Hmm dox, generally at lower levels, damage is better because weapon damage is low. This is how damage vs primary attribute works :
Primary attribute adds 1% of weapon damage to 'damage' on your character screen taking into account weapon attack speed modifiers
+damage adds damage to your weapon damage RAW
Let's say a character has a weapon with 1.4 APS and 900 damage
If you have 1000 of primary attribute and + 30 damage, you get 300 damage increase on your char sheet.
However if you have 1000 of primary attribute and instead of +30 damage, you get something like 10% IAS, you actually increase your attack per second to 1.54.
Now, your weapon damage is modified to (1.54/1.40) x 900 and because of your 1000 primary attribute, you get 1000% of the increase in Damage which in this case is 10 x 90 damage.
Let's say a character has a weapon with 1.4 APS and 50 damage
If you have 400 of primary attribute and + 8 damage, you get 32 damage increase on your char sheet.
However if you have 400 of primary attribute and instead of +8 damage, you get something like 10% IAS, you actually increase your attack per second to 1.54.
Now, your weapon damage is modified to (1.54/1.40) x 50 and because of your 400 primary attribute, you get 400% of the increase in Damage which in this case is 4 x 5 damage.
Comparing scenario 1 to 2, you'll see that with higher weapon damage and at higher level of gear, + IAS will yield a better result, no doubt significantly stronger at lower levels and lower weapon damage.
10 armor is exactly equal to 1 resist all. The increase for every point of resist all/armor is also a linear increase in terms of % of damage taken reduced, there is no diminishing returns on this for every point put into it which is a bit unintuitive from the numbers sometimes (eg, lets say going from 0 to 100 armor gives you from 0% to 50% reduced dmg from all attacks, whilst going from 900 to 1000 armor gives you from 98% to 99% reduced damage from attacks, altho the last 100 armor only adds 1% absorbtion compared to the first armor adding 50%, in reality damage taken in both cases is halved by 50% total. (and remember, 10 armor = 1 resist all, there is absolutely no difference between them)
(Spoiler for those still struggling a bit, stolen straight from reddit, maybe he can explain better than i can)
charles is attacked for 100 damage!
charles has zero damage reduction!
---charles takes 100 damage!---
tod is attacked for 100 damage!
tod has 50% damage reduction!
---tod takes 50 damage!---
tod took half as much damage as charles!
tod can take twice as many hits as charles!
charles is attacked for 100 damage!
charles has 98% damage reduction!
---charles takes 2 damage!---
tod is attacked for 100 damage!
tod has 99% damage reduction!
---tod takes 1 damage!---
tod took half as much damage as charles!
tod can take twice as many hits as charles!
In terms of Diablo III, it takes 3,000 armor to get from 0% to 50% damage reduction. If you had 98% damage reduction from armor, it would take 3,000 more to get to 99%.
If you got 3,000 more after that, you would go to 99.5% damage reduction.
However, vitality DOES GET LESS EFFECTIVE for every point already added to it. adding 4k hp to your base 4k hp at level 60 literally doubles your suvivability straight up. Adding 4k hp when you're at 40k hp already tho however only adds an extra 1/10th to your survivability.
Since not many people realize the above, it leads to vitality being vastly overrated by a lot of people (including myself for a very long time) compared to the two other stats because of the noticeable change in HP being easy to account for ("100vit = 3.5k more hp??? WHOA! AWESOME!" kinda of thing, as opposed to "an extra 33 resist all is equal to some misc small amount of a % of reduction, whatever"). It's relatively important to strike a decent balance between both, because obviously rocking no vit with 5k hp but a ridiculous amount of resist isn't going to be as good as doubling your HP with 150 or so vitality for the cost of a tiny bit of resist all/armor, and similar goes for having way too much hp and not enough res-all/armor. This is why some people have >40k hp and struggle to survive act 2 inferno whilst others can have even much less but still breeze it.
I'm not 100% sure about other classes, but for wizards, all your armor gets a huge boost from energy armor which is basically a must-have in inferno mode for us, and if you get your gear well enough equipped, you can stop using force armor rune and instead use prismatic, which increases the bonus from resistances as well, and im sure other classes have armor/resistance boosting abilities/passives that they can take advantage of too.
Bought it waiting for it to be fixed, blizz has comfirmed that its bugged but I can't find it anymore admist the 100 threads started on the bug >< people tend to undervalue items like this because of 'quick stat comparison' when you mouse-over an item and deem that it doesn't increase their damage much!
Items Pro-Tip: Make use of Blizzard Database and know which item is of higher value
Every item has a tier level. So let's say for a Chest piece. The top tier will be called Archon. Take note of that name! Another example would be Spears, the top tier is called Centurion Spear and for Polearms it is Dread Lance.
Obviously there is more for every other item. Knowing the names will let you know if you've got the highest tiered item even before identifying it (if it's a rare)!
@Pinder What resist value would be a good target for Act II / III Inferno? I'm a DH
DH's don't need to worry about resistances. You should be gearing for pure damage and using your range, kiting and SS to avoid taking damage. It's how every DH making any meaningful progression in inferno is playing.
crAzerk you were progressing in a much more efficient way imo, farming the sweetest spots till xx mil then gearing up so you could play the game the "normal" way in a shorter time. provided of course you are using your money earned to buy better gear and not selling it lol!
crAzerk you were progressing in a much more efficient way imo, farming the sweetest spots till xx mil then gearing up so you could play the game the "normal" way in a shorter time. provided of course you are using your money earned to buy better gear and not selling it lol!
Normal way = farm at your current levels / quests till you have the gear to move up slowly. ABC and by the book!
"Other" way = Quest jump, farm act 3/4 chests/bosses > sell to ah get 10 mil before anyone else and good drops. then buy all the other exact gear you want and begin to "progress". frowned upon by some, whereas others argue its just the same farming concept done in a more efficient way.
Normal way = farm at your current levels / quests till you have the gear to move up slowly. ABC and by the book!
"Other" way = Quest jump, farm act 3/4 chests/bosses > sell to ah get 10 mil before anyone else and good drops. then buy all the other exact gear you want and begin to "progress". frowned upon by some, whereas others argue its just the same farming concept done in a more efficient way.
Aah fair enough, both have their merits, people can play the game however they like as far from my pov.
There comes a point where you have over farmed however, where your stats are significantly better than the progression you are up to, at which point you are hurting yourself as you could be farming better areas of the game for better loot and more gold per hour.
When dual wielding, you're automatically given +15% IAS, however, you do not attack with main hand weapon exclusively / both weapons at the same time, you attack with main hand then off-hand alternating between them and thus if your weapon DPS differs by a huge margin, you may be better off with a shield despite the marginal increase in IAS.
When dual wielding, you're automatically given +15% IAS, however, you do not attack with main hand weapon exclusively / both weapons at the same time, you attack with main hand then off-hand alternating between them and thus if your weapon DPS differs by a huge margin, you may be better off with a shield despite the marginal increase in IAS.
Which is why when you dual-wield, you should have as little difference between the 2 weapons' DPS. I read somewhere that it should be +-15% difference tops.
Which is why when you dual-wield, you should have as little difference between the 2 weapons' DPS. I read somewhere that it should be +-15% difference tops.
That would be exactly right! +-15%! What I meant is that if the difference is bigger than that, you might as well equip a shield because the shield will give you survivability instead of nothing if your weapon dmg is low for your off-hand
Another thing that you guys would wanna know about team-play is that
In normal
1P 100% HP 100% DMG
2P 200% HP 100% DMG
3P 300% HP 100% DMG
4P 400% HP 100% DMG
That also means it get easier the more player there is..
In Inferno, however
1P 100% HP 100% DMG
2P 210% HP 115% DMG
3P 320% HP 130% DMG
4P 430% HP 145% DMG
It can get harder or easier depending on gearing lvl / build efficiency of each player! I have forgotten the stats for nightmare and hell but its in between that of normal and inferno
For those that don't already know, as smoke screen is a snare breaker (jailer, for example) it has some cool qualities. If you're caught inside of a time warp (eg: Zoltan Kulle's time warp) and you cast it, you actually break the slow for the duration of the skill. That means that you can stand inside of a time warp and not suffer the effects of it (until, of course, your smoke screen wears off) -- this will be very useful when PvP comes out.
Additionally for powerleveling, Zoltan Kulle is your friend. Azmodan has been nerfed to ******* death, so he gives nothing compared to Kulle. A lot of people are touting that Act 2 Quest 2 (Lieutenant Vachem?) is better exp, but if you can kill Kulle in a respectable time then it's legitemately more exp/hour, and you can do it very easily (especially with the help of a friend).
You can farm act 4 inferno without having to get up to act 4 or even have the gear.
HOW TO GET TO ANY QUEST IN INFERNO
- Make a hell game with the quest you'd like to start on.
- Leave the game.
- Click "Public Games", and select the quest you were wanting to join
- Click "Join a Game"
- Leave the Public Game
- Click "Resume Game".
- Viola! You're now in Inferno on the quest you wanted
Now go to Prime evil act 4 inferno first quest. TP to crystal collinade (w/e it is called) run through the bridge thingy don't try and kill the black things or Leah she is pretty hard to kill but doable for range. Then once you are on the first level so long as you don't have the spirit of Zoltan Tyreal will be able kill the elite which spawns and you will get an Act 4 inferno level blue and have a chance of getting a huuuge dps weapon. I have got a few 1k+ dps weapons which I don't think will ever drop in act 1.
Found some useful information amidst the junk in the Bnet forums. I cleaned it up to make it easier to read as well.
Whimsyshire (Cow Level) Guide
Black Mushroom (Act 1)
Quest: A Shattered Crown, Begin Quest
Location: Cathedral Level 1
Waypoint: Cathedral Garden
Instructions: Enter through Cathedral or Leoric's Passage backwards
Spawns: Usually near circle centre of map or bottom L-shape room on map
Item description: Glowing white pile with purplish fumes
Difficulty: Very Easy
Estimated Runs Needed: 2-5
Leoric's Shinbone (Act 1)
Quest: Imprisoned Angel, Begin Quest
Location: Leoric's Manor
WP: Leoric's Manor
Instructions: Run backwards from waypoint up the stairs
Spawns: After going DOWN stairs enter the East room
Item description: Click on BURNT LOGS in fireplace
Difficulty: Easy
Estimated Runs Needed: 5-10
Liquid Rainbow (Act 2)
Quest: Blood and Sand, Begin Quest
Location: Dahlgur Oasis, Mysterious Cave Level 1
Waypoint: Path to the Oasis (best) or Dahlgur Oasis
Instructions: Follow southern edge of map.
There are two Florida (like I know what Florida is shaped like =/) shaped locations where cave may spawn
Spawns: When Zaven the Chemist merchant spawns, he will open the entrance
Item description: Look for the MYSTERIOUS CHEST in Level 1. May not spawn.
Difficulty: Hard
Estimated Runs Needed: 5-10 (Not only do you need the Cave to spawn, you need the chest to spawn too.
Wirt's Bell (Act 2)
Quest: A Royal Audience
Location: Caldeum City
Waypoint: N/A
Instructions: Purchase under Miscellaneous (potions tab)
Spawns: Squirt the Peddler (merchant)
Item description: 100,000 Gold, you can't miss it!
Difficulty: Easy peasy, lemon squeezy
Gibbering Gemstone (Act 3)
Quest: Siege Breaker
Location: Fields of Slaughter
Waypoint: Bridge of Korsikk
Instructions: Locate Caves of Frost Level 1
If the cave doesn't spawn very close to the waypoint, remake your game by leaving the game and resuming.
Commonly found immediately east or west of waypoint
If you see Icefall Caves, remake the game.
Spawns: Caves of Frost Level 2
Item description: Small white amulet that drops from the Unique Boss CHILTARA. Chiltara spawns in Level 2
Difficulty: Very Hard
Estimated Runs Needed:15-20. Need the cave to appear, and Chiltara has a low spawn rate.
Plan: Staff of Herding (Act 4)
The plan has a chance to drop from Izual
You can also upgrade the staff via the Merchant that sells potions in Act 4.
Finding the portal location (Act 1)
Take the Staff up Old Tristram Road
Go to the gate Southeast of New Tristram
Follow the path
Just outside gate you will find the Cow King's Skeleton
Talk to the Cow King's Ghost to enter WHIMSYSHIRE
A rainbow pit will appear for you to enter
Let the culling begin
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