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## Ray of Frost

Ray of Frost + Crimson Rune(Snow Blast) has the potential to be a lethal combo for single target dmg. Ray of Frost + Crimson = 275% Weapon dmg increasing slowly to 715% Weapon dmg after 1.5 seconds, AP cost = 29/sec.

The mechanics of the crimson rune could drastically change the dmg of RoF given different values for of AP regeneration and Maximum AP. So this post is to investigate just how much.

Base Wizard Regen = 12.5 AP/sec.
AP Regen w/ Astral Presence = 14.5 AP/sec
AP Regem w/ Arcamot = 17 AP/sec
AP Regen w/ Arcantot + Astral Presence = 19 AP/sec

Power of the Storm reduces ability cost by 7 AP.

Energy Armor = -20 AP
Energy Armor + Energy tap = +40 AP
Astral Presence = +20 AP

Change in %dmg = 715-275 = 440% dmg

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There are two possible ways the dmg is calculated during the 1.5 second build up phase,
#1 Small increases over time, independent of casts.
#2 Large increases dependent on each new cast.

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#1 For examples sake, lets say the dmg is calculated every 0.5 second.
Cast time is unchanged at 1 second.

Max AP = 80 => x is the maximum continual cast time beyond the first.
1) 80-29*x+12.5*x=29 => x = 3 seconds = 3 casts => 4 casts total(Round to the Nearest full cast)
2) 80-29*x+17*x=29 => x = 4.25 seconds = 4.25 casts => 5 casts total

1) ((0.5*(275+440*0/3)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+2.5*(275+440*3/3))/4 = 605% avg wpn dmg
2) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*3.5)/5 = 627% avg wpn dmg

Max AP = 100 => x is the maximum continual cast time beyond the first.
3) 100-29*x+12.5*x=29 => x = 4.3 => 5 casts (Round down to the nearest full cast)
4) 100-29*x+14.5*x=29 => x = 4.9 => 5 casts
5) 100-29*x+17*x=29 => x = 5.9 => 6 casts
6) 100-22*x+12.5*x=22 => x = 8.2 => 9 casts
7) 100-22*x+17*x=22 => x = 15.6 => 16 casts

3) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*3.5)/5 = 627% avg wpn dmg
4) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*3.5)/5 = 627% avg wpn dmg
5) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*4.5)/6 = 642% avg wpn dmg
6) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*7.5)/9 = 666% avg wpn dmg
7) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*14.5)/16 = 688% avg wpn dmg

Max AP = 120 => x is the maximum continual cast time beyond the first.
8) 120-29*x+14.5*x=29 => x = 6.3 => 7 casts (Round down to the nearest full cast)
9) 120-29*x+19*x=29 => x = 9.1 => 10 casts
10) 120-22*x+14.5*x=22 => x = 13 => 14 casts
11) 120-22*x+19*x=22 => x = 32.3 => 33 casts

8) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*5.5)/7 = 652% avg wpn dmg
9) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*8.5)/10 = 671% avg wpn dmg
10) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*12.5)/14 = 683% avg wpn dmg
11) ((0.5*(275)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*31.5)/33 = 702% avg wpn dmg

Max AP = 140 => x is the maximum continual cast time beyond the first.
12) 140-29*x+12.5*x=29 => x = 6.7 => 7 casts (Round down to the nearest full cast)
13) 140-29*x+17*x=29 => x = 9.25 => 10 casts

12) ((0.5*(275+440*0/3)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*5.5)/7 = 652% avg wpn dmg
13) ((0.5*(275+440*0/3)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*8.5)/10 = 671% avg wpn dmg

Max AP = 160 => x is the maximum continual cast time beyond the first.
14) 160-29*x+14.5*x=29 => x = 9 => 10 casts (Round down to the nearest full cast)
15) 160-29*x+19*x=29 => x = 13.1 => 14 casts

14) ((0.5*(275+440*0/3)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*8.5)/10 = 671% avg wpn dmg
15) ((0.5*(275+440*0/3)+0.5*(275+440*1/3)+0.5*(275+440*2/3)+715*12.5)/14 = 683% avg wpn dmg

As you can see, the % avg wpn dmg does not improve by any large amount by increasing AP regen or max AP. Note: Shortening the Time Step (0.5 seconds) slightly alters the averages.

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The first is rather self explanatory and without incident, so I will discuss the ramifications of the 2nd below.

The dmg of the beam might stay constant during the entire cast time.
Thus, the 1st cast might be, 275+440*0/2 = 275% wpn dmg, 2nd cast would be 275+440*1/2 = 495% wpn dmg, and the 3rd cast would finally be the 275+440*2/2 = 715% wpn dmg.

However, this would mean RoF would have a haste soft cap built in.

Lets say you have sufficient haste to reduce your cast speed to 0.75 seconds.
0.75+0.75 = 1.5 sec (Perfectly sync'd with the build up time)

7 casts = 5.25 seconds

((0.75*(275+440*0/2)+0.75*(275+440*1/2)+(275+440*2/2)*3.75)/5.25 = 620% avg wpn dmg per cast
=> 7*621/5.25 = 828% wpn dmg per second

Now lets say you got an upgrade, and your new cast speed in 0.7 seconds
0.7 + 0.7 = 1.4 sec (0.1 seconds before the build up time, thus your 3rd cast wont be max)

7 cast = 4.9 seconds

((0.7*(275+440*0/3)+0.7*(275+440*1/3)+(275+440*2/3)*0.7+(275+440*3/3)*2.8)/4.9 = 589% wpn dmg per cas
=> 7*589/4.9 = 841% wpm dmg per second

Given this method of calculating dmg, it is less advantageous than maybe it should be at higher haste levels. Depending on the cast speeds, you could see very little DPS gain, yet consume more AP/sec. Which method blizz uses is up in the air, but I am leaning towards the method described here.

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The equation for calculating the # of casts possible,
c =(t+(m-a)/(a/t-r))/t

Simplified,
c =(m-r*t)/(a-r*t)

a = arcane power cost
m = maximum arcane power
r = regen rate of arcane power
t = cast time
c = # of casts

Note: These values do not determine any sort of break points, because it does not include things such as +AP on crit or +max AP on gear.

2. 0

## Re: Ray of Frost

I don't think it increases to 715% over the course of 1.5 seconds, but that it increases by some unknown rate every 1.5 seconds to a maximum of 715%. I say this mainly because of the wording; "Damage increases slowly..." It hardly seems slow if it increases 440% after only 1.5 seconds.

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## Re: Ray of Frost

Originally Posted by nicro007
I don't think it increases to 715% over the course of 1.5 seconds, but that it increases by some unknown rate every 1.5 seconds to a maximum of 715%. I say this mainly because of the wording; "Damage increases slowly..." It hardly seems slow if it increases 440% after only 1.5 seconds.
Well maybe it increases every 0.1 second. Thus, 440/15 = 29.33% dmg/sec.

The wording seems pretty clear to me, the dmg increases from 275% to 715% after 1.5 seconds, and then remains at that max of 715% dmg.

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## Re: Ray of Frost

Skill would be trash if it takes any longer. 1.5s may already be crippling depending on late-game mobility requirements.

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## Re: Ray of Frost

I reworked the #s in a different way. I think this method should be slightly more accurate.

If you notice any permutations missing, let me know.

Originally Posted by Ice Mistress Freya
Skill would be trash if it takes any longer. 1.5s may already be crippling depending on late-game mobility requirements.
Even in short bursts the % avg weapon dmg is still quite good as long as you spend at least some time at max dmg.

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## Re: Ray of Frost

Thought of another way it may be calculated.

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## Re: Ray of Frost

I have been thinking about, #2 Large increases dependent on each new cast, and the more I think about it the more I think its not likely.

What would happen if you cancelled the spell just before it finished?
-22 AP, - fraction of a second, and 0 dmg?!? And it does not matter how good you are, the final cast would almost always yield no dmg.

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## Re: Ray of Frost

For certain builds that are already skill dense, RoF with the Golden rune might make a viable, high damage alternative to signature spells, especially for use against bosses. Then again, there aren't a lot of good single target nukes that can do more damage than RoF with a Crimson rune so it's a tough call.

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