Dmg For Demon Hunter Diablo 3
- Oct 02, 2019 I think Shadow builds don’t have any generator. That’s correct, as Karlei’s Point returns more Hatred than is spent by throwing the daggers with Impale as long as you don’t one-shot mobs.
- Vengeance is a Devices skill for the Demon Hunter. It was introduced in Reaper of Souls. Visually, the Demon Hunter turns into a creature of darkness. The helm shape is taken from Natalya's Sight, while the rest of armor is shaped like Archon item tier.
- Sep 30, 2019 It is actually more than 1% in hind sight. The fire dmg stacks and with 2.5 AS it will be something around 4 burns after one second. I find the overpenetration runes other knifes than the 3 first ones a bit gay, it is only good for proccing PE but enemies have to stand correctly for it to work GTO.
- May 19, 2019 UPDATE: Season 19 patch 2.6.7 current. This Diablo 3 patch 2.6.5 Season 17 Demon Hunter Legacy of Nightmares Rapid Fire build can destroy Torment 16. Gameplay shown in video. Diablo 3 Season 17.
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- Dmg For Demon Hunter Diablo 3 Build
INTRO
One of my favorite things that keeps pulling me back to Diablo 3 is how fun it is to theorycraft and analyze all of the different values that are well documented either in game or by other nerds like me posting in forums. It's fun to break everything down and use basic math skills to determine what I can do with my characters to increase their power level.
I also enjoy sharing my findings with the community, as I've done in the past: /r/diablo3/comments/abtpaf/diablo_3_greater_rift_scaling_guide/
How can I deal more damage as a Demon Hunter? Ask Question. Where you definely need to go AH hunting for a high dmg weapon. Get one with a socket and buy a Square Ruby for great damage. Browse other questions tagged diablo-3 diablo-3-demon-hunter or ask your own question. Aug 17, 2019 Demon Hunter. Iria-1342 2019-08-14 03:00:07 UTC #1. It’s time for another speculation thread now that we know every class is getting a new set! We only use Yang’s Recurve because it triples dmg, doubles attack speed and halves resource costs. It’s simply way stronger in comparison. Make the elemental arrow bow deal 800% increased dmg. Demon Hunter Build Diablo 3 Patch 2.6.4. Unhallowed Essence is one of the most popular Demon Hunter sets. It provides an amazing balance between offense, defense, and clear speed. With great AoE provided by Multishot with Arsenal rune (firing additional rockets that can hit enemies beyond your screen) and great mobility with nearly spammable.
I make no claims of any of these ideas being completely original, but they are relatively new to me at the time of writing, and I did the work of figuring things out on my own. Anyone can hit up Google and try to find the answer, but I'm weird like that. If I don't understand the process of getting to that answer, how am I to trust that they didn't make a mistake?
This guide is for everyone out there who, like me, have been curious about just how valuable this stat really is.
AREA DAMAGE
From the ingame tooltip: 'All attacks have a 20% chance to also deal ___% of the damage to enemies within 10 yards.'
This means different things to different builds and classes. To a Condemn Crusader, it means the more density and the more enemies they hit, the more Area Damage procs they can get. If they fight 5 or more enemies, they have a good chance to proc Area Damage with each attack. If they fight 10, they have a good chance to get 2 Area Damage procs for each attack, and so on. For a Condemn Crusader with 100% Area Damage, this nearly triples the damage of Condemn, and it actually is for all enemies but the 2 it was procced off of. Area Damage scales amazingly with AoE and density.
To an Impale Demon Hunter, it means something different. It means that if they can 1-shot an enemy, then at 100% Area Damage they have a 1 in 5 chance to 1-shot all the enemies within 10 yards. This is amazing for a fast-hitting elite hunter that is limited on how many enemies they can hit with each attack, often with lesser enemies blocking attacks on elites. However, to a rift guardian killer, it means nothing unless they get a rift guardian that spawns lots of adds. Otherwise, it's completely wasted. Area Damage is good for everyone, so long as you are fighting more than one enemy at a time.
There are a few different values that are necessary for determining the effectiveness Area Damage. How many enemies are hit, how many enemies are in 10-yard Area Damage range, and how much total Area Damage you have: Mult base dmg risk of rain 2.
EP = Enemies Procced (20%)
ER = Enemies in Range hit by area damage
AD = Area Damage
EH = Enemies Hit by the player
DMG% = Percent damage vs hitting a single enemy.
(EP * ER * AD) + (EH * 100) = DMG%
For example, with the free 50% Area Damage everyone gets from paragon, a Crusader hitting 5 enemies with Condemn:
(EP * ER * AD) + (EH * 100) = DMG%
1 * 4 * 50 + 5 * 100 = DMG%
200 + 500 = 700%
All 5 enemies get hit with 100% damage from Condemn, and 4 out of 5 get hit with 50% Area Damage. So just how effective is it? Well, if Area Damage was 0%, the total damage would be 500%.
700 / 500 = 1.4
That's right! Just those 50 points from paragon gives us 40% more damage against 5 enemies. Let's check out a realistic scenario for the Impale Demon Hunter. 1 Enemy Hit, 5 in range:
(EP * ER * AD) + (EH * 100) = DMG%
1 * 4 * 50 + 1 * 100 = DMG%
200 + 100 = 300%
Triple Damage! Well…every 5 hits…let's add up 5 hits…
100 + 100 + 100 + 100 + 100 = 500 @ 0 Area Damage
100 + 100 + 100 + 100 + 300 = 700 @ 50 Area Damage
700 / 500 = 1.4
Yes, same as the AoE scenario. It is 80% as effective as its Area Damage value. If we double enemies hit by Area Damage:
Condemn – 10 enemies (8 hit by AD):
(EP * ER * AD) + (EH * 100) = DMG%
2 * 8 * 50 + 10 * 100 = DMG%
800 + 1000 = 1800%
1800 / 1000 = 1.8
Impale with 9 enemies (8 hit by AD):
(EP * ER * AD) + (EH * 100) = DMG%
1 * 8 * 50 + 1 * 100 = DMG%
400 + 100 = 500%
100 + 100 + 100+ 100 + 500 = 900%
900 / 500 = 1.8
80% more damage. This is why it truly shines with density. But how does it scale with additional Area Damage on Gear?
Condemn:
(EP * ER * AD) + (EH * 100) = DMG%
1 * 4 * 100 + 5 * 100 = DMG%
Install disk creator with dmg download. 400 + 500 = 900%
Impale:
(EP * ER * AD) + (EH * 100) = DMG%
1 * 4 * 100 + 1 * 100 = DMG%
400 + 100 = 500%
100 + 100 + 100+ 100 + 500 = 900%
900 / 500 = 1.8
It scales with gear similarly to how it scales with density. It's worth noting that it is affected by diminishing returns. The first 50% gives you 40% more damage. The second 50% gives you 1.8 / 1.4 = 1.286, or 28.6% more damage. Again, it is exactly 80% as effective as its Area Damage value. We can use this to make a new formula to actually compare values:
AD * 0.8 = DAMAGE INCREASE %
So, we all get 50% Area Damage from paragon, and as you can see it is very effective. However, it is situational, and so it is important to be able to estimate just how much more damage you will get by rolling off one of your stats to get more.
Demon Hunter Diablo 3 Build
If we take our new formula and plug in the amount of Area Damage you're thinking about rolling for such as shoulders with 20% Area Damage, we can do this:
(50 * 0.8) + 100 = 140%
(70 * 0.8) + 100 = 156%
156 / 140 = 1.1142857142857142857142857142857
20% more Area Damage will increase your overall damage, against multiple enemies, by about 11.4%.
If you have a specific goal in mind, you can actually figure out how much you need. For example, you just got a Furnace in the cube that gives you 50% additional damage against the rift guardian, and now you feel like your weakness is clearing up to the rift guardian. In order to raise your damage against multiple enemies by 50%, you can do this:
What you have: 50 * 0.8 + 100 = 140
What you want: 140 * 1.5 = 210
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AD * 0.8 + 100 = 210
AD * 0.8 = 110
AD = 110 / 0.8
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AD = 137.5
You can get 24% AD on weapons and 20% from 3 other items to get pretty close at 134% Area Damage. It's kind of funny to think about, but at over 100% your Area Damage will actually be hitting harder than you do.
CONCLUSION
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Is it worth it to stack Area Damage? It really depends on where you are in your progression. It does have diminishing returns, and you already get a good amount of it through paragon. It also depends on what you'd be replacing. It is a good idea when your mainstat starts hitting significant diminishing returns at high paragon levels. If you have any questions or feedback, feel free to comment below. Thanks for reading!
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