Does Skills Scale Of Weapon Dmg Or Total Dmg D3

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  1. Does Skills Scale Of Weapon Dmg Or Total Dmg D3 Requirements
  2. Does Skills Scale Of Weapon Dmg Or Total Dmg D3 1

I can see why the actual weapons damage affects spells (balance thing), but +physical seems odd. Unless all skills are based on total weapon damage, and anything on the weapon counts as 'weapon damage' for the purposes of that calcualation. Anyone know if +phys damage on other gear affects it too? Like rings or amulets as an example. What this means is that weapon speed is balanced as a stat; either you deal more damage per hit (by picking a slower weapon), or you use more abilities (since weapon speed affects animation time). DPS is entirely useless as a comparison metric unless you're only auto-attacking. May 02, 2012  Re: The Barbarian single-target DPS challenge! The OP's build is good, yet there's still some factors that could change skill choice. If you get hit a lot, Revenge could work. If the fight lasts longer than 90 seconds, having WotB and CotA reduced cooldown with boon of bulkathos could yield more damage than Ruthless passive.

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.

Does Skills Scale Of Weapon Dmg Or Total Dmg D3 Requirements

The same applies to INT classes. /install-dmg-file-in-windows.html.

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.

Total

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:

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 %

to clean a digital history. to monitor mac health and performance. /review-advanced-mac-cleaner.html. A universal solution is usually a multi-language one so it can be used effectively in different countries and by different users. After the work of a good cleaner, nobody ever has the chance of determining what pages were recently opened and what information was sent or received.

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
hey there i'm currently playing through my first character and trying things out, coming from d3 I was wondering how the dps is calculated on your weapons dps? i can see all weapons have a physical damage, but from what i can understand from wiki this is just one type of damage.
Does physical damage on weapons scale on your global dps (like in d3 where that was basically all that counted for a weapon) or do you need say, frost buffs or spell buffs to buff your spells and physical damage to buffS/stats your physical attacks only?
Posted by
stu66er
on Feb 2, 2013, 4:56:16 PM
Well, I'm not sure if this answers your question, but each offensive spell skill have its DPS. Just hover your mouse over the skill in your shortcut at the bottom right of the screen, and you can see the DPS. It is affected by critical hit stats and % damage for spells, here's what they are:
Unlike Diablo 3 where weapon DPS affects the damage you can do with your spell skills, in PoE, weapon comes with physical damage which will not affect the spell skills which are considered elemental attack. So what you want is this stat % that increases elemental attack which encompass all elemental attack, or specific attack like frost, or fire, etc. These are the stats that will increase your damage output. Another one would be spell damage, which affects all spell skills.
Physical damage will not affect your spell DPS.
For critical hit, there's 3 type. Spell critical, physical critical, and just critical. Just critical (meaning it doesn't specify spell or physical) is global, it affects both physical and spell attack.
Last edited by Hornet85 on Feb 2, 2013, 5:18:06 PM
Posted by
Hornet85
on Feb 2, 2013, 5:13:27 PM
Thank you for your reply! aaah that makes sense. did just get a huge buff from using a high elemental buff wand instead of that giant mace thing i had :D
is there any way to see how much dmg your minions do? i can see their hp but not what percentage of my dps is passed on and what type of dmg it is
Posted by
stu66er
on Feb 2, 2013, 6:55:36 PM
That's a good question. I've been using minions myself but as far as I can tell, there's no way to tell what damage they do. The only thing we know is for Spectres and Dominated minion, they will do the same damage as the monster you raise them from.
Posted by
Hornet85
on Feb 2, 2013, 7:27:19 PM
elemental damage works for witch and spell damage works for witch too. But what is the difference ?
Posted by
on Feb 2, 2013, 7:37:47 PM
I think elementals is either always a specific or only generally elementals when it is listed in the attached specs to the weapon (ie 26-50 physical and 50-70 elemental) when it is a spec that is adjustable with ie orbs its either spell damage, which counts for all, or a specific elemental. i don't know for sure though, but this is what i've been able to understand from reading about it (http://en.pathofexilewiki.com/wiki/Damage_Types)
no the minions in general are a lot of fun but more confused than a gay catholic priest tbh. sometimes i literally have no clue what is going on with 1 spectre 7 skeletons and five zombies running around in narrow caves. i think they should consider the idea of a unique looking zombie either a unique model like in d3 or a unique color at least.
Posted by
stu66er
on Feb 2, 2013, 8:47:06 PM
Hi, so you thin that +% increase to elemental dmg with wands increases the damage of all my skills, and including physical dmg?
SO basicly, I could run around with any kind of weapon that give me good elemental dmg buffs, or skill buff. And by that logic, I suppose it doesnt make much sense to go for Elder Power buff right? Since we almost never use auto attack with wands.
Also as far as minion goes, I went with Enfeble (ro any other curse), and spam it few times, just so I can see which are frendlies and which are not :)
They should consider adding health bars above heads tho :/
Posted by
g0rki
on Feb 2, 2013, 10:09:39 PM
i don't get why they don't just spam a million diffrent skins out for purchase with minions. it's such a no brainer for money. I'd be happy to pay 5 bucks just to be able to see who the hell is who during a zombie skeleton only cave.
and yes. played for a few more days now and i think i get it: you want three things for damage:
1. elemental damage (either all kinds or a specific and the specific is of course best if related to your passive buffs, but is still good over no matter what)
2. spell damage increase. this is really important, it basically made me keep an i got in act 2 on the first difficulty for 1½ campaigns just because i lost so much dmg if i changed it
3. cast speed increase. I can never find anything that does more than 10% of this so i think it's pretty rare, but if you do the math it doesn't add up for much unless the two above are high :)
Posted by
stu66er
on Feb 7, 2013, 1:42:03 AM

Does Skills Scale Of Weapon Dmg Or Total Dmg D3 1

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