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bebeto

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Everything posted by bebeto

  1. This Witch Doctor build is one of the strongest i play so far.Really recommended by me.Its best to play him in 1st frontline,dont worry he can tank alot.Its best to use plate armor, his dps will be still insane and he can still hit fast enough,so sanguine plate is the way to go.With such build u have the liberty to target at will and kill what u consider its most dangerous for u and your party wich is a huge advantage. To make game even easier all u need is a priest for his imba buffs and a cipher for block pain.He can reach 30+ dr so yeah hes not just an insane damage dealer he can be insanely tanky.U can down his resolve to minimum and put in something else once priest gets to master holy meditation to can use it every battle without need of rest,so no need to worry about concentration.
  2. What weapon would be best for a suport priest that focus for buffing/debuffing and ocasional offensive spells ,a hatchet maybe?.In terms of gear I think Pike's Pride armor+ Ilfan Byrgnar's Solace shield combo is best with great synergy.If bot durganized u will have almost no penalty from armor,-5% is nothing.This allows you to spare Blaid Golan(best armor ingame imo) for your main or another one.Since stun and prone can be the main danger to your priest i think this will work best and vs rest he has immunities buffs.Also being an aumua it helps also wich is ussualy my nr 1 pick. Btw Boeroer i run atm a trio witch doctor monk(your build)+cipher+priest.This trio imo is best trio possible.The monk is my main man and is based on your build.The long pain is really strong ,im really impressed.With champions boon he can reach ridicoulos amount of damage and might is close to 40.Also with priest in party his defensive stats are impressive also ,he cant die and almost any monster is a 2-3 torments reach business and i play potd btw.
  3. According to numbers in that spreadsheet, it does indeed appear so.The good thing is, those numbers are wrong. Just to be sure I have just frapsed a 10-Dex character dual-wielding stilettos: But the recovery line once it is shown, already appears heavily started. So action is either [4/5 + 20/21 + 15] or [4/5 + 19/20 + 16] delay/att/rec respectively. There is no way for recovery to be 24 frames. In any case I would advice using values from here: http://i.imgur.com/QqMIkII.png Because these were logged from the game itself. And frapsing is less exact (especially for quick weapons). 0.636s and 1.061s for stilettos would correspond to: - single_weapon: [4-5 delay + 19 attack_duration + 31.66 recovery_duration] - dual_wielding: [4-5 delay + 19 attack_duration + 15.83 recovery_duration] P.S. I know exactly, that there is a division by recovery factor (i.e. x/1.2), because that is how it is in the code. - There is no speed bonus for attacks made while dual-wielding.- There is speed penalty for attacks made with single-weapon. That penalty (Single1HWeapRecovFactor) is additive. You can check how it makes into the formula here. P.S. RateOfFireMult category coefficient is additive with other categories. Thus technically Sure-Handed Ila is multiplicative with Vicious Aim; and additive with everything else. OK thanks for your effort that u put into finding this mechanics and for the correct formula,now its more clear.About passive for dual weilding i wasnt clear enough and i think u undestood me wrong,i ment about Two weapon style talent,the one that gives 20 % atk speed.I was just curious how does this apply into formula,is it multiplicative or additive like in sure-handed ila example?Also want to ask u if your recovery formula applies for range weapons such bows/crossbows/wands/firearms as well or perhaps this type of weapon have different recovery factor?
  4. If MaxQuest's formula is correct then Sure-Handed Ila is multiplicative with Frenzy or Deleterious Alacrity of Motion (not both, since they don't stack). Look at his formula here. He said it himself,check few post above.Sure-Handed Ila its additive buff for range with general atk speed bonuses wich are indeed multiplicative.Its different category as rate of fire bonus wich means can apply to spell recovery also.
  5. Sure-Handed Ila its not multiplicative with general atk speed buffs such frenzy,alacrity etc but its rather additive.But if it would be to quess its multiplicative with same type of buffs if exists(cant think other than swift mode from ranger and i think one gets supressed because dont stack....wich im not really sure didnt test it)..As MaxQuest pointed its different cattegory such as range atk speed.I just wonder if this principle applies to melee atk speed skills such as dual weild talent wich applies only for melees. I have no doubt that MaxQuest knows his math.That list i found its in same thread and its abit contradictory with MaxQuest formula or maybe i skiped something and its my fault.What is important its to figure this straight doesnt matter who is wrong or right.
  6. Yeap. Sure-Handed makes part of Rate of Fire category. Besides ranged weapons recovery, it also affects recovery of spells that are internally considered as AttackRanged (basically majority of targeted spells) Not working, but I was thinking of that. If I'll have enough time, I actually could do such calculator. We'll see. MaxQuest i analyze your formula but something is unclear to me.Your formula for recovery is: Recovery phase duration=Attack phase duration * max (0,(1-2*speed coef_))/recovery factor where recovery factor is 1.2 But acording to this tests from this list wich were performed by naked chars meaning speed coef_ being 0 https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit#gid=1264774515 Lets take dual weilding for example.A naked char with dual weilding stilettos with 10 dex has an attack animation of 20 frames while recovery is 24.Acording to your formula recovery should be 20/1.2 meaning ~16.Shouldnt recovery factor be a multiplier wich would explain the numbers on the list meaning 20*1.2=24? Also want to ask u if atk speed bonus that u get from dual weapon passive is multiplicative?Or is additive like in case with sure ila-handed for range?
  7. Thanks for clarifications Max Quest.DAOM is indeed op when stacked with others bonuses such durganized and speed bonus from weapons or with passive such atk speed from dual weilding or from Sure-Handed Ila Nocked Her Arrows with Speed.This multiplication factor allows u still have a low recovery while wearing a heavy armor. Btw Sure-Handed Ila Nocked her arrows with speed can reduce recovery from some spells of priest(buff ones).For my cipher it didnt Its very weird this chant since can reduce some and on others has no effect.In theory it shouldnt at all but for sure priest can buff faster the party with this chant on.
  8. Attack speed is what matters most,its more important than dex and aparently it has more impact than penalty from armor.In other words alacrity+50% armor penalty >naked without alacrity.My chanter with war bow and with 3 DEX has 0 recovery if its stacked with range atk speed chant+alacrity+the rain of godagh field durganized+gloves of swift.Wich is very weird because total bonus if it was additive would be 120% while penalty its -50%.If it was multiplicative total bonus would be 185% and would explain 0 recovery even with 50% recovery penalty. But a naked char with multiplicative 100% still has a small recovery.So thats why im confused. Dex i know for sure has no impact in making recovery to 0.Dex only give the values of attack speed/cast animation wich means the higher dex the less default values.What cuts recovery to 0 its attack speed only.So attack speed its the king here,because can make chars even with 2hand/bows with 3 dex having 0 recovery.Thats why i dislike mods like cautious attack,it does more harm than good.Even for tank if u take it ,than u can forget about dps and his role will be only as bait to soak damage nothing else. Since i cant figure the exact formula and the formula i posted its not far from the truth but its not exactly correct either since it seems there might be some other variable involved with recovery bonus given by atk speed.
  9. After some experimenting i found out recovery formula that i posted is not quite acurate.Its very weird since from my results atk speed and recovery penalty from armor is neither exclusively addive or multiplicative and pretty much sure is a combination of both.Seems its more complex but what im sure about is that atk speed especially when u have multiple bonuses become more important than penalty. For example my archer with alacrity that give 50% atk speed bonus while wearing armor with 50% recovery penalty shots without penalty compared to same archer while naked but without alacrity wich have a slightly small recovery.The other bonuses in the experiment were atk speed chant(20%) +glove of swift(15%)+the rain of godagh field durganized wich all stack(20%,15%) If it was multiplicative than recovery would be 0 or close for the naked experiment and its neither aditive since my chanter with 100% recovery total but with armor -50% penalty still has a recovery time. This recovery mechanic is the only thing i dont understand how it works,pretty hard to figure this out.
  10. I read all this thread since im very interested in game mechanics and to sum what was important and obvious to me and aparently works correct: animation speed(dex based) =default attack speed animation /{1+[3x(dex-10)/100]} default recovery speed(melee)=default attack speed animationx 1.2 in case of dual weilding =default attack speed animationx 1.8 for 2 handed weapons,weapon+shield or 1hand style default recovery speed(range)=default attack speed animationx 1.5 in case of firearms,arbalest,crossbow =default attack speed animationx 2 in case of bows recovery speed=default recovery speedx(1+recovery penalty-recovery bonus) reload time=base reload time/(AxBxCxD) where AxBxCxD-gunner chant swif aim dex.mod 1.2x1.2x1.5x1.3 Also Str isnt as vital as i thought initially.Str bonus is another additional bonus into the equation and higher the bonus u get from different else buffs such as sneak,deatblows or focus weapons for ex. Str starts to loose from effectiveness.While dex bonus applies to all 3 meaning animation speed,recovery and reload time and is multiplicative while bonuses in game from attack speed are additive and matters only for recovery speed.Reload time bonuses are all multiplicative including one u get from dex. The reedit of post was because of some minor errors 1 example being with bow recovery wich i saw later is different than fireguns.Such observations i deducted from this default values i saw here:https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit#gid=1264774515. Anyway i hope all is correct or close to it.
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