lets assume you get average 75k damage, 3% LS will give you 2.25k * 20% = 450 life. that is less than what you will get from 300 LoH on multiple mobs if you use FoT. but if you have plan to push for higher DPS, LS is probably better in long run. at least you will get LS from both hit and Sweeping wind.
however, that is just in theory. may be people that have tested it before can share their experience.
IINM LS has no multiple mob co-efficient scaling, which means that if you're hitting multiple mobs, your life stealing value goes up exponentially while LoH has that issue as you mentioned
assuming what i said is correct: - with 3% LS if you deal 100k dmg. and you hit 5 mobs, that's 500k dmg = 15k *20% = 3000 life per hit on 100k x5 mobs)
=edit= oh ya, not to mention skills also having a modifier:
reviewing this video just to refresh some of the facts in my head lol
krip even did a math summary: to equate 3% ls against 847 LoH, you need to do 113k dmg (per hit obviously)
then again, i am doing 100-200k dmg crits, and my 7ss does like 400-500k crits rofl. (if all 7 strikes crit, at max dmg, thats 3.5mil dmg mind you, can pretty much halfen cydea's hp pretty damn easily)
the co-efficient is already calculated on per spell basis (huge aoe spells get less for example) while LS does not have such co-efficient. so if you're doing really f***ing crazy dmg, LS is the way to go
" Black Weapons "
QUOTE
The "+x% Elemental Damage" affix works by adding "x%" of your physical damage to your attack, in the form of the damage type listed.
So, really basic example: Your physical damage is 100, and the item adds +3% Fire damage. You gain 3 extra damage to your attacks as Fire damage.
Things this takes into account: Rings, mojos, orbs (etc) that have an "X-Y" damage affix (e.g. "1-2 Damage") The base damage range of your weapon, before any elemental damage is added from the affix +Min or +Max affixes on weapons
(Note: It doesn't benefit from "+X-Y Elemental Damage" affixes on weapons.)
We realize the current wording for this affix can be confusing, and it's something we'd like to make more clear in the future. If you have any suggestions for how this affix could be better worded, we're definitely interested in your suggestions. Just keep in mind that space is limited in item tooltips, and that whatever we use would need to be translated into all of our supported languages.
while i still can't get official math wiz and what not, i think we *SHOULD* be able to trust blue posts although blue has not replied on the inquiry as per the 2nd link/post.
Therefore, +% elemental damage gives better boost. Anyone care to correct me on this?
lazy to look up the formulas for that lol. i remember people posted that too on bnet
Added on December 14, 2012, 10:30 pm
QUOTE(tzeyong1981 @ Dec 14 2012, 10:28 PM)
Quazacolt had aleady post about add % elemental dmg mechanic, read it under "black weapon" on the first page, he even post a link clarify from blizzard.
there's a "missing link" which is WKL's 20% lightning skill damage. so i left that one unanswered for now
Added on December 14, 2012, 10:44 pm
QUOTE(2890 @ Dec 14 2012, 09:13 PM)
Aduh. Salah la..
Won Kim Lau: - Lightning skills deals xx% more dmg -> (2)
Statement (2) gives you a xx% bonus to your FoT or SW: Cyclone skill. So whatever native numbers FoT has you add xx% onto it. SW:Cyclone is tricky.
The "xx% more damage on lighning skills" improves all skills that cause x% weapon damage as lightning. This improves all damage instances of FoT, including the additional aoe component of Thunderclap. Also, it improves the tornados spawned by Sweeping Wind/Cyclone. However, it does NOT improve Sweeping Wind's base damage, also it does not work for Seven-Sided Strike.
can you confirm if the bonus is additive or multiplicative (majority of d3 calculations/formulas are using multiplicative)?
because there's a HUGE difference for: - everything x0.3 using final FoT value, which is taking 110% + 20%
- everything using 110% default FoT, sum it and then x1.2
This post has been edited by Quazacolt: Dec 14 2012, 10:44 PM
I have a question regarding the passive skill "Resolve", is that skill effect only apply on each mob for the first time? Or it will continue decrease the mob damage for 20% after 2.5 seconds?
it applies a debuff for 2.5 second -20% dmg to any mobs you damage
persistent if you continue to damage said mob, if you stop damaging it, after 2.5 seconds it wears off.
Reduce dmg is like having armor and resis up 20%. Good for average.. But once on higher MP replace this with something else.. But there is another interesting question.. Does the effected mob reduce dmg to party member or not?
its a debuff to the mob, so yeah it helps your party too
This post has been edited by Quazacolt: Dec 17 2012, 12:14 PM
About Resolve Passive, if not mistaken, whatever you cannot dodge, you cannot resolved; this including desecrator, arcane, plague, molten and RD (no blue on this, just what i managed to gather from community).
naw can. however i believe the snapshotting rule applies so the laid out arcane can be a bit dodgy sometimes (eg: if the resolve debuff is applied and arcane laid out even if the resolve debuff fades, it will still be the -20% dmg. however if arcane is laid out without debuff, and then you apply resolve debuff, no difference)
That depends...I am not sure on this but I read soemwhere that says resolve only works v the mob u are hitting and does not proc from AOE. Hence, its not very good in large packs. Need someone to confirm on this..
yeap definitely. maybe ill go find some imps at mp0 or something to play with lol
lol.. Well, a gg WKL is still okay but EF price is just insane. So far the most i've spend is on my weapon and i don't think i can get a EF with that gold.
back then when it was still vastly "underrated" and when everyone aren't picking up it's math yet, yeah sure (that's the time i bought my WKL for ~1mil anyways)
these days? naw... gg WKL is close, if not potentially even more expensive than a gg EF because it's so hard to get a perfect roll off it
yeah..true..yet to see a WKL more than 1k DPS socket with LS/LoH...
Only way to breach 1k if it rolls IAS..but that takes away one random roll..
dont need it's raw dps to breach 1k, its the random properties (socket and LS) and even its static properties that all bear a significant roll range that makes it damn hard to roll lol
Actually, IIRC, that is for barbs, for monks there is no difference whether it si main or off hand. A good read can be found here:http://us.battle.net/d3/en/forum/topic/6202181225
EG Sweeping Wind
As I showed above, for an individual weapon, the weapon speed does not matter for total Cyclone damage contribution, just weapon DPS. This situation becomes more complicated when you are dual wielding however. Just to continue my example, let's assume we are now dual-wielding both weapons from my previous example.Because your overall base attacks per second while dual-wielding is an average of your weapons, our new attacks per second is 1.5 (multiplied by % attack speed on gear and the 15% attack speed boost from dual-wield, but this contribution is not significant for this example because that would affect both weapons equally).If you recall, the damage of SW and Cyclone is "set" based on which hand is active when you use the ability. Let's see what happens when our active weapon is both of the ones in this example.If we "set" our damage with our slow main hand weapon, Cyclone will be hitting for 20 damage per shock again, for 120 total damage. Our overall attacks per second is now 1.5 however, which makes our Cyclones spawned per second 0.75 (1.5 APS * 50% Crit). So Cyclones are adding 90 DPS on average (120 dmg * 0.75). This is more than just this weapon alone.If we "set" our damage with our fast off-hand weapon, Cyclone will be hitting for 10 damage per shock with a total of 60 damage. Again, our overall attacks per second is 1.5 and we are getting 0.75 Cyclones per second. Cyclone is only adding 45 DPS in this situation (60 * 0.75). This is less than with just this weapon alone.
Credit to Rehwyn.
i think the conclusion would sum it better:
QUOTE
Conclusion and Gear Recommendations
So what does this mean in terms of gear?
Well, it means you need to make a decision. How committed are you to always checking which weapon you have active before you use Sweeping Wind?
If you want to maximize your DPS no matter what and are committed to always making sure your main hand is active, equipping a slow, high DPS mace/spear in your main hand and a fast dagger in your offhand provides the highest DPS possible. It does, however, come at a slight loss of spirit and LoH regen due to your slower attack speed. Plus, if you mess up and your dagger is active, you lose a lot of damage from Sweeping Wind/Cyclone.
If, like me, you are more casual and don't feel like monitoring your active weapon, your best bet is to choose two weapons with similar attack speed and focus just on getting high weapon DPS and good DPS stats on your gear. If you have two weapons with the same DPS and same attacks per second, your Sweeping Wind damage will be consistent no matter which weapon is "active".
I hope this information has been helpful. Please feel free to make any comments, suggestions or questions.
thanks for the link.
so TLDR: you actually have to take care on which hand is active at the time (GDI jay wilson, learn how to not over complicate games already)
Added on December 19, 2012, 11:15 pm
QUOTE(2890 @ Dec 19 2012, 10:05 PM)
Any comment? Am i doing anything wrong??
wow so purple. you have double my dps, hard to be doing anything wrong id reckon lol.
Added on December 19, 2012, 11:18 pm
QUOTE(cowithgun @ Dec 19 2012, 10:27 PM)
Normally I would say 2.7 LS without LoH is not enough... but with that damage.... you tell me!
im on 2.2LS at 65k or so dps. so yeah, lol.
This post has been edited by Quazacolt: Dec 19 2012, 11:18 PM