Diablo 3 how is skill damage calculated




















This is the Damage your weapon says it does, plus the min-max damage on your jewelry. As you notice from the image above, damage bonus from rubies are automatically factored into the weapon.

Remember that dual wielding hits with only one weapon at the time and alternates between them, for simplicity sake we will asume you are not dual wielding. This is how Critical Strikes contribute to your average damage. That means half your strikes are doing normal damage and half are doing 3 times its damage. So if your base damage is and you attack twice you should on average get one normal attack for damage and one critical for damage.

You are doing double your base damage. Your crit factor on this scenario is 2, which means your crit stats are effectively doubling your damage. In reality most of what makes or breaks a build can be found on this factor.

Just like Archon mentioned on an episode of Westmarch Workshop, things tend to stack additively within their own category. And to close things out we have the attack speed factor. Once again, things get more complicated with Dual Wielding but we can save that for a later date. With all that out of the way, you can finally calculate the actual DPS you do when spamming a single skill. All you have to do is fill out the formulas presented above and multiply all of the factors together.

Now that we know about factors, we can see things more clearly. With a bit of practice you will be able to easily see how changing one of the stats on our gear will affect our total DPS. But this post is already too long so come back to Diablo. JR has been writing for fan sites since and has been doing Blizzard Exclusive fansites since He helped co-found BlizzPro in Great first look into calculating DPS.

Looking forward to you continuing this. Its a tool like anything else. People are at fault for being lazy and relying on a can opener to fix their diet. All you do is calculate the uptime for a spell when dealing with CDR and with CR all you do is calculate the spamability over time.

Very simple stuff. You understimate the disdain that the average player has for math related activities. So, the overall damage actually drops. Echoing Fury is a strange one since it will buff your attack speed and therefore your damage, but increase your Spirit usage.

Rimeheart has a slim chance to be useful but the mechanics on that weapon are horrendous and the other options greatly outshine it. I forgot the CS cold rune though. Then, you need to consider the proc rate of Rimeheat. I have no information about it. Completely agree. It is bad. As the elemental damages from above, it only skips the resistances part and is absorbed by the possible absorbs available. Note that Magic resists are there, but they are, however, unable to be accessed by the game's base drop rates and affixes, which does not allow magical resistance.

In Diablo III, damage is calculated in a different way. Each step is multiplicatively reducing all damage suffered. There is also a chance to Dodge some types of attacks.

A dodged attack is nullified, and no further checks are resolved. This step is skipped if the monster is attacking. In addition, the use of certain skills, active or passive, can also reduce the damage taken from some or all attacks.

After the result has been reduced by class and skill protection values, damage is further decreased by the hero's Armor rating multiplicatively. There is no chance of missing the target granted by Armor. After the hero's armor rating has been accounted for, the resulting damage is decreased further also multiplicatively by the hero's resistance rating against the appropriate damage type. Melee damage is any one taken from direct melee blows or ground-based area attacks including most elite affixes.

Ranged attacks are projectiles and all remaining sources of damage. If the target is an elite monster, the damage is increased by the respective amount. Other players in PvP do count as Elites for all purposes.

A shield's block value also applies to this amount if the blocking check proves successful. Note that even if all unsaved damage is entirely absorbed, the hero still counts as having suffered a damaging hit.

After all absorptions, the remaining damage is drained from the Life pool, and kills the target if it brings the Life to zero. Damage is right above Toughness. This Monk's basic attack delivers an average of almost , damage per second. The game's estimation of damage per second that a basic attack can deliver for the purpose of giving players something to orient at when they change their items and skills is known as Damage, DPS or Damage Stat. It is displayed on the character screen , just above Toughness.

Some builds, however, especially those relying on Thorns and other specific stats, scale very differently, and this number becomes somewhat meaningless for them. Nearly all players' attacks are tied to the weapon damage , that is, the total damage their normal weapon hits would do. Weapon damage, obviously, will hit for less damage for faster weapons, but will deliver faster hits or ticks of damage in return. Area Damage , Elemental damage bonus or damage done by specific skills, however, are not.

In other words, for almost every skill in game, the Damage stat reflects the effective damage done pretty accurately. Damage numbers may be shown above enemies when damage is inflicted turned on and off in options , white color for normal hits, yellow for Critical Hits, and red for damage done to player.



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