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. I did some testing because I was wondering the same question and came to the conclusion that only your main stat and dmg taken debuffs on the target affect thorns damage (dmg buffs on yourself do not increase thorns dmg, atleast not the ones I tested with), dmg taken debuff affects thorns dmg by 75% the normal amount and main stat increases. Sep 09, 2004 How does Poison Damage Work?? My proposed amazon build will have some left over points go into poison javelin and lets say I get the damage up to 12,000 over 12 seconds(not sure actual numbers). Does this mean she will be dealing 12,000 over 12 seconds so 1000 a second, or is it 12,000 a second for 12 seconds?? 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 guide! Diablo III at IGN: walkthroughs, items, maps, video tips, and strategies. How Follower Stats Work. Your follower will only gain damage from a core stat that is predetermined for each of the.
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.
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.
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:
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%.
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.
posted in NewsTags: Basic Theorycrafting, d3, damage, Diablo 3, Math., Patch 2.0.5, Reaper of Souls, theorycrafting
Other Weapon Damage Guides:
Wizard Spells and Damage guide Diablo III Weapon Science Guide Weapon Damage Calculation Video Diablo III Damage Calculator DPS Calculator Wizard and Witch Doctor weapon damage system explanation submitted by trog: Each weapon has three relevant base stats: Minimum damage Maximum damage Attack speed
The tooltip also displays average DPS, which is actually a red herring: the min/max/AS numbers are much more relevant. If you have a 1.0 AS staff that does 20-30 damage with 20 intelligence (and you have no other int), that means that each hit will roll a random number between 20 and 30 and then that number will be multiplied by 1.2 (remember, each point of int is +1% damage). Effective Damage Range: The effective damage range of that weapon for a Witch Doctor or Wizard is actually 24-36. Your 'Damage' stat in the character sheet factors this in and spits out an average DPS stat accounting for all modifiers: in this case, you'd see a damage stat of 30. Of course, the damage stat is just a guide: whenever you use a skill, it grabs a random number from the damage range and then applies all bonuses and modifiers-- the Damage stat has very little correlation to the size of a single hit! If you had a different 1.0 AS weapon that had a damage range of 25-37 but no Int, it would do more damage because the base DPS is more than 20% higher. This is also why those +1-2 damage rings are so good in early Normal mode. A normal one-hander blue before level 20 is gonna rock something like 18 DPS (example:17.5DPS 10-17 damage range 1.3AS Axe). If you're using that axe and you slap on a pair of 1-2 damage rings, it goes to 12-21 damage or 21.45 DPS, albeit with higher variance than before. Those crappy little rings are worth 22 intelligence in this scheme! This system is also why you such strange outliers in terms of DPS. Ceremonial Knives always seem like they've got insane DPS, right? Well, they do, but they also have stupid high variance. A white level 24 Ceremonial Knife has a damage range of 10-37; a comparable level 22 mace has a damage range of 18-32, meaning that hits will be much more consistent. Witch Doctors with Knives probably notice that sometimes a Firebat will one-shot foes and sometimes it'll half-health them-- it's thanks to the variance. In general, high variance is fine on fast, cheap attacks, and awful on slow, expensive ones. Here is another guide about weapon damage. Thanks to qp0n for the following guide: Figuring out the basics is easy once you figure out the damage multipliers. There are only two things that get tricky for the average player: 1 ) Flat +damage stats will always add identical total damage to your 'weapon damage', but the DPS added depends on the weapon speed. Adding +10 damage to a 1.50 dagger will add 15 DPS because that 10 damage is applied 1.5 times per second, whereas a 1.00 staff would only gain 10 DPS, despite both weapons gaining exactly +10 weapon damage. Spell damage won't be changed however since it is calculated using weapon damage not DPS. The difference in DPS is made up for with casting speed. and
Diablo 3 How Does Area Dmg Work On Mac
2) Faster weapons are not necessarily better than slower ones, and vice versa. The 'weapon damage' that spells use to calculate 'X% of weapon damage' is not using your DPS but your actual damage per 'hit'. If you have two weapons like the two mentioned above and both have exactly 90 DPS, but at 1.50 and 1.00 speeds respectively.. the former will have 60 weapon damage and the latter 90 weapon damage. Meaning spells using the staff will do more damage, but the dagger will allow the casting of successive spells 50% faster. For #2 the tradeoff comes down to your Arcane Power pool and cooldowns. There technically wouldn't be any difference between the two weapons in a straight resource-free, cooldown-free nuke test .. but since your AP is finite and some damage spells have cooldowns, you may want to get the most damage out of those casts rather than the ability to cast quicker.
Diablo 3 How Does Area Dmg Work On Pc
In that case the slower weapon will deal the most damage. Or you may prefer faster casts to proc any number of things such as AP regen on hit. It's all preference. (Personally I prefer the slower the better, biggest bang for the buck. So don't laugh if I join your group carrying a 2H samurai sword!) Wizard Attack speed Test