast faster too.
How does Damage Work?
----------Base Damage--------
Lets take a look at Magic Missile, and a wand (weapon or axe) with a 8-12 damage range, once per second, this results in an average 10 DPS. This is what your weapon reports as DPS, the other stats are there, but in the small print.
The weapon damage is the actual damage the weapon has, not DPS. This is why 2 hand weapons are often favored. They do more damage, but slower. So they may do 15 damage, but only 0.65 times per second. That’s still 10 DPS. But the spell amplifies the damage more, as it starts with more.
+damage items, such as rings, increase this base damage. This is a key factor to increasing your total damage output, as it gets magnified by all other damage multipliers (spells, int, skills).
----Intelligence Bonus -------
The intelligence percentage works like this. Each point of intelligence boosts damage by 1%. So 110 int, increases damage by 110%. That is a 2.1 multiplier (shifting it from % to decimals, and treating it as a 100% increase)
--Spell Bonus--
Magic Missile then comes into effect, and deals damage specified it by its spell effect, listed as 110% under the skill. So it takes the damage listed in your inventory screen, and does 110%. If you did 100 damage, MM will hit for 110 damage.
Guide continued after the page break.
--Putting it all together--
To determine the spell damage you take your:
(Weapon Damage with +damage from items) * Intelligence % * Spell Effect
So, if we start with a wand that averages 10 damage we get:
Weapon Damage (10) * Intelligence (2.10) * Spell Effect (1.10) for: 23.1 damage.
Now, if you increase the weapon damage, the effect grows. Not only does the weapon provide a bigger base damage to start with, but the % increase from intelligence and the spell have a bigger impact. 10% of 15, is larger than 10% of 10 for example.
So if we use a weapon that does 15 damage (the extra 5 damage from the weapon, or +damage items) we get:
15*2.1*1.1 = ~34.6 Damage.
That 5 additional damage gave us a head start, but the int and spell effect also gave us ~19.6 damage from intelligence and spell effect, while the 10 damage weapon only gained us 13.1 from our base.
This means, especially at low levels, that an increase in weapon damage, either from the weapon, or +damage rings etc, can have a huge effect on your damage output. That +damage is added to your base weapon damage, so it’s also amplified by your intelligence and your spell effects. If you have to choose between +damage or +int, go for the damage.
At higher levels, when adding 5 or 6 damage to your base isn’t that big an increase the need to prefer damage over intelligence boosts evens out a lot more.
The short version of this is that the damage reported on your inventory screen is the damage the skills boost when you cast them. If you get that number up, through whatever combination of items, your spell damage will go up. It factors in all items and modifiers before the spell automatically.
The damage increase listed when comparing items
The damage increase listed in the stat summary of the items, when you compare them, is accurate, as best as I can determine. If it says your damage will increase 10 points by swapping the items, it appears accurate when I test by monitoring Hydra damage.
There is only one catch. For the time being, when comparing a 2H weapon to a 1H weapon, the game only reports the damage increase from swapping the weapons only. It does not factor in the loss of any bonuses from your offhand item. After you swap out a 1H item for a 2H, check the inventory screen for the final result, listed on the left side of the inventory window. When comparing a 1h to a 1h or a 2h to a 2h, the item reports the correct change in stats.
Elemental or Bonus Damage on a weapon:
So you have a 10dps sword, with +2 cold damage…why don’t you strike for 12 damage?
--The damage listed on the weapon is already integrated into the weapons base damage. The DPS takes it into account. You can confirm this by socketing a Ruby into your weapon.
The base damage jumps, AND it lists the rubies bonus…so it does the math for you, but lets you know in case you have any +Cold damage % skills, which will only effect the +2 cold damage (not the entire weapon damage).
--The spells you cast usually replace the elemental damage type with their own. +2 cold damage from a physical blow will chill or freeze an enemy. From Magic missile, it’s converted to arcane, and will not chill your target. The damage is still there, in the base damage. It just isn’t cold damage anymore. Some spells retain the damage type. Spectral blades IIRC will deal cold damage if using a cold weapon.
2H vs 1H weapons
Now, does this mean that bigger base damage (i.e. 2H weapons) are always better than 1H? First, that’s gear dependent. If you get a nice off hand item you may end up doing more damage if you factor in it’s bonuses. Second you give up any other perks the off hand item provides. So no blocking from shields, less magical abilities (only one items worth in the 2H, vs the two items worth in the 1h & offhand). That can factor into decisions.
Weapon Speed
Wizards still care about this, as many spells casting time is linked to the weapon speed. If you have a faster weapon you can cast more spells per second. This is really good if you rely on signature (free) spells, or have abilities that you want to trigger. This, btw, is often refered to as a 'proc' for programmed random occurance. For example the lightning rune on magic weapon can trigger extra lightning strikes. Faster casts mean more chances for it to proc. (Thanks Leetnoob)
However if you like big burst damage spells (arcane orb) you may just want more damage. The limiting factor for them is not how fast you can cast them, but that you can only cast 3 or so before you are out of AP. Some spells, like Hydra, are extreme examples. You only get 1 hydra….doesn’t matter how fast you cast it, so more damage outweighs faster weapons, so 2H weapons win there. (Thanks Morphos)
For channeled spells (rays and torrent) the 2H weapons can still out perform faster 1H weapons, and this comes down, again, to mana cost. The two weapon types will have similar DPS, but the 1H weapons trigger more often (as seen by a 'pulse' in the beams), draining AP more often. So you spend more AP per damage point, for the same DPS. Unless you have some abilities you want to proc, this may be to inefficient for some builds & gear sets. (Thanks Dedna & JumpSec)
This doesn't mean 1H weapons (with a good offhand) are automatically worse. It is possible to make up for the AP 'inefficiency' of 1H weapons. Faster casting essentially costs more AP per second, meaning a fast caster will be out of AP and have to wait for the recharge. The advantage of the 1H is that they won't just wait during this phase. A skilled player will spam the 'free' signature spells during this time. This may be enough to close the damage gap between the weak AP spells of faster casts, compared to the strong AP spells of slow casts.
It can also be argued that it allows more flexibility and control. A fast caster will throw out 3 weaker Arcane Orbs (AO) really fast to smash the front ranks of a crowd, then fire off some chain lightning to catch stragglers, or try to get the back ranks (where summoners like to hide). If you throw in some other abilities triggered on each hit (paralysis, AP on crit) you may make up for the AP inefficiency in other ways (signature spells runed for AP gain)
Whether or not it's worth the extra work is up to the user, the available gear and their playstyle.
Damage Boosting Skills (MAGIC WEAPON)
Magic Weapon boosts your weapon damage, which increases spell damage. This bonus is applied alongside the intelligence and spell effect boosts. So a 10% boost from magic weapon on a 100 damage item, makes it a 110 damage item. If you have a 200% intelligence boost, and spell effect (to make the math easy) that gives you 440 damage output. Without the magic weapon, you would get 400 damage.
Note: Magic weapon may be bugged, and providing a 20% damage boost instead of the 10% reported on the skill.
These skills all stack, so if you get 10% from MW, 20% from the slow time rune, those both multiply your base damage. So the 100 damage item is run through:
100 damage * 2 (200% intelligence) * 2(spell effect %) * 1.1 (10% MW) *1.2 (slow time rune) = 528 damage
Some skills, like Familiar, do not boost the damage, as they fire their own bolt of energy at your target. The end effect is the enemy takes more damage (at the 20% familiar reports) it’s just not from your arcane orb, or other spells. That is unless you select a specific rune.
by DannieRay23 - 5 years ago show comments
Hello everyone! My Name is Dannie Ray and I’ll be here every Saturday explaining all things theorycrafting so you can better understand your characters and the game you love, lets hope you haven’t forgotten all the math you’ve learned in school because we will finally have a chance to put it to good use.
Today we are going to look at Damage in Diablo 3, where does it come from? How is it calculated? How can we maximize our damage output? How can I figure out what the best possible build for me is?
All of those questions have one thing in common, and that is that they are a lot easier to answer once you know how Damage Calculations Work, so lets get into it.
Note: Remember that percentages are actually a division by 100, 500% and plain 5 are the same thing. By the same logic One Hundred Percent equals one
Stats and DPS:
There are many stats that help your DPS in one way or another, we have some that are reflected on the character sheet DPS like: Base Stat, Crit Chance, Crit Damage, Attack Speed and Min-Max Damage. We also have others that don’t, like: Elemental Damage, Specific Skill Damage, Cooldown Reduction, Resource Cost Reduction and more.
Since this is our first rodeo, we will look at a simplified version of the problem. We will analyze our DPS when we are spamming a single skill without worrying about resources and cooldowns. This means that on this article we won’t analyze the value that Cooldown Reduction and Resource Cost reduction bring to the table. (hint: It’s way more than you think)
A later guide will work on how to calculate the damage of your actual skill rotation, but for now lets master the basic Damage Formula.
The DPS Formula:
At large, the Damage formula is just a multiplication of factors. You have your base weapon damage as a factor, your base stat as a factor, a crit derived factor, a skill weapon damage % factor, a damage to elites %, a damage to all skills factor and a few more. You have to multiply all together to figure out what your damage is going to be.
Sheet DPS = Base Stat Factor *Base Damage Factor * Crit Factor * Damage Inc. by Skills Factor * Speed Factor.
Actual DPS = Sheet DPS * Skill Weapon Damage Factor (*Damage to Elites Factor).
You might not understand what all of those factors are so let us take a quick look at each of them.
The Base Stat Factor:
Perhaps the easiest one to understand, it’s your DEX, STR or INT depending on your class.
If you are a Monk and have 7000 DEX then your Base Stat Factor is 7000% or just plain 70.
A Crusader with 5430 STR, has a Base Stat Factor of 5430% or plain 54.30.
The same applies to INT classes.
The Weapon Base Damage Factor:
This is the Damage your weapon says it does, plus the min-max damage on your jewelry. As you notice from the image above, damage bonus from rubies are automatically factored into the weapon.
Dmg dnd 5e. Remember that dual wielding hits with only one weapon at the time and alternates between them, for simplicity sake we will asume you are not dual wielding.
Base Damage Factor = Weapon Damage + Jewelry Min-Max Damage.
The Crit Factor:
You likely know where to find your crit, but I’ll leave it here anyway.
This is how Critical Strikes contribute to your average damage. Imagine you have 50% Crit Chance and 200% Crit Damage. That means half your strikes are doing normal damage and half are doing 3 times its damage.
Diablo Iii Dmg Wizard Of Oz
So if your base damage is 100 and you attack twice you should on average get one normal attack for 100 damage and one critical for 300 damage. That’s 400 damage over 2 strikes, or 200 average damage. You are doing double your base damage.
To get this factor you must multiply your Crit Chance and your Crit Damage and then add 1 (100%) in other words:
Diablo 3 Wizard Build
Crit Factor = (Crit Chance * Crit Damage) +100%
Consider the save values presented above, if you have 50% Crit Chance and 200% Crit Damage, then:
50%*200%=100%
100%+100% = 200% = 2
Your crit factor on this scenario is 2, which means your crit stats are effectively doubling your damage.
The Skill Weapon Damage Factor:
Native Skill Weapon damage, Elemental Damage % and Specific Skill Damage % highlighted. Anthem ranger ult dmg.
In the Example above, Hammer of the Ancients tells us that it does 640% weapon damage as fire. That value is it’s native Skill Weapon Damage%. This can be increased with the two magic properties highlighted abovie, +Specific Skill Damage% and +Elemental Damage%. Now, none of this is shown on your sheet DPS and it’s often overlooked because of it. In reality most of what makes or breaks a build can be found on this factor.
This is made out of three subfactors:
- Native Skill WD Subfactor: What the skill tells you, 640% for the example above
- Specific Skill Subfactor: 100%+Specific Skill %, 112% for the example above.
- Elemental Damage Subfactor: 100%+Elemental Damage %, 115% for the example above.
Both the Skill Subfactor and The Elemental Damage Subfactor stack additivelly within itself, if I added a 20% Fire Damage Bracers then my elemental damage would be 100% +15%+20% = 135%.
Skill Weapon Damage Factor = Native Skill Weapon Damage % * (100% +Specific Skill %) * (100%+Elemental Damage %)
That’s 824% Weapon Damage for our Example Barbarian, that’s a 8.24 factor.
The Damage Increased by Skills Factor:
Some skills will increase your total damage by a %, Barbarian’s WotB Insanity, Monk’s Combination Strike and many others contribute to this number. In the example above I’m using Fire Ally for a 10% bonus and Unity for another 10% (5% for the Enchantress and 5% for the Fire Ally), you can observe how this stacks additively with itself.
Just like Archon mentioned on an episode of Westmarch Workshop, things tend to stack additively within their own category.
Damage Increased by Skills Factor = 100% + Damage Increased by Skills%
The Damage to Elites Factor:
This is rather simple and it only applies against elites, my monk has 15% and the factor is calculated like this:
Damage to elites factor = 100% + Damage to Elites %
My monk’s Damage to Elites Factor would then be 115% or 1.15.
Diablo 3 Area Damage Wizard
The Attack Speed Factor:
And to close things out we have the attack speed factor. This is the one that changes this from a Damage Formula to a DPS formula. The factor that shows how fast you attack, it’s pretty easy to calculate. It is simply your weapon’s base speed multiplied by your Increased Attack Speed. Once again, things get more complicated with Dual Wielding but we can save that for a later date.
The Attack Speed Factor doesn’t really need to be calculated as your character sheet will tell you what it is exactly, you can find it as “Attacks Per Second”, that number is in fact your Attack Speed Factor.
Conclusions:
With all that out of the way, you can finally calculate the actual DPS you do when spamming a single skill. All you have to do is fill out the formulas presented above and multiply all of the factors together.
Now that we know about factors, we can see things more clearly. With a bit of practice you will be able to easily see how changing one of the stats on our gear will affect our total DPS
But this post is already too long so come back to Diablo.BlizzPro.com next week for an all new edition of Basic Theorycrafting where we will go indepth on how changing gear affects our factors and in turn our DPS.
DR23.
Diablo 3 Wizard Damage Reduction
Diablo 3 Wizard Name
posted in NewsTags: Basic Theorycrafting, d3, damage, Diablo 3, Math., Patch 2.0.5, Reaper of Souls, theorycrafting