Wolfpaq777
05-10-2011, 01:35
Hey guys,
I got started on this build and wanted to get a little feedback on it. First the build in question:
http://us.battle.net/d3/en/calculator/wizard#ekZSgi!fbY!ZZZZYb
As we all know there are 3 factors in every boss fight.
1) Your damage output
2) your mobility (or ability to avoid taking hits)
3) your defenses (or ability to reduce the damage of hits taken).
Now as you can see from this build I have heavily focused on #1 with a serious contribution to #2. I have tossed #3 out the door. We have know way of knowing if this is viable or not, but seeing as this is meant to be a softcore build I'd like to steer comments away from "drop some of #1 or #2 for #3". This was an intentional choice on my part. You guys can go make your RoF hardcore boss builds all day, this build is really about damage and stacking multipliers and having the mobility to get out of the way when I need to.
To that effect, let's look at the multipliers we've got and throw some wild numbers out there. Since I don't really want this to turn into a "my formula guess is better than your formula guess" thread, I'm going to pick a pretty neutral formula.
Base Weapon Damage * Skill WD Multiplier * (gear boost) * (skill boost)
What that means is Sparkflint, Frost Nova, Slow Time, Disruption, and Glass Cannon are all going to be additively lumped together in the second parenthesis, while all attack and wizard dmg% from gear will go in the first. I highly doubt this will be the case when the game goes live; my expectation is that the debuffs (ST, FN, disruption) will be in a separate category, but no real point debating it until we can test.
So! Base Weapon Damage: standard 135 for wands, let's say 800 wizard damage % and 1000 attack, and calculate out the Arcane orb damage for different scenarios.
FN, ST and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.1 + 1.4 + 1.2 = 5.3) = 9,917 arcane orb
ST and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.4 + 1.2 = 4.2) = 7,859 arcane blast
FN and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.1 + 1.2 = 3.9) = 7,297 arcane blast
Only Disruption is up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.2 = 2.8) = 5,239 arcane blast
Not too shabby. For comparison's sake, let's look at what a crimson meteor (highest damaging wizard spell) would be doing on a wizard using the same gear:
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.1 + 1.4 = 4.1) = 15,343
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.4 = 3) = 11,227
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.1 = 2.7) = 10,104
135 * 9.9 * 2.8 *(1 + .4 + .2 = 1.6) = 5,988
For significantly less AP, you get a much more easily landed nuke doing comparable damage. The disadvantage is you need to land arcane torrent on the boss every 5 seconds, which should not be difficult, but i could be wrong.
So as far as mobility goes, fights should be pretty straight forward. When you aren't lining up your next orb, you should be mobile. 20% movement boost every time you're hit for 5 seconds should help you stay out of harms way. Reverse teleport + fast runspeed for juking the boss. It looks like Blizzard isn't putting run speed on every item slot known to man, so the 20% should actually be meaningful. Throw a ruby in your helm for another 15% and rock some 12% boots and you will be very speedy, and the boss will almost always be at -24% movespeed thanks to your unhittable familiar.
Why I am looking for feedback? My primary concern is AP. I have no AP management at all in my build. I'm not sure that I need it. At 12.5 regen / second I should only need 7ish to land disruption, 15 for teleport, and 35 for arcane orb for a relatively cheap nuke. Let me know what you think!
I got started on this build and wanted to get a little feedback on it. First the build in question:
http://us.battle.net/d3/en/calculator/wizard#ekZSgi!fbY!ZZZZYb
As we all know there are 3 factors in every boss fight.
1) Your damage output
2) your mobility (or ability to avoid taking hits)
3) your defenses (or ability to reduce the damage of hits taken).
Now as you can see from this build I have heavily focused on #1 with a serious contribution to #2. I have tossed #3 out the door. We have know way of knowing if this is viable or not, but seeing as this is meant to be a softcore build I'd like to steer comments away from "drop some of #1 or #2 for #3". This was an intentional choice on my part. You guys can go make your RoF hardcore boss builds all day, this build is really about damage and stacking multipliers and having the mobility to get out of the way when I need to.
To that effect, let's look at the multipliers we've got and throw some wild numbers out there. Since I don't really want this to turn into a "my formula guess is better than your formula guess" thread, I'm going to pick a pretty neutral formula.
Base Weapon Damage * Skill WD Multiplier * (gear boost) * (skill boost)
What that means is Sparkflint, Frost Nova, Slow Time, Disruption, and Glass Cannon are all going to be additively lumped together in the second parenthesis, while all attack and wizard dmg% from gear will go in the first. I highly doubt this will be the case when the game goes live; my expectation is that the debuffs (ST, FN, disruption) will be in a separate category, but no real point debating it until we can test.
So! Base Weapon Damage: standard 135 for wands, let's say 800 wizard damage % and 1000 attack, and calculate out the Arcane orb damage for different scenarios.
FN, ST and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.1 + 1.4 + 1.2 = 5.3) = 9,917 arcane orb
ST and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.4 + 1.2 = 4.2) = 7,859 arcane blast
FN and Disruption are up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.1 + 1.2 = 3.9) = 7,297 arcane blast
Only Disruption is up:
135 * 4.95 * 2.8 * (1 + .4 + .2 + 1.2 = 2.8) = 5,239 arcane blast
Not too shabby. For comparison's sake, let's look at what a crimson meteor (highest damaging wizard spell) would be doing on a wizard using the same gear:
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.1 + 1.4 = 4.1) = 15,343
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.4 = 3) = 11,227
135 * 9.9 * 2.8 *(1 + .4 + .2 + 1.1 = 2.7) = 10,104
135 * 9.9 * 2.8 *(1 + .4 + .2 = 1.6) = 5,988
For significantly less AP, you get a much more easily landed nuke doing comparable damage. The disadvantage is you need to land arcane torrent on the boss every 5 seconds, which should not be difficult, but i could be wrong.
So as far as mobility goes, fights should be pretty straight forward. When you aren't lining up your next orb, you should be mobile. 20% movement boost every time you're hit for 5 seconds should help you stay out of harms way. Reverse teleport + fast runspeed for juking the boss. It looks like Blizzard isn't putting run speed on every item slot known to man, so the 20% should actually be meaningful. Throw a ruby in your helm for another 15% and rock some 12% boots and you will be very speedy, and the boss will almost always be at -24% movespeed thanks to your unhittable familiar.
Why I am looking for feedback? My primary concern is AP. I have no AP management at all in my build. I'm not sure that I need it. At 12.5 regen / second I should only need 7ish to land disruption, 15 for teleport, and 35 for arcane orb for a relatively cheap nuke. Let me know what you think!