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Diablo 3 Weapon Science Guide


Diablo 3 Weapon Science Guide submitted by fgr.

In Diablo 3, your damage is entirely dependent on the weapon you're holding. A lot of people have been asking about whether to use 2H or Dual Wield, and what type of weapon works best with their spells. I did some experiments to figure this out, and I present those results below:

Some people have claimed Diablo 3 only uses your DPS to calculate skill damage. That is false.
I compared a very quick dagger to a slow 2H hammer with nearly the same DPS. Despite having the same DPS, spells like Arcane Orb did a lot more damage per cast with the hammer.

I used a dagger (46.5 dps, 16-46 dmg * 1.5 attacks/sec) and a 2h hammer (46.35 dps, 47-56 dmg * 0.9 attacks/sec).

I tried a variety of spells, including Blizzard, Arcane Orb, and Ray of Frost. (10 full casts of Blizzard per weapon, measured before/after enemy HP values with the HP overlay.)

With the 2h hammer, my Blizzards did an average of 590.7 damage.

With the dagger, my Blizzards did an average of 346.3 damage.

(Deviation was small, this is definitely not a statistical fluke. Note the ~1.706x experimentally measured factor corresponds within 3% to the ~1.661x ratio you'd predict by comparing the weapons' individual average per-hit values.)

Arcane Orb did more damage per cast with the hammer. Not sometimes; every time. I also tried with/without ~+30% IAS. The +%Attack Speed gear made no difference on the damage per orb.
However, IAS did affect the average damage per tick on Ray of Frost.

Conclusion: Technically speaking, you do the same average DPS on Arcane Orb with the dagger or the hammer, but only as long as you're chain-casting it. Because the spell is expensive, you can only afford to cast it ~3 times in a row, and the total damage of those 3 casts will be much higher with the hammer. However, the casting animation will be slower.

Note: I did no experiments on cooldown skills. It is possible that cooldown damage uses DPS instead of raw damage. I have no data on this at present.

Some skills will work better with fast weapons, some will work better with hard-hitting slow weapons. If you are favoring a skill that does something special each time you cast it (like Attunement, which adds 4 arcane power on every cast, or a Fury Generator), then a quick dagger will work best. If you are favoring an expensive spell, like Arcane Orb (or a Fury Spender), then you want as much punch as possible per use, and you should focus on max damage-per-hit.

It can be a lot easier to get your DPS up by acquiring +%Attack Speed gear, but this won't affect your damage at all on skills like Arcane Orb! However, fast attacks enjoy better granularity, rather than wasting DPS on overkill, so if you don't need the extra punch of a slow weapon, you should look for speed.

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Monk Inferno Act 2 Build


Monk Inferno Act 2 Build submitted by KravenLupei.

Build: http://us.battle.net/d3/en/calculator/monk#UbkaZg!YgU!ZZaaba

The alternative (slightly-more-defensive-not-combo-strike) build:

http://us.battle.net/d3/en/calculator/monk#bZgiXk!YUX!ZbaYca

My new build, the top one, is the one I'm running lately. Prior, I used the other one, but decided I didn't have enough battlefield mobility. Sure I could use Dashing Strike, but it cost spirit, felt slow and clunky.... Then I said "Hey, why not try a combination strike build?" and went to using 2 skills (Reach - Keen and Thunderclap or WotHF). That worked ok, but then I toyed some more and went with running 3 primaries and it seems to work, exceptionally well in fact.

The build is about dashing all over the field and having lots of damage being poured into enemies / elites before they can do much in retaliation. You need high attack speed, and at least for my WotHF you want 10+% crit chance, I'm running 14. You will tear through elites in seconds in Inferno solo with this build.

My Gear and Stats:  http://i.imgur.com/ZK5zz.jpg

Those sand wasps? Destroy them with a Thunderclap, punch them a bit with WotHF, back off, finish with Reaching Strike if still alive. Kick away if needed. Pop conviction for a huge damage boost, pop serenity for immu, and 3 seconds should be enough to take out most enemies.

If it doesn't take them out, you kite away with Keen Eye until you have enough health / cooldowns are up again to dash right back into the fight and tear enemies apart in your next strike.
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Diablo 3 Scheduled Maintenance 5/29

Just a note, if you are seeing the Diablo 3 Servers are Full Message, "You Are Entering the Queue", it means that the servers are actually down for maintenance. They go down every tuesday for 8 hours.

Here is a blue post about it:

We will be performing scheduled maintenance on Tuesday, May 29th. Maintenance will begin at 3:00 AM PDT and conclude at approximately 11:00 AM PDT. During this time, servers and many web services will be unavailable. 

Thank you for your patience.
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Wizard Inferno Build

Wizard Inferno Build submitted by Absolute.

This build is not overpowered in any way, so there is no fear of any sort of "balance adjustment" on Blizzard's part. It's also more of a guideline than an exact build, as there are at least some limited alternatives to proposed skills.

Worth mentioning also, is that this is not intended for those who now have 50 million worth of gear on them--but rather for those who are struggling in Inferno. So, without further ado:

Skills

Build: http://us.battle.net/d3/en/calculator/wizard#blRSXO!YfW!bbbZaY

Shock Pulse (Piercing Orb): Reasons behind using this are various and significant, but the most prominent lies in its power and versatility; it deals 105% of weapon damage, pierces not only through all enemies, but also through a decent amount of objects (some walls, columns, and rubble), and may reach enemies out of sight. It should also be mentioned that because the orbs sway from side-to-side as they fly towards enemies, a pseudo-splash effect exists--meaning that all enemies within the limits of the orbs' reach are hit.

Blizzard (Snowbound): Nearly self-explanatory, Blizzard does what blizzards in general tend to do: pelt the soft-bodied flesh constructs with icy shards and death-inducing winter-cold winds (in this case, enemies--although they are not always so soft-bodied). It deals 210% of weapon damage over 6 seconds in a particularly small target area and tends to slow mobs down to a point.

As the Wizard flees cowardly aw--. As the Wizard gracefully kites and moves around and/or away from the enemy on sure footing, he or she will pause for approximately 1 to 2 seconds to cast and re-cast Blizzard and Hydra. The former activates instantly and therefore deals damage the second it's cast (unlike an alternative, like Meteor) and slows them down, while the latter dishes out the main body of damage.

Important: Blizzards do NOT stack. If one were to cast two Blizzards in one area, the damage dealt would NOT double.

Snowbound is not part of this build--it is merely a preference. It reduces the cost of Blizzard from 45 to 20, which is extremely significant for a build that only has a max of 80 Arcane Power.

Hydra (Venom): A skill loved by all who understand its marvelous secrets. A skill that if nonexistent would make the Wizard a class so useless the only reason to actually use one would be nostalgia. On paper, it looks ridiculously under-powered and only advisable to players with some sort of upper limp handicap. In actuality, this is the most prominent skill when damaging champion packs.

It deals 18% of weapon damage a second by the way of a poison pool (horrifyingly acidic poison) and spews poison spit at enemies for (what is assumed) 28% weapon damage. The strategy used here reflects that of what was said in the above Blizzard's informational bubble.

Alternative: There are certain users who prefer to use a different type of Hydra. So far, Arcane is the only other considered choice. Where it lacks the damage possessed by its venomous counterpart, it makes up for it by having instant splash-damage effects and a potential part in a combo that deals with passives. The latter is really the more important, as one of the passives (Temporal Flux), slows enemies hit by Arcane spells down by 30% for 2 seconds.

And, while this may be somehow incorporated into a build not unlike this one, Blizzard with Snowbound will keep most enemies going slow enough for the Wizard to properly run awa--kite. Yes, kite.

Magic Weapon (Force Weapon): Another skill that's now practically synonymous with "Wizard." Its 15% increase in damage to your weapon may increase damage by up to approximately 25% with low-end gear and significantly more with high-tier gear. The 2% chance of a force-push must also be mentioned, as it stacks up with other equipment; and therefore may be used to (if the collected force-push % is high enough) keep mobs at a distance--so that Jedi friends are given enough time to reinforce the young Wizard during their time of peril.

Diamond Skin (Crystal Shell): Short, but sweet. Tough as nails, and yet as fragile as glass. Hated for its necessity, and yet loved for its accessibility. The Diamond Skin is yet another one of those skills that's simply a part of what the Wizard is. For 6 seconds, it absorbs 21,707 damage. On its own, it would almost be unimpressive. It is when combined with the following skill that it shines like the brightest star in the galaxy and beyond (and a long, long time ago--far, far away).

Energy Armor (Force Armor): Once the epitome of perfection, a pale hope in the blight that Inferno spreads throughout the Diablo world. Before Blizzard took it upon themselves to redesign this skill, it was the most overpowered defense possible. It is no longer what it once way; but in no way does that mean it's unusable. Arguably, it is still the preferred choice for Wizards who do not possess titanic pools of health--50k and higher, or akin. Energy Armor itself increases armor by 65%, but that is not the reason for its use.

Guide continued after the page break..

Force Armor: Many misunderstand how this was nerfed. Many believe that this is how it works:

Luke has 20k Hp. Suddenly, he loses his footing as the ground under his feet trembles and welts, sending a shroud of sand so thick no eye could hope to see. A roar that breaks spines into pieces could be heard. Luke peers through the now dispensed dust and sees something too terrifying for words--three skeletal beings linked by chains that stared right into his eyes.

Death, it meant. Before he could escape, one hits him with an attack intended to deal 10k damage. His magical barrier, however, holds up, and his life only drops by 35%, to 13k hp. He flees for an instant, chewing on an energy bar and healing up to his full 100% health. The beings, however, would not give up, and chased him down. This time, a critical shot of 21k damage landed right into Luke's face--instakill.

How it actually works (worry not, story-time is over):

Ex. 1: Luke has 10k Hp. Luke is hit for 9k damage. Force Armor reduces that to only 35% of his health--leaving him with 6500 Hp.
Ex. 2: Luke has 10k Hp. Luke is hit for 15k damage. Force armor absorbs 10k (the maximum amount of Hp Luke has) of that 15k damage and leaves him with 5k Hp.
Ex. 3: Luke has 10k Hp. Luke is hit for 20k damage. Force armor absorbs 10k of that 20k damage--leaving him with 0 Hp.

Cool? Cool.

Passives

Glass Cannon: Increases all damage by 15% and decreases armor/resistances by 10%. It is a must. As simple as that. A must.

Galvanizing Ward: Increases armor duration by 120 seconds (on top of the two minutes already present) and provides a life-regeneration rate of 310 a second at level 60.

Alternatively, one may choose to forego this passive and go with something a little more direct; but direct isn't always the way to go.

Cold Blooded: Cold damage done to chilled and/or frozen enemies is increases by 20%. This is to build on the relatively low damage that Blizzard as a skill provides. At the very least, it will kill more efficiently.

Alternative passives:

Any. Use any that look like they may reflect your play-style.

How to choose a weapon

To avoid spending currency on a weapon that would be better suited for a melee class, one must first understand how utterly worthless on-screen DPS is to a Wizard in Inferno.

White monsters may be massacred by any means at hand--from a basic attack to a combination of several spells. Whichever way it's done, white mobs are of no consequence and should never be taken into consideration when building the Wizard both skill-wise and gear-wise. It is the elites that one should always consider. It is the mobs with ridiculous health pools and infinitely better and more damaging attacks than you, yourself, have at your disposal.

When dealing with such champion packs, a Wizard does only what he or she can: cast Hydra, Blizzard, and kite like they've never kited before. While the Wizard is on the move, and the dark forces of the Sith on the Wizard's tail, the greatest percentage of damage dealt is channeled through Hydra--whose damage is dependent on weapon damage (not the damage done per second, but the damage done per hit).

Average weapon damage is calculated simply by taking the minimum, (say, 500) the maximum (1000), adding them up (1500) and dividing by two (ending in an average damage per hit of 750). It is that 750 that skills like Hydra and Blizzard use as base.

A weapon with lower DPS and slower attack speed may provide much more damage than a weapon with higher DPS and faster attack speed if the right condition are met--that condition being that the average damage of the former weapon is higher than the latter.

It may also happen that a weapon with a high DPS and fast attack speed has a high average damage. Simply put, when a search for weaponry is afoot, one must seek out the highest average damage accessible--within limits, of course, as will be explained below.

Since attack speed not only affects the time between attacks, but also the animation, a Wizard with a low enough attack speed will not last long enough to dish out the potential damage at their finger tips. He or she must be quick enough to spam Hydra and Blizzard with barely a break in stride as they move out of the way of attack. Taking that into account, weapon speed cannot be too low.

A total character attack speed of approximately 2.0 should be reached to safely allow a Wizard to cast both Hydra and Blizzard in nearly an instant. This 2.0, however, may be reached in ways beyond just the attack speed of a particular weapon. If, for example, a weapon's attack speed rests at 1.30 (which is too low for comfort), necessary steps must be taken to increase it to that desired 2.0. If we take the 1.30 weapon as an example, one would need approximately 55% combined increased attack speed from equipment such as rings, amulets, gloves, helmets, shield, etc. to reach it. Any more attack speed, and the Wizard is getting nothing out of it. Any less, and he or she might as well just sign that Will the Sith have been asking to be signed.

Armor

Into detail, this little green one shall not dwell.

Let it just be said that 12% faster running speed is highly advised for those tricky little kiting adventures. The Wizards know--they knows how to run well.

Sockets are practically mandatory--especially with the low prices of Flawless Squares and below.

Resistances a Wizard must work out on his or her own. Work, it is not of the little green one.

The higher the HP, the safer a Wizard is. Simpler than that it cannot be.

A shield's blocking chance may save you once in a hundred encounters, while an orb will serve you continuously with a significant increase in damage--upwards of 8k (8k DPS, which may not mean much--but damage is damage, and an orb with 100-400 damage adds 250 damage to weapon damage) if chosen wisely.

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Monk Tips

Diablo 3 Monk Tips submitted by Eldritchsense.

I'm still chugging through Act II Inferno (been taking a lot of time to farm) and helping my friends who are still catching up, but I'd like to share some of the nuances I've learned that I believe separates an okay monk from an above average monk that should help those out there who are leveling one up.
  • From my personal experience, no other primary skill/rune offers better mobility, damage potential, and ease of use than the Thunderclap rune for Fists of Thunder. Every strike deals AOE damage, with the first strike being a mid-range teleport. What this means is it's also a built-in chasing tool AND escape mechanism 
  • The key is to use your environment around you, infact I actively avoid destroying objects such as barrels in areas I know I'll be fighting because I can use them during the fight. If I'm facing a pack of rares that use arcane, plague, molten, desecration, frozen, etc, I can quickly teleport out of the harmful area by targeting a destructible. I can't tell you how many times that's saved my bacon.
  • One of the most overlooked aspects of the skill however is that it easily interrupts enemies mid-skill/attack animation. Infact if they're in a group infront of you, it can interrupt ALL of them. And since it's naturally faster (due to hidden built-in mechanics) than all of the other primary skills, it can often times completely shut down a mob or group of mobs from even attacking you.
  • In the end, dodge will be king. Right now everyone is having issues gearing up to be able to handle inferno, and are having to really stack armor/resistances. Because of this people are using shields instead of dual wielding or 2H, but I believe that once higher end inferno gear becomes more common, you'll start seeing a LOT of dual wielders using the passive, "The Guardian's Path". 15% dodge is huge, and combine that with Mantra of Evasion and you get 30% before you activate MoE for another 15%. Stat-weight-wise, 15% dodge is worth approximately 1500 dex (I'm bad at math but looking at how my gear effects my dodge, this is what I came up with). I don't know any other passive that essentially adds 1500 worth of any stat.
  • Never underestimate Sweeping Wind. It essentially does 45% (at 3 stacks, before runes) every 2 seconds to anyone in your range (and you're melee, so that's often). It's equivalent of being able to attack everything surrounding you with 135% weapon damage every 6 seconds. It's initial cost is offset by the fact that you can keep Sweeping Wind up through several encounters. The buff itself only lasts about 4 seconds (10 seconds with Master of Wind, but I don't really recommend using that over other runes), but combine it with the aforementioned Thunderclap rune and you can jump to destrucibles along your path. Because you strike it before Sweeping Wind can destroy it, it refreshes SWs duration. I've gone through entire floors only having to cast SW once.
  • While most of your skills are fun and interesting to use, at this time your defensive skills far outweigh them in terms of importance in hell/inferno. You deal a considerable amount of damage just using FoT while keeping SW up, after that what you really need is survivability. It's up to you what you originally become comfortable using, although I really prefer Serenity (with Peaceful Repose for healing) to get out of any immobiles or bad situations, Breath of Heaven (with Blazing Wrath, boosting my damage), and Blinding Flash (with Faith in the Light, which allows me to, in conjuncture with Blazing Wrath, literally MELT enemy packs with FoT/SW).
I suppose to put it simply (or TL;DR), mobility and survivability are what makes monks, period. It's very easy to get both at the moment, even if you do have to forgo a lot of the spirit-spenders that are purely there for damage.
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Barbarian Inferno Mobility Stutter Step Build

Barbarian Inferno Mobility Stutter Step Build submitted by megabiceps.

Build: http://us.battle.net/d3/en/calculator/barbarian#aiUSkX!bXV!baZcba

Right now I'm severely under geared in act 2 inferno, but using this build I can easily farm act 1 and struggle through act 2 if I want to. If you can properly stutter step you can maintain maximum DPS with this build while avoiding most damage. You can literally run circles around almost every mob, and that's pretty much what you do.

A polearm is almost required for this build, because you can move pretty much immediately after attacking. You can then move very large distances between strikes.

With sprint and mauraders rage up all the time stuff dies pretty quickly as well.

With leap and charge and sprint you can get out of any situation at pretty much any time. the +300% armor and heal are also very usefull.

So far it seems like a very good alternative for people that don't really want to sit and tank.
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Demon Hunter Inferno Build

Demon Hunter Inferno Build submitted by Lumidelle.

Note: Due to a recent change, it is recommended to use Ball Lightning instead of Nether Tentacles.

Build: http://us.battle.net/d3/en/calculator/demon-hunter#WRVdXl!Zae!bZcZab

Inferno is all about kiting. Since anything and everything will oneshot you, it's up to our signature kiting skills to get us through it.

This is my build and it's working out fairly nicely. I'm still experimenting, but this has been pretty solid so far.

Rain of Vengeance w/ Stampede is an absolute life-saver. It has a longer cd, but the knockback protects you and gives you a good solid chunk of dps time where you can just pump out as much damage as you can.

I've been playing with the idea of using Entangling Shot w/ Chain Gang and Elemental Arrow w/ Nether Tentacles instead. The damage output of this spec is decent, but not entirely optimal. This spec is all about survival and longevity rather than nuking down my enemies. Which is fine with me; I'm in no rush. Rushing through Inferno only gets you killed.

If you're having hatred regen trouble and the slow from Frost Arrow isn't quite cutting it, drop Vault for Caltrops w/ Torturous Ground.
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