Diablo® III

The Art of War: Barbarian

80 Orc Death Knight
0
Hello.

@Lanetolsun: Chance on hit is really on hit and not on attack. But there is a ingame factor system that changes proc chances for every skill you use. As a basic guideline the bigger the aoe and the faster the animation the lower the proc chance. This also goes for life on hit. Youy proc on every attack but with a smaller amount of health.

Even with deminished procs WW is a strong skill for aoe damage with dw and the right setup. It has yet to be done but I do see the chance that a build with enough attack speed and on hit effects can become rather strong. This topic will be clöeared much later when better equip is easy to get and clearing inferno is from the list.

Concerning the actual proc effects test needs to be done if they work on all enemies and if duration reduction is active in inferno.
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http://eu.battle.net/d3/en/forum/topic/4008461108?page=2#28
Some calculations on Iron Impact rune
Edited by Svargas#2593 on 31/05/2012 16:07 BST
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So i've tested myself and it seems like Pulverize rune in Bash does not hit the initial target at all...
Just wanted to make sure I am right - could someone confirm this? Because if it does not hit the initial target, then this rune just SUCK!
Edited by Kligan#2988 on 31/05/2012 21:14 BST
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Well, tested Pulverize.

The attack is pretty neat if you ask me, I wouldn´t write it off. It turns Bash into kind of an AoE. It works like this. There has to be a target in front of you, not super close but a few yards, then Pulverize hits it and creates a fiery shockwave behind the target. The range is pretty good, actually, plus it kind of stops the targets in their track (they stop and lean back from the shockwave).

Damage wise, this hit the first target for 10-14K and the stuff behind the target for 3000-4000. My weapon is:

342-720 base damage
1379 strength

150% weapon damage (normal Bash) = (342-720 * 1,5) * 14,79 = 7587-15973
38% weapon damage = (342-720 * 0,38) * 14,79 = 1922-4046

Yeah, it seems to be the case. Pulverize does unruned Bash damage against the target in front of you and 38% weapon damage against everything else 26 yards behind the target.

Got my awesome weapon for 500K gold from the AH yesterday, it´s the only thing I got there so far. I can´t afford the best weapons yet (I´m at 3,2 mil gold) but this one´s amazing. Socketed 637,5 dps mace with +204 str., +147 vit, +51 int. Put a star emerald in it which cost me the same amount of gold to craft LOL (9 * 30K + 3 * 50K + 1 * 80K).

EDIT: I´ll use Pulverize over Maniac for some runs, but it feels great so far. The thing I was talking about (making them stop etc.) is actually the knockback. So yeah, the normal 20% knockback is still there, also applies to stuff that gets hits by the shockwave. This attack is not suited for Earthquake users, obviously.

Also, the whole shockwave thing is pretty wide, easily hitting 2-3 foes standing next to each other.

EDIT2: Very good against normal mobs, cleaning them up nicely. Had a more difficult time (than with maniac) against elite packs though.

Pulverize is something like a mix between single target and aoe, best at nothing but still quite good. Much better against normal packs than Frenzy (even Sidearm = random narrow axe), comparable to Cleave but Cleave is probably better against a pack. Also it´s not the easiest skill to use. Maybe it could work effectively in the hands of a very skilled player for maximizing damage/no. of tagets caught in the wave and with a different skill-set than I was using.

This skill is cool but situational, I´ll leave it at that.
Edited by Nubtro#2147 on 31/05/2012 23:26 BST
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Thanks.
So... pulverize suck, imo :D
If only it were hitting the main target, then I could consider this rune as viable... but like that... meh...
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Just saw on Kungen's livestream an amulet with +14 minimum damage .... That mod is like the holy grail for ability testing - somebody claims they can be brought of the AH ... I'll check as soon I get access my gaming computer ...

EDIT: Auction house have the bonus to psychical damage attribute selectable for amulets - but I couldn't find any :( ...

Edit - found it - was searching with a too low lvl character ... Prefix seems to be "of destruction" and min char lvl 54 :( ...
Edited by peddroelm#2402 on 01/06/2012 16:13 BST
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90 Undead Rogue
10665
Does defence work when enemy hit you from behind?
Are there some exeptions? Like you can dodge for expample but you cannot block attacks.
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80 Orc Death Knight
0
Hello.

I'm back and this time with my own pc and internet. Yeah.

@Furiat: Defense, all of it works from all directions. No exploits here.

Pulverize is far to weak for the last bash rune. The damage is a joke for aoe and for single target too. If you want aoe use something else and if you want single taget damage go for Onslaught. It looks really strong but the numbers say: No.
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Just saw on Kungen's livestream an amulet with +14 minimum damage .... That mod is like the holy grail for ability testing - somebody claims they can be brought of the AH ... I'll check as soon I get access my gaming computer ...

EDIT: Auction house have the bonus to psychical damage attribute selectable for amulets - but I couldn't find any :( ...

Edit - found it - was searching with a too low lvl character ... Prefix seems to be "of destruction" and min char lvl 54 :( ...


I have acquired a +9 min damage amulet from the action house (payed 300 gold for it) ... With it an the right weapons all abilities (percentage of weapon damage) do CONSTANT DAMAGE .... So I can now test how passives and skills interact (and the exact percentages DOT skills use per tick (WW, Rend, Earthquake) ) .... {Reverse Engineer D3 damage formula}

=======
Must take a brake from D3 - but some quick tests ...

10-12 weapon +9 min amulet 19-19 weapon
656 STR

Normal Attack did constant 144 Damage // 19 * (1 + 6.56) = 143.64
WW did constant 53 // (19 * (1 + 6.56) * (1.1 / 3) = 52.668
EQ did constant 180 // 19 * (1 + 6.56) * 1.25 = 179.55 // 20/16 = 1.25
...

Will do all barb skills first and then combinations including passives ...
Edited by peddroelm#2402 on 02/06/2012 10:20 BST
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First interesting thing ... Side Arm rune for Frenzy does 165% (110*1.5) Weapon Damage not 110% like stated in the tooltip ...And of course it can crit ...Maybe I'll put up a video illustrating this ...

Rolling thunder rune for Hammer of the Ancients does 232.5% (155*1.5) Damage to all enemies not 155% like stated in the tooltip ...

Smash rune is 270% like the tooltip says ...

Rend - has crit check before the DOT - if it crits all damage is doubled ...
210% Weapon Damage over 3 seconds *(2.1/6) 35% Weapon Damage per tick

Lacerate (2.71/6) 45% weapon damage per tick . 6 ticks over 3 seconds ..

Mutilate rune is 350% Weapon Damage over 5 seconds (10 ticks ) * (3.5/10) per tick (same as rend 35% weapon damage per tick)

Could this the effect of patch 1.0.3 ? Stealth barb buffs ?

Shattered Ground Rune effect is probably 201.5% and not 202% ...
Edited by peddroelm#2402 on 02/06/2012 14:08 BST
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02/06/2012 13:11Posted by peddroelm
First interesting thing ... Side Arm damage of frenzy does 165% (110*1.5) Weapon Damage not 110% like stated in the tooltip ...And of course it can crit ...Maybe I'll put up a video illustrating this ...


This is interesting. I wonder, if it's crits reduce cooldown of Overpower.
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Hey Rhaloz, I'm having a tough time deciding, and I'd really like if you'd take a look at my topic and answer my questions there,
http://eu.battle.net/d3/en/forum/topic/4552326810
Thanks ahead
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10-13 weapon damage
+14 minimum damage amulet
1070 strength
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BASH

Clobber tooltip = 150% weapon damage
Clobber calc dmg = 24 * 11,7 * 1,5 = 280,8 * 1,5 = 421,2
Clobber test dmg = 421

Clobber does 150% weapon damage.

Onslaught tooltip = 150% weapon damage + two 22% weapon damage hits
Onslaught calc dmg = 24 * 11,7 * 1,5 + 2 * 24 * 11,7 * 0,22 = 421,2 + 2 * 61,776 Onslaught test dmg = 421 + 2 * 63

22% weapon damage for reverberations is not correct. It seems to be 15% of normal Bash damage. The reverberations do 22,5% weapon damage!
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CLEAVE

Reaping Swing tooltip = 120% weapon damage
Reaping Swing calc dmg = 24 * 11,7 * 1,2 = 336,96
Reaping Swing test dmg = 337

Reaping Swing does 120% weapon damage.

Broad Sweep tooltip = 156% weapon damage
Broad Sweep calc dmg = 24 * 11,7 * 1,56 = 438,048
Broad Sweep test dmg = 438

Broad sweep does 156% weapon damage.
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REND

Ravage tooltip = 210% weapon damage over 3 seconds
Ravage calc dmg = 24 * 11,7) * 2,1 / 6 = 98,28
Ravage test dmg = 98 147 79 118 59
100% tick dmg = 98,28
80% tick dmg = 98,28 * 0,8 = 78,624 = 79
120% tick dmg = 98,28 * 1,2 = 117,936 = 118
150% tick dmg (CH) = 98,28 * 1,5 = 147,42 = 147
60% tick dmg = 98,28 * 0,6 = 58,968 = 59

Ravage does 1/6 of 210% weapon damage per tick. There´s 6 ticks over 3 seconds. Each tick has a chance to do 60%, 80% or 120% tick damage or Critical Hit for +% Critical Damage.

Lacerate tooltip = 271% weapon damage over 3 seconds
Lacerate calc dmg = 24 * 11,7 * 2,71 / 6 = 126,828
Lacerate test dmg = 127 152 76

Lacerate does 1/6 of 271% weapon damage per tick. There´s 6 ticks over 3 seconds.

Mutilate tooltip = 5 second duration
Mutilate calc dmg = 24 * 11,7) * 2,1 / 6 = 98,28
Mutilate test dmg = 98 118 79 59

Mutilate does 1/6 of 210% weapon damage per tick. There´s 10 ticks over 5 seconds.
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REVENGE

Provocation tooltip = 220% weapon damage
Provocation calc dmg = 24 * 11,7 * 2,2 = 617,76
Provocation test dmg = 618

Provocation does 220= weapon damage.

Retribution tooltip = 286% weapon damage
Retribution calc dmg = 24 * 11,7 * 2,86 = 803,088
Retribution test dmg = 803

Retribution does 286% weapon damage.
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WHIRLWIND

Wind Shear tooltip = 110% weapon damage
Wind Shear calc dmg = 24 * 11,7 * 1,1 / 3 = 308,88 / 3 = 102,96
Wind Shear test dmg = 103

Wind Shear does 1/3 of 110% weapon damage.

Volcanic Eruption tooltip = 143% weapon damage
Volcanic Eruption calc dmg = 24 * 11,7 * 1,43 / 3 = 133,848
Volcanic Eruption test dmg = 134 201

Volcanic Eruption does 1/3 of 143% weapon damage.

Dust Devils tooltip = tornadoes do 40% weapon damage
Dust Devils calc dmg = 24 * 11,7) * 0,4 = 112,32
Dust Devils test dmg = 112

Dust Devils creates tornadoes that do 40% weapon damage.
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HAMMER OF THE ANCIENTS

Rolling Thunder tooltip = 155% weapon damage
Rolling Thunder calc dmg = 24 * 11,7 * 1,55 = 435,24
Rolling Thunder test dmg = 653

Rolling Thunder does 232,5% weapon damage (155 * 1,5). The tooltip is wrong!

Smash tooltip = 270% weapon damage
Smash calc dmg = 24 * 11,7 * 2,7 = 758,16
Smash test dmg = 758

Smash does 270% weapon damage.

The Devil´s Anvil tooltip = 200% weapon damage
The Devil´s Anvil calc dmg = 24 * 11,7 * 2 = 561,6
The Devil´s Anvil test dmg = 562

The Devil´s Anvil does 200% weapon damage. So does unruned HotA, Thunderstrike and Birthright.
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SEISMIC SLAM

Stagger tooltip = 155% weapon damage
Stagger calc dmg = 24 * 11,7 * 1,55 = 435,24
Stagger test dmg = 435

Stagger does 155% weapon damage.

Shattered Ground tooltip = 202% weapon damage
Shattered Ground calc dmg = 24 * 11,7 * 2,02 = 567,216
Shattered Ground test dmg = 566 (849 CH)

Shattered Ground does 201,5% weapon damage (155 * 1,3). The tooltip is wrong (rounded up)!

Rumble tooltip = 155% weapon ddamage + secondary tremors do 30% weapon damage
Rumble calc dmg = 24 * 11,7 * 1,55 + x * 24 * 11,7 * 0,3 = 435,24 + x * 84,24
Rumble test dmg = 435 + 2 * 84

Rumble does 155% weapon damage plus the earth shakes for up to two additional 30% weapon damage hits. Those tremors are visible on the ground and if the monster stands between such tremors, it won´t get hit twice. But usually, there´s two tremor hits.

Strength from Earth tooltip = 155% weapon damage
Strength from Earth calc dmg = 24 * 11,7 * 1,55 = 435,24
Strength from Earth test dmg = 435

Strength from Earth does 155% weapon damage and costs 15 Fury.

Cracking Rift tooltip = 255% weapon damage
Cracking Rift calc dmg = 24 * 11,7 * 2,55 = 716,04
Cracking Rift test dmg = 716

Cracking Rift does 255% weapon damage.
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ANCIENT SPEAR

Dread Spear tooltip = 185% weapon damage 60% dmg as life
Dread Spear calc dmg = 24 * 11,7 * 1,85 = 519,48
Dread Spear test dmg = 519 (+208 life = 40% dmg)

Dread Spear does 185% weapon damage. Did another test without life per second gear. 788 strength.

Dread Spear calc dmg = 24 * 8,88 * 1,85 = 394,272
Dread Spear test dmg = 394 (+47 life = 12%)

I don´t get this. I actually checked my life before/after Dread Spear. It healed 47 dmg, once 48 (which means life is also rounded) and once 71 (CH). Note that life per second ticks each 0,5 second. I have 291 life per second and get green +145 and +146 ticks.

Rage Flip tooltip = 213% weapon damage
Rage Flip calc dmg = 24 * 11,7 * 2,13 = 598,104
Rage Flip test dmg = 597

Rage Flip does 212,75% weapon damage (185 * 1,15). The tooltip is wrong (rounded up)! This attack doesn´t push the target away (like knockback), instead it pulls the target from in front of you all the way to the back - behind you.
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FURIOUS CHARGE

Mercilles Assault tooltip = 195% weapon damage
Mercilles Assault calc dmg = 24 * 11,7 * 1,95 = 547,56
Mercilles Assault test dmg = 548

Mercilles Assault does 195% weapon damage.

Battering Ram tooltip = 283% weapon damage at location
Battering Ram calc dmg = 24 * 11,7 * 2,83 = 794,664
Battering Ram test dmg = 794

Battering Ram does 282,75% weapon damage (195 * 1,45) at the targetted location. The tooltip is wrong (rounded up)! Also, it does 195% weapon damage to targets along its path.
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I´ll update this post with more test info later.

EDIT 1: added Wind Shear
EDIT 2: added Onslaught and Lacerate
EDIT 3: added Mutilate
EDIT 4: added Volcanic Eruption and Dust Devils
EDIT 5. added Stagger and Rolling Thunder
EDIT 6: added Shattered Ground and Smash
EDIT 7: added Rumble and The Devil´s Anvil
EDIT 8: added Strength from Earth and Cracking Rift
EDIT 9: added Dread Spear, Rage Flip, Mercilles Assault and Battering Ram
EDIT 10: added Reaping Swing and Broad Sweep

Dread Spear life leech is weird!

Important discoveries:
- Onslaught reverberations do 22,5% weapon damage (15% of 150%) and not 22%
- Rolling Thunder is 232,5% wpn dmg and not 155%
- Shattered Ground is 201,5% wpn dmg and not 202%
- Rage Flip is 212,75% wpn dmg and not 213%
- Battering Ram is 282,75% wpn dmg and not 283%
Edited by Nubtro#2147 on 02/06/2012 18:37 BST
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Nubtro you probably have a source of + max damage on equipment (ring ?) and another source of +min damage

remove them and damage will be consistent

Did a bit of a more complex example ...

714 STR
58-58 Weapon
+100% crit damage

Bash with Punish Rune (5 charges) + 18% base damage
Battle rage (Marauder's Rage) + 30% base damage
Wrath of the Berserker (insanity) + 100% base damage

Bash damage at full charge

Non Crit
58 * (1 + 7.14) * (1 + 0.3 + 0.18 + 1) * 1.5 = 1756.2864 // 1756
On Crit
58 * (1 + 7.14) * (1 + 0.3 + 0.18 + 1) * 1.5 * 2 = 3512.5728 // 3513

CONSISTENT numbers ...

=====================================

EarthQuake damage calculation it does 125% Weapon damage per tick (16 ticks 2000% weapon damage)

58-58 Damage Range of weapon
714 Str
+100% critical damage

EQ Damage per hit tick - non crit
58 * (1 + 7.14) * 1 * 1.25 = 590.15

With 3 charges of Bash punish (18%)
58 * (1 + 7.14) * (1 + 0.18) * 1.25 = 696.377

With 3 charges of Bash punish (18%) & Battle Rage Marauder (30%)
58 * (1 + 7.14) * (1 + 0.18 + 0.3) * 1.25 = 873.422

With 3 charges of Bash punish (18%) & Wrath of Berserker Insanity (100%)
58 * (1 + 7.14) * (1 + 0.18 + 1) * 1.25 = 1286.527

With 3 charges of Bash punish (18%) & Wrath of Berserker Insanity (100%) & BR(marauder) 30%
58 * (1 + 7.14) * (1 + 0.18 + 1 + 0.3) * 1.25 = 1463.572
(1463.572 * 16 = 23417.152 potential damage without crits from a 58-58 weapon)

With 3 charges of Bash punish (18%) & Wrath of Berserker Insanity (100%) & BR(marauder) 30% & Brawler (30%)
58 * (1 + 7.14) * (1 + 0.18 + 0.3 + 1 + 0.3) * 1.25 = 1640.617

With the Mountain's Call (no fury cost), 3 charges of Bash punish (18%) & BR(marauder) 30% & (25% Berserker Rage)
58 * (1 + 7.14) * (1 + 0.18 + 0.3 + 0.25) * 1.25 = 1020.9595

Each earthquake tick can crit ...
Like rend damage numbers displayed are not always constant because (?) ...But those numbers I've calculated do pop up quite often ...
Edited by peddroelm#2402 on 02/06/2012 16:56 BST
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Hmm, it has to be the +2-4 holy damage on the weapon that screws this - so it doesn´t show +elemental damage in the base weapon damage number? Damn, I´ll find a new weapon.

EDIT: OK updating the post with new results.
Edited by Nubtro#2147 on 02/06/2012 15:41 BST
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@Nubtro

I will create today a thread about reverse engineering the damage formula for offensive skills//abilities .. Hope you will post the important discoveries for barb skills there too ...

Edit - made the thread .. linked to your post ...
Edit 2 : http://eu.battle.net/d3/en/forum/topic/4552506860?page=1#2 - explains why elemental add-ons on weapons are terrible for testing ...
Edited by peddroelm#2402 on 02/06/2012 23:07 BST
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80 Orc Death Knight
0
Hello.

@Nubtro and peddroelm: Thx for checking this stuff. Rolling Thunder is oan odd one. I definitely tested this earlier on and it was 155%. seems like they cahnges something behind our backs..again.

I will cut down my barb theocrafting until 1.03 is out and we know about the changes.
In the meantime I do test playing without AH and only with selffound and crafted gear. Also I play around with the monk and the WD. It is interesting to see were the + and - for every class are right now.

I will check the thread in the evenings to answer questions or to ad this and that....
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I am running 2h barbarian on inferno atm. I know that shield would be much easier, but i don't want to give up! :)
2h build is really tough in solo, but shines if I am playing with my friend, who taking most of the monsters aggro and allow me to use my insane crit damage to kill stuff.
So.. Here's what I'm using: http://eu.battle.net/d3/en/calculator/barbarian#aVkSiP!XZb!bcbcaZ
Invigoration may seems odd, but as far as I've tested, it makes a real difference in that build.
I have 854.0 dps polearm, 939 strength, 31.5% crit chance and 247% crit damage. My bash crit damage is around 70-85k.
I'm still in act 1 and i need to get a better equipment to proceed further. I'm searching for a crit, crit damage, health per second and life steal as 'must-have' on my items because this is my main source of healing and works perfect with hit'n'run strategy.
Here you can check how it looks like: http://www.youtube.com/watch?v=tKx3PqqjzuQ

Would be nice to hear people's opinion and avises. What do you think, can i make my way to act 4 with that build?)

P.S. Maybe it's just me, but it seems like 2h axe animation is a bit ridiculous and locks me in place far too long.
Edited by Kligan#2988 on 04/06/2012 15:22 BST
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I didn't see a reply to your statement of unconfirmed dodging of ground effects.

However, I can confirm that ice orbs from the modifier "Frozen" on champs/rares can in fact be dodged. Even in inferno. I attempted to stand on some for the health regen from Juggernaut and dodged 3 in a row (should be an achievement).
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03/06/2012 16:40Posted by Rhaloz
Also I play around with the monk and the WD.


http://eu.battle.net/d3/en/forum/topic/4551467448

Will also add DH findings today ..

03/06/2012 16:40Posted by Rhaloz
I do test playing without AH and only with selffound and crafted gear


At lvl 54 a plain +9 min damage amulet would be a terrible choice to use in actual game play I'm sure you actually have more than 10 better amulets already ... It is a testing instrument to be used for testing only ...But for reliable skill damage testing ..there is no substitute I know of ... Also the price for such an amulet is really low - bougth a couple for like 300 gold ...You could try some shopping sessions (vendors) with a character > lvl 54 if you really really want to avoid touching the AH ... but AH would just save hours of your life :) ...You are going to find one yourself eventually ...

Also Sweeping Wind (Monk) & Caltrops with Jagged Spikes seem to do more damage per tick with frenzy shrine - so there are some DOT skills that take weapon speed into account ...
Edited by peddroelm#2402 on 05/06/2012 07:20 BST
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