How is weapon throw damage calculated
Not even Gilgamesh could overlook the difference between "bur" and "poor". Attacking with the Wonder Wand casts a spell. After each use, it changes to a different spell. This does not care whether the party has learned the spells or not. The list position saves across battles, and all Wonder Wands share it if you have more than one.
Potentially the most powerful weapon in the game, but the attack can dwindle with surprising ease, and you have to pass up the Chicken Knife to get the Brave Blade. Factor in how few jobs can actually wield it, and it's questionable how good this really is.
High damage potential for nearly every job, but that random! Scram is a major downside, and you have to pass up the Brave Blade to get the Chicken Knife. Note that some commands prevent random skill activation! Jump, and! Add integer division into the mix, and the M bonus from agility is always either 0 or 1 using integer division instead of floating point is arguably another poor decision, but I won't get into that here.
This bug affects all knives except the Maneater which calculates damage like a spear anyway and the Chicken Knife, all bows except the Magicseal Bow which doesn't inflict damage in the first place , all whips, the Full Moon, and the Rising Sun.
How crippling is this? At low enough levels, there's no difference, since the M bonus for agility won't be above 1 anyway, but it gets bad quickly. Let's say we have Lenna as level 20 Hunter. Lenna as a Hunter has a strength of 41 and an agility of She'll probably be using a bow, which uses this formula to calculate M. So, using the intended formula:. That's a significant difference in the multiplier, even at this relatively low level and unexceptional agility.
It's the difference between for example damage and damage, and the weapons affected suffer for it, as do abilities that raise agility. Just for argument's sake, let's try a more extreme example. That's a huge difference, though I'll grant it's a contrived example. The practical effect is for example the difference between damage and damage.
Still not extreme enough? Okay, make Karulu a Summoner minimum possible strength at 15 with a dagger-class weapon, then use the Minstrel's Agility Song to raise agility to M should then be 89, but is actually only 13, an awful Just to be fair, let's go to the other extreme too. Make Galuf a Berserker minimum possible agility at 15 with a dagger-class weapon, then use the Minstrel's Strength Song to raise strength to Not a huge loss, yet a loss all the same.
The other odd, and in a way even more serious, effect this has is that damage can decrease at level up. Let's look at how this works Let's take Lenna as a 20 Hunter again. As described above, her M with the bugged formula is 9. Now let's increase her a level. Everything else stays the same, so now we have:. If average damage was before, it's now As noted above, the intended formula gives her an M of 13 at level Increasing to level 21 gives:.
That's more like it. And of course, comparing values right after a drop only makes the ratios worse. Lest you think this is a very rare happening, I tried charting Hunter Lenna's M values from level 1 to 99, and found that her M drops at nine different levels 14, 21, 27, 34, 48, 61, 68, 81, and 95 , with a total of 14 levels having a lower M value than a previous level.
Exact numbers vary depending on stats, with more of these tending to happen at higher agility and fewer at higher strength, but it's a definite problem. Incidentally, the extreme example with Karulu above 15 strength, 99 agility has 33 drops and 41 levels with lower M than a previous level. The Galuf Berserker extreme example 99 strength, 15 agility has only one drop, at level 18, which is also the only level with a lower M than a previous level all other drops in M from agility are balanced out by gains in M from strength.
And as long as we're working in the realm of theory, which values give the worst possible results? Strength should be 0, so that there are never gains to M from strength. Improve this question. Anton Anton 1 1 gold badge 2 2 silver badges 6 6 bronze badges. Add a comment. Active Oldest Votes. Using a Finesse weapon allows using DEX, but melee weapons without the Finesse property would use STR: If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Improve this answer. AncientSwordRage Secespitus Secespitus 6, 4 4 gold badges 28 28 silver badges 56 56 bronze badges. This applies even to finesse weapons because when you throw say, a rapier, it is not being used as a rapier but rather as an improvised weapon and they don't have the finesse property.
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Linked Related For example, I can cast 4 teleport with wormhole regardless of my weapon speed. So I thought that fast attacking weapons would give you an advantage for casting defensive spells , but this is not true.
The casting speed of defensive and ability spells is always the same. So it's not a surprise that my build involves a 2handed mace and no signature spell. I am currently running through hell solo and it's very smooth. I expect to end hell with this build without any difficulty whatsoever.
Edit: Now I am soloing inferno i have a djusted my build. The first act is very easy. The only problem are bad rolled rare packs. I have to avoid about a third of them. I don't this this is explained anywhere, and I haven't heard of anyone doing enough testing to figure it out yet I certainly haven't.
This is something I'd like to know too. I believe your inclinations are correct: it would cost more Arcane Power to use a higher attack per second wand.
In addition, most characters Monk, Demon Hunter, Barbarian have power-generating abilities. Attacking faster with those abilities means faster power generation, which would offset the fact that attacking faster with power-spending abilities makes you spend power faster. I don't have a good source for this, but I am inferring based on my experience, my thoughts on how I would do it if I were designing the game, and the Monk ability Fists of Thunder which specifically states that it is inherently faster and therefore generates more Spirit than other stuff.
The power-generating abilities aside, straight damage values might make it seem like stronger, slower weapons be strictly better because they cost less to put out the same damage as fast weapons. However, damage isn't everything. When you attack slower, it takes you longer to cast each spell. You can't react as quickly, and you might miss more often due to enemies moving around. It's harder to take a swing or shoot some lightning, or launch a kick and move afterward.
Try out a Barbarian with some giant axe and you'll feel a definite difference. I have a feeling that mobility is going to be important, especially in harder difficulties. This would mean that being able to poke quickly and change position, or get a bunch of power in a hurry, will be valuable. How valuable it is, though, you'll have to decide for yourself based on your own judgment and playstyle.
It is true that using a weapon with the same DPS but faster attack speed will use more resource. For pure damage per resource, you're better off with a slower attack. But you have to keep in mind some other factors. If you're facing a monster with HP, it doesn't matter whether you hit him for or , he's still dead.
With a faster attack speed, you can kill 3 monsters in the time it takes you to hit 2 with the slower, so if they're all one hit kills, the faster weapon is giving you a better effective DPS.
A faster weapon attack allows you to be more mobile. You can attack and then move away to avoid being hit. So while you may be doing less DPS, you're gaining other advantages. The slowest weapons with the highest DPS are generally 2-handed. So you'll have to decide whether you want to maximize your damage per resource, at the cost of losing the ability to equip a second item such as a shield. So in the end a 1H weapon can make the same damage AND give you extra speed and better spilled damage.
My English is a bit rusty and I don't get the sentence: "In Diablo, virtually every spell is working off of your weapon speed,". Does it mean that the faster the weapon speed, the faster your spell casting?
Based on the response it seems like that, but if true it contradicts other people here, that tested it and discovered that you don't get extra speed for defensive spells unless Teleport is an exception. The basic attacks for all classes, like magic missile, take your base attack speed into account for their usage; they essentially scale directly off DPS. With most ability based builds especially the wizard you're best off going with a strong, high damage 2hander.
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