Diablo III |OT2| Queues Rise. Servers Fall.

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Where can I find info on how stats convert to DPS for the different classes? Would be good for some easy math if it's not included in the displayed number...


Mouse hover over the stat in your character screen. Tells what each stat primary/secondary purposes are.
 
Where can I find info on how stats convert to DPS for the different classes? Would be good for some easy math if it's not included in the displayed number...

That's all pretty easy. Your primary stat is a percentage multiplier to damage. If you're a wizard with a 10 DPS weapon and 100 Int, you'll be doing 20 DPS. 200 Int would be 30 DPS. The other stats don't matter for attacking but do for defense.

And I'm not sure how the stat multiplier to damage interacts with other percent multipliers to damage. My feeling is that skills that give damage boosts have to be applying separately, because otherwise even +100% damage wouldn't be worth much at level 60. Flat damage (from rings, say) is definitely being applied before the stat multiplier.
 
quick Wizard question.

so whatever weapon I am holding.. *dagger, sword, javelin* effects the damage of my spells?

Yes.

So 100 DEX = 1 DPS? What about protection?

No, 100 DEX = 100% increase to your DPS if you're a Wizard or Witch Doctor. Armor and Defense is a little more complicated and I don't know it off the top of my head. :) It's affected by Str and Dex for everyone I think.
 
It is pretty funny though. They've clearly tried to make the game more newbie-friendly in a variety of ways but the goofy things they did with things like weapon damage are probably just going to confuse people more than not. :P

Stuff like weapon damage feeding directly into spell damage - and without you ever using that weapon at all - is incredibly counter-intuitive even for people who have been playing RPGs for a long time.
 
The only damage bonus you get from Dual Wielding is the increased Attack Speed which is factored in the stat screen display; +Damage and such on your Off-Hand doesn't do anything to your Main Hand.

Generally speaking, a 20 DPS Two Hander is better than Dual Wielding two 17 DPS One Handers. This changes as you have more +Damage on your Armor/Rings/Amulet so it's kind of a mess :/

Hmm well my situation was:

2 hander was a rare with +14 dex, other shit, and let's say 21.00DPS
main 1 hander had 20.00 DPS maybe, off hander 18DPS with like +17dex.

It's just guess work since I can't see it in front of me, but when I checked overall DPS i remember 2 hander was 38ish, and two 1 handers got me to 41DPS.
 
Again, on your character pane if you hover over a stat it will tell you what it actually does. And how much it's currently contributing.


There's also a *VERY* detailed stat page.
 
Stuff like weapon damage feeding directly into spell damage - and without you ever using that weapon at all - is incredibly counter-intuitive even for people who have been playing RPGs for a long time.
It's not just incredibly counter-intuitive but also incredibly stupid.
 
So 100 DEX = 1 DPS? What about protection?

Not quite. 100 DEX = +100% Damage. Essentially, you have this for determining your damage:

[Weapon Damage] * [Critical Mod] * [Stat Mod] * [Skill Mod]

With Stat Mod being simply:
[1 + Stat/100]

So having 100 DEX means your Stat mod is:
[1 + 100/100] => [1 + 1] = [2]
 
Not quite. 100 DEX = +100% Damage. Essentially, you have this for determining your damage:

[Weapon Damage] * [Critical Mod] * [Stat Mod] * [Skill Mod]

With Stat Mod being simply:
[1 + Stat/100]

So having 100 DEX means your Stat mod is:
[1 + 100/100] => [1 + 1] = [2]

Oooh I get it, thx :) what about protection, the same? And what stat for what class?
 
Again, on your character pane if you hover over a stat it will tell you what it actually does. And how much it's currently contributing.

The "details" section also gives you more info including the boost you get from your main attribute, though that stuff is pretty straightforward since each of those stat points contributes to a 1% boost towards damage.

Also this is probably common knowledge at this point but for spellcasters who aren't aware, the attack speed on the weapon contributes directly to your casting speed. Yes, it's hilariously silly.

It's not just incredibly counter-intuitive but also incredibly stupid.

It really is, lol.
 
It is pretty funny though. They've clearly tried to make the game more newbie-friendly in a variety of ways but the goofy things they did with things like weapon damage are probably just going to confuse people more than not. :P

Stuff like weapon damage feeding directly into spell damage - and without you ever using that weapon at all - is incredibly counter-intuitive even for people who have been playing RPGs for a long time.

That's kind of how it works (worked? I haven't played lately) in WoW with your off-hand weapon. Depending on your class/stats you can use an off hand weapon that you would never actually use to boost up the rest of your stats.
 
I love Archon so much. Tore through Act 4 with it, and now it's making Nightmare Act 1 no more difficult than Normal Act 1. You can actually go over the initial duration by killing things fast enough, it makes you sufficiently tanky that you only really have to worry about Mortar and Desolator affixed elites, and the cooldown on it actually starts ticking when you cast it instead of when it ends, so if you can move fast enough you don't have to wait at all before using it again (although that's hard to do).
 
I don't see how the weapon->spells thing is tripping you guys up.

They wanted a system that would work the same with all classes.
 
thanks for the info guys.. my mind is seriously blown right now.

so I get to hold a big sword because it does high damage and that somehow makes my spells stronger??

what was wrong with a staff that increases the stat that controls spell damage???

WTF blizzard..
 
Hmm well my situation was:

2 hander was a rare with +14 dex, other shit, and let's say 21.00DPS
main 1 hander had 20.00 DPS maybe, off hander 18DPS with like +17dex.

It's just guess work since I can't see it in front of me, but when I checked overall DPS i remember 2 hander was 38ish, and two 1 handers got me to 41DPS.

All else equal, 20 MH/18 OH is ever so slightly better than 21 DPS; if the Staff was 22-23 DPS, it'd have been slightly better :x

Remember, Dual Wielding is MH swings then OH swings then MH swings etc. so it's not like the two weapons damage is added together or anything. You're merely alternating which weapon you're currently "using."

thanks for the info guys.. my mind is seriously blown right now.

so I get to hold a big sword because it does high damage and that somehow makes my spells stronger??

what was wrong with a staff that increases the stat that controls spell damage???

WTF blizzard..

Because this now means that you can look for something to use as a Wizard/Witch Doctor for spell damage besides that one type of weapon. It opens up loot options from a limited set of weapons to all weapons.
 
Already getting bored. :\ I actually prefered grinding out bosses to praying you at least get a rare item from specials. At the end of normal now so hopefully there's a drastic change in later difficulties.
 
It's not just incredibly counter-intuitive but also incredibly stupid.

I'm really disappointed that they got this wrong. It's such a rookie mistake...like something you'd see out of a Diablo-clone attempt.

And no, you can't turn off any HUD elements and there is no invisible mode.

The game needs some serious patching. It's still kind of fun, but man. What a letdown so far. Holding out hope that some of the additions start to make up for what they cut.
 
If I give a friend a guest pass, can he play with me? Everything I read about it says "limited matchmaking with other starter edition players" but that doesn't really specify if we'd be able to join each other games, which isn't matchmaking.
 
It's not just incredibly counter-intuitive but also incredibly stupid.
You almost certainly didn't paly a caster in WoW, then. Weapon DPS affecting spells is a Good Thing because it allows for caster classes to scale with better equipment the same way as melee classes.
 
thanks for the info guys.. my mind is seriously blown right now.

so I get to hold a big sword because it does high damage and that somehow makes my spells stronger??

what was wrong with a staff that increases the stat that controls spell damage???

WTF blizzard..


You're looking at it wrong. This just gives you another option. Go with a damn staff if you want, but I guess they didn't want mages having a very limited weapon selection and getting boned on bad random stats.
 
This never made sense to me, since you saw that sort of information by default in WoW. If it's okay for the WoW userbase, why is it too much information for the Diablo userbase?

In modern WoW they actually do sort of hide this information from newbies. Low-level equipment is very simple, compared to high-end stuff, so the stat aren't nearly as complex as say a purple set piece. And, since Cataclysm, the tooltip description of low-level abilities now say things like "Exorcism: Causes Holy damage at range. Takes a long time to cast, so avoid casting in melee." This is an option called "Beginner Tooltips" that is toggled on by default, just as in Diablo.
 
You're looking at it wrong. This just gives you another option. Go with a damn staff if you want, but I guess they didn't want mages having a very limited weapon selection and getting boned on bad random stats.

the game knows I am a wizard can't it just drop staffs?? I get that its a good thing but its incredibly dumb that I am holding a sword that I never use.
 
It is pretty funny though. They've clearly tried to make the game more newbie-friendly in a variety of ways but the goofy things they did with things like weapon damage are probably just going to confuse people more than not. :P

Stuff like weapon damage feeding directly into spell damage - and without you ever using that weapon at all - is incredibly counter-intuitive even for people who have been playing RPGs for a long time.
I don't think it's that bad but so far it just takes some getting use to.
It's not just incredibly counter-intuitive but also incredibly stupid.
I don't agree at all, I don't think it's that stupid of an idea, it's a different Idea but not necessarily bad.

I'm really disappointed that they got this wrong. It's such a rookie mistake...like something you'd see out of a Diablo-clone attempt.

And no, you can't turn off any HUD elements and there is no invisible mode.

The game needs some serious patching. It's still kind of fun, but man. What a letdown so far. Holding out hope that some of the additions start to make up for what they cut.
How do you know they got it wrong? It's only been out for a over a day, I don't think weapon damage making a difference on spells is the end of the world thing that you and some others make it seem. Maybe in the harder difficulties it will be worst overall but It's still really early.
 
You almost certainly didn't paly a caster in WoW, then. Weapon DPS affecting spells is a Good Thing because it allows for caster classes to scale with better equipment the same way as melee classes.

See, here's the deal. This isn't WoW. This is the 3rd game in a series that predates WoW. Not everybody likes WoW. Some like Diablo. Those people are voicing their bemusement that this game is cribbing so unnecessarily from a different game, when Diablo was doing just fine as it's own entity.

Again, not saying "this game sucks" but there are some things that I think this game got wrong so far.
 
You're looking at it wrong. This just gives you another option. Go with a damn staff if you want, but I guess they didn't want mages having a very limited weapon selection and getting boned on bad random stats.

I am approaching it from the RPG archetypes instilled in me. A Wizard equiping a 2 handed axe because it increases his spells makes no sense. Add in the fact that he never actually uses the axe. It's weird.
 
See, here's the deal. This isn't WoW. This is the 3rd game in a series that predates WoW. Not everybody likes WoW. Some like Diablo. Those people are voicing their bemusement that this game is cribbing so unnecessarily from a different game, when Diablo was doing just fine as it's own entity.

Again, not saying "this game sucks" but there are some things that I think this game got wrong so far.

*thumbs up* Feels like there is too much WoW in my D3.
 
I am approaching it from the RPG archetypes instilled in me. A Wizard equiping a 2 handed axe because it increases his spells makes no sense. Add in the fact that he never actually uses the axe. It's weird.

Weird, ya... but from a design point a smart choice.

When it's a game based on Random Stat bonuses, if you limit a class to a very particular set of weapons they're going to get boned on loot.


So, Kotaku ran a story yesterday about DH's giving Templar's a shield breaking the game for them. Does that still happen?

My templar has a shield.... nothing has happened.
 
See, here's the deal. This isn't WoW. This is the 3rd game in a series that predates WoW. Not everybody likes WoW. Some like Diablo. Those people are voicing their bemusement that this game is cribbing so unnecessarily from a different game, when Diablo was doing just fine as it's own entity.

Again, not saying "this game sucks" but there are some things that I think this game got wrong so far.

When did WoW add spell damage as a function of your Weapon? Legitimate question; I remember it being itemized, yes, but never as a function of a weapon itself.

that and the fact that it does not work this way in any other game I have ever played.

its only a small argument and I still love the game I just think its really dumb.

It's means to an end. Weapon Damage allows for caster classes to scale similarly to melee ones without being stuck with a single loot category or having their own specific itemization. It's extra freedom. It'll take time to adjust, I guess, but it's not that bad of a system.
 
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