Advanced Game Mechanics
Magic find is an attribute that can only be found on items. It comes in percentage and does sum up. The number is not your absolute chance to find magic items. It is a factor that does increase your chances to find magic or better items from monster or chests or other container in the gameworld. Every object and monster has a certain base chance to drop better than avarage items, these base numbers are multiplied by your magic find. The chance to find a specific item ( for example one special legendary axe you search for) is also modified by the monster class and if it is elite and of course the monster lvl and the item lvl.
Basic example, numbers are made up for understanding:
Lvl 51 Zombie, Chance to drop:
Your hero has +200% magic find this changes the numbers to:
Magic find does not make the items the monster can drop "better" but it increases the chance to find the best items it can drop.
This one is actually not proven yet. But we have several hints that this mechanic is part of the game. Effects/Skills/Runes that are bound to happen on a special trigger like on hit or on critical hit seem to have an build in skill scaling factor. Exceptions are cases where it is stated that it always happens on trigger or on death effects like Rupture.
One example where we were able to confirm this is +health on hit from items. CyberianK made a nice test run for us to confirm the proc on several skills. It did show that the bigger the aoe of an skill was the smaller the actual proc number became. In this case it did proc on every attack but with smaller numbers than you would expect.
Rune effects like Into the Fray do state in their description that they will not always proc but with a certain chance. This chance will be linked to the skill you use to get the proc.
This mechanic is needed to balance the game. If not many aoe abilities or attacks that use high speed animations would otherwise break the game balance.
link to the test numbers from CyberianK:
Stacking of dots:
Damage over time effects do not stack in diablo 3. Everytime you use the same dot on the same target you do only reset the timer to the maximum duration. This does prevent extreme damage numbers from long time dots. The dot effects are balanced to make good damage over a loger time allowing you different actions in the mean time. They have the best damage to cast time ratio.
Because many players are badly informed how dual wield works I decided to include a short chapter about it at this point.
If you carry one weapon in each hand you get a 15% speed bonus that does get sumed up with the gear speed bonus (pls look at attack speed calculation for reference). Attacking while dw does alternate the weapon you use to attack.
You do not attack with both weapon at the same time. Many high damage skills use always the damage from the main hand. This was introduced to make dw more reliable.
Because of the way attack speed is calculated you can get very high aps. With Frenzy full stack and high end equip even 5 attacks are possible if not caped somewhere.
When you reach very high attack speed you will run into an loss of efficiency with most builds. If your build does rely on build up and burn phases you will shorten those times to a point that you start to waste time with to much build up or to fast spender spamming while the target mob is already dead. If you run into this problem you should favor damage and defense over more attack speed. Builds without any resource managemant like fury less builds do gain the full benefit of attack speed as they can spam their main attacks without break.
Life Leech is the ability to converte a percentage of the damage you deal in +hp for you. This works with all your damaging skills and can be granted from items or skills. Life Leech gets passivly deminished every difficulty level to counter high damage builds which could achieve 9 or 12% ll with dps numbers close to 100k.
Life Leech Effectivity:
normal = 100%
nightmare = 70%
hell = 40%
inferno = 20%
thx to vael who tested this numbers!
to be continued.