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...
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...
Your main stat adds 1% DPS per point.
Barb - STR
Monk / Demon Hunter - DEX
Wizard / Witch Doctor - INT
quick Wizard question.
so whatever weapon I am holding.. *dagger, sword, javelin* effects the damage of my spells?
So 100 DEX = 1 DPS? What about protection?
Yes. It's stupid but simple.quick Wizard question.
so whatever weapon I am holding.. *dagger, sword, javelin* effects the damage of my spells?
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 :/
It's not just incredibly counter-intuitive but also incredibly stupid.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.
EU servers have been perfectly fine all day (as far as I can tell).
I've been playing all morning without a hitch. *knocks on wood*
Proving my point about the absolutely useless default tooltipsquick Wizard question.
so whatever weapon I am holding.. *dagger, sword, javelin* effects the damage of my spells?
quick Wizard question.
so whatever weapon I am holding.. *dagger, sword, javelin* effects the damage of my spells?
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]
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.
It's not just incredibly counter-intuitive but also incredibly stupid.
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.
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.
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.
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..
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.It's not just incredibly counter-intuitive but also incredibly stupid.
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..
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?
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 don't think it's that bad but so far it just takes some getting use to.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.
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 agree at all, I don't think it's that stupid of an idea, it's a different Idea but not necessarily bad.It's not just incredibly counter-intuitive but also incredibly stupid.
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.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.
has The Guardian review been posted yet?
The Guardian 4/5 http://www.guardian.co.uk/technology/gamesblog/2012/may/16/diablo-3-pc-game-review
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.
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.
You technically never use the staff either. You're getting hung up on some cosmetic issues.
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.
It's not just incredibly counter-intuitive but also incredibly stupid.
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.
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.
So, Kotaku ran a story yesterday about DH's giving Templar's a shield breaking the game for them. Does that still happen?
No its not. It fixes the number one problem of spellcaster itemization and gives spellcasters more options.
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.
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.
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.