Max Bonus Dmg To Elites

by DannieRay23 - 6 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.

Nov 01, 2012  Damage bonuses of the same type stack additively, and different types are multiplicative. So your setup gives you 48% bonus damage to elites, times 7% extra physical dmg as poison, times 10% extra dmg if you are fighting a demon. Mar 25, 2019  Moving on, if you want to calculate your DPM output (Damage per Minute) you’ll need to input the Reload Speed, Magazine Size and RPM fields. Critical Hit Chance value can be max at 60% and lastly, in case you want to incorporate Headshots into the calculator, use the Headshot Percentage input field (which is basically the rate at which you headshot enemies). Division 2 Max/Min Roll Stats – TU7 Updated. If you’re still confused with all values related to the division gear, you can check our tables below in order to help you keep the best gear possible. Mar 19, 2016  Here is the Perfect Armor Build in the Division and this guide will show you how the Armor stats work and which armor to equip while playing PvE or PvP in. Mar 14, 2019  Headshot kills grant +25% skill damage for 10s. Landing a shot adds a stack of bonus 2% weapon handling. Max stack is 15.At max stacks each shot landed has a 5% chance to consume the weapon handling bonus and refill the magazine. Receive +25% weapon damage at the cost of -35% weapon handling. Nations Max Bonus Savings Account is an interest bearing account, that rewards customers with bonus interest on the balances maintained in the account. An account that gives you maximum benefits: A life cover of Rs. 100,000 and a critical illness cover of Rs. 25,000; Overdraft facility; Free internet banking, and mobile banking facility. Mar 14, 2018  The only way how elites die = they kill themselves via damage reflected from minions. And most impressive one-shots happen when a single attack hit multiple minions at once. This is when many minions reflect huge amount of damage at once, and a reason why you need a CROWD of minions around a mob for him to suicide.

Max Bonus Dmg To Elites Free

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:

Max bonus dmg to elites 2

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.

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.

Max Bonus Dmg To Elites 4

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.

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:

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.

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:

  1. Native Skill WD Subfactor: What the skill tells you, 640% for the example above
  2. Specific Skill Subfactor: 100%+Specific Skill %, 112% for the example above.
  3. 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.

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.

Max Bonus Dmg To Elites 2


posted in NewsTags: Basic Theorycrafting, d3, damage, Diablo 3, Math., Patch 2.0.5, Reaper of Souls, theorycrafting

Hi guys this is Luck on EU , i'll be giving you the guide to Assassin and how to use it in Arena here.

First thing you need to know is that Assassin is a super burst class , Attack speed is almost meaningless (Almost but that doesn't mean completely ignore it) , Your main focus needs to be on Attack/Bonus dmg % since our bleed scales accordingly , then on critical dmg % , you will reach 100% critical sooner or later with end game gear
Bleed Stacks Reach a maximum of 20 stacks , however the first stack you placed cannot exceed 20 seconds of it's time , so it will gradually decrease not all at once , applying new bleed does not extend the older ones , so you need to constantly keep applying Bleed Stacks
Our Element Must be Fire Element , as Fireblast and Shatterblade , our damaging skill and gathering skill are FireElement , so as not to lose damage from them

Assassin Skills are are split into 2 categories , Bleed Stacking Skills And Bleed Boosted Skills

Before mentioning them There are 3 skills that don't fall in either Categories Ghost Assassin - What makes every assassin class , our invisibility skill unlike the skill description our invisibility is about 7-8 seconds , also it can be used as an escape instead of using tab , leaving a bomb in your place stunning enemies and dealing the dmg , but you don't get the invisibility effect if used in that way , the most important of it's effects is increasing back attack dmg by 80% , also it gives us 20% move speed
The Second is Decoy - your ultimate , it Spawns 4 clones of yourself , each clone will be using each of your skills once , except for some of them , dealing an insane amount of dmg , the good part about this is that clones are targetted by Bosses and mobs , as if they were you , so if you just let them attack they will be the target instead of you.
The Third is EX-Cyclone Blade - it's your best gathering skill , as it's range is INSANELY big , and it can pull any mobs with any special effects like Heavy or Immovable , however it's a little low dmg compared to the other super bursts, but good for charging EX-Bar again from Earring Effect at +15

Bleed Stacking : 1- Quick Jab - 6 Bleed stacks at max lvl (1 + 1 per 4 lvls), a good gab closer and decent dmg
2- Shuriken - 1 Bleed Stack (Good to keep your bleed going if you need to stay away from bosses which you will need at some point)
3- Triple Kill - 4 Bleed Stacks - use it only when you need to stack bleed on a stunned target , extremely dangerous at higher arena floors as they have high dmg
4- Cat-a-Pult - 5 Bleed Stacks (2 + 1 per 5 lvls) - 1 of your highest damaging skills as well as a CC - Ultra breaker - AOE Gathering , low CD (A life saver if you may ask me)
5- BackSlash - 3 Bleed Stacks - EXTREMELY risky to use unless the target is stunned , very helpful to get to target back (back attacks from earring +15 effect Recharge your EX-Bar , this is 1 of the easy ways to get to target back easily)
6- Four Winds- 2 Bleed Stacks - A decent I-frame + gets you to the target's back as well as decent dmg , it also has a short dash range for it's stab to land
7- Skyblade - 6 Bleed Stacks - a high bleed stacking skill , it's also 1 of your few gathering skills , as well as ur best way to charge EX-Bar if attacking from behind using the earring effect as mentioned
8- Stormblade- A) Normal Use - Applies 15 Bleed stacks , however you cannot move for the duration , but it more or less stuns your target ( not an actual stun , it's just extremely fast shurikens that the target doesn't move at all)
EXTREMELY good for charging EX-Bar using earring effect on stunned target
B ) Invisible Use - Applies 8 Bleed Stacks , but in exchange for the Bleeding difference , you don't get stuck in the animation , instead it casts a hurricane like of leaves around you damaging and stacking bleed , also this
isn't mentioned in the skill description but Stormblade removes the cooldown of Ghost Assassin if used during invisibility , which is EXTREMELY helpful.
9- CycloneBlade- 8 Bleed Stacks - 1 of your highest Damaging skills , also it's a FORCING CC , No matter what kind of empowerment the boss you use it on , IT WILL PUSH HIM (unless he is in entering animation like some bosses
spawning initially) , for it's duration it keeps pulling the targets to it's center slowly , and deals an insane amount of dmg
10-EX-Quick Jab - 10 Bleed Stacks - a decent damage skill while iframing , with a decent hit box (hitting all the targets between your original point and the Slashing point) , also this skill has an effect that is not mentioned in the
description , it puts you back in INVISIBILITY , for the same duration as Ghost Assassin , as well as you can cast Ghost assassin Bomb again to jump back and leave the bomb on ground for the stun
which is extremely helpful.

Bleed Boosted: 1- Kill Thrust - a Good Executing Skill, stuns target and an iframe with enough bleed stacks on target, however not recommended if you can't kill fast , because it's the only skill that consumes all the Bleed Stacks to boost it's dmg ,
while bleed stacks at some point deal more dmg if left untouched
2- ShatterBlade - your best normal skill for gathering if Empowered with awakening , deals decent amount of dmg , and with enough Bleed stacks it deals a stun , very helpful since it's ranged as it will be a ranged stun.
3- FireBlast - Your highest normal skill for damaging - dmg increases with every bleed stack , and causes a stun to targets , if used from the front , You will stun the target while getting to the back side , landing back attacks + charging EX
4- DeathBlast - Not too much useful for dmg , however it's decent to keep the dmg going while running away , while it's awakening reduces target's slash resistance
5- ShadowSlash - Your most Important skill if you are lacking dmdg , a good iframe teleporting you to the spot you decide , however it's BEST effect is that it transforms the Bleeding stacks when it reaches 10 stacks to an Excessive
Bleeding Debuff , allowing you to place even more Bleed Stacks , they still count as the previous bleeding stacks , making you reach a higher max for bleeding , while the new debuff last 20 seconds and the skill CD is
30 seconds
6-EX-BackSlash - Your HIGHEST dmg skill , however it's the SLOWEST cast , don't use it unless the boss is stunned , and all your skills are on CD while you need to maintain dmg.