12/6/2020 Diablo 3 Dmg Reroll
Once you've used Enchanting to reroll a stat on an item, that property 'slot' is the only stat that can be changed on that item. For example, if you rerolled +400 Vitality and replaced it with +5% Chance to Crit, the crit chance property is the only one you'll be allowed to reroll. Reroll necro heads I have a plan, and what I'd like to know is if it could work. The plan is this:-Collect low quality necro heads (cracked, low quality, etc.)-Reroll them with chippies + els to set ilvl to 1-Hope for good mods to RS/SM (+3/+3 please oh please)-Socket with a quest-Make a Rhyme runeword.
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Appearance[edit]
There are six graphics for jewels, but these have no connection to their mods or properties in any way. They are just pretty in their variety. A keen eye will also notice that they are all, in fact, the same icon inverted and recolored six times. Socketed jewels (and Runes) don't do anything to change the colour of an item either, unlike gems.
Jewels are often the best thing to socket in an item. Their best benefits are resistances, Increased Attack Speed, and damage, both physical and elemental. The bonuses you get to mana and hit points and many other things are nice also, but are less than you can get from gems or common Runes.
The real benefit of jewels is that they can give their bonus from items that gems and runes don't. For example, it's easy to add 19% resist all with a perfect diamond, but that's only in a shield. You can get up to 15% resist all in a helm or armor or weapon from a jewel. An important strategic note for those using attack-upgrading jewels: if you use two weapons at once (Barbarian/Assassin) it is much better to use an attack-upgrading jewel in socketed armor or helms. This will bestow the bonus upon both attacks, rather than just the one weapon in which the jewel has been inserted.
See the Jewels Affixes Page for a listing of every possible affix on a jewel, with some commentary about which are the most useful. Rare or Magical Jewels?[edit]
The Rare jewels are uncommon finds, and they can look very shiny, with up to four mods, but you'll very seldom see one with any mods you really want. You only have one socket in most of your best equipment (Rare, Set, Unique, Crafted) so you want to add something really top notch. A Rare jewel with 4 mediocre mods is not better than a magical jewel with 1 or 2 really good modifiers. You can re-roll Rare jewels with the 6 perfect skull recipe in the Horadric Cube, but this has an Ilvl 40 max affix limit, which makes getting good mods even more difficulty.
Dream Jewels[edit]
It's hard to configure a dream jewel, since many of the best mods are magical only. Here are a few lists of the best affixes for various purposes. Full Jewel Affix list here.
The real benefit of jewels is that you could put these damage ones into your helm or shield or armor, and get the same benefits, on top of having a really good damaging weapon. The +%damage jewels don't work right when socketed into non-weapons, and if you put all damage jewels into your equipment, you'll likely have problems getting enough resistances and hit recovery and such from just your jewelry, boots, gloves, and belt. But the choice is yours.
For Defensive Jewels, there is very little difference between Magic and Rare. The most important difference is that Scintillating (11-15% resist all) is magic-only. However you can get up to 10% resist all on a Rare. Also the top bonuses to life and mana can't be found on Rares, but those are weak bonuses that can easily be made up with a small charm each.
![]() Prefixes beat Suffixes badly on for defensive bonuses. The dream defensive Rare Jewel:
40% Resist Lightning
40% Resist Fire 10% Resist Cold 10% Resist Poison +9 Strength +9 Dexterity +9 Energy
Overall it's possible to make items with Jewels that are even better than Runewords (this was the case in v1.09, but not after v1.10 when new, far more powerful runewords were added). Assuming 4 perfect Rare jewels, you could fashion four-socket armor with 90% Resist All and +36 each to Str/Dex/Vit. Or change a bit, get 27 each to Str/Vit/Dex and -45% requirements. It's possible to get up to 160% Resist to 3 elements, and 40% to the fourth.
Damage is off the charts too. Just in a six socket weapon you could have +6-600 lightning, +150-300 fire, up to +180% damage, and +108 max/min Damage, or a ton of poison damage, or cold, or throw in a magical or two and have 15% or 30% IAS.
And of course you can mix and match. Picture a Sorceress or Necromancer with a six-socket one-handed weapon with all defensive jewels? Over 100% resistance to all, +54 Energy and Strength. Or change a few suffixes and still have 30 or 40 to Strength, with other benefits. Covering so many of your needs with one item would leave so much freedom for the rest of your gear.
Obviously Jewels with such awesome modifiers aren't found often, and never in any quantity, but non-magical items with a lot of sockets could potentially be turned into the most Uber items in the game, and that's just with Jewels. Mix in some very rare Runes and the possibilities are almost endless.
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by DannieRay23 - 5 years ago show comments
Hello everyone! My Name is Dannie Ray and I’ll be here every Saturday explaining all things theorycrafting so you can better understand your characters and the game you love, lets hope you haven’t forgotten all the math you’ve learned in school because we will finally have a chance to put it to good use.
Today we are going to take another look at Damage in Diablo 3, where does it come from? How is it calculated? How can we maximize our damage output? How can I figure out what the best possible build for me is?
All of those questions have one thing in common, and that is that they are a lot easier to answer once you know how Damage Calculations Work, so lets get into it.
Note: Remember that percentages are actually a division by 100, 500% and plain 5 are the same thing. By the same logic One Hundred Percent equals oneDefinitions
From Wikipedia:
“In mathematics, factorization or factoring is the decomposition of an object (for example, a number, a polynomial, or a matrix) into a product of other objects, or factors, which when multiplied together give the original. For example, the number 15 factors into primes as 3 × 5″
Last week, we took our first look at the damage formula and quickly factored it. If you are wondering why we did that, it is simply to take advantage of the properties of multiplication.
Commutative property: When two numbers are multiplied together, the product is the same regardless of the order of the factors. For example 4 * 2 = 2 * 4
Associative Property: When three or more numbers are multiplied, the product is the same regardless of the grouping of the factors. For example (2 * 3) * 4 = 2 * (3 * 4)
Revisiting the Formula:
If you remember correctly, our formula was something like this.
Sheet DPS = Base Stat Factor *Base Damage Factor * Crit Factor * Damage Inc. by Skills Factor * Speed Factor
Actual DPS = Sheet DPS * Skill Weapon Damage Factor
How to use it:
Now lets put the properties to good use:
Lets say you are a Monk with 8,000 Dex, 1,600 Average Damage, 50% Crit Chance, 400% Crit Damage, 20% Increased Damage, 1.3 Attacks Per Second, and 1,500% weapon damage on your skill (after Elemental %, and Specific Skill%)
That would be:
Sheet DPS = 8,000%*1,600* (50%*400%+100%) * (20%+100%)* 1.3 = 80* 1,600*3*1.2*1.3 = 599,040
Actual DPS = 599040*1500% = 8,985,600
Ok, so your Monk has almost 9 million DPS when spamming his strongly buffed skill, but what happens if you now increase the Dex to 8,840 by rerolling 3 sockets into your armor and adding some gems.
Diablo 3 Reroll Guide
That would be:
Sheet DPS = 88.40* 1,600*3*1.2*1.3
You could calculate the formula all over again, or you could take advantage of the associative and commutative properties you were taught at school. You can divide 88.40 by 80, the result is 1.105 which means 88.40 = 1.105*80.
If we replace that on the formula and use the associative and commutative property we find out that.
Sheet DPS = 1.105 * (80* 1,600*3*1.2*1.3) = 1.105 *599,040
Actual DPS = 1.105 *(599,040 *1500% )= 1.105 * 8,985,600 = 110,5% * 8,985,600
And just like that we realize that we increased your previous DPS by 10,5%, which is exactly the amount that we increased our Dex, and that’s why we wanted factors on the first place. Because you can now easily estimate how adding a certain stat will affect your total DPS and you can then make the best choice of which property to look for. You could even calculate stat weights which are ever so popular on WoW Theorycrafting.
Choosing the best properties to do battle:
Ok, so what you probably want to know is how to gear your character. So lets look at another character example.
Diablo 3 Rerolling Stats
We have a Barbarian, 6000 Str, 25% Crit Chance and 360% Crit Damage (1.9 Crit Factor), 1.1 base attack speed +14% IAS (1.25 Attacks Per Second), 0% Increased Damage,0% Skill Damage, 20% Fire Damage and using Seismic Slam – Shattered Ground(710% weapon damage as Fire.)
Increasing STR:
Lets say we have the chance of increasing 750 STR for a total of 6750 STR. Then we would have 6750/6000 = 1.125, that’s 112.5% or 12.5% increased damage.
Increasing Crit Chance:
What happens if we get an extra 10% Crit Chance for a total of 35% Crit Chance. Putting the values on the formula (35%*360%+100%) would take us to 2.26 Crit Factor. Then we would have 2.26/1.9 = 1.19, that’s 119% or 19% increased damage.
Increasing Crit Damage:
How about 100% Crit Damage? Putting the values on the formula (25%*460%+100%) would take us to 2.15 Crit Factor. Then we would have 2.15/1.9 = 1.131, that’s 113,1% or 13,1% increased damage.
Increasing Attack Speed:
With an extra 7% attack speed we would have 21% IAS, over a 1.1 base attack speed that’s 1.33 Attacks Per Second.Then we would have 1.33/1.25 = 1.064, that’s 106.4% or 6.4% increased damage.
Increasing +Skill% and +Elemental%:
If you remember from last week, +Skill% and +Elemental% were used to calculate the Skill WD Factor.
Skill Weapon Damage Factor = Skill Weapon Damage % * (100% +Skill%) * (100%+Elemental%)
If you’ve been paying atention you will realize that those are 3 separate factors and we will take full advantage of that.
If we go from 0% increased Seismic Slam Damage to 15% increased Seismic Slam Damage. The +Skill subfactor would go from 100% to 115%. The we would have 1.15/1 = 1.15 that’s 115% or 15% increased damage.
Diablo 3 Weapon Reroll Calculator
If we go from 15% increased Fire Damage to 30% increased Fire Damage. The +Skill subfactor would go from 115% to 130%. The we would have 1.30/1.15 = 1.13 that’s 113% or 13% increased damage.
ConclusionsDiablo 3 Reroll Legendary
As you might have realized it, as you continue to stack the same stat it becomes progressively harder to improve your DPS that way. Getting 100% Fire Damage will double your DPS, but if you want to double it again you’ll need to go all the way to 300%. Since all of the factors we have seen stack obviously multiplicative it is often better to get a bit of each in order to get the best results.
The early numbers show that the can’t miss stats are +Skill, +Elemental and a healthy combination of Crit Chance and Damage. Of course, your mileage might vary with your own level of gear.
That’s it for this week’s edition of Basic Theorycrafting, next week we will take on a more complicated example as we start tackling resource costs and the most basic of skill rotations. Be sure to check it out next Saturday on Diablo.BlizzPro.com
DR23.
posted in NewsTags: Basic Theorycrafting, d3, damage, Diablo 3, dps, Math., Patch 2.0.5, Reaper of Souls, theorycrafting
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