My brain is cooked from being too long in helltides. Thank you for this explanation, I haven't played since Season 0 and was still focusing on stacking Vuln and Crit damage.
This is a nice simple way to help. One thing I would note, number 5. While rare, some builds don't really need or can't utilize crit chance/crit damage much. Damage Over Time cannot benefit from either of those unfortunately. For example, my Rogue only has 14% crit roughly and maybe 100% crit damage but does hundreds of millions, occasionally billions, in white poison damage over time.
Finally!! Something SIMPLE even a monkey could understand! Thank you so much for this!!! When you finish this type of video and you dont end up having more questions than when you started the video, it means the video reached its purpose lol! Thanks again!
Great video, thanks! It would be helpful to make another one when season 4 starts since they’re changing some core mechanics around gearing and are taking out a bunch of the affixes with multiple conditions to meet in order to apply extra damage
100% will do :) Also looking at making similar videos for defenses, paragon boards, and a few other things that will help people who want to make their own builds.
Excellent summation, I was looking for the other way around though. I built a melee rogue for Season 4, in most circumstances damage is way below ranged build, No big deal because I was looking to have a blast and it did the job very well, I had fun until I got to Nightmare Dungeon Tier 77 and got repeatedly one shot killed by lightning damage even with max resistance + elixir + damage reduction, (...). I can't play this game anymore, the one shot boss or die is beyond braindead and astonishingly boring, it's a shame, this game could be so much more than that.
Yeah, I feel your pain. Decided to start a druid in s4, right now I can clear around pit 55 with my casual bear landslide build. I really feel the devs don't want players experimenting when I get oneshot by a boss with 30k hp, go change my paragon and improve gear, return with 60k hp all resistances capped and get oneshot by the same guy. I don't want some dark souls bullshit in my Diablo with perfect parries and dodge rolls, I want to feel really powerful and tanky with my bear that got max lvl items in all slots. Instead it seems like it's expexted at this point that if you want to do endgame content you need to use one of the two broken builds of the patch or just stop playing at all.
Hey man, congrats on the video! I've been searching for something like this forever, a quick breakdown of Diablo's damage. But I've got a question, what does that [x] in the damage really mean? Is it just a regular percentage? Like: base_damage = 1000 multiplier = 1.2 final_damage = (base_damage * multiplier) Or is it some other kind of calculation? I'm really into numbers too, love math. Could you possibly do a video on that, breaking down how to calculate damage and "guestimate" damage based on character stats to figure out what's best to beef up your character as we progress in the game?
You've got the multiplier part right :) There is an extra layer where every type of damage is placed into a "bucket" and then those buckets multiply against each other, but that's what I was trying to avoid deep diving in this video. I would definitely be down to make a more in depth one for people who are interested -- just need to see if season 4 brought any fundamental changes to the bucketing system beyond what we can see on gear and stuff. Thanks for watching!
@@rawchuna Perfect! I've seen some stuff about this "bucket" where all the values are thrown in and multiplied. About making a more detailed video... I understand that the effort you put into that video might not get much return since this kind of content is not widely watched or searched for. Most players just want to play and not necessarily understand the game in-depth. But maybe, with your knowledge and that of others, you could put this information on sites like D4 Builds, Maxroll, or Mobalytics, giving credit to the writers. This way, it would be there permanently for anyone who wants to understand more about how the math affects the game. Plus, it could be updated seasonally and so on. Thanks for your attention. Have a great day!
Overpower happens on every build but only 3% of the time, so if you aren't focusing on it i wouldn't worry about it tbh. There are certain builds that focus on creating guaranteed overpower hits (pulverize druid, blood necro, etc) and in those builds it becomes really important.
@@rawchuna on those should I maximize overpower damage? Its additive or multiplicative? Also on ice spikes, x fals, dust devils, any damage from aspect. How do I optimize? Those steps are the same they Will all affects the aspect skills damage builds?
if you hit with your ''cooldown based'' skill then you should not look dps value of the weapon. you should look damge per hit value. slower weapons hits harder like maces (00:33)
Is there an efficient amount of crit chance to aim for? 50% seems easy enough to achieve, is it worth trying for 100% or better just to go for damage after hitting 50% crit chance?
More crit chance is never bad but I think I'd go for damage at that point. Every time your inner sight fills up (frequent) you get another +25% crit chance for 4 seconds so crit is not a particularly big issue
So, about the crit damage vs vulnerable damage. If you have a build with 100% crit and 100% vulnerable uptime, is there some kind of magic ratio of each stat you should aim, or do you just grab the highest one? (assuming no other interactions with these stats ofc)
Hi. Thanks for the video. But... Can you also analyse and add in 'Damage 20-30%' Affix rolls too? I wonder if this will be higher priority versus main stats. Thanks.
I wouldn't touch vulnerable and overpower at all, they are so useless, unless you use classes that somehow can guarantee those procs, but even then, it is shit. Crit chance is million times easier and more consistent to execute.
in a overpower build ( build lance-necro ) , what is better ? max life and + %overpower stats or max life and + %critical damage? i can get +overpower damage by tempering the items
Is it better to balance crit strike damage and overpower, or focus mainly on overpower? I have the option of 3000% overpower and 1000% crit, or 2500% OP and 1500% crit.
What about damage over time? Would I stack crit chance and damage over time affixes? I m a rapid fire poison build. Actually making it all on my own but, something seems wrong. My attack power won’t scale as I’m attacking, my attack power stats just stay at what the number is. So I am I missing something? My attack is 20,321 and when I leave town and start attacking and open up the menu a the attack power won’t go up.
I am using Barb, I have some gears with +Strength,and some with +Damage. Which is better? For example, I have 8 pieces of them, shall I choose 4 each? or 8 pieces all with +Strength? what will be the difference? Thanks🙏
I understand making them vulnerable allows them to take more damage but what is vulnerable damage [x]? Does that mean while vuln they take more damage multiplied by my vuln damage or while they are vuln I just do the extra vuln damage as a standalone?
if you hit vulnerable enemy they take 20% more damage. You can increase this 20% by adding ''vulnerable damage'' on your gear and paragon boards and other ways. [x] means that it increases your total stacked percentage of vulnerable by 20%. Let's say you have 1000% vulnerable stacked and then this [x] 20% will kick in and make it 1200% and you deal 1200% more vulnerable damage. If it was [+] 20% then you would be having 1020% total vulnerable bonus and so forth. If you have 0% vulnerable stacked on your gear then you deal 20% more damage, because 20% is a minimum increase.
This video needs updated with the new gearing in s4, but generally whichever condition you meet most often is going to be best for you, with flat damage likely being worst because it will roll the lowest
Finally, a Power Point presentation I didn't mind sitting through...
lmao
Straight to the point, no 10 minutes of rambling on about formulas. Thank you!
My brain is cooked from being too long in helltides. Thank you for this explanation, I haven't played since Season 0 and was still focusing on stacking Vuln and Crit damage.
This is a nice simple way to help. One thing I would note, number 5. While rare, some builds don't really need or can't utilize crit chance/crit damage much. Damage Over Time cannot benefit from either of those unfortunately. For example, my Rogue only has 14% crit roughly and maybe 100% crit damage but does hundreds of millions, occasionally billions, in white poison damage over time.
Easy to understand and straight to the point, well done. Thank you!
Thanks for watching :)
Finally!! Something SIMPLE even a monkey could understand! Thank you so much for this!!! When you finish this type of video and you dont end up having more questions than when you started the video, it means the video reached its purpose lol! Thanks again!
Great video, thanks! It would be helpful to make another one when season 4 starts since they’re changing some core mechanics around gearing and are taking out a bunch of the affixes with multiple conditions to meet in order to apply extra damage
100% will do :) Also looking at making similar videos for defenses, paragon boards, and a few other things that will help people who want to make their own builds.
@@rawchuna
Waiting for those 🙏
Efficient and informative...I think we found a unicorn!
Thank you for this vid
Thank you! Glad it was helpful :)
Excellent summation, I was looking for the other way around though. I built a melee rogue for Season 4, in most circumstances damage is way below ranged build, No big deal because I was looking to have a blast and it did the job very well, I had fun until I got to Nightmare Dungeon Tier 77 and got repeatedly one shot killed by lightning damage even with max resistance + elixir + damage reduction, (...). I can't play this game anymore, the one shot boss or die is beyond braindead and astonishingly boring, it's a shame, this game could be so much more than that.
Yeah, I feel your pain. Decided to start a druid in s4, right now I can clear around pit 55 with my casual bear landslide build. I really feel the devs don't want players experimenting when I get oneshot by a boss with 30k hp, go change my paragon and improve gear, return with 60k hp all resistances capped and get oneshot by the same guy. I don't want some dark souls bullshit in my Diablo with perfect parries and dodge rolls, I want to feel really powerful and tanky with my bear that got max lvl items in all slots. Instead it seems like it's expexted at this point that if you want to do endgame content you need to use one of the two broken builds of the patch or just stop playing at all.
Hey man, congrats on the video! I've been searching for something like this forever, a quick breakdown of Diablo's damage. But I've got a question, what does that [x] in the damage really mean?
Is it just a regular percentage? Like:
base_damage = 1000
multiplier = 1.2
final_damage = (base_damage * multiplier)
Or is it some other kind of calculation? I'm really into numbers too, love math. Could you possibly do a video on that, breaking down how to calculate damage and "guestimate" damage based on character stats to figure out what's best to beef up your character as we progress in the game?
You've got the multiplier part right :) There is an extra layer where every type of damage is placed into a "bucket" and then those buckets multiply against each other, but that's what I was trying to avoid deep diving in this video. I would definitely be down to make a more in depth one for people who are interested -- just need to see if season 4 brought any fundamental changes to the bucketing system beyond what we can see on gear and stuff. Thanks for watching!
@@rawchuna Perfect! I've seen some stuff about this "bucket" where all the values are thrown in and multiplied. About making a more detailed video... I understand that the effort you put into that video might not get much return since this kind of content is not widely watched or searched for. Most players just want to play and not necessarily understand the game in-depth.
But maybe, with your knowledge and that of others, you could put this information on sites like D4 Builds, Maxroll, or Mobalytics, giving credit to the writers. This way, it would be there permanently for anyone who wants to understand more about how the math affects the game. Plus, it could be updated seasonally and so on.
Thanks for your attention. Have a great day!
Great video! Learn a lot in 4 minutes. About the overpowered we also need a lot overpowered damage?
Overpower happens on every build but only 3% of the time, so if you aren't focusing on it i wouldn't worry about it tbh. There are certain builds that focus on creating guaranteed overpower hits (pulverize druid, blood necro, etc) and in those builds it becomes really important.
@@rawchuna on those should I maximize overpower damage? Its additive or multiplicative? Also on ice spikes, x fals, dust devils, any damage from aspect. How do I optimize? Those steps are the same they Will all affects the aspect skills damage builds?
if you hit with your ''cooldown based'' skill then you should not look dps value of the weapon.
you should look damge per hit value.
slower weapons hits harder like maces (00:33)
Where should those of us who are interested in the math go?
Macrobioboi
+1 to this -- there's a lot of deep dives out there but any of the Maxroll guys like Macro are really good
Hell
Thank you, this is so helpful.
Thanks for watching :)
Amazing! Thank you 🤩
Thanks for watching :)
Is there an efficient amount of crit chance to aim for? 50% seems easy enough to achieve, is it worth trying for 100% or better just to go for damage after hitting 50% crit chance?
More crit chance is never bad but I think I'd go for damage at that point. Every time your inner sight fills up (frequent) you get another +25% crit chance for 4 seconds so crit is not a particularly big issue
Thank you!
Thanks for watching :)
So, about the crit damage vs vulnerable damage. If you have a build with 100% crit and 100% vulnerable uptime, is there some kind of magic ratio of each stat you should aim, or do you just grab the highest one? (assuming no other interactions with these stats ofc)
Hi. Thanks for the video. But... Can you also analyse and add in 'Damage 20-30%' Affix rolls too? I wonder if this will be higher priority versus main stats. Thanks.
This needs an update for sure (it was put out in s3 before the itemization changes) so I will look into updating :) Thanks for watching!
I wouldn't touch vulnerable and overpower at all, they are so useless, unless you use classes that somehow can guarantee those procs, but even then, it is shit. Crit chance is million times easier and more consistent to execute.
in a overpower build ( build lance-necro ) , what is better ? max life and + %overpower stats or max life and + %critical damage? i can get +overpower damage by tempering the items
I do that but still dont get the 20-30 million damage that other streamers do
Please master and normalize the audio. It's way too soft
I'm working on it (definitely know it's a problem) -- new to recording and trying to get a little better with each video :)
Is it better to balance crit strike damage and overpower, or focus mainly on overpower? I have the option of 3000% overpower and 1000% crit, or 2500% OP and 1500% crit.
What about damage over time? Would I stack crit chance and damage over time affixes? I m a rapid fire poison build. Actually making it all on my own but, something seems wrong. My attack power won’t scale as I’m attacking, my attack power stats just stay at what the number is. So I am I missing something? My attack is 20,321 and when I leave town and start attacking and open up the menu a the attack power won’t go up.
and what about flat damage% for example new grandfather (+300%)? what is better : 150 str vs 300% dmg?
I am using Barb, I have some gears with +Strength,and some with +Damage. Which is better? For example, I have 8 pieces of them, shall I choose 4 each? or 8 pieces all with +Strength? what will be the difference? Thanks🙏
😊
I understand making them vulnerable allows them to take more damage but what is vulnerable damage [x]? Does that mean while vuln they take more damage multiplied by my vuln damage or while they are vuln I just do the extra vuln damage as a standalone?
if you hit vulnerable enemy they take 20% more damage. You can increase this 20% by adding ''vulnerable damage'' on your gear and paragon boards and other ways. [x] means that it increases your total stacked percentage of vulnerable by 20%. Let's say you have 1000% vulnerable stacked and then this [x] 20% will kick in and make it 1200% and you deal 1200% more vulnerable damage. If it was [+] 20% then you would be having 1020% total vulnerable bonus and so forth. If you have 0% vulnerable stacked on your gear then you deal 20% more damage, because 20% is a minimum increase.
👍
Is close damage > crit damage > % damage?
This video needs updated with the new gearing in s4, but generally whichever condition you meet most often is going to be best for you, with flat damage likely being worst because it will roll the lowest
❤❤❤you put macroboiboi....wudijo...raxx to shame
You simplify info and talk about actual equations for dps