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Daiblo 3 skill cooldown vs increase spell dmg
Daiblo 3 skill cooldown vs increase spell dmg











A list of spell coefficients is available on the US forum, but you can test it yourself by getting some life-on-hit gear and killing zombies in Act 1 normal to see how much healing is returned for each spell. Testing indicates it's also used for Arcane Dynamo, Paralysis, Critical Mass, and everything else that has a chance to proc. Arcane power on crit returns are multiplied by the spell coefficient, and Magic Weapon: Venom uses it as its chance to proc. This seems to be Blizzard's way of balancing spells that are likely to hit multiple targets, and it goes way beyond just life-on-hit. This has led people to use popular kiting builds to assume life-on-hit doesn't work properly with spells even though all other spells have much higher coefficients. Magic Missile will heal for 100% of your life-on-hit, but Blizzard will return only 2% for each target hit, and Hydra won't heal you at all.

daiblo 3 skill cooldown vs increase spell dmg

It turns out that every spell has its own coefficient that determines the percentage of life-on-hit gained per target struck, and spells that can hit multiple targets tend to have lower coefficients. You may have noticed that you aren't healed for 100% of your life-on-hit every time you hit with a spell. This may be a bug, but for now, Blizzard is the only Wizard spell that does not have its damage per second increased by attack speed. However, the damage from multiple Blizzards in the same area doesn't stack. Blizzard's damage over time effect is based on your weapon damage just like most other spells, and increased attack speed lets you cast it faster. The damage numbers from the spell's hits pop up at only 0.5 second intervals, but the actual tick rate is faster, and the UI just reports the accumulated total every 0.5 seconds.

daiblo 3 skill cooldown vs increase spell dmg

Interestingly, Hydra also ignores the damage range of your weapon, so a dagger with a huge damage variance will deal consistently average hydra hits.Ĭhanneled spells like Ray of Frost and Disintegrate are also boosted by attack speed. Increasing attack speed further with rings and amulets similarly increased the damage of the Hydra bolts. In my tests, I found that the damage dealt by each hit and the total damage dealt over the lifetime of the hydra were the same with both the one-handed and two-handed weapons. The attack rate of a Hydra does not increase with increased attack speed, but the damage of each bolt is normalised based on your attack speed at the time of casting.

daiblo 3 skill cooldown vs increase spell dmg

In this guide, I put five popular Diablo III Wizard myths to the test and discover the inner workings of Energy Armour, Hydra, Blizzard, Critical Mass, and other abilities. But the story was a little different for Hydra, Blizzard, and channeled spells. For almost every spell, the one-handed setup dealt lower damage but hit more frequently, averaging to the same damage per second. I then tested every spell on the zombies at the start of Act 1 in hell mode dozens of times and checked the damage difference, finally adding attack speed rings and amulets and re-testing both weapons. To find out the truth, I bought a two-handed weapon with 0.9 attack speed and a one-handed weapon with 1.6, both with the same rated damage per second. Some players contend that Blizzard and Hydra are unaffected by attack speed others report that channeled spells ignore both critical hit chance and attack speed. Items with increased attack speed on them greatly increase damage per second on paper, but there is some confusion in the Wizard community as to which spells are affected by it. When building your Diablo III Wizard, you have two main schools of thought on weapon type: use a high-damage two handed weapon with low attack speed or use a one-handed weapon and offhand and stack as much attack speed as possible.













Daiblo 3 skill cooldown vs increase spell dmg