@@RanjakarPatel हाँ वह भारत हो सकता है। उसका उच्चारण ऐसा लगता है जैसे वह पंजाबी हो। कृपया अपनी मातृभाषा में वीडियो बनाने में शर्माएं नहीं। हम हिन्दुस्तान के तुम्हारे भाई हैं।
The other mistake I made was not checking the Vendors in town. I usually check the Weapons Guy and Amulets/Rings. I've had 2 majaor upgrades taking that route as both had 3 of the required Stats and then I simply put an Aspect on them / Upgraded and job done. Vendors cycle their wares every 30 minutes I believe.
You need to multiply the crit damage by crit chance(then add the 1) before multiplying it with the other buckets. In your example the first weapon with 150% bonus damage(100 base damage) is actually better if you have less than ~85% crit chance. I saw a reply to a previous comment saying the same thing however it is relevant as I do see quite a few people over indexing into crit damage, and undervaluing primary stat and vuln damage(specifically if/when they dont have a reliable way of applying it, which only sorcs should ever have to deal with)
No, crit chance is only needed when we are calculating DPS. In practice yes, crit chance matters a lot, but in this example it is not DPS, but the damage of a single hit. Chance has nothing to do with it, since the example is a crit hit.
Hey there! I’m using a Flurry/Rapid fire rogue at level 96 but I can’t get over tier 62 dungeons, the paragon I use is from Wudijo but I’ve seen people using different ones saying that’s all it matters. But then I have for example a crossbow level 803 2563 dps with damage to stun, close and chilled and 63 dexterity. Is that good? Any suggestions?
Level 70 now, and my WW is critting up to 500k with 30%+ crit chance and 50% when injured and thats on the lv90 world boss. Having no issues doing NM38 with lv93 mobs. All i really want is an Amulet with both Cooldown Reduction and Fury Cost Reduction. If an amulet drops with just one of these, the chance to reroll and get the other is so slim i've wasted millions of gold :
I actually spent 14m gold to reroll an amulet and finally got cdr + fcr on it. You really feel the difference. But getting a well rolled amulet is really hard because the stat pool is so huge
@@james_tiberius_kirk73 I think it‘s fine that rerolling costs are high, because ofherwise we would get nearly perfect items way too fast like in diablo 3 and gold would lose it’s value. But after spending over 30 million on 3 items I feel the pain though lol
I have a druid build and my weapons says they do 350 dmg -404 and when i attack with snd normal ability like werewolf or the electricity one it only does anout 50-70dmg could you explain?
I didn't know the multiplier/additive issue was in this game. I though they would try to stray away from PoE's word issues which basically buckets are the same thing as more and increased wording in PoE. Worse is the game has many of these kinds of issues and they don't tell you jack about it. For a $70 game DIV has had some of the worst in game explanations of how the game works.
I've been sick of this for so long...why is it so hard to find some generic way to display a base line expected damage. It's just pretentious that they don't. Shouldn't have to watch videos and find guides to play this damn game. Everything you need to know should be readily apparent.
The 100 damage sword does more dps than the 90 on average considering there is a base .05 chance of getting a crit. The math would look like 100*2.5*((.5*.05)+1)*1.2 = 307.5 and 90*1.5*((1*.05)+1)*1.7 = 240.975. If your crit rate would have to be very high for the 90 damage to be better.
Yes on average it does with base crit. This example was just to show how the multiplicative stats grow higher. Good builds will make sure to make use of different damage buckets and scale that way out of control.
Hey, it just means that every color is multiplicative with another color, but additive with itself. So you want to get as many colors as possible basically. (a few of grey, yellow, purple, orange) and so on.
I like your video and it is very informative BUT your premise is misleading because it implies that itemization is the primary issue rather than monster scaling. However, the main problem lies in the fact that monsters scale with your character's level. While improving your gear can partially mitigate this issue, it does not address the core problem. In Diablo 4, monsters scale with the character's level, while the character's power scales with the item level. As a result, every level-up penalizes the character. This design is flawed, and I find it difficult to comprehend the reasoning behind justifying it. Regardless of how it is presented, the concept of either weakening the character or strengthening the monsters based on experience points is essentially the same.
Say I already have a ring with vulnerable damage and crit chance. Then for my weapon should I choose vulnerable dmg and crit or should I choose something else because my other piece already has enough of those stats from different buckets?
Yeah all your gear matters. You want to get as many buckets per item as possible. But if you have 400% vuln and only 50% crit damage you want to get more crit damage and crit chance to scale it up better
Overpower is also a seperate bucket, but you have a fixed 3% chance to overpower while fortified. So building around that is not consistent, even though it gives biiig numbers
@@NinoMMO thanks for that. Don't think the 3% is an issue for me doing a blood necro, who can overpower blood mist to 2k - 3k per tick. I think it ticks 10 times per use... so yer. Was just wondering if vulnerable would also be viable for the build. So need to figure out how to incorporate it. But this is helpful as I wasn't even aware of the buckets. This was while I was level 35-40. Not sure how good that is but it's working for me. 🙂
So basically you need a roll with different buckets on it? never played diablo before so any tips help ty dmg vs frozen vul damage crit strike (chance, element) atk spd like this right?
yeah it gives you more of a spread instead of relying on additive damage which comes out to be less of a multiplier when spread out. like if all those were 30% you keep the damage at 30% for each but if you have the same thing on multiple items instead of it being 30% on the second item it would come out to be around 20% additive. So you still can do that for more damage but less spread out overall compared to critical and vuln damage.
Yeah spreading around helps to grow your damage exponentially. Ofc it always depends on your build and your current stats. If you have 600% vuln and only 10% core/frozen Damage, you benefit from core/frozen more. So always check your ingame character stats and see what you need:)
I don't understand the first example with the greatswords. Even without understanding the buckets, the right sword seems better because of base dps but taking the buckets into consideration the right sword seems even better. I would have expected the lower base damage sword to come out on top to prove how powerful the buckets are. Maybe I'm missing something ?
İs vulnerable dmg and crticel strkie dmg can apply same time? ım mean when we are dmging vulnerable to enemy can we dmg with crtical strike dmg same time?
What about ultimate skill damage or ultimate skill damage or damage over time? I cant seem them on the bucket sheet..how do you add those in the equations?
@NinoMMO could you double check my calculation.. Weapon 1. 1014 dps per sec 37% overpower 10% bleeding 12% cc 20% uktimate skill damage 20% core skill = 2077 Weapon 2: 961 dps 24 vuln dam 26 damage close 45 basic skill damage = 2478 because 961*1.24*2.08.. Do i understand this right?😅 And when you have a strenght stat bonus gotta remove all the gear & see from the interface how much str% it gives & then just add it to the equation correcte? Sorry this is confusing to me :(
@@piewwwwww Hey, my calculations were just an example in the video. You always have to take ALL of your bonuses into the calculation, if you really want to calculate your dps. You see that in your stat screen. But, you don't really have to calculate yourself to be honest. The main idea about the video was, that you should look out for different damage buckets on your gear instead of stacking just one. Thats why i linked the damage buckets, to see what actually is additive and what is multiplicative. And for the Strength Question: 10 Strenght gives 1% more damage and it's also multiplicative. So if you have 100 Strength, you would calculate * 1.1. So you don't really need a calculator to play the game haha
So vulnerable damage is good because it's in a different bucket, but does it have diminishing returns if you stack too much of it? Also when should you stop, 200% vulnerable damage, 300%?
Yep, the same applies mathematically. If you have way too much vuln and almost nothing from the "big grey bucket" (dmg to close etc) you will get less value from more vuln than from the other stat. In practice it's rather uncommon though, because there are just so many other stats from the big bucket that can "pollute" your items. But that's why I say in my general rule: Get as much damage from different buckets. Your goal is to balance it out, so the multiplicators grow higher. Edit: When to stop is hard to say, because the game is really complex and we don't have a working calculator. My rule of thumb is to check the value i get from the different damage buckets and kinda even them out. So if I have 500% Crit damage, 300% Vuln Damage and lets say 350% of other stats, i'd look to reduce the crit damage a bit and put it in vuln. But that's just eyeballing without a real calculator
I was doing good with my toxic ww druid. Made it to elias capstone and was struggling quite a bit. Then started struggling a LOT. Changed my build like crazy and realized the new patch nerfed my build. I gave up and did some nightmare dungeons and found some cool items. Went back and iced the dungeon and elias in less than 10 minutes. So i think ppl are Hating on the patch prematurely. I mean people are Uninstalling the game just because there's a new meta. That's some baby shit. I was able to fix my build just had to tweak it and I'm doing pretty good in torment. Idk what ppl are crying about. Just keep playing and tweak ur build. That's how the tame is meant to be played. There's some really new cool CC items and aspects. I found this unique that turns my basic attack into a lightning damage attack. So it's a melee lighting attack that also inflicts poison and it has +4 on that ability. So I have level 8 claws with lightning. It's fucking crazy. I do more damage with my basic now than my core skill. I'm not even managing spirit anymore cuz I just use it to apply the 125% aspect damage with shred dash here and there. People really need to keep playing. If ur damage is low it's because u need to find items that add more levels to ur abilities. That will increase damage like crazy. And any CC helps a lot!
is the payoff for investing in crits/vulnerable damage worth it if the probability of landing those types of hits is lower than consistent damage via several additive boosts?
If your build has 0 chance to apply vulnerability and almost no crit chance, then you won’t benefit from it. Buuuut you have to think about how good the build then really is and if you can make changes to benefit from these multipliers. Not using them at all is wasted potential imo. There are different ways to do that next to your gear. Legendary aspects, Skill tree, paragon board and glyphs for example
For Whirlwind bleed Barbarian if my two hand axe have: - crit damage - vulnerable damage - damage to crowd control and the last stat i can choose between either: -STRENGTH or -CORE SKILL DAMAGE which stat do i choose, streght or core skill damage for me to get more damage out of my build? thanks
Always Strength, because it's a separate multiplier and will give you overall more damage in (almost) all cases Edit: With "always strength" I mean in these scenarios where you already have stats from 3 buckets and you can get a 4th
@@NinoMMO Not 100% accurate, at least not every time. Some [x]% multipliers only multiply to a Stat that is in one of the buckets, for example "to close enemies". So it's a local multiplier to an additive stat, which makes it a lot less attractive than a real global multiplier.
Overpower is also a separate bucket, but the overpower percentage is fixed at 3% while fortified afaik. So you can’t build around it to make it reliable
@@NinoMMO Thanks for the reply. I was more wondering about the overpower damage bonus that items give. If it's a separate bucket then that answers it, means that the overpower damage bonus percentage is added at the end of all the other calculations? or at least it's not added to the rest before it calculates?
What about stuff like stats? My wand has 28% dmg close, 35% dmg injured, 30% dmg stunned for 93% CC DMG, but it also has 30% basic skill dmg and 78 int. So is it DPS * 93% * 30% * .78 for the INT ?
Hey! 93 is correct, but basic skill damage is also in the same bucket, so you have to add it too which is 123%. Int is a separate multiplier like crit damage and vuln. damage, so you're correct to multiply it there. 1 point int gives you 0.1% extra damage. so 78 int is 7.8% damage, which means -> Dps * 2.23(for 123%) * 1.078 (for 7.8% extra). This would be the calculation for only your weapon. But don't forget that not only the weapon matters, but your whole gear. You will have int, crit damage, etc on other gear pieces too. So check your character stats and you will see how much int overall you have.
everything is additive except for vuln, crit, and main stat, typically I'd say any weapon that doesn't have at least 2 out of the 3 multiplicative stats are trash.
I still hate having to do a mathematical equations as I’m an arclash build and lemme tell you need a metric fork ton of stats to make it ultra powerful.
I need atk speed, basic dmg, crit chance, crit dmg, shock damage, lightning damage, lvls of charged bolts, ball lightning, dmg to stunned, frozen, movement speed, lvls to frozen armor, frost nova, burning damage, int, lucky hit chance and dmg.
It should do the same damage, but the core damage is always applied when you use a core skill. The other ones have different conditions which sometimes are not up. So core is always a safe bet
Hey, Overpower is also a separate multiplier. But the chance to overpower is only 3% when you're fortified, so it's hard to make a build around it and get actual value from it. But when Overpower hits, then it hits like a truck
@@NinoMMO Good to know, thanks! I’m actually doing an Overpower based build on my Barb and it’s going quite well so far. Using bash and weapon swaps to guarantee overpower then delivering it with Deathblow or HotA and full Fury. Chunks bosses pretty well.
Hey, sadly there is no addon for this. Also this video is a bit outdated, since they changed a few things in the patches. The main concept with the buckets is still valid though
Lots of factors which is the reason the build is good. WW damagescales with rank, which us a multiplier. Main stat, legendary powers, crit damage and chance, vuln damage, paragon benefits and so on. It‘s pretty complex. But this is what every good build tries to accomplish. Stack as much multiplicative stuff as possible.
@@NinoMMO i mean w/w is a snopshot skill so all aspects regarding the fury dmg/nxt core dmg. Are irrelevant. And while spinning my crit chance is almost 100% and my close dist. Dmg is very small like 40%. And im using exploit. So supposed to be. Everything that my w/w 1st hit is 1m+ but most of the time its not. How is that?
Also get your Main Stat because it's also multiplicative. Then Watch out for Good Legendary Powers that further increase your Damage and get Ranks of the skill, because they are also in different buckets.
I do enjoy looking at them. Though I think they should implement some type of feature where you can choose and lock in certain perks you wish to find on drops. And if you do pick up anything that has it, you will be notified. Or choose to click on perks to auto mark as junk.
Everywhere i read about the issue of mobs scaling harder than the player, but i somehow missed it. When mobs are level 95 in nightmare dungeons, are they the same strength as normal mobs scaled to 95 (eg. in the overword)? Im just level 75, but i do dungeons with mob level 90-95. So if i can do that comfortably, does that mean i can deal with the scaling issue just fine?
The problem only ensues, if your damage doesn’t grow with your level. Since ancestral items are the same at level 70 and level 100, you have to make sure to pick the right stats in order to feel powerful when the monsters have 5x as much hp later on
Those aren't diminishing returns, just arithmetic. 100 bucks is 100 bucks regardless if you're broke or a millionaire, you may just care less the more you have.
*Pure pyro Sorc crying in lack of vulnerable procs and burn damage not benefiting from overpower or crit and only benefits from crit damage if you use an entire paragon board for it so all of our damage is in the exact same bucket and thus not getting a multiplier*
No you don't always want to check your yellow items, you'd go nuts and they have 1 less stat in them than the legendaries do. You do want to select good legendaries tough, and reroll stats properly.
@@AzazilDCLXVI They can be a bit better than the legendary you currently have, if you have 0 luck with your legendaries, but ultimately a legendary will be better cause legendries have 4 stats, rares have 3. You usually need a god roll rare for it to be any good and even so it will be replaced as soon as you get a decent legendary. So don't check the damn rares or you'll go insane since they drop nonstop, but do check the legendaries well, reroll properly, and select actual good ones. And spend the time you'd be wasting checking every rare that drops dropping even more legendaries. Also this entire video can be simplified by saying: get vul damage first, crit chance + crit damage second, probably main stats third and then everything else. If its your helm and amulet you will probably want cooldown reduction also, and if its the boots you will probably want + move speed.
@@DakonBlackblade2 again, I'm not sure where you're getting your information or at what point in the game you're at, but you're wrong. Rares drop with the same amount of affixes as a legendary, 4 stats. The only different is that legendaries come with aspects already imprinted. Sure you might get a good legendary if you're lucky, but you're far more likely to find a well rolled ancestral rare that you can upgrade and imprint to be far better.
@@DakonBlackblade2 the additional "stat" is just the legendary aspect which can be extracted and imprinted. I will agree it can make you crazy reading every rare item but that's how you get the best gear. Not sure if you're referring to blue items which aren't rare, they're "magic" items which is a bit counter intuitive because in many other games blue = rare and yellow = legendary.
Catch me live at: twitch.tv/ninommo/
Asmongold reacted to your video, that's how I discovered you
sorry my dear four my say. very difficulty four understand your video youre language. please make video four english my dear.
@@RanjakarPatel हाँ। मैंने रेड क्लाउन के यूट्यूब चैनल पर इस वीडियो की समीक्षा देखी और मैं उसकी अंग्रेजी बिल्कुल नहीं समझ सका।
if you are india, please make video four hindi my beauty
@@RanjakarPatel हाँ वह भारत हो सकता है। उसका उच्चारण ऐसा लगता है जैसे वह पंजाबी हो। कृपया अपनी मातृभाषा में वीडियो बनाने में शर्माएं नहीं। हम हिन्दुस्तान के तुम्हारे भाई हैं।
Thanks for explaining the damage buckets. I didn’t understand the additive versus multiples
Glad I could help!
The other mistake I made was not checking the Vendors in town. I usually check the Weapons Guy and Amulets/Rings. I've had 2 majaor upgrades taking that route as both had 3 of the required Stats and then I simply put an Aspect on them / Upgraded and job done. Vendors cycle their wares every 30 minutes I believe.
Yeah Vendors have the same item pool like normal monsters, so sometimes there are very good items there
Superb video, well explained and love the effort put into the fake items to provide clear calculations
Appreciate it, thanks! ❤️
You need to multiply the crit damage by crit chance(then add the 1) before multiplying it with the other buckets. In your example the first weapon with 150% bonus damage(100 base damage) is actually better if you have less than ~85% crit chance. I saw a reply to a previous comment saying the same thing however it is relevant as I do see quite a few people over indexing into crit damage, and undervaluing primary stat and vuln damage(specifically if/when they dont have a reliable way of applying it, which only sorcs should ever have to deal with)
No, crit chance is only needed when we are calculating DPS. In practice yes, crit chance matters a lot, but in this example it is not DPS, but the damage of a single hit. Chance has nothing to do with it, since the example is a crit hit.
i was feeling hopeless until i was this video, bro really answered the questions i didnt even know how to ask
so sad there is no info whatsoever in game.
you need for read the book and more study. no good four be lazy my dear but i no you try your best your branes, and four this i am so proud
Glad to hear; thanks!
Hey there! I’m using a Flurry/Rapid fire rogue at level 96 but I can’t get over tier 62 dungeons, the paragon I use is from Wudijo but I’ve seen people using different ones saying that’s all it matters. But then I have for example a crossbow level 803 2563 dps with damage to stun, close and chilled and 63 dexterity. Is that good? Any suggestions?
Level 70 now, and my WW is critting up to 500k with 30%+ crit chance and 50% when injured and thats on the lv90 world boss. Having no issues doing NM38 with lv93 mobs. All i really want is an Amulet with both Cooldown Reduction and Fury Cost Reduction. If an amulet drops with just one of these, the chance to reroll and get the other is so slim i've wasted millions of gold :
I actually spent 14m gold to reroll an amulet and finally got cdr + fcr on it. You really feel the difference.
But getting a well rolled amulet is really hard because the stat pool is so huge
check vendors for amu's imo, I got a nice 820 IP from that niiga
Funny. I'm after the same Amulet and an Ancestral version of the Echoing Fury ring.
@@NinoMMO The cost to reoll Affixes is ridiculous. I have 3 items to roll on but the cost is prohibitive.
@@james_tiberius_kirk73 I think it‘s fine that rerolling costs are high, because ofherwise we would get nearly perfect items way too fast like in diablo 3 and gold would lose it’s value. But after spending over 30 million on 3 items I feel the pain though lol
I have a druid build and my weapons says they do 350 dmg -404 and when i attack with snd normal ability like werewolf or the electricity one it only does anout 50-70dmg could you explain?
I haven't played an ARPG in so long before D4 -- this was a refresher I forgot that I needed -- very helpful
Glad I could help, thanks!
I didn't know the multiplier/additive issue was in this game. I though they would try to stray away from PoE's word issues which basically buckets are the same thing as more and increased wording in PoE. Worse is the game has many of these kinds of issues and they don't tell you jack about it. For a $70 game DIV has had some of the worst in game explanations of how the game works.
I've been sick of this for so long...why is it so hard to find some generic way to display a base line expected damage. It's just pretentious that they don't. Shouldn't have to watch videos and find guides to play this damn game. Everything you need to know should be readily apparent.
@@gmee123 I can understand it in PoE because it's free to play, but not in a $70 game.
@@Valkaneer Diablo 4 has made me appreciate PoE even more now. Can't wait for exile con!!
The 100 damage sword does more dps than the 90 on average considering there is a base .05 chance of getting a crit. The math would look like 100*2.5*((.5*.05)+1)*1.2 = 307.5 and 90*1.5*((1*.05)+1)*1.7 = 240.975. If your crit rate would have to be very high for the 90 damage to be better.
Thanks, redditor.
Yes on average it does with base crit. This example was just to show how the multiplicative stats grow higher.
Good builds will make sure to make use of different damage buckets and scale that way out of control.
hello! i have a questin, so does it mean (yellow) stat from the spreadsheet is better than the gray additive ones? ty
Hey, it just means that every color is multiplicative with another color, but additive with itself. So you want to get as many colors as possible basically. (a few of grey, yellow, purple, orange) and so on.
I like your video and it is very informative BUT your premise is misleading because it implies that itemization is the primary issue rather than monster scaling. However, the main problem lies in the fact that monsters scale with your character's level. While improving your gear can partially mitigate this issue, it does not address the core problem. In Diablo 4, monsters scale with the character's level, while the character's power scales with the item level. As a result, every level-up penalizes the character. This design is flawed, and I find it difficult to comprehend the reasoning behind justifying it. Regardless of how it is presented, the concept of either weakening the character or strengthening the monsters based on experience points is essentially the same.
Hey, should I be looking for stats from different buckets in all of my gear combined or just a single piece at a time?
Say I already have a ring with vulnerable damage and crit chance. Then for my weapon should I choose vulnerable dmg and crit or should I choose something else because my other piece already has enough of those stats from different buckets?
Yeah all your gear matters. You want to get as many buckets per item as possible. But if you have 400% vuln and only 50% crit damage you want to get more crit damage and crit chance to scale it up better
@@NinoMMO thank you
Fantastic explanation I wasn’t aware of it.
You should enter a speed talking contest
I got second place in the last contest even. Got only beaten by eminem
How does overpower work in this instance does it also gain benefits from the buckets? Or not?
Overpower is also a seperate bucket, but you have a fixed 3% chance to overpower while fortified. So building around that is not consistent, even though it gives biiig numbers
@@NinoMMO thanks for that. Don't think the 3% is an issue for me doing a blood necro, who can overpower blood mist to 2k - 3k per tick. I think it ticks 10 times per use... so yer. Was just wondering if vulnerable would also be viable for the build. So need to figure out how to incorporate it. But this is helpful as I wasn't even aware of the buckets.
This was while I was level 35-40. Not sure how good that is but it's working for me. 🙂
So basically you need a roll with different buckets on it? never played diablo before so any tips help ty
dmg vs frozen
vul damage
crit strike (chance, element)
atk spd
like this right?
yeah it gives you more of a spread instead of relying on additive damage which comes out to be less of a multiplier when spread out. like if all those were 30% you keep the damage at 30% for each but if you have the same thing on multiple items instead of it being 30% on the second item it would come out to be around 20% additive. So you still can do that for more damage but less spread out overall compared to critical and vuln damage.
Yeah spreading around helps to grow your damage exponentially. Ofc it always depends on your build and your current stats. If you have 600% vuln and only 10% core/frozen Damage, you benefit from core/frozen more.
So always check your ingame character stats and see what you need:)
Love it bro!
I don't understand the first example with the greatswords. Even without understanding the buckets, the right sword seems better because of base dps but taking the buckets into consideration the right sword seems even better. I would have expected the lower base damage sword to come out on top to prove how powerful the buckets are. Maybe I'm missing something ?
do the math blud
thanks for the video. here from asmon video. figured i'd at least give it an actual view and like
Thank you! Still can’t believe he just watched it
İs vulnerable dmg and crticel strkie dmg can apply same time? ım mean when we are dmging vulnerable to enemy can we dmg with crtical strike dmg same time?
Yes, that’s why it‘s so powerful if your build can stack crit and make the enemy vulnerable.
Saw the video from Asmon, thank you!
Thank you for tuning in here aswell!
What about ultimate skill damage or ultimate skill damage or damage over time? I cant seem them on the bucket sheet..how do you add those in the equations?
Hey these should all fall under the grey damage bucket with all the other "with x" and "x does more damage" affixes
@@NinoMMO awsome thanks!
@NinoMMO could you double check my calculation..
Weapon 1. 1014 dps per sec
37% overpower
10% bleeding
12% cc
20% uktimate skill damage
20% core skill = 2077
Weapon 2: 961 dps
24 vuln dam
26 damage close
45 basic skill damage = 2478 because 961*1.24*2.08..
Do i understand this right?😅
And when you have a strenght stat bonus gotta remove all the gear & see from the interface how much str% it gives & then just add it to the equation correcte?
Sorry this is confusing to me :(
@@piewwwwww Hey, my calculations were just an example in the video. You always have to take ALL of your bonuses into the calculation, if you really want to calculate your dps. You see that in your stat screen.
But, you don't really have to calculate yourself to be honest. The main idea about the video was, that you should look out for different damage buckets on your gear instead of stacking just one. Thats why i linked the damage buckets, to see what actually is additive and what is multiplicative.
And for the Strength Question: 10 Strenght gives 1% more damage and it's also multiplicative.
So if you have 100 Strength, you would calculate * 1.1.
So you don't really need a calculator to play the game haha
thxx for the video, rlly helpful and well edited! I went on this channel with 100 seconds DH guide XD
Haha nice, a DH enjoyer dipping into Diablo :D
So vulnerable damage is good because it's in a different bucket, but does it have diminishing returns if you stack too much of it? Also when should you stop, 200% vulnerable damage, 300%?
Yep, the same applies mathematically. If you have way too much vuln and almost nothing from the "big grey bucket" (dmg to close etc) you will get less value from more vuln than from the other stat.
In practice it's rather uncommon though, because there are just so many other stats from the big bucket that can "pollute" your items.
But that's why I say in my general rule: Get as much damage from different buckets. Your goal is to balance it out, so the multiplicators grow higher.
Edit: When to stop is hard to say, because the game is really complex and we don't have a working calculator.
My rule of thumb is to check the value i get from the different damage buckets and kinda even them out.
So if I have 500% Crit damage, 300% Vuln Damage and lets say 350% of other stats, i'd look to reduce the crit damage a bit and put it in vuln. But that's just eyeballing without a real calculator
@@NinoMMO Ok, thanks. This information about the buckets has been very useful in making my build.
I was doing good with my toxic ww druid. Made it to elias capstone and was struggling quite a bit. Then started struggling a LOT. Changed my build like crazy and realized the new patch nerfed my build. I gave up and did some nightmare dungeons and found some cool items. Went back and iced the dungeon and elias in less than 10 minutes. So i think ppl are Hating on the patch prematurely. I mean people are Uninstalling the game just because there's a new meta. That's some baby shit. I was able to fix my build just had to tweak it and I'm doing pretty good in torment. Idk what ppl are crying about. Just keep playing and tweak ur build. That's how the tame is meant to be played. There's some really new cool CC items and aspects. I found this unique that turns my basic attack into a lightning damage attack. So it's a melee lighting attack that also inflicts poison and it has +4 on that ability. So I have level 8 claws with lightning. It's fucking crazy. I do more damage with my basic now than my core skill. I'm not even managing spirit anymore cuz I just use it to apply the 125% aspect damage with shred dash here and there.
People really need to keep playing. If ur damage is low it's because u need to find items that add more levels to ur abilities. That will increase damage like crazy. And any CC helps a lot!
4:00 But you didn't take crit chance into account... A flat non-crit value can be higher than a rare high crit.
is the payoff for investing in crits/vulnerable damage worth it if the probability of landing those types of hits is lower than consistent damage via several additive boosts?
If your build has 0 chance to apply vulnerability and almost no crit chance, then you won’t benefit from it.
Buuuut you have to think about how good the build then really is and if you can make changes to benefit from these multipliers.
Not using them at all is wasted potential imo. There are different ways to do that next to your gear. Legendary aspects, Skill tree, paragon board and glyphs for example
Thanks video helped a lot good sir
Saw u on Asmond, ez subscribe!
my man
For Whirlwind bleed Barbarian if my two hand axe have:
- crit damage
- vulnerable damage
- damage to crowd control
and the last stat i can choose between either:
-STRENGTH
or
-CORE SKILL DAMAGE
which stat do i choose, streght or core skill damage for me to get more damage out of my build?
thanks
Always Strength, because it's a separate multiplier and will give you overall more damage in (almost) all cases
Edit: With "always strength" I mean in these scenarios where you already have stats from 3 buckets and you can get a 4th
@@NinoMMO cool thanks!
Does those stats have [x] on it adds together or each one multiplies? [x]30% with [x]40% is 1.7 or 1.3*1.4?
Yeah, the x% are also multipliers. You get them from the skill tree or legendary powers
@@NinoMMO Not 100% accurate, at least not every time. Some [x]% multipliers only multiply to a Stat that is in one of the buckets, for example "to close enemies". So it's a local multiplier to an additive stat, which makes it a lot less attractive than a real global multiplier.
Nice explanation! Where does overpower percentage go into this tho?
Thanks. I came here specifically for this. I am pretty sure it's a separate bucket but I don't know.
Overpower is also a separate bucket, but the overpower percentage is fixed at 3% while fortified afaik. So you can’t build around it to make it reliable
@@NinoMMO Thanks for the reply. I was more wondering about the overpower damage bonus that items give. If it's a separate bucket then that answers it, means that the overpower damage bonus percentage is added at the end of all the other calculations? or at least it's not added to the rest before it calculates?
@@hezz6501 Yeah that's correct according to my information. It's a separate multiplier. That's why overpower numbers can be so huge in some videos:)
sweet, thanks once again
my first diablo game.. saw your video on asmongold.. thanks for this..
Man, this should be a tutorial in the game, so well explained! 🔥
End game? Im strugling with early game. im dying constantly with any boss.
What about stuff like stats? My wand has 28% dmg close, 35% dmg injured, 30% dmg stunned for 93% CC DMG, but it also has 30% basic skill dmg and 78 int. So is it DPS * 93% * 30% * .78 for the INT ?
Hey! 93 is correct, but basic skill damage is also in the same bucket, so you have to add it too which is 123%. Int is a separate multiplier like crit damage and vuln. damage, so you're correct to multiply it there. 1 point int gives you 0.1% extra damage. so 78 int is 7.8% damage, which means -> Dps * 2.23(for 123%) * 1.078 (for 7.8% extra). This would be the calculation for only your weapon.
But don't forget that not only the weapon matters, but your whole gear. You will have int, crit damage, etc on other gear pieces too. So check your character stats and you will see how much int overall you have.
everything is additive except for vuln, crit, and main stat, typically I'd say any weapon that doesn't have at least 2 out of the 3 multiplicative stats are trash.
I still hate having to do a mathematical equations as I’m an arclash build and lemme tell you need a metric fork ton of stats to make it ultra powerful.
I need atk speed, basic dmg, crit chance, crit dmg, shock damage, lightning damage, lvls of charged bolts, ball lightning, dmg to stunned, frozen, movement speed, lvls to frozen armor, frost nova, burning damage, int, lucky hit chance and dmg.
oh and % dmg
oh and vulnerable lol
Can you tell now then proceeds to not tell us which one but I'm assuming left because I skipped the video
I feel like core skill damage does more than other +damage in the same bucket...am I wrong?
It should do the same damage, but the core damage is always applied when you use a core skill. The other ones have different conditions which sometimes are not up. So core is always a safe bet
So, where does overpower damage bonuses sit in all this?
Hey, Overpower is also a separate multiplier. But the chance to overpower is only 3% when you're fortified, so it's hard to make a build around it and get actual value from it.
But when Overpower hits, then it hits like a truck
@@NinoMMO Good to know, thanks! I’m actually doing an Overpower based build on my Barb and it’s going quite well so far. Using bash and weapon swaps to guarantee overpower then delivering it with Deathblow or HotA and full Fury. Chunks bosses pretty well.
@@bpfrosty4124 Yoo this sounds actually fun. Keep me updated about it please :)
I honestly still can't understand. Is there an addon that just makes it easier?
Hey, sadly there is no addon for this. Also this video is a bit outdated, since they changed a few things in the patches. The main concept with the buckets is still valid though
@NinoMMO thanks for your reply. I've been using the buckets and it is helping some. Just wish it was designed a bit more intuitively. Thanks!
the thing that im curious about is why the fck does my damage scale from 100k to 1m on crit damage? w/w barb
Lots of factors which is the reason the build is good. WW damagescales with rank, which us a multiplier. Main stat, legendary powers, crit damage and chance, vuln damage, paragon benefits and so on. It‘s pretty complex. But this is what every good build tries to accomplish. Stack as much multiplicative stuff as possible.
@@NinoMMO i mean w/w is a snopshot skill so all aspects regarding the fury dmg/nxt core dmg. Are irrelevant. And while spinning my crit chance is almost 100% and my close dist. Dmg is very small like 40%. And im using exploit. So supposed to be. Everything that my w/w 1st hit is 1m+ but most of the time its not. How is that?
Very cool editing, top production
Thank you!
Currently 500% crit and 400% vuln with little additive, I think it might be best I get some damage to close or main stat now lmao
i still don't understand
Why 1.3?
Because you increase the damage by 30%. You calculate % like this. If it was 20% it would be 1.2 and if it was 80% it's 1.8 and so on.
@@NinoMMO Thank you!
Was wondering the same thing!
Thx man
So basically, stack Vulnerable, Crit chance, and crit damage on everything. got it
Also get your Main Stat because it's also multiplicative. Then Watch out for Good Legendary Powers that further increase your Damage and get Ranks of the skill, because they are also in different buckets.
What is the Main stat?
@@armandking8326 It depends on your class. For Barbs it's Strength.
I still don’t get it
Fuck these games. I'm not pulling out a spreadsheet after every run to check on every. Single. Item. I have a life to live.
ठेठ आलसी अमेरिकी अशिक्षित बच्चा।
@@RashakantBhattachana well put
I do enjoy looking at them. Though I think they should implement some type of feature where you can choose and lock in certain perks you wish to find on drops. And if you do pick up anything that has it, you will be notified. Or choose to click on perks to auto mark as junk.
At world tier 4 I instantly sell everything but ancestral items and only check them + legendary and uniques
You have to look at it once and you'll know for the rest of your life. How do you have a life with the critical thinking of a gold fish
now I'm even more confused
good info
Appreciate it!
i still dont get it, also im bad with math and all that.
Everywhere i read about the issue of mobs scaling harder than the player, but i somehow missed it. When mobs are level 95 in nightmare dungeons, are they the same strength as normal mobs scaled to 95 (eg. in the overword)? Im just level 75, but i do dungeons with mob level 90-95. So if i can do that comfortably, does that mean i can deal with the scaling issue just fine?
The problem only ensues, if your damage doesn’t grow with your level. Since ancestral items are the same at level 70 and level 100, you have to make sure to pick the right stats in order to feel powerful when the monsters have 5x as much hp later on
Those aren't diminishing returns, just arithmetic. 100 bucks is 100 bucks regardless if you're broke or a millionaire, you may just care less the more you have.
Complicated for no reason basically.
Thank Asmond for the new viewers 😂
I wish I could thank him in person!
All i've been doing so far is equipping whatever has the higher power item.....
Yeah that's the Problem. Up until World Tier 3 and during leveling this is completely viable. But later on, stats do matter a lot.
Ok so this is all really complicated so im just gonna stop playing then since ive already completed the campaign
Thanks for this informative video. Consider me subscribed to your channel.
Thank you, appreciate it! There will be more in future :)
@@NinoMMO I hope you get more subscribers!
gearing is a complete mess in d4 🤮
1:36
C'mon man..I'm playing videogames to escape math!
i'm sorry 😂 Remember when the math teacher told you, that you'll need it in the future? :D
i already have those substats and my damage is still 1/100 of yours.
*Pure pyro Sorc crying in lack of vulnerable procs and burn damage not benefiting from overpower or crit and only benefits from crit damage if you use an entire paragon board for it so all of our damage is in the exact same bucket and thus not getting a multiplier*
Yeah I hope they give us a few more ways to apply vuln as sorc
PoE players like: First time, mate? 🤣🤣🤣
Yeah haha. I‘m also a poe fan and had to learn it there too like asmon mentioned
No you don't always want to check your yellow items, you'd go nuts and they have 1 less stat in them than the legendaries do. You do want to select good legendaries tough, and reroll stats properly.
Wrong, ancestral rares with aspects added can be far better than dropped legendaries
@@AzazilDCLXVI They can be a bit better than the legendary you currently have, if you have 0 luck with your legendaries, but ultimately a legendary will be better cause legendries have 4 stats, rares have 3. You usually need a god roll rare for it to be any good and even so it will be replaced as soon as you get a decent legendary. So don't check the damn rares or you'll go insane since they drop nonstop, but do check the legendaries well, reroll properly, and select actual good ones. And spend the time you'd be wasting checking every rare that drops dropping even more legendaries.
Also this entire video can be simplified by saying: get vul damage first, crit chance + crit damage second, probably main stats third and then everything else. If its your helm and amulet you will probably want cooldown reduction also, and if its the boots you will probably want + move speed.
@@DakonBlackblade2 again, I'm not sure where you're getting your information or at what point in the game you're at, but you're wrong. Rares drop with the same amount of affixes as a legendary, 4 stats. The only different is that legendaries come with aspects already imprinted. Sure you might get a good legendary if you're lucky, but you're far more likely to find a well rolled ancestral rare that you can upgrade and imprint to be far better.
@@DakonBlackblade2 the additional "stat" is just the legendary aspect which can be extracted and imprinted. I will agree it can make you crazy reading every rare item but that's how you get the best gear. Not sure if you're referring to blue items which aren't rare, they're "magic" items which is a bit counter intuitive because in many other games blue = rare and yellow = legendary.
even tho you explain it, still dont get it tbh! its still a question mark in my head! ( i shouldnt watch these videos when im tired!🤣 )
The problem with damage is that I play on console 🤣 pc players automaticaly hit harder!
Huh
👏 👏
I think I'M just gonna play classic wow instead. I don't need this level of math majoring in my video games.
💯
🐻
worst diablo so far
Ohh dear God why did I bought the game 😆 can't finish campaign 😤