ADVERTISEMENT
From Diablo Wiki
DPS Calculator for RoS. Diablo 3 Rankings. It's not a bug, plain damage multipliers such as yours aren't included (yet), as they don't influence on stat distribution. Ie, there is no difference where to put points, in crit damage or crit chance, depending on the 8% buff. All that said, here follows the newly-updated Elemental Damage article from DiabloWiki.net, which should function as reference and a sort of Guide to Diablo 3 Elemental Damage. There are a lot of figures and links and though we double checked, it’s quite possible we missed some items or typoed some of the numbers.
Jump to: navigation, search
While Diablo III is fully playable solo, without any 'raid' type content that requires multiple players to defeat, the D3 Team had co-operative multiplayer as their highest priority all during development. As frequently stated in interviews, 'Do no harm to co-op.' was one of their main considerations during all development decisions, and whenever they speak of the most fun way to play Diablo III, they stress that a friendly party of up to four players (which is the maximum game size in Diablo III) is the best way to experience the game.
Diablo III features several improvements over Diablo II's multiplayer experience: there are now individual loot drops, there is no nonconsensual PvP (PKing), and other game features such as the party system and the quests system have also been upgraded. On the other hand, some of D2's major bonuses to group play, such as greatly increased drop rates and experience gain are not present in Diablo III, and there are many fewer skills with shared benefits for the whole party.
As a result, fans have often pointed out[1] that while D3 removed numerous problems with D2's MP play, it's actually removed a lot of the bonuses as well, and that the D3 developers seem to simply assume fans will play together, even in the absence of actual benefits for doing so. Do old versions of apps take up space on mac. That the vast majority of games during the Diablo 3 beta are single player seems to support this concern.
The other major aspect of MP play in Diablo III is PvP dueling, which now takes place exclusively in the Battle Arena.
The Party System[edit | edit source]
There is no more party system in D3, at least not like there was in D2. In D2 players who joined a game were neutral, neither friend nor enemy. They could become enemies by clicking the hostile button, or become friends by joining a party together. Once they were partied, they shared experience and gold, if they remained fairly close together. Partying was optional though, and parties could be dissolved or abandoned, or everyone in a party could simply go their own way within the same game.
In D3 there is no more party system. All players in the same game are automatically in a party, and there is no way to leave a party or go hostile in the basic PvM game mode. Players in reasonably close proximity share experience, and all gain benefit when anyone in the party hits a health globe, but gold and items are not shared. Instead, all players in Diablo III get their own gold and item drops that no other player can see or take. This makes ninja looting a thing of the past, but also forces a player to run to fetch all his own gold and items.
Diablo III has also added numerous features to support party play; players in a game can instantly teleport to each other via the in-game banner system, the game's quest system can instantly draw everyone in the game to the quest location for the big boss fight, and players in a game can create a new game and all insta-join it with one click.
Social Groups[edit | edit source]
As of the beta there are not any improvements or customizations to the Friends List, in terms of guild support, though Blizzard remains committed to providing some such options at some point. Bashiok elaborated on this point in a forum post from September 2011.[2]
[blue]Having ways for friends and acquaintances to create social groups has been in the long term plans of the new Battle.net for some time. Whether they’re called clans or not is a smaller detail. It’s just getting the time to work on adding in those types of want-to-have features. Almost assuredly not for the launch of the game, but hopefully at some point in the future. [/blue]
Cooperative Play[edit | edit source]
Cooperative play, often referred to as Co-op, is the practice of playing a game together with other humans working towards a common goal. While Diablo III is not a party-required game, with raid type content that can only be accessed by a group of players working together, the developers clearly intend players to play together, and numerous of Diablo III's systems are designed around co-op play. New features or improvements in Diablo III that are meant to foster more co-op play include:
- Individual item drops. (Players see only the items they can pick up, so no more ninja-looting.)
- No more non-consensual PvP. (No PK switch.)
- No more party system. (Players are automatically in a party together if they are in the same game.)
- Improved Friends List features on Battle.net.
- The Banner system allows players to easily warp to the location of their friends in a game.
- Many quests and boss battles are designed so players can (or must) do them together to receive the rewards, and the game includes mechanisms to instantly transport all players to the boss's level for the big fight.
While these features are definitely boosts to co-op, some fans have pointed out that they're more about the removal of anti-co-op features, rather than the adding of specific benefits to it. On that side of the coin, Diablo 3 has some areas with fewer co-op bonuses than were present in Diablo 2. The best virus malware cleaner for mac.
- The maximum players per game has been lowered from 8 to 4.
- The experience gained no longer scales up with more players.
- Monsters do still gain more hit points, though. (Beta testing indicates a 75% increase per additional character in the game.)
- There are many fewer shared skills in Diablo III. (Many Auras and Warcries shared in Diablo 2, while most NecromancerCurses were of benefit to all characters in the vicinity.)
- The difficulty is so much lower (at least on the beta content) that players have no need to play together in order to succeed.
- The shared stash, shared gold, and shared artisans make self-muling and twinking ridiculously easy, which removes much of the motivation to play with a friend for a rush or to transfer equipment to a new character.
For their part, Blizzard has said little more than, 'It's more fun.' as an endorsement of why players should team up, rather than playing solo, or going their own way in a larger game. Other than fun, faster killing speed (when in a co-op party) is often brought up as a benefit,[3] as additional players will (theoretically) boost the group's damage output by about 100%, while monsters only gain 75% more hit points in larger games.
Part of me thinks it’s cool that I can play solo and never feel like I’m missing out on something. But another part of me thinks that since this is an online-only game that we should WANT to play Co-Op and that there should be added incentive for doing so.
Faster killing speed means more drops, more drops means more power or money. Since the goal of the game essentially boils down to either power or wealth, or both, the advantage (in our opinion) is pretty clear and doesn’t need any additional incentive.
Faster killing speed means more drops, more drops means more power or money. Since the goal of the game essentially boils down to either power or wealth, or both, the advantage (in our opinion) is pretty clear and doesn’t need any additional incentive.
Multiplayer Difficulty[edit | edit source]
Monster hit points adjust automatically when additional players join or leave the game. As of the beta test, each additional player in the game increases monster hit points by 75%. Thus:
- 1 player = 100% monster hit points
- 2 players = 175% monster hit points
- 3 players = 250% monster hit points
- 4 players = 325% monster hit points
This is similar to the gain in hit points that additional players generated in Diablo II, but there is no corresponding gain in experience in Diablo III, nor are there more total monsters, more bosses, or more items or gold dropped by the monsters or chests. (All of which happened in Diablo 2.)
The benefit to more players in a game in Diablo 3 is that the group killing speed should increase, theoretically by about 100% per additional character. Survivability should be enhanced as well, with players able to take turns tanking up front, as well as supporting each other with some shared skills and improved tactics. Players will need to do so, to offset the increased monster hit points, and the developers have often said that the Inferno difficulty level will be balanced to basically require player cooperation in order to survive.
Trading[edit | edit source]
The trading system has been entirely overhauled in Diablo III. Trading is now automated and made much more convenient through the Auction House. Ironically, this has removed almost all of the multiplayer aspect of trading, since players no longer need to speak to other players to exchange items.
Diablo 3 Dmg Multiplier Game
Whether these changes are good or bad for multiplayer can be debated, but most players felt the Diablo II system was hopelessly inefficient, and that Diablo III's will result in much easier distribution and acquisition of desired item upgrades, which will be beneficial to the overall play experience.
There are also public chat channels, including Trading channels, which players can use to hawk their wares, if they so desire.
PvP[edit | edit source]
Red vs. Blue battle.
Diablo III's Player vs. Player combat system has been entirely overhauled as well. Gone is any sort of in-game PvP, whether dueling or PKing. Players now have no way to directly attack each other in-game, and this even extends to sprite collision. Other players can not block doorways or chokepoints themselves or with their pets, and none of their spells or skills can hit you for any damaging or debuffing effects.
PvP instead takes place in a randomly-selected team-format in special dueling games known as the Arena. Only in the Arena can players attack and injure each other, and that's the entire purpose of those games. There are no NPCs to access, no town to return to, or anything else along those lines. Players in the Arena duel non-stop, and the team with the most total kills in the allotted time (10-15 minutes in testing), wins.
- See the Arena article for full details.
In-Game Notifications[edit | edit source]
Jay Wilson spoke about the various in-game notifications and conveniences in an interview from Blizzcon, 2010. [4]
We’ve tried to put a lot of hints in, for cooperative play, so other players notice if you stop moving. Especially if you open up a skill page or your inventory, we put an icon that displays over your character’s head and on your portrait so the other players will see it and know that you’re busy. That you’re doing something. .As developers, we’re looking at ways to make it easier for characters to communicate and we’re looking to put more option in for that. After all, the game knows if a player is looking at their skill page, so why don’t we just provide some sort of in-game notification to other players? So the players in the game don’t have to wonder why someone in the game isn’t keeping up. When you know the other player is doing something specific, you’re a little more patient.
Chat Channels for Diablo III[edit | edit source]
Blizzard intended to phase chat channels out of B.net with their newer games, starting with Starcraft 2. That plan did not last in the face of intense player criticism, and chat channels were added back into Starcraft 2 some months after release.
They were not present during the Diablo III beta, but have been confirmed as a feature[5] for the full game. This was no surprise, after the developers said they hoped to include them, eventually.[6]
Chat channels debuted with beta patch 13 in February 2012, and proved instantly unpopular due to their small size and general lack of convenient chat features. See the chat channels article for full details.
Improved Multiplayer Game Creation[edit | edit source]
As of the beta test, the Friends List is integrated into the game creation options. A buddy on your Friend's List can see if you are online or in a game, and can join into your game instantly. Players in the same game can also instantly create a new game together, as the realization of a feature long desired by the developers.[7]
Public games are no longer named and displayed for the joining, as they were in Diablo I and Diablo II. Many fans have complained about this, but Blizzard has insisted that their automated system, which will sort characters into games with other characters of the appropriate level, is a superior solution to this issue. Ge ev charging station user manual.
Development Priority[edit | edit source]
While the multiplayer aspects of Diablo III are essential, the game is basically developed from a single player point of view, as Jay Wilson explained in a September 2008 interview:[8]
AG: I know that in StarCraft 2, a lot of the development was focused around multiplayer - a lot of the game design and the development being done was on multiplayer first. Is that something that you guys do with Diablo as well, or is a bit more focused on the single-player or a bit of a mix?Jay Wilson: For us it's a little bit more focused on the singleplayer, it's not quite the same as StarCraft. Nintendo game boy dmg 01. I've played RTS games before and I've seen people do it both ways and I seem to prefer the method where you work on multiplayer first, because you're really establishing the core game mechanics.
For us, a lot of the core game has actually come out of singleplayer, but what we've done along the way, is we've always had cooperative play enabled. So people play cooperatively all the time. Any time anything does work for cooperative play we fix it right away. So any mechanics that don't work, any kind of balancing or tuning that needs to be done, we try to do it simultaneously for both – but we do focus on single-player more.Retrieved from 'https://www.diablowiki.net/index.php?title=Multiplayer&oldid=47008'
UPDATE: The numbers reflected in this build are no longer accurate. The damage rates in Diablo III have increased tremendously since this was posted. Expect upwards of 10x damage out of this build easily.
Yuka went over an updated version of this build in the first episode of Friday Night Gaming with Yuka.
A lot of people ask me in my Twitch Stream chat how I have managed to get so much damage out of my wizard in Diablo 3. It’s simple math and it is very easy math to boot. To explain the math, however, I need to first explain my build.
I’ve always been a dedicated wizard player. A Diablo 3 high damage wizard build should not require much. The class itself inherently has high damage bonuses on all skills when compared to other classes. High base damage, while helpful, is not required. A lot of players discredit the wizard as being a mid-range damage class when compared to demon hunters or witch doctors, but fail to realize the big picture.
Looking for a group to roll with in Diablo 3? The Lone Gamers are ALWAYS looking for new players. Look for our Clan and Community within Diablo 3 and join us on Discord!
(Really just another Disintegrate build)
The entire basis for this build is maintaining Arcane Power. While that is the basis of most builds, this one suffers when it runs out… as in it can’t produce any damage at all. Oddly enough, it doesn’t have any active arcane generators built into it.
Here is a screen shot of my current skill selection for my build.
Active Skills
Disintegrate is the bread and butter attack of this build. It will be used for the majority of engagements and once a player gets experienced with applying it on the battlefield for maximum DPS, that player will be something to be feared by the minions of hell.
Cost: 18 Arcane Power
Channel a beam of pure energy forward, dealing 511% weapon damage as Arcane and disintegrating enemies it kills.
Channel a beam of pure energy forward, dealing 511% weapon damage as Arcane and disintegrating enemies it kills.
Entropy (Rune)
The beam fractures into a short-ranged cone that deals 649% weapon damage as Arcane.
The beam fractures into a short-ranged cone that deals 649% weapon damage as Arcane.
Right off the bat, disintegrate does a lot of damage but the Entropy rune bumps up the damage another 138%. This damage is given to enemies caught within the beam every second.
Entropy changes the damage pattern from a beam to a 90° “fan” that extends 15 yards forward of the wizard, which I will refer to as such for the duration of this article. The fan damages all enemies caught within it equally. It should be noted that this will effectively turn any wizard into a short range ranged character.
Frost Nova is the crowd control ability for this build. It is useful in keeping enemies from moving so that damage from Disintegrate can be applied to the group. When used in conjunction with another party member using crowd control it can really turn the tide of battle. (Monk: Cyclone Strike or Wizard: Black Hole, for two examples) App cleaner mac download.
Cooldown: 11 seconds
Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
Cold Snap (Rune)
Reduce the cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds
Reduce the cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds
The unconfirmed range of Frost Nova is roughly 15 yards and seems to coincide with the damage range of Disintegrate with the Entropy rune, so anything frozen by Frost Nova can be damaged by the wizard that cast it.
Cold Snap is my personal preference because it increases the usefulness of Frost Nova as a crowd control mechanism. Other users of this build prefer Bone Chill for the increased damage but I feel the freeze duration of Bone Chill is too short and I’d rather have the monsters frozen longer so I can apply more damage (and so they can’t damage me).
Archon is reserved for elites and emergencies. It provides the wizard greatly increased damage and toughness for dire situations. The 120 second cooldown makes it prohibitive from use for regular mobs.
Cooldown: 120 seconds
Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your damage, Armor and resistances are increased by 20%.
Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities and your damage, Armor and resistances are increased by 20%.
Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
Arcane Destruction (Rune)
An explosion erupts around you when you transform, dealing 3680% weapon damage as Arcane to all enemies within 15 yards.
An explosion erupts around you when you transform, dealing 3680% weapon damage as Arcane to all enemies within 15 yards.
Archon with Arcane Destruction can dish out some serious damage, both alpha and over time. Players shouldn’t let the precious 20 seconds being a demi-god go to waste and users of Archon should properly plan ahead before activating the skill. Knowing what Archon’s attacks are ahead of time is a huge advantage instead of figuring it out on the fly!
The Arcane Destruction part applies a massive amount of alpha to the vicinity of the wizard when cast that can easily liquidate any regular mobs in the area allowing the caster to focus solely on the true target, an elite monster.
The LMB attack is called “Arcane Strike and is akin to Wave of Force, although shorter radius, doesn’t knockback enemies and does a buttload more damage than Wave of Force.
The RMB attack is called “Disintegration Wave” and is akin to Disintegrate however it does a buttload more damage than the standard wizard’s Disintegrate. It can reach out and touch enemies. It is the only attack that Archon has that could be considered ranged.
The Action Bar Slot 1 is replaced with an ability called “Arcane Blast” that is much like Explosive Blast except it has a much shorter cooldown and does slightly less damage. The radius effected is roughly the same as Explosive Blast. When used in conjunction with Arcane Strike it can cause massive damage over a short period of time.
Used simply to increase base damage.
Cost: 25 Arcane Power
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
Requires Weapon Adobe reader for mac download.
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
Requires Weapon Adobe reader for mac download.
Force Weapon (Rune)
Increase the damage bonus of Magic Weapon to 20% damage and grants a 2% chance to Knockback any enemies hit.
Increase the damage bonus of Magic Weapon to 20% damage and grants a 2% chance to Knockback any enemies hit.
Used mainly for the effect of the rune I have selected for Arcane Cost reduction of Disintegrate from 18 Arcane Power per second to 15, which is a huge reduction.
Cost: 25 Arcane Power
Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts 10 minutes.
Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147% weapon damage as Lightning. Lasts 10 minutes.
Power of the Storm (Rune)
Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
Used simply for the increased damage, both from the Familiar itself and the damage bonus provided by the Sparkflint rune.
Cost: 20 Arcane Power
Summon a Familiar that attacks your enemies for 179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes.
Summon a Familiar that attacks your enemies for 179% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes.
Sparkflint (Rune)
Summon a fiery Familiar that grants you 10% increased damage.
Summon a fiery Familiar that grants you 10% increased damage.
If a wizard doesn’t have solid gear to support Arcane Power generation from critical hits (see gear section below), then instead of Sparkflint, Arcanot can be selected as the rune, which provides an additional 2 Arcane Power regenerated per second.
Passive Skills
This really increases the survivability in dire situations. While some will say, “You shouldn’t have gotten yourself in that situation”, honestly this is Diablo 3, a game run by a quirky random number generator. Things happen that are outside the control of players playing the game, no matter how much they plan ahead. The game is pure chaos. If a player feels that they don’t need this, then it can be easily swapped to Blur for added defense or to Elemental Exposure for added damage (for the wizard and party members). I however will keep snuggling in my safety blanket, a safety blanket that has saved me numerous times!
When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds.
This effect may occur once every 60 seconds.
This effect may occur once every 60 seconds.
Disintegrate cannot be cast on the run, so chances are the wizard will be standing still while dealing the majority of damage. With a solid party, the wizard won’t have to move and members of his party will bring monsters into his range so he doesn’t have to move, maximizing the effect of Unwavering Will.
Standing still for 1.5 seconds increases the following attributes:
- Armor: 20%
- All Resistances: 20%
- Damage: 10%
There’s that magic 15 number again. Disintegrate. 15 yards, Frost Nova… 15 yards. Archon Arcane Destruction… also 15 yards, and Archon’s Arcane Blast (ABS 1) and Arcane Strike (LMB). all damage within 15 yards. So Audacity is a no brainer.
You deal 15% additional damage to enemies within 15 yards.
Used primarily for the bonus to Arcane Power regeneration but the added Arcane Power pool is nice as a buffer.
Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
Gear
Diablo 3 Dmg Multiplier Cheats
Ideally gear for this build should have at least one of the following attributes:
- Critical Hit Grants Arcane Power
- Critical Hit Chance Increased
The bread and butter of this build. Both of those attributes synergize with each other. The more critical hits a wizard gets, the more arcane power he will earn if he has at least one item with the Critical Hit Grants Arcane Power attribute. The more Arcane Power generated by critical hits means more Arcane Power to burn casting Disintegrate.
Keep in mind that Disintegrate can hit multiple targets at once, each target hit rolling a chance for a critical hit, so more targets hit at once means a higher chance for critical hits overall, granting more Arcane Power. Users of this build find that they run out of Arcane Power faster on smaller groups of mobs because of this effect.
- Reduce Resource Cost by 7% or higher
7% or higher is the minimum that is useful. This the breaking point for the way that Diablo 3 rounds numbers when it comes to resource cost. Storm Armor (Power of the Storm rune) reducing the casting cost of disintegrate from 18 to 15, and 7% is 1.05 points of Arcane Power. 6% would be only 0.9 points of Arcane and Diablo 3 would simply round back up to 15. Resource Cost Reduction is stacked from all items and then calculated! So two items that reduce resource cost by 4% each would result in 8% resource cost reduction total and it would only cost 14 Arcane Power to cast Disintegrate.
- Arcane Skills Damage Bonus
- Increases Disintegrate Damage
Both of those attributes simply increase damage output. The former is preferred over the latter because it increases the damage output of Disintegrate, and all of the Archon abilities. If the wizard is using Arconat, then Arcane Skills Damage Bonus increases damage of the Familiar, too.
(Or the answer to “How you do so much damage” and “4.4 million damage per second… how?!”)
It’s actually very simple. So simple, that I’m surprised that Diablo 3 doesn’t do this calculation for the players.
I’m going to use my character’s current numbers to calculate roughly how much damage my wizard will do. I say roughly because the elusive and quirky random number generator has some say in these numbers, especially critical hit damage. The numbers provided here can be assumed to be average values and actual numbers in-game should dance around the numbers provided here.
Diablo 3 Damage Multiplier Categories
These numbers are buffed by skills, solo. The buffs used are Magic Weapon (Force Weapon rune, 20% damage buff) and Familiar (Sparkflint rune, 10% damage buff) and Unwavering Will (10% damage buff)… altogether that is a 40% buff to damage, as those three skills stack the bonuses.
My base damage is 578,678. This number is also referred to as “weapon damage”.
Disintegrate with the entropy run does 649% weapon damage.
578,678 x 649% (6.49) = 3,738,259.88
Let’s not forget the bonuses that I have from my gear to both Arcane Damage and Disintegrate’s damage. Here are the pieces of gear that I have that do that, click to enlarge.
Here are the bonuses that are applied to Disintegrate:
Diablo 3 Damage Multiplier Guide
- Arcane Skills deal 20% more damage (Andariel’s Visage, head)
- Increases Disintegrate Damage by 9% (March Audacity, feet)
- Arcane Skills deal 5% more damage (Tal Rasha’s Elements, set effect (2))
- Arcane Skills deal 9% more damage (Triumvirate, off-hand)
The Arcane skills bonuses stack together and are multiplied by the base damage of Disintegrate (not base weapon damage), as is the bonuse to Disintegrate’s damage. The equation looks like this.
3,738,259.88 x 1.34 = 5,009,268.2392 DPS
5009268.2392 x 1.09 = 5,460,102.380728
Autolink al319 user manual v2.0.pdf. So my base damage per second when casting Disintegrate is 5,460,102.
There is more damage applied to that outside of Disintegrate. Familiar applies damage to a single target once every second. Archon is a similar story.
When casting Archon with the Arcane Destruction Rune, a blast dealing 3680% of base damage is sent out. With my current base damage and my bonuses to Arcane damage applied, my Arcane Destruction explosion sets the enemy back 28,535,769 hitpoints!
The Slice the Pie wizard build is definitely fun. It doesn’t require high paragon levels, special party considerations or any ridiculously hard-to-find gear. It deals a buttload of damage. It has very few weaknesses (besides generally not having the greatest of toughness values). And it is pretty fun to play. It is a build that any dedicated player of wizards in Diablo III: Reaper of Souls should give a shot sometime.