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  1. #81
    IncGamers Member HardRock's Avatar
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    Re: DoT and Pet Scaling

    Yeah, looks like AoE DoTs that don't have a cooldown won't be very good unless you're using a two-hander.

    However, I'm still betting that Blizzard isn't implemented as a DoT and instead it will work like Arcane Torrent. This would mean more projectiles as APS increases and critical hits calculated per enemy hit.



  2. #82
    IncGamers Member sacridoc's Avatar
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    Re: DoT and Pet Scaling

    I wouldn't be surprised if the high cost AoE dots work the same way as GotD. Especially considering that you can't stack them on top of each other in one area. After you cast Blizzard once it might as well have a cooldown because you can't use it to do damage in the same area until the duration is over and has a higher AP cost.

    Someone should really do some testing on how life per hit works with channeled spells, etc. I don't have beta so I can't unfortunately. It might give you some understanding of how other proc abilities will work with faster attack speeds.



  3. #83
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    Re: DoT and Pet Scaling

    i tested life per hit a little bit and wrote something about it here:
    http://us.battle.net/d3/en/forum/topic/4363779270



  4. #84
    IncGamers Member HardRock's Avatar
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    Re: DoT and Pet Scaling

    Quote Originally Posted by sacridoc View Post
    Someone should really do some testing on how life per hit works with channeled spells
    Without testing, I have to say the most likely scenario is that they will give you life per cycle or per hit, depending on the skill.



  5. #85
    IncGamers Member sacridoc's Avatar
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    Re: DoT and Pet Scaling

    Quote Originally Posted by Frida View Post
    i tested life per hit a little bit and wrote something about it here:
    http://us.battle.net/d3/en/forum/topic/4363779270
    Ah... it seems like it'll work differently for each skill based on how many monsters they expect you to hit with the ability. And for channeled spells it'll be based on the cycle but you won't get the full amount of life per cycle. Overall it seems like it'll be difficult to calculate honestly.

    It brings another thing into question which is how it seems like skills have different base attack speeds. Like even single target skills, some of them have a faster attack speed than others. It makes everything pretty confusing.



  6. #86
    IncGamers Member HardRock's Avatar
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    Re: DoT and Pet Scaling

    Alright, I looked at this affix as well. I had 4 Life per hit on my gear, a 1 APS weapon and used Ray of Frost, Arcane Torrent, Haunt, Grasp of the Dead, Firebats, and Rend for my testing.

    Ray of Frost: Restored about 4 Life per second.
    Arcane Torrent: Restored about 1 Life per every enemy hit by one of its projectiles.
    Haunt: I got 4 Life per cast and an additional 4 Life every time Haunt found a new target.
    Grasp of the Dead: Gave me a regen of about 2 Life per second for every enemy hit.
    Firebats: Regen'd about 2.4 Life per second per enemy.
    Rend: Healed me for 1.25 Life for every enemy on the initial hit. The DoT damage didn't restore any Life.

    With channeled skills, I didn't notice any clear differences between faster and slower weapons as far as this affix is concerned. However, this is most likely because the displayed numbers are rounded, so we would need much higher Life per hit numbers to better compare different weapons.


    Last edited by HardRock; 03-05-2012 at 08:11.

  7. #87
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    Re: DoT and Pet Scaling

    I just wanted to pop in and say that all of you are amazing, and the past three pages on this thread have been a very enlightening read.

    I would imagine that the reason weapons with a faster attack speed will give you a higher resource cost with channeled spells such as Firebats and Ray of Frost is that in the endgame, fast one-handers will outperform two-handers in terms of DPS - and thus also in terms of damage-per-tick.



  8. #88
    IncGamers Member HardRock's Avatar
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    Re: DoT and Pet Scaling

    EDIT: Please disregard this post.

    Yeah, strangely enough faster weapons are more bursty with channeled spell, while with other skills it's the other way around.


    Last edited by HardRock; 03-05-2012 at 08:11.

  9. #89
    IncGamers Member Sooru's Avatar
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    Re: DoT and Pet Scaling

    Quote Originally Posted by HardRock View Post
    Yeah, strangely enough faster weapons are more bursty with channeled spell, while with other skills it's the other way around.
    Don't all weapons simply do constant weapon dps over X time spent casting with channeled spells, while faster ones pay more resources/second for it? I can't even count the times I've become confused when reading this thread due to people using words differently to how I would say the same thing. Once I was writing a lengthy post about it in relation to cooldown DoTs scaling with APS, but while writing it I understood how people use the words scaling in that context. Personally I like to talk about skills dealing either x% weapon damage or x% weapon dps (which would be the 'scaling with APS' thing) per hit

    I understand what you mean with slow weapons being more bursty with normal skills, the huge hit can come out of nothing but there's a large delay before the next hit connects. With fast weapons it's quicker stream of smaller hits. But when talking of channeled spells, what are you comparing the faster weapons to when you say they are more bursty?



  10. #90
    IncGamers Member HardRock's Avatar
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    Re: DoT and Pet Scaling

    Forget what I said, it was a brainfart on my part. Only the DPS matters for channeled skills, so two weapons with the same DPS, even if their APS differs, will do the same amount of damage over any amount of time.



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