Diablo® III

The Art of War: Barbarian

Some new stuff from me.

So, yesterday I managed to beat act 2, it took me like 12 hours. By beating I mean I killed every single monster, including rare and champion packs (except for 1). I died soo many times it´s not funny anymore, but I somehow pulled through. It felt great defeating Belial at the end. Note that I lost my 5 nephalem valor boosts against Zoltun Kulle, I had to change my skill-set to beat him. Also for Belial.

My stats:
1247 str
533 dex
520 int
947 vit
9060 armor (nerves+nails+enchantress+warcry)
10664,40 damage
1,39 aps
7% CH rate
+103% CH dmg
1445-1549 block amount
25% block
20,7% dodge
75,12% dmg reduction (actually 74,5% in act 2 vs lv.62 monsters)
802 physical = 72,12% in act 2
783 cold = 71,63% in act 2
656 fire = 67,90% in act 2
723 lightning = 69,99% in act 2
656 poison = 67,90% in act 2
705 arcane = 69,45% in act 2
12% CC reduction
2402 thorns
39.771 max life
+19% life
112 life per second
449 life on hit
583 health globe bonus

Skills:
LM - Frenzy Maniac
RM - Earthquake Path of Fire
Q - Threatening Shout Falter
W - Warcry Impunity
E - Revenge Provocation
R - Wrath of the Berserker Insanity
P1 - Nerves of Steel
P2 - Superstition
P3 - Tough as Nails

For Zoltun Kulle I had Call of the Ancients instead of Quake and also Iron Impact instead of Shout I think. For Belial I used Iron Impact and Ignorance is Bliss over Quake and Shout.

I died to normal packs as well, but not very often, when I got surrounded by too many and Revenge didn´t save me. I pretty much died at every champion/elite pack, at least once. I faced way too many shielding stuff (right in the first area I ran into 2 of those packs at the same time omg)... some packs took 5+ deaths, sometimes I wished I wasn´t such a masochist and just skip but I didn´t lol (only one towards the end when I was tired - some protector guard in the last kulle lock/seal thing)... oh yeah those very first two Kulle dungeons had like 8 packs each and it took ages to clear those.

---------------------------------------------------------------------------------------------------------------

Anyway, here´s the more useful stuff. I got the official guide from somewhere to check the monster damage. The thing is, I was wondering about my very first act 2 difficulty test some time ago when I couldn´t survive 10 seconds in the first area and the difference to yesterday.

Luckily, I remembered writing down my armor/resists and how much damage stuff did to me.

My current reduction:

LEVEL 62 MONSTER (ACT 2) hitting my stats:
9060 armor = 74,50% = 0,255
802 physical = 72,12% = 0,2788
783 cold = 71,63% = 0,2837
656 fire = 67,90% = 0,321
723 lightning = 69,99% = 0,3001
656 poison = 67,90% = 0,321
705 arcane = 69,45% = 0,3055

TOTAL DAMAGE REDUCTION (ACT 2) = damage taken
physical = 0,7 * 0,255 * 0,2788 = 4,97658%
cold = 0,7 * 0,255 * 0,2837 * 0,8 = 4,051236%
fire = 0,7 * 0,255 * 0,321 * 0,8 = 4,58388%
lightning = 0,7 * 0,255 * 0,3001 * 0,8 = 4,285428%
poison = 0,7 * 0,255 * 0,321 * 0,8 = 4,58388%
arcane = 0,7 * 0,255 * 0,3055 * 0,8 = 4,36254%

0,7 is barb/monk 30% dmg reduction, 0,255 is armor reduction, the third number is resistance reduction and the fourth is superstition

-----------------------------------------------
FIRST TIME I WAS IN ACT 2
7366 armor = 70,38% = * 0,2962
272 physical = 46,73% = * 0,5327

total physical damage taken = 0,7 * 0,2962 * 0,5327 = 11,045%

Let´s compare:
1st act 2 try - took 11,045% physical damage
now act 2 - took 4,98% physical damage

That´s 2,2-times less damage than before. I only farmed act 1 for the item improvements except for the weapon I got from the AH (637,5 dps with 204 strength).

Now here´s a little comparison of 3 defensive skills when applied to my case and my armor/resists:

9060 armor
802 physical resistance

normal shout leap ignore pain
4,98% 3,98% 2,08% 1,74%
2639 2109 1102 922 = 53K hit
1922 1592 832 696 = 40K hit

Notice the difference between iron impact (1102 and 832 damage taken) and ignore pain (922 and 696) is not that big plus take into account that leap is 4 sec. / 10 cd and ignorae pain 5 or 7 sec. / 30. I´m not saying leap is better that ignore pain, it´s just that this surprised me a bit.

Here´s a list of some act 2 monster damages I have from the guide (the most frequent is 53K).

Pain Monger = 79K physical (act 2 dark berserker)
Rock Giant = 53K physical
Rockworm = 106K physical
Rotting Imp = 26K physical
Sand Behemoth = 53K physical
Sand Dervish = 53K physical
Sand Dweller = 53K physical
Sand Wasp = 40K poison
Savage Flyer = 53K poison
Savage Rockworm = 53K physical
Scorching Creeper = 92K fire
Serpent Magus = 26K physical
Shadow Vermin = 40K physical
Shade Stalker = 26K physical
Shock Guardian = 26K lightning
Shocking Crawler = 79K lightning
Shocking Spiderling = 40K lightning
Skeletal Bowmaster = 26K physical
Skeletal Ranger = 26K physical
Skeletal Raider = 45K physical
Skeletal Sentry = 13K physical
Skeletal Warrior = 9020 physical
Smoldering Construct = 53K fire
Spine Hewer = 132K physical
Stinging Swarm = 53K physical
Tormented Thrall = 53K physical
Toxic Construct = 53K poison
Venomous Spiderling = 40K poison
Venomous Spinner = 79K poison
Vicious Ghoul = 53K physical
Vicious Mangler = 79K physical
Vicious Hellion = 4510 physical
Vile Swarm = 53K physical
Vile Revenant = 26K physical
Webspitter Spider = 53K poison
Writhing Deceiver = 53K physical

Note that they´re listed as min damage in the guide. Also note that each of those little Wasps does 40K from my exp. (tests) and those slow but hard as ... hitting berserkers (2 kinds in act 2) have damage listed as 79K. From my experience, when I reverse-calc the damage done against my resists, that heavy smash has to do double the listed damage. It does like 7-8K, 12K I assume if CH.

The usefulness of knowing their damage is that it is possible to calculate your damage reduction and how much damage you take (the actual number). Also now it´s easily understandable what those walls you hit between inferno acts are - mainly damage the monsters do.

Monsters from act 3 and 4 have the following min damages:
57K - the weakest monsters
85K - not many monsters
113K - the average monsters (many)
142K - molten incinerator (that meteor using thing)
170K - a few monsters
227K - those crazy huge 4-leg things called mallet lords

Compare that to the average 53K damage of act 2 and <20K damage (most stuff does 18K)of act 1 lol. See the difference? If I go to act 3 with my roughly 95% physical reduction, I get hit for min 5650 damage from the average 113K joe, that´s actually about the number (5-6K) that made it impossible for me to do act 2 the first time I tried (skeleton/lacuni/wasp hit me for 5-6K with 89% dmg reduction).

Oh yeah, now it´s obvious how string of ears physical reduction and 30-50% block with 3700-4700 block amount shields make that much difference in the later acts. With 75% dmg red from armor (9450 armor) and 75% resistance (945 resistance) you´ll take 4,375% damage and be able to block the majority of the damage (if not all) from normal monsters (113K * 0,437 is less than 5K damage). If you add one of the defensive skills it´s even better.

I´m not saying it´s super easy but more manageable. Yeah this game´s pretty much only about gear (nothing new). From this perspective, I´d say the game for Barbs is how the game was designed. It´s the ranged classes that people say can go without gear investment(I have only played Barb so far) and they have the upper hand.
Edited by Nubtro#2147 on 06/06/2012 00:35 BST
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I have an opinion / suggestion for Call of The Ancients

http://eu.battle.net/d3/en/forum/topic/4552428725

Do you think its viable/ balanced? Criticize or back up please!
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Hey guys. I've recently made a thread concerning the tanky aspect of the barb and involving THORNS !

http://eu.battle.net/d3/en/forum/topic/4551589193

I would appreciate some feedback on this and any suggestions are welcome :)
With the changes to Inferno difficulty coming up, might want to give this one a chance or a look at.

Cheers :)

Also, awesome thread is awesome !
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Frenzy Maniac with +% Frenzy damage equipment.

5 stacks Maniac 1059 str. + 24 base damage weapon = 367 damage done
calculation a) = 24 * 11,59 * (1,1 + 0,2) = 361,608
calculation b) = 24 * 11,59 * 1,1 * 1,2 = 367,1712

equipped a +12% frenzy damage belt, 1122 str. + 24 base damage weapon: 361-374-387-400-413-426 damage done

calculation 1.a) = 24 * 12,22 * 1,1 * 1,12 = 361,32096 = 361
calculation 1.b) = 24 * 12,22 * (1,1 + 0,12) = 357,8061

calculation 2.a) = 24 * 12,22 * 1,1 * 1,04 * 1,12 = 375,7737984
calculation 2.b) = 24 * 12,22 * 1,1 * (1,04 + 0,12) = 374,22528 = 374

calculation 3.a) = 24 * 12,22 * 1,1 * 1,08 * 1,12 = 390,2266368
calculation 3.b) = 24 * 12,22 * 1,1 * (1,08 + 0,12) = 387,1296 = 387

...

calculation 6.a) = 24 * 12,22 * 1,1 * 1,2 * 1,12 = 433,585152
calculation 6.b) = 24 * 12,22 * 1,1 * (1,2 + 0,12) = 425,84256 = 426

The +% skill frenzy damage affix on equipment is added to the maniac boost on frenzy and NOT multiplied by it.
Edited by Nubtro#2147 on 09/06/2012 22:41 BST
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you should write it like this (easier to read)

WPN 24-24 | 1059 STR | with 5 stacks of Maniac (0.04) | Frenzy (110%)
24 * (1 + 10.59) * (1 + (0.04 * 5)) * 1.1 = 367.1712

WPN 24-24 | 1122 STR | with 5 stacks of Maniac (0.04) | 12% frenzy bonus | Frenzy (110%)
24 * (1 + 11.22) * (1 + (0.04 * 5) + 0.12) * 1.1 = 425.84256

Which means +12% Frenzy bonus doesn't cause Frenzy to do 122% (110 +12) damage .. its just a regular damage bonus to be summed up with the rest ....Leaving Maniac out of it you could do a Battle Rage (Marauder Rage Example)

WPN 24-24 | 1059 STR | BR 30% | Frenzy (110%)
24 * (1 + 10.59) * (1 + 0.3) * 1.1 = 397.7688

WPN 24-24 | 1059 STR | BR 30% | 12% frenzy bonus | Frenzy (110%)
24 * (1 + 10.59) * (1 + 0.3 + 0.12) * 1.1 = 434.48592

--
Adding 3 stacks of maniac
WPN 24-24 | 1059 STR | BR 30% | 12% frenzy bonus | 3 stacks of maniac | Frenzy (110%)
24 * (1 + 10.59) * (1 + 0.3 + 0.12 + (0.04 * 3)) * 1.1 = 471.20304

------
I do like to write it in this order (skill modifier last) because if you remove it you get normal attack damage (from which) most skill damage is directly calculated ...
Edited by peddroelm#2402 on 10/06/2012 11:02 BST
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80 Orc Death Knight
0
Posts: 765
Hello.

Right now I have a cold and I do feel baaaaaad. Not much of news from my site right now. I advanced my 2h self found barb to the middle of NM and he is now lvl 42.

I will ad a experience guide most likely next WE with my own experience and tipps and info for newcomer.

As always thy to Nubtro and pedroleum for their nice content.

I'm going back to the idea to ad a skill test corner in the next week. I will link those posts on the first page. If you do make a skill test and poste it here pls write the content of the post at the start with a short summery of your findings so people can easily follow.
Example:
Rend damage calculation
Summery: Only weapon damage counts. etc.

This will make it easier to use the info later or to show it to people who wish to find info.
IF you already made such posts pls (if you like) edit your older posts.

I will not ad everything but if you have found some useful info it will get its place.

I'm sorry that I'm not so active right now but I had to move into a new city and I also have a new job so my time table is kind of full. Once I have more time and energy I will ad more posts from my site.

Also:

I really do not like to do this but I'm kind of bored with the fact that this thread moves down the forum all the time.
Because of this:
IF you like this thread and think it should be continued and visible to anybody pls press the "Request Sticky" button on the top. I do not know if that will help but maybe a moderator will have mercy and make this thread a sticky.
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Posts: 33
Does anyone plan to make an "interactive" google spreadsheet involving all those stat weights for item/skill comparing? I could in like 6-7 days, but I've got my exams now and it would take some time ;/
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Posts: 38
Guys if you didn't know this already, it appears if you have the life on hit stat it stacks with cleave. I did a test today with it while I was low health hitting a single target yielded about 500 per hit, two targets yielded about 900-1000 and three targets and above healed for 1400+, it appeared to stop at three though as with more than that in front of me no more healing took place. Anyone want to verify this? Or am I just late to the party?
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80 Orc Death Knight
0
Posts: 765
Hello.

@Devilus: NObody did this right now and in the end it is rather easy. You need nearly all of it on your super high end equipment. I beleieve most player will figuere this out on their own after some time. The stat weight i there to help them in the beginning.

@Renegeade: You are late to the party ;) But thy for your input.

Now a little rant:

I'm still ill and I hate it....okay thats not the rant.
Here it comes. I played DH for some time and it is clear to me now why many people think the balacne is brocken. It is not the defense or damage numbers of the barb and the DH but the ability of the DH to deal massive high range high area damage for 1 cent nearly instantly without any effort. I played my DH with twin chakrams (yeah!!!) and shield because I'm to slow of a player to always get away by reflex. I owned everything like there was no tomorrow. The barb lacks good aoe range. The damage is completely okay but the range of his skills is to low to be comparable to the DH. Something has to be done here. Either the cost of DH aoe gets upped hard or we get more aoe range. And I'm not starting to talk about the nearly 0 animation for the DH attacks compared to our long upwinding attacks....

I planned on writing the lvl guide this WE but as I'm still ill I don not feel like it. Once I'm well again I will ad the first part in.

Short info: My selffound barb is now lvl 55 and in act 2 hell. 2h gameplay with the right setup and playstyle is absolutely awesome.
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Version 1.0.3 changes in monster damage and life

Now that 1.0.3 is supposed to come out tomorrow, I want to know the damage output before the new version comes out and then compare it to the change mainly in monster damage.

version: 1.0.2.9991
difficulty: inferno
act: 2
location: road to alcarnus / stinging sands
armor: 7141
physical resistance: 850
reduction: barbarian 0.7 * armor 0.3027 * physical resist 0.2672 = 5,66% damage taken
monster: pain monger
monster life: 153361, 151355, 156082, 145496, 145089
normal attack damage taken: 4600, 4800, 4441, 4745, 4748, 4739, 4884, 4379, 4840, 4805, 4766, 4686, 4684, 4723, 4618, 4668, 4721, 4680, 4701, 5000, 4819, 5009, 4736, 4676
normal attack damage range: 4379-5009 (4727 average)
normal attack actual damage: 4379-5009 / 0.0566 = 77367-88498
glowing smash damage taken (rough numbers): 23000, 24000, 23600, 23100, 21880, 24600, 22700, 22200, 22300, 23300, 21800, 21850, 23900
glowing smash damage range: 21800-24600 (22941 average)
glowing smash actual damage: 21800-24600 / 0.0566 = 385159-434629

I´ll test the same stuff in 1.0.3 tomorrow.
Edited by Nubtro#2147 on 19/06/2012 14:27 BST
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Damage comparison between the new patch (1.0.3) and the original game.

Damage against a Barbarian, 7141 armor, 850 physical resistance, 776 fire resistance:

act 2

1.0.2
normal attack damage range: 4379-5009 (4727 average)
normal attack actual damage: 4379-5009 / 0.0566 = 77367-88498
glowing smash damage range: 21800-24600 (22941 average)
glowing smash actual damage: 21800-24600 / 0.0566 = 385159-434629

1.0.3
pain monger
normal attack damage: 2861, 3156, 3027, 2884, 2766, 2928
normal attack damage range: 2766-3156 (2937 average)
glowing smash: 15123, 15864, 15200, 14700, 15900, 13900, 15100, 14600, 14200
glowing smash damage range: 13900-15900 (14954 average)
glowing smash actual damage: 245583-280919

normal attack: 62.1%
glowing smash: 65.2%

act 3

demonic hellflyer:
fireball: 8700, 8900, 13000, 12940, 10974, 13845, 13770, 9187, 9746, 8603, 12600, 13600, 12400
range: 8603-13845 (11405 average)
1.0.3 (5904 average): 4432, 4672, 7853, 5125, 4783, 6241, 7350, 5000, 7116, 6167, 4637, 5873, 6619, 5544, 6561, 7142, 4984, 5446, 5216, 5980, 7261

51.8%

swift skull cleaver (15897-17799, 16705 average): 15629, 17708, 16125, 16538, 16653, 17438, 16050, 17695, 16799, 16365, 17563, 15897
cleaver 1.0.3 (9275-10439, 9872 average): 9886, 9307, 9374, 9521, 10189, 9275, 10383, 10340, 9741, 10110, 10439, 9897

59.1%

demonic tremor (10359-12462, 11191 average): (15478), 11246, 12462, (16738), 11398, (17159 smash), 10359, 10494, (17764)
tremor 1.0.3 (5581-6871, 6333 average): 5907 (8234), (9204) (9180), 6452, 6300, (8950), 6871, 6355, 6029, (9168), (9275), 6841, 6664, 5581

56.6%

The results are not exact because of the damage range, but it´s clear that they lowered the damage a lot in 1.0.3. Monsters in act 2 and 3 now do 52-65% of the damage they did originally.
Edited by Nubtro#2147 on 20/06/2012 15:35 BST
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@Nubtro Really nice work, even with the big spread ranges. Now I understand why the ppl that could do Act2/3 before patch are laughing about the difficulty now.

Time to send my DH (50k DPS with 100% IAS) to sleep and wake my Barb (25k DPS with 0 IAS) again. I can't wait to get home and smash faces.
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I recommend anyone to run 5 nephalem valor elite/champion packs instead of bosses, the additional 100% rare drop at 5 NV is amazing (usually getting 3 rares per pack when switching to 304 magic find gear before the kill).

Also like the fact that item level 63 gear drops earlier. Never seen a 1K+ weapon before, today I got a 1129 dps crossbow drop after like 30 minutes of playing.

I´m dual-wielding 637 and 683 dps weapons with emeralds in act 2. I have 29.5% critical hit chance with +327% critical hit damage (using ruthless), which brings me to 22K dps (48-55K crits with frenzy). I only need about 800 resists and 8000 armor for act 2 and it´s relatively easy. The attack speed nerf didn´t affect me much, only had 16% IAS gloves that are 8% now.

I´ll see if I can switch back to tankish with shield and continue in act 3 later. I was only able to kill ghom before the new patch and it took hours and deaths to get there so I was mainly farming Belial. As I said, it´s much more effective to farm elite packs now.

But yeah, the 35-50% lowered damage of monsters helps a lot.

EDIT: anyone else noticed that killing health link monsters at the same time gives you more than 1 nephalem valor boost? I just got 2 from one pack, a few days ago I got 3 from one pack!
Edited by Nubtro#2147 on 20/06/2012 17:15 BST
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EDIT: anyone else noticed that killing health link monsters at the same time gives you more than 1 nephalem valor boost? I just got 2 from one pack, a few days ago I got 3 from one pack!

AFAIK this is an eisting issue that just isn't fixed yet. Can happen sometimes.

I am running an aggressive Build in Act3 now:
http://eu.battle.net/d3/en/calculator/barbarian#WZXVkP!ZYb!cYaccZ
24k with 1h and 53% Crit 280% CritDmg

But was a bit too reckless. Can farm 5 stack easily but repair cost aren't nice. Been dying on hard champions multiple times. I think I will switch to Tank again or go Act2. Dying once is ineffective now.

Dying once = 4k+
Edited by CyberianK#1724 on 20/06/2012 19:05 BST
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Skill proc coefficients and life on hit.

Summary:
- skills have a hidden proc coefficient
- this coefficient is applied in case of "has a chance to on critical hit" skill effects (Into the Fray, Bloodshed, Slaughter)
- the same coefficient applies to life on hit from skills

Developer "AMAA" transcript.
http://eu.battle.net/d3/en/blog/5235297

Wyatt Cheng: It depends on what skill you're using and how many targets you're hitting. Life On Hit uses our proc coefficients, and I've seen people measure out all the proc coefficients (nice work btw!).

Proc coefficients, btw, are used for a lot of the "On Hit" effects. If you ever see "X has a chance to Y on critical hit," it's using the exact same proc coefficients as Life on Hit. The Wizard skill Critical Mass that reduces cooldowns by 1 second is a good example. People test this and say "Oh wait, it only works with single target skills." That's not actually true. Single targets kills generally have a proc scalar of 1. Skills that hit 6x as fast (like rapid fire) have a reduced proc scalar to normalize out the proc effects. Frenzy has a 0.75 proc scalar, which affects the Life on Hit, but if it were a Wizard skill would also have a 75% chance to trigger Critical Mass on crits.


The guys over at the US forums already tested the coefficients, here´s the link to their topic:

http://us.battle.net/d3/en/forum/topic/5593234830?page=1

I began testing this myself yesterday mainly to figure out the proc rates of Battle Rage Bloodshed, Into the Fray and Wrath of the Berserker Slaughter because I´m currently testing out different skill sets and have 50% critical hit rate with ruthless, weapon master and battle rage.

For quick reference, here´s an overview of proc coefficients, use ctrl+f name of skill rune:

100%
- Clobber, Punish, Instigation
- Skirmish, Dread Spear, Rage Flip
- Mighty Throw, Throwing Hammer, Stupefy

80%
- Smash

75%
- Sidearm, Triumph, Vanguard, Smite, Maniac

66.7%
- Rupture, Reaping Swing, Scattering Blast
- The Devil´s Anvil, Thunderstrike, Birthright

50%
- Broad Sweep, Gathering Storm
- Cracking Rift
- Bravado
- Harpoon

33.3%
- Onslaught, Pulverize
- Stagger, Rumble, Strength from Earth
- Iron Impact, Launch, Death from Above
- Vengeance Is Mine, Best Served Cold, Retribution, Grudge, Provocation
- Battering Ram, Mercilles Assault, Stamina, Bull Rush, Dreadnought
- Lacerate, Mutilate, Bloodbath
- Killing Spree, Crushing Advance, Momentum, Revel
- Ricochet (1/3 - 2/3 - 100%)
- Grappling Hooks (1/3 - 2/3 - 100%)

25%
- Deafening Crash, Wrenching Smash, Foot of the Mountain, Avalanche
- Ravage
- Dread Bomb

20%
- Trembling Stomp
- Toppling Impact, Call of Arreat
- Shattered Ground
- Storm of Steel (+20% per axe)
- Run Like the Wind

16,67%
- Giant´s Stride, Chilling Earth, The Mountain´s Call, Aftershocks, Path of Fire

13%
- Dust Devils, Hurricane, Blood Funnel, Wind Shear, Volcanic Eruption

0
- Rolling Thunder
- Call of the Ancients
- Slaughter, Arreat´s Wail
- Bloodshed

Inconsistent:
- Blood Lust (315/1000 & 325/1000)

Important note (from 1.0.2b patch notes):

The following skill and skill rune combinations can no longer be triggered by each other's critical strikes:
•Battle Rage (Skill Rune - Bloodshed)
•Cleave (Skill Rune - Rupture and Skill Rune - Scattering Blast)
•Hammer of the Ancients (Skill Rune - Thunder Strike)
•Wrath of the Berserker (Skill Rune - Slaughter)

This needs to be verified though. I just tested Scattering Blast with Bloodshed and with Slaughter and the blood explosion effects in addition to the knockback are visible.

Some examples from the overview:

1. Bash Insigation will heal you for 100% of your life on hit per hit. At the same time, every critical hit with Instigation while under the effects of Battle Rage Into the Fray will generate 15 fury. Also, every critical hit will cause an explosion of blood while under the effects of Bloodshed or Slaughter.

2. Whirlwind will heal you for 13% of your life on hit per hit. Each critical hit has a 13% chance to generate 15 fury while under the effects of Into the Fray. Each critical hit has a 13% chance to cause an explosion of blood while under the effects of Bloodshed or Slaughter.

My actual test results (used 300, 600 and 1000 life on hit):

-----------------------------------------------
BATTLE RAGE
- Into the Fray proc rate depends on skill used

- Bloodshed
1. proc rate depends on skill used
2. effect itself (explosion of blood) doesn´t give additional life on hit

-----------------------------------------------

WRATH OF THE BERSERKER
- Slaughter:
1. proc rate depends on skill used
2. effect itself (blood explosion) doesn´t give additional life on hit

- Arreat´s Wail knockback doesn´t give life on hit

BASH
- Clobber
300/300 = 100%
- Onslaught
1. 300 life on hit
99-100/300
199-200/300
299/300
2. 600 life on hit
200/600
399-400/600
599/600
3. 1000 life on hit
333/1000 one hit
999/1000 three hits
- Punish
300/300 = 100%
- Instigation
300/300
- Pulverize
99/300 one target
399/300 four targets
333/1000 one target
666/1000 two targets
-----------------------------------------------
CLEAVE
- Rupture 200/300 = 66.7%
- Reaping Swing
200/300 = 66.7%
667/1000 = 66.7%
- Scattering Blast 200/300 = 66.7%
- Broad Sweep 150/300 = 50%
- Gathering Storm 150/300 = 50%
-----------------------------------------------
FRENZY
- Sidearm
225/300 = 75%
450/600 = 75% even if axe proc hits multiple enemies!
- Triumph
225/300 = 75%
- Vanguard
225/300 = 75%
- Smite
225/300 = 75%
- Maniac
225/300 = 75%
-----------------------------------------------
HAMMER OF THE ANCIENTS
- Rolling Thunder
0 zero nothing
- Smash
240/300
800/1000 = 80%
- The Devil´s Anvil
200/300 per hit (no additional)
- Thunderstrike
200/300
667/1000 = 66.7% (no additional)
- Birthright
200/300
-----------------------------------------------
REVENGE
- Vengeance is Mine
99/300
3246 (36422 max life) one target = 333/1000
- Best Server Cold
2154 (36422 max life) one target = 333/1000
- Retribution
2316 (42338 max life) one target = 199/600
- Grudge
2316 (42338 max life) one target = 199/600
2154 (36422 max life) one target = 333/1000
4308 (36422 max life) two targets = 333/1000
- Provocation
2316 (42338 max life) one target = 199/600
-----------------------------------------------
GROUND STOMP
- Deafening Crash
150/600 = 25%
- Wrenching Smash
150/600 = 25%
- Trembling Stomp
120/600 = 20%
- Foot of the Mountain
150/600 one target = 25%
300/600 two targets
- Avalanche
150/600 = 25%
-----------------------------------------------
LEAP
- Iron Impact
199/600
- Launch
199/600
- Toppling Impact
120/600
- Call of Arreat
200/1000
- Death from Above
333/1000
-----------------------------------------------
SEISMIC SLAM
- Stagger
199/600 one target
599/600 three targets
333/1000 one target
- Shattered Ground
120/600 one target
- Rumble
199/600 + 200 + 200 one target
799/600 four targets
999/600 + 999 + 999 five targets
199 + 200 + 400 two targets (dune thresher was initially underground and only hit by second tremor)
- Strength from Earth
333/1000 = 33.3%
- Cracking Rift
500/1000 = 50%
-----------------------------------------------
WHIRLWIND
- Dust Devils
78/600 one tornado one target
- Hurricane
78/600 one hit
156/600 two hits
234/600 three hits
312/600 two hits two targets
- Blood Funnel
130/1000 one hit
260/1000 two hits
390/1000 three hits
- Wind Shear
130/1000 one hit
390/1000 three hits
- Volcanic Eruption
260/1000 two hits
-----------------------------------------------
FURIOUS CHARGE
- Battering Ram
99/300
- Mercilles Assault
199/600
- Stamina
333/1000
- Bull Rush
333/1000
- Dreadnought (8% max life rounded down)
3246 (36422 max life) = 333/1000
-----------------------------------------------
REND
- Ravage
75/300
250/1000 = 25%
- Blood Lust
364/2169 (39 ticks) = 325/100
407/5140 (92-93 ticks) = 315/100
- Lacerate
199-200/600
799/600 4 targets
333/1000
- Mutilate
199/600
799-800/600 4 targets
- Bloodbath
199-200/600
-----------------------------------------------
OVERPOWER
- Storm of Steel
120/300
400/1000 + 200/1000 per axe
- Killing Spree
99/300
- Crushing Advance
99/300s
333/1000 + 333/1000 per reflected hit
- Momentum
99/300
- Revel (8% of max life rounded down)
2485/29821 max life = 99/300
3246/36422 max life = 333/1000
-----------------------------------------------
SPRINT
- Run Like the Wind
200/1000 per hit
-----------------------------------------------
CALL OF THE ANCIENTS
0
-----------------------------------------------
WEAPON THROW
- Mighty Throw
1000/1000
- Ricochet
333/1000 one hit
666-667/1000 two hits
1000/1000 three hits (full ricochet)
- Throwing Hammer
1000/1000
- Stupefy
1000/1000
- Dread Bomb
250/1000 per hit
-----------------------------------------------
IGNORE PAIN
- Bravado
500/1000
-----------------------------------------------
ANCIENT SPEAR
- Grappling Hooks
333/1000
- Skirmish
1000/1000
- Dread Spear
2309/10911 = 1000/1000 + (60%/5 of damage done)
- Harpoon
500/1000 one target
1000/1000 two targets
- Rage Flip
1000/1000
-----------------------------------------------
EARTHQUAKE
- Giant´s Stride
166-167/1000 per tick hit
- Chilling Earth
166-167/1000 per tick
- The Mountain´s Call
166-167/1000 per tick hit = 16,67%
- Aftershocks
166-167/1000 per tick
- Path of Fire
166-167/1000 per tick hit
Edited by Nubtro#2147 on 23/06/2012 16:04 BST
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Hi, I'm trying to decide if I should use wotb slaughter rune over insanity with my crit barb, but I'm not sure about the calculations, could you guys help me a bit?
If I understood correctly with 64% crit chance and while usig frenzy I'll proc the slaughter aoe effect 48% off my hits(0.64*0.75). So this means with the rune I'll do 74,4% increased single target damage?
Also if I use maniac the 20% bonus damage adds to the 155% (increasing it to 175%) or multiplies it(meaning 186%)?
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1. Yes 48% chance to proc slaughter. Maybe you could try Bash Punish which would proc it on every critical hit. But yeah, Maniac hits faster so maybe you still get more procs with it during those 15 seconds.

2. No not single target damage. Slaughter is AoE damage, just like Battle Rage Bloodshed.

Maniac bonus is something different, a skill bonus boosting all damage (maniac, battle rage, berserker rage, insanity are added up for a total bonus). It multiplies Slaughter damage.

I have 60% critical hit chance if WotB is up and tested both Insanity and Slaughter, I stayed with Insanity if only because I use Bloodshed (which is amazing and turns Maniac into an AoE monster skill) and I´m not sure if both Bloodshed and Slaughter effects trigger at the same time (they´re very similar, visually the same). I know Blizzard posted that they can´t trigger each other since patch 1.0.2b but I´m not sure.
Edited by Nubtro#2147 on 30/06/2012 16:08 BST
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Thx for the answer!
I know slaughter is aoe, but it deals dmg to the main target also, so it's actually a single target dmg increase too, unlike bloodshed, that only does dmg to other enemies, and that's what makes slaughter more prefferable to me.
After some testing it also made my farming super easy, I only had problems with huge elites like demonic tremors with fast affix, but with slaughter I can kill them pretty easy by only attackng one of them.
About the bash thing I also thought about that, but I'm in love with frenzy, so no matter the potenial dmg bonus I'll stick to that :D.
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I'm also interested in the math behind Slaughter vs Insanity. I'm at 60% crit chance myself with WotB up, I'm wondering if Slaughter will actually out perform Insanity damage wise with such a high crit chance. I'm using Bash with onslaught right now, I'm definitely downing mobs faster with Bash then I was with Frenzy.
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Slaughter damage output:

The easiest would probably be Bash Instigation.

150% weapon damage per hit, 100% proc coefficient. Each critical hit (60%) causes 155% weapon damage. This means (0.6 * 155) +93% = 243% weapon damage per hit. But, Slaughter is AoE to everything within 15 yards, turning Bash into insane AoE. This means, the actual calculation would differ depending on the number of targets within 15 yards.

Example: main target gets critically hit for 150% weapon damage (actually much more due to critical hit) and two targets standing in the area get hit for 155% weapon damage each.

Insanity gives you flat +100% damage or 300% weapon damage. In the above scenario you would do double damage to main target but 0 to all the others. I´m ignoring critical hit damage and strength here (also things like battle rage). It should be obvious that Slaughter outdamages Insanity in this case against a group of monsters by a lot. The more there are, the better Slaughter gets.

I´m not sure if Slaughter also hits the actual target, but I presume it doesn´t, because it would be way too overpowered. Maybe I´ll test it later.

Bash Onslaught does 150% + 22.5% + 22.5% weapon damage and has a 33.3% proc coefficient.
5 stack Frenzy Maniac does 132% weapon damage and has a 75% proc coefficient.
Sprint Run Like the Wind does 20% weapon damage and has a 20% proc coefficient.
Whirlwind does 110%/3 weapon damage and has a 13% proc coefficient.
60% critical hit chance.

Bash Onslaught = 150 + 22.5 + 22.5 + 3 * 0.6 * 0.33 * 155 = 195 + 3 * 30.69% weapon damage per hit = 287.07% total weapon damage per Onslaught (if you hit 3 times)

Frenzy Maniac = 132 + 0.6 * 0.75 * 155 = 132% + 69.75% weapon damage per hit = 201.75% total weapon damage per Maniac hit

Sprint Run Like the Wind = 20 + 0.6 * 0.2 * 155 = 20% + 18.6% weapon damage per hit = 38.6% weapon damage per tornado hit (tick)

Whirlwind Hurricane = 110/3 + 0.6 * 0.13 * 155 = 36.67% + 12.09% weapon damage per hit = 48.76% weapon damage per hit

For comparison, Insanity would give us 390% Onslaught, 264% Maniac, 40% Sprint, 73.34% Whirlwind.

Hmm, don´t know if I calculated this correctly, but it´s difficult to compare them because Slaughter scales with critical hit chance and number of targets. The higher those two numbers the better Slaughter becomes.
Edited by Nubtro#2147 on 05/07/2012 18:13 BST
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