Correction: Vulnerable damage is additive with itself, not multiplicative (I was misinformed from a conversation yesterday). This makes it slightly less powerful than I show in the video but still the single strongest scalar we have. Correct formula is (20% + Vulnerable Effectiveness) as its own multiplier.
That's why cold skeletons mages and full summoner necro is such a beast. Contrary to clowns not using blight and decompose with the aspect that makes both apply chilled too ( more eventually frozens making mages apply vulnerable) clowns don't even use this yet. I'm bringing you the build first lol
This is an updated version of the previous, now unlisted video. There were some damage calculation errors and I wanted to make sure that I was as accurate as possible.
For a new player into this franchise this is by far the most detailed guide I’ve watched but the way you break it down made it simple for even a noob like myself to understand so kudos bro Ty for the time put into this video
I was of the impression that +all dmg% is it's own dmg bucket multiplier, separate from the big general dmg bucket and in most instances (excluding vulnarable, overpower etc) the way to tell which bucket a bonus goes into is to look for the [+] or [x] when advanced details are enabled. + is the large general damage bucket. x is the all dmg% bucket. It's good to scale up your x since + is so easy to get, as a general rule. Another tip is to be careful to check your stats outside of town. In town certain effects get disabled so the stat page can be inaccurate.
I’ve seen the green number issue when I’ve put in a new green increase weapon only to see my attack power go down. So for me that was the indication that there was much more to it than just going green.
This is the best D4 Video on how it all work that I have seen so far. Everything you said about looking to your skills in your build and what makes your builds life easier is 100% on point. Never build then same numbers on a build tree as another unless the dmg is the same, ie overpower, crt, ect. {not element that is something that does not matter like D2 even though the dmg in D4 is close to D2 they are not so much element based for resistance popping. May change in future keep eyes peeled.} The only thing I could even add to this is make sure you increase the size of your Cursor (to others not you.) and go into accessibility to turn on Hero Highlights and NPC Highlights to make it easier to see the important people on your screen (highlights you even in the dark pools everyone is crying about). And since you sound like your from the old school of gaming let me help you set a bit and close your ears. You can turn off most of the sounds for drops and turn on the sound of when you mouse over some things to give a Q for when you can not see the thing. For what seems like the only person online still playing games and not trying to just break them I just want to say, "Great job on staying true to the video game and not the bugs". There is a correction on the video for everyone that reads this. Was corrected 7days before my post.
is “core skill damage” additive with all of the “damage to x” mods, or is it multiplicative? haven’t seen anyone mention that specific mod and it’s worded differently from damage to x, so just curious, thx! same question re eg “lightning damage”
As far as I know they all go into the increase bucket despite the wording. Something like "lightning critical damage" might be special and go into the crit damage bucket but I haven't tested that one exactly.
Additive. In sort Base weapon damage x main stat x vulnerable x crit x overpower x modifiers with [x]% x pretty much everything else. Things in between x are additive.
You should have also mentioned that a two handed staff gets a much higher legendary power multiplier than a one handed, that in and of itself can make or break a build with the right power.
Another point he is missing with the 1h weapon is that it triggers faster per second, which actually worsens your mana efficiency even with the mana reduction on the offhand....
@@zacward8806the additional lucky chance from gear is multiplied by the base chance of the skill (not added) which makes it a fairly weak stat. You would need over 20% lucky hit to compensate for 5% mana cost reduction if you run an enhanced avalanche plus the other mana generating lucky hit passive
One thing channels seem to leave out of the discussion, is your characters primary stat along with the "all" stats line. If you have a piece of gear with all things the same, except one piece has 70 INT on it and the other piece has 60 to all stats... which is better? Obviously even for a sorcerer, increase to armor, critical, etc gets covered with all stats...but is it more important to just focus on the extra 10 INT over all of that? and what is the gap point that you look for?
What's really annoying is getting a higher tier version of a unique that's rolled so badly that it's not worth wearing. I'm using the same unique chest piece for the same utility. I've had a few drop so far.. and about five mothers embrace rings lol. Id really like that harlequin crest helm.
Non-PoE Players: "this guy's really getting into this whole breakdown spreadsheet!" For real tho, thanks 4 this. I think I more or less figured everything out on my own now but definitely didn't realize a couple things after watching this
I agree. In addition to crit chance, crit damage, and vuln damage, invest on attack speed. For sorcs, do not frget to boost your cool down red, mana cost red, and mana reg coupled with aspects related thereto. The rest will follow as you level up - armor and life, among others.
Finally someone that isn't rambling things that make sense to them but nobody else. This is seriously a awesome video ty. Edit:also love the les paul absolutely gorgeous, looks like the the one jimmy page used to play 😉......
Finished campaign a day ago and yesterday was trying to upgrade gear and it felt more tedious than POE. Later I realized it was because to farm different things (like tree of whispers) I have to actually go there, versus just opening a new map from my hideout :D The best gear in the game is the poor horse we ride all over the map XD
The "Other Increases" bucket are generally conditional (e.g. burning, crowd controlled, distant, etc.), so can you really use them as a total sum in that bucket? All conditions may not be met. Is that not how that bucket works?
Conditional buckets still exist. Especially for a class like Sorc that almost ONLY has conditional buckets. We don't care about average damage over all time, we care about damage when it matters.
I'm supposed to be doing Tier 40/50 nightmare dungeons at level 80? My level 80 necromancer just got their ass kicked by a Tier 28 nightmare dungeon. Does it get easier with higher levels, or do I just suck?
17:22 hey absolutely incredible guide and video (as usual), I noticed that you did not specify ‘lucky hit’ in any bucket… is there a reason for that and/or, if you simply forgot, do you know where ‘lucky hit’ comes in to the ‘order of operations’ of buckets? Cheers!!!
Lucky hit is not a damage stat, it just increases the likelihood of triggering special effects that specify they need a lucky hit. So for some builds like ice shard sorc its a very powerful stat foe proccin free casts whereas others may not be relying on lucky hits nearly as much.
Great explication. I was starting to learn most of the things you explained but there were some things I didn’t, such as the Breakpoints. That’s awesome! Ty
The breakpoints means that every tier in item power, the item can have higher level stats on it. So let's say a 149 item power weapon gives a range of critical strike damage between 10 to 20%. The 150 item power weapon (either found or upgraded into) if it has critical damage too, will have a range of 15-25%(not actual numbers just an example). So keep an eye out while lower level before finding 725+ item power gear. If you find something right before a breakpoint, you can upgrade it, get the higher tier range of the same stats the item has
That's what is kind of misleading. I got a new staff that had higher attack power, showing 50+ green. But I was doing less damage. That's because the staff itself only had elemental bonuses to each element. Like: Lightning, fire, cold. My old staff with less attack power having 14+ core skill damage, 20% vulnerable, 20% crowd controlled etc. Casting a basic cast the "new" staff with just basic damage would do more. But that doesn't mean anything when actually doing crit damage and taking advantage of enemy states like vulnerable and crowd controlled etc. Give a much higher damage dump. I noticed it immediately I wasn't doing much damage and I felt under levelled. So the sub bonus stats are highly important. Especially aimed at what your build is based on. If it's a frost nova, Ice shard build. Vulnerable damage is highly meaningful and crit+crit chance etc.
Great video. Thanks dude. Helped me understand how to balance stats across buckets instead of going all-in on one or two multipliers. I've been playing ARPGs for the past 25 years and still get caught up in the big flashy numbers. I should have learned my lesson from PoE and the other Diablo games, diminishing returns are a real thing.
I'm going to ask because I think I'm hyperfocusing on the wrong details. I plan a Barbarian. Strength is good, obviously. And I got a really nice 2H sword early on, much as you got a really good weapon early. It has a LOT of strength. My question is, and I know you addressed this in your spreadsheet but I think I just am missing a detail- since everything is based off my main stat, at what point is it numerically worth it to lose main stat for things like crit or status damage? I know you literally answer this but I am just really struggling to process it for some reason. Thank you!
I can only speak for Barb, but you get Vuln, Crit Damage, over Strength, which is third on priority. Weapon Damage is only important for the weapon you use to do your main skill. Otherwise, you want to use the weapon slots to accumulate high crit and vuln. Strength and then additives. Damage to close enemies, unfortunately, has the issue suppressor does. If you start WW far away and on the same channel get close, you get no benefit until starting close to the mob.
Hey man do you think you could simplify this a little bit more? I’m brand new to the franchise and I’m kinda slow with numbers and stuff. Thanks in advance.
I just found a 2H staff that I've been using because it essentially doubled my damage. I don't want to use it, but I for the life of me can't get any gear with any sort of even okay rolls on it. All the gear that drops has multiple items I don't want for my build. its very frustrating!
Really appreciate in making vids to explain the game calc mechanics esp when so much arent explained in game. But i am going to need to watch this a few times to digest..
What I'm really struggling with is knowing how my average damage output, dps and maximum hit all take into account all of this. There are times where my build feels like it's doing way more dps and average hits, but the max hit is reduced a lot. And the opposite. I really think Blizzard needs to add a Post-Dungeon stat page where you can analyze how your damage was and see where you're either lacking or overshooting. Currently I just have to go off "what item gives me the highest number once all my damage is stacked properly" instead of how well that item performs overall. Once I changed all my gear to have Crit and Vuln as the main factors I could notice a MASSIVE and drastic change in the dps I could put out. But I have no idea if Changing 1 Vuln stat to let's say Stunned enemy damage or Close enemy damage would be beneficial, especially once you take into account all the aspects also giving those types of stats and not being aware where in the damage formula those are taken into account. The most success I've had with my builds is just blindly following the Meta build with trying to mimic the stats of the "BiS gear" displayed on the meta build. It's pretty much a 95% resemblance and the only real things I'm missing are God-rolls for all my gear as I already have all the stats I think I want. Finding gear that's actually an upgrade is becoming borderline impossible which is fine because that's what endgame is. Grinding tiny upgrades just to achieve those higher numbers (even though they aren't a lot bigger). What I'm asking is; Is crit dmg, crit chance, vuln damage that strong in the formula that changing it out would plummet my damage? Or is it just plummeting my maximum hit and making my build overall have higher dps and average hit damage?
The most hilarious combo ive found with sorc is: 1) attack speed (only on gloves ~12% at level 5 lets say) and attack speed elixir 2) aspect that gives 25%[x] attack speed for core and mastery when core skills crit (more on 2h/amu) 3) chain lightning (core skill) with extra crit mod that casts when you spend 100 mana enchantment 4) paragon legendary that gives 10 mana when you stun a close enemy 5) ball lightning ticks at 200% of attack speed bonus and stun passive 6) small nodes for stunning enemy on lucky crit for chain lightning/ball lightning and small node for lightning damage on stun (90% at level 6) 7) unstable currents casts a shock skill each time ball lightning AND each time chain lightning procs 8) watch red boss hp melt in literally 2 seconds from full when at same monster level in WT4 popping unstable currents just before stagger lol
You absolutely do not *need* Raiment for Ice Shards to work. It's more a convenience item than anything since you never just stun a pack without using Frost Nova anyway, and the range on Frost Nova is as big as the pull on the Raiment. The best thing about it is that it lets you (for the most part) safely jump into a pack without being hit before using Frost Nova. It absolutely does nothing at all on bosses without adds, and you do need a better chest for them later on, especially if you plan on doing Uber Lilith. A -%dmg reduction from Burning enemies, -%dmg reduction, +15% damage, and either +10% armor or -20% damage reduction from close enemies chest is what you want.
Against very specific bosses (literally the only end game boss in the game) yes, a pure defense chest is ideal. However, the QoL of playing the build with a Raiment cannot be overstated. I played for a few days without it and it's a night and day difference putting it back on. More than convenience, it activates the 35% more damage to stunned enemies aspect, giving me much more damage when I do hit that frost nova. Also it absolutely does do something to bosses without ads. It builds quite a bit of stagger meter, helping get to DPS phase sooner. There may be a world where I have to put a pure defense chest back on but I'm doing T45-T50 nightmare dungeons with the Raiment and it feels great.
@@subtractem I mean, I'm not disagreeing at all with the benefits overall (I've been using one for the last twenty-two levels), just saying that it doesn't really make the build at all. It just makes it...better. 😅
How much mainstat is worth it in the end? A couple hundred? A thousand? Since it's so early on in the damage calculation a let's say 60% increased damage to close etc. would almost always be better than 150ish main stat on a weapon once you have hundreds of mainstat already, right? I have strength on all my barb weapons because that's what i hit and rerolling costs millions of gold so i am quite hesitant to waste ressources on something that might not be worth it.
It's all about the equation. There is no explicit way to say what it's worth to you without checking the formula. The short answer is that the more that you have, the less effective it is to get more. Also, 1 * 2 * 3 is the same as 1 * 3 * 2 due to the Commutative Property. Where it is in the order doesn't matter.
Regarding the rerolls that upgrade past breaking points: does the preview window show the definite rerolled values or does it get rerolled randomly with higher tier? (like using divine orb again but with the higher tier possible values)
I was under the impression that Chilled enemies are also Slowed and therefore proc the Slowed damage increase stat. But, I heard somewhere that they are actually separate. Do you know which is true because otherwise Slowed becomes more or less a dead stat for ice sorc
Slow is a CC. You can hold over it in your character dmg tab and see what counts as cc. Stun, slow, knock back, knock down, freeze, chill, stunned and dazed.
It's actually better than crit because its base effectiveness has its own multiplier and there's no chance to worry about, making it the single strongest damage scalar in the game. Many folks are worried that it's overly mandatory for damage scaling due to how it is implemented.
My rogue has been cooking. Leveling up, I just looked for gear with higher attack power, but now that I am 56 I'm looking for gear with stats I really want.
Thx for sharing. But when I have a 1 hand wand this has -300 dps and 4 bis stats and the +300 has 2 good stats. How can I know what is better. The calculation was fine, but when you calculate your weapon and the second weapon, how much is the difference? I’m not so good in math 😂😂 I understand the theory but was are the numbers when you have a lot more dps and lower stats? Sorry for the question
It's gonna depend on too many factors to give you an answer without seeing your entire character. 300 on the weapon's dps stat is a significant difference, especially on a 1h weapon. If the 2 good stats on the new weapon are vuln and crit damage, then it's probably an upgrade, but if it's missing one or both of those, it's probably worse. Again, this is heavily dependent on your other gear and exactly how your character and build does damage. Without more concrete data or a damage calc, your best bet is to run a dungeon with each weapon to see if you can feel any difference.
@@discrep When I can’t go over attack power, is the spell indicator a help? When I have 2 wands and I gear the first which better dps and lower stats and my ice shard do 2400-3600 damage and re second wand white lower dps and better stats do more on the ice shards 3000- 4200? Is this calc on Diablo right?
@@thomaswarth.908 The in-game display won't be accurate because it displays the damage your skill would do at that very moment, i.e. if you're standing in town, it's not calculating in your buffs, debuffs on enemies, conditions such as vulnerable, injured, healthy, etc. and those conditionals are a huge part of your overall damage in actual combat.
I had the same prob, the weaker sword did way more crit damage and damage to vulnerable and also had 25% chance of insta killing wounded enemies and was way faster at clearing dungeons
@@MarcosAraujo-ps3odso you expect the game to check which build you are running and give you an approximation on how much of an improvement it is? You clearly wrote the comment without giving it any thought. All the numbers show is green arrow right beside armour to tell you the armour has increased. How is that bad game design?
I really want to know too. Is it INT the first priority? Perhaps like 180 INT, All stats +50, Vul.dmg , Crit Strike dmg, is this the most powerful combination?
It's really whichever number is giving you the smallest multiplier. Usually vulnerable damage then int then balancing crit chance/crit damage/and attack speed.
Great explanation, but I think Blizz has definitely over complicated this. A lot of these stats should be consolidated so it's not so much work to go through gear and figure out what's better. And while I love the idea of the aspects being what makes an item legendary, it also means we have to evaluate at LOT more gear now to determine if it's a potential upgrade. In D3 if it wasn't a legendary we just ignored it and sold/salvaged it. In D4 every yellow could potentially be an upgrade. It's just a lot more work and slow.
Saw this video and thought I'd watch to get a better understanding on what I should look or to stay away from... I ended up feeling like the Julia Roberts meme, with numbers and equations floating around her, looking completely lost. lol
Your Poe crafting guide was the best video on the topic i watched, from the basics to more advanced it was incredible, It would be great to see you explain the damage numbers and how things interact multiplicative or additive in the same formate you did with that. (Sorry if thats worded bad) Your content is the best for learning the fundamentals in these games for me.
Let me recommend a new name for the video: How to DETERMINE whether an item is an upgrade or not. This video isn't about finding stuff, it's about finding out/deciding...
Eerr.....why are you not turning on the tooltip COMPARE option? Yeah...I'm out if you are talking about gear and don't even appear to know about that setting...
This game hasnt even been out for two months. Games now are a lot different then they were before, they are more complex & the game conpanies usually dont have enough resources to be completed when it launches. Its not like snes games. They were much simpler & there was no updating the game, it was either completed or it wasnt
im so irritated. i have farmed for so long as sorcerer in this game. i switch back to T3 to help a friend and i get the Raiment chest at item lvl 689 sacred.... when im level 84 WTF my luck
well, don't forget that a 1 handed weapon (sorc staff as an example) loses 4 secondary stats (4 for weapon and focus, for a total of 8). It also loses an aspect (1 aspect for 2 handed, vs 2 for the wand and focus). For new players, uniques cannot be enchanted (which sucks imho) and you can only wear 1 unique on your build at any given time I believe). Not all uniques are useful to a particular build, and some more so than others. For sorcs wanting a good wand in terms of ipower, the wand of abe-mari gives the best raw power, unless you are lucky enouigh to get 1 drop with a good ipower. However, being a fixed rare, you can't change the base 3 stats that drop on this wand. Ideally, for a sorc, you want crit dmg/int and core dmg (at least for ice shards). 4th secondary stat can be anything, but I'd probably go with either close or frozen if you are playing ice shards.
Your initial vulnerable damage calculation is wrong. In-game actual total vulnerable dmg increase is 20% baseline PLUS sum of all other vulnerable damage sources. It is not 20% baseline TIMES sum of all other vulnerable damage sources. If you have 100% vulnerable damage summed from all other sources, your total vulnerable damage increase is 120% (20% baseline + 100% from all other sources) or 2.2x multiplier.
thanks a lot for this video, this is exactly what i need to ask you or the community : how an average player is supposed to have fun when you've to install excel and do those calculations to go endgame, without "influencers" the base gamer (as I feel it) will never be able to climb end-game high levels dungeons, isn't that in your opinion a flaw in the game or the beauty of it ? (sorry english is not my mothertongue) I'm so excited and frustrated by d4 I can't explain how much
For me it's the beauty of it. Totally understand how many folks want something simple but, for me, this is still too simple to really engage with. I come from path of exile which is 1000x more complex and that's the way I prefer it. Always having something to learn keeps the game engaging and interesting for years.
My wife started playing with me and has never played Diablo or really any video game.. so I also told her to look at the sell value and for the most part that kinda tells you which is better without breaking down every aspect of the gear
Correction: Vulnerable damage is additive with itself, not multiplicative (I was misinformed from a conversation yesterday). This makes it slightly less powerful than I show in the video but still the single strongest scalar we have. Correct formula is (20% + Vulnerable Effectiveness) as its own multiplier.
i think you also got overpoewr dmg wrong. the way i undersatnd the tooltip it scales off of your healthpool and not your weapon dmg.
That's why cold skeletons mages and full summoner necro is such a beast. Contrary to clowns not using blight and decompose with the aspect that makes both apply chilled too ( more eventually frozens making mages apply vulnerable) clowns don't even use this yet. I'm bringing you the build first lol
This is an updated version of the previous, now unlisted video. There were some damage calculation errors and I wanted to make sure that I was as accurate as possible.
For a new player into this franchise this is by far the most detailed guide I’ve watched but the way you break it down made it simple for even a noob like myself to understand so kudos bro Ty for the time put into this video
I couldn’t agree more! I’m also new to Diablo and this answers a lot of my questions I had getting into this
It's always amazingly satisfying and informative to watch you do the math behind things.
I was of the impression that +all dmg% is it's own dmg bucket multiplier, separate from the big general dmg bucket and in most instances (excluding vulnarable, overpower etc) the way to tell which bucket a bonus goes into is to look for the [+] or [x] when advanced details are enabled. + is the large general damage bucket. x is the all dmg% bucket. It's good to scale up your x since + is so easy to get, as a general rule.
Another tip is to be careful to check your stats outside of town. In town certain effects get disabled so the stat page can be inaccurate.
I’ve seen the green number issue when I’ve put in a new green increase weapon only to see my attack power go down. So for me that was the indication that there was much more to it than just going green.
Good breakdown! In essence, its better to spread your multipliers rather than stacking any single bucket.
The spreadsheet calculations were extremely satisfying to watch. I don't even play Diablo.
This is the best D4 Video on how it all work that I have seen so far. Everything you said about looking to your skills in your build and what makes your builds life easier is 100% on point. Never build then same numbers on a build tree as another unless the dmg is the same, ie overpower, crt, ect. {not element that is something that does not matter like D2 even though the dmg in D4 is close to D2 they are not so much element based for resistance popping. May change in future keep eyes peeled.} The only thing I could even add to this is make sure you increase the size of your Cursor (to others not you.) and go into accessibility to turn on Hero Highlights and NPC Highlights to make it easier to see the important people on your screen (highlights you even in the dark pools everyone is crying about). And since you sound like your from the old school of gaming let me help you set a bit and close your ears. You can turn off most of the sounds for drops and turn on the sound of when you mouse over some things to give a Q for when you can not see the thing. For what seems like the only person online still playing games and not trying to just break them I just want to say, "Great job on staying true to the video game and not the bugs". There is a correction on the video for everyone that reads this. Was corrected 7days before my post.
Nothing more satisfying than teleporting into 50 mobs, drawing them in, frost nova them and then letting loose w/ice shards. So fun.
Turning on the advanced tooltip info was a big help. Thanks!
13:18 play tht meme where the lady is lookin around and the math equations are flying around her head
is “core skill damage” additive with all of the “damage to x” mods, or is it multiplicative? haven’t seen anyone mention that specific mod and it’s worded differently from damage to x, so just curious, thx! same question re eg “lightning damage”
As far as I know they all go into the increase bucket despite the wording. Something like "lightning critical damage" might be special and go into the crit damage bucket but I haven't tested that one exactly.
Additive. In sort Base weapon damage x main stat x vulnerable x crit x overpower x modifiers with [x]% x pretty much everything else. Things in between x are additive.
Didn’t know you were playing D4 until the video notification came up. Good to see ya
You should have also mentioned that a two handed staff gets a much higher legendary power multiplier than a one handed, that in and of itself can make or break a build with the right power.
Or a wand has a better lucky hit chance
Another point he is missing with the 1h weapon is that it triggers faster per second, which actually worsens your mana efficiency even with the mana reduction on the offhand....
@@zacward8806the additional lucky chance from gear is multiplied by the base chance of the skill (not added) which makes it a fairly weak stat. You would need over 20% lucky hit to compensate for 5% mana cost reduction if you run an enhanced avalanche plus the other mana generating lucky hit passive
One thing channels seem to leave out of the discussion, is your characters primary stat along with the "all" stats line.
If you have a piece of gear with all things the same, except one piece has 70 INT on it and the other piece has 60 to all stats...
which is better? Obviously even for a sorcerer, increase to armor, critical, etc gets covered with all stats...but is it
more important to just focus on the extra 10 INT over all of that? and what is the gap point that you look for?
What's really annoying is getting a higher tier version of a unique that's rolled so badly that it's not worth wearing. I'm using the same unique chest piece for the same utility. I've had a few drop so far.. and about five mothers embrace rings lol. Id really like that harlequin crest helm.
Ok, great video and all, but dude, how did you change the color of your mouse cursor in game?!?! 🤯
Non-PoE Players: "this guy's really getting into this whole breakdown spreadsheet!"
For real tho, thanks 4 this. I think I more or less figured everything out on my own now but definitely didn't realize a couple things after watching this
I agree. In addition to crit chance, crit damage, and vuln damage, invest on attack speed. For sorcs, do not frget to boost your cool down red, mana cost red, and mana reg coupled with aspects related thereto. The rest will follow as you level up - armor and life, among others.
Finally someone that isn't rambling things that make sense to them but nobody else. This is seriously a awesome video ty.
Edit:also love the les paul absolutely gorgeous, looks like the the one jimmy page used to play 😉......
How did u change the cursor color? I always loose mine in fights with many enemies
Finished campaign a day ago and yesterday was trying to upgrade gear and it felt more tedious than POE. Later I realized it was because to farm different things (like tree of whispers) I have to actually go there, versus just opening a new map from my hideout :D
The best gear in the game is the poor horse we ride all over the map XD
The "Other Increases" bucket are generally conditional (e.g. burning, crowd controlled, distant, etc.), so can you really use them as a total sum in that bucket? All conditions may not be met. Is that not how that bucket works?
Conditional buckets still exist. Especially for a class like Sorc that almost ONLY has conditional buckets. We don't care about average damage over all time, we care about damage when it matters.
How did you changed your mouse cursor color please?
I'm supposed to be doing Tier 40/50 nightmare dungeons at level 80? My level 80 necromancer just got their ass kicked by a Tier 28 nightmare dungeon. Does it get easier with higher levels, or do I just suck?
Ok so what’s the tldr take away here? Do I just go with higher base damage over scales of percent increase?
My Raiment dropped just after watching your vid! Did you enable sharing on your streamer rng?
I wish! I need an upgraded one myself.
17:22 hey absolutely incredible guide and video (as usual), I noticed that you did not specify ‘lucky hit’ in any bucket… is there a reason for that and/or, if you simply forgot, do you know where ‘lucky hit’ comes in to the ‘order of operations’ of buckets?
Cheers!!!
Lucky hit is not a damage stat, it just increases the likelihood of triggering special effects that specify they need a lucky hit. So for some builds like ice shard sorc its a very powerful stat foe proccin free casts whereas others may not be relying on lucky hits nearly as much.
Great explication. I was starting to learn most of the things you explained but there were some things I didn’t, such as the Breakpoints. That’s awesome! Ty
The breakpoints means that every tier in item power, the item can have higher level stats on it. So let's say a 149 item power weapon gives a range of critical strike damage between 10 to 20%. The 150 item power weapon (either found or upgraded into) if it has critical damage too, will have a range of 15-25%(not actual numbers just an example). So keep an eye out while lower level before finding 725+ item power gear. If you find something right before a breakpoint, you can upgrade it, get the higher tier range of the same stats the item has
That's what is kind of misleading. I got a new staff that had higher attack power, showing 50+ green. But I was doing less damage. That's because the staff itself only had elemental bonuses to each element. Like: Lightning, fire, cold. My old staff with less attack power having 14+ core skill damage, 20% vulnerable, 20% crowd controlled etc. Casting a basic cast the "new" staff with just basic damage would do more. But that doesn't mean anything when actually doing crit damage and taking advantage of enemy states like vulnerable and crowd controlled etc. Give a much higher damage dump.
I noticed it immediately I wasn't doing much damage and I felt under levelled. So the sub bonus stats are highly important. Especially aimed at what your build is based on.
If it's a frost nova, Ice shard build. Vulnerable damage is highly meaningful and crit+crit chance etc.
How are we supposed to know which stats are additive or not?
The moment spreadsheets show up you know it is a good game. Nicely explained. Thank you.
Great video. Thanks dude. Helped me understand how to balance stats across buckets instead of going all-in on one or two multipliers. I've been playing ARPGs for the past 25 years and still get caught up in the big flashy numbers. I should have learned my lesson from PoE and the other Diablo games, diminishing returns are a real thing.
You have to be Rocket Scientist to Figure this game out I think when I'm beaten the game it done. It's not fun trying to Figure this game out.
I'm going to ask because I think I'm hyperfocusing on the wrong details.
I plan a Barbarian. Strength is good, obviously. And I got a really nice 2H sword early on, much as you got a really good weapon early. It has a LOT of strength.
My question is, and I know you addressed this in your spreadsheet but I think I just am missing a detail- since everything is based off my main stat, at what point is it numerically worth it to lose main stat for things like crit or status damage?
I know you literally answer this but I am just really struggling to process it for some reason. Thank you!
I can only speak for Barb, but you get Vuln, Crit Damage, over Strength, which is third on priority.
Weapon Damage is only important for the weapon you use to do your main skill. Otherwise, you want to use the weapon slots to accumulate high crit and vuln. Strength and then additives.
Damage to close enemies, unfortunately, has the issue suppressor does. If you start WW far away and on the same channel get close, you get no benefit until starting close to the mob.
Hey man do you think you could simplify this a little bit more? I’m brand new to the franchise and I’m kinda slow with numbers and stuff. Thanks in advance.
Is overpower still bad for a druid when we have several things that guarantee it?
I just found a 2H staff that I've been using because it essentially doubled my damage. I don't want to use it, but I for the life of me can't get any gear with any sort of even okay rolls on it. All the gear that drops has multiple items I don't want for my build. its very frustrating!
I learned how to play games better now, so liked and subscribed.
Really appreciate in making vids to explain the game calc mechanics esp when so much arent explained in game. But i am going to need to watch this a few times to digest..
What I'm really struggling with is knowing how my average damage output, dps and maximum hit all take into account all of this. There are times where my build feels like it's doing way more dps and average hits, but the max hit is reduced a lot. And the opposite. I really think Blizzard needs to add a Post-Dungeon stat page where you can analyze how your damage was and see where you're either lacking or overshooting. Currently I just have to go off "what item gives me the highest number once all my damage is stacked properly" instead of how well that item performs overall. Once I changed all my gear to have Crit and Vuln as the main factors I could notice a MASSIVE and drastic change in the dps I could put out. But I have no idea if Changing 1 Vuln stat to let's say Stunned enemy damage or Close enemy damage would be beneficial, especially once you take into account all the aspects also giving those types of stats and not being aware where in the damage formula those are taken into account.
The most success I've had with my builds is just blindly following the Meta build with trying to mimic the stats of the "BiS gear" displayed on the meta build. It's pretty much a 95% resemblance and the only real things I'm missing are God-rolls for all my gear as I already have all the stats I think I want.
Finding gear that's actually an upgrade is becoming borderline impossible which is fine because that's what endgame is. Grinding tiny upgrades just to achieve those higher numbers (even though they aren't a lot bigger).
What I'm asking is; Is crit dmg, crit chance, vuln damage that strong in the formula that changing it out would plummet my damage? Or is it just plummeting my maximum hit and making my build overall have higher dps and average hit damage?
The most hilarious combo ive found with sorc is:
1) attack speed (only on gloves ~12% at level 5 lets say) and attack speed elixir
2) aspect that gives 25%[x] attack speed for core and mastery when core skills crit (more on 2h/amu)
3) chain lightning (core skill) with extra crit mod that casts when you spend 100 mana enchantment
4) paragon legendary that gives 10 mana when you stun a close enemy
5) ball lightning ticks at 200% of attack speed bonus and stun passive
6) small nodes for stunning enemy on lucky crit for chain lightning/ball lightning and small node for lightning damage on stun (90% at level 6)
7) unstable currents casts a shock skill each time ball lightning AND each time chain lightning procs
8) watch red boss hp melt in literally 2 seconds from full when at same monster level in WT4 popping unstable currents just before stagger lol
Really good breakdown thank you
I was looking for this build for some time now. thx for the talk
You absolutely do not *need* Raiment for Ice Shards to work. It's more a convenience item than anything since you never just stun a pack without using Frost Nova anyway, and the range on Frost Nova is as big as the pull on the Raiment. The best thing about it is that it lets you (for the most part) safely jump into a pack without being hit before using Frost Nova. It absolutely does nothing at all on bosses without adds, and you do need a better chest for them later on, especially if you plan on doing Uber Lilith. A -%dmg reduction from Burning enemies, -%dmg reduction, +15% damage, and either +10% armor or -20% damage reduction from close enemies chest is what you want.
Against very specific bosses (literally the only end game boss in the game) yes, a pure defense chest is ideal. However, the QoL of playing the build with a Raiment cannot be overstated. I played for a few days without it and it's a night and day difference putting it back on.
More than convenience, it activates the 35% more damage to stunned enemies aspect, giving me much more damage when I do hit that frost nova.
Also it absolutely does do something to bosses without ads. It builds quite a bit of stagger meter, helping get to DPS phase sooner.
There may be a world where I have to put a pure defense chest back on but I'm doing T45-T50 nightmare dungeons with the Raiment and it feels great.
@@subtractem I mean, I'm not disagreeing at all with the benefits overall (I've been using one for the last twenty-two levels), just saying that it doesn't really make the build at all. It just makes it...better. 😅
Fair enough. Yes you can play the build without it... But I wouldn't :)
How much mainstat is worth it in the end? A couple hundred? A thousand? Since it's so early on in the damage calculation a let's say 60% increased damage to close etc. would almost always be better than 150ish main stat on a weapon once you have hundreds of mainstat already, right? I have strength on all my barb weapons because that's what i hit and rerolling costs millions of gold so i am quite hesitant to waste ressources on something that might not be worth it.
It's all about the equation. There is no explicit way to say what it's worth to you without checking the formula. The short answer is that the more that you have, the less effective it is to get more.
Also, 1 * 2 * 3 is the same as 1 * 3 * 2 due to the Commutative Property. Where it is in the order doesn't matter.
@@subtractem All right, thank you for clarifying that for me!
Prio on damage buckets: Crit Chance -> Crit Dmg -> Core Dmg -> Vulnerable -> Close/Distant (depending on playstyle) -> the mixed bucket.
Regarding the rerolls that upgrade past breaking points: does the preview window show the definite rerolled values or does it get rerolled randomly with higher tier? (like using divine orb again but with the higher tier possible values)
That's actually a great question I need to test it
I was wondering this too
How did you apply a custom cursor?! I cant see the diablo cursor whatsoever when there's alot on screen going on
Yolomouse
I was under the impression that Chilled enemies are also Slowed and therefore proc the Slowed damage increase stat. But, I heard somewhere that they are actually separate. Do you know which is true because otherwise Slowed becomes more or less a dead stat for ice sorc
Chilled - Frozen
Slowed - Stunned
I believe these are the CC categories
Slow is a CC. You can hold over it in your character dmg tab and see what counts as cc. Stun, slow, knock back, knock down, freeze, chill, stunned and dazed.
So vulnerable damage behaves like crit and not as a simple damage multipler? I thought it would go from 1.2 to 1.4 with 100% increase. Thanks!
It's actually better than crit because its base effectiveness has its own multiplier and there's no chance to worry about, making it the single strongest damage scalar in the game. Many folks are worried that it's overly mandatory for damage scaling due to how it is implemented.
My rogue has been cooking. Leveling up, I just looked for gear with higher attack power, but now that I am 56 I'm looking for gear with stats I really want.
Nice chicken cacciatore
Thank you! Very good info
How come you don't use the advanced compare option?
I find it VERY busy and really not helpful.
@@subtractem Each to their own i guess. I found the opposite once i got used to it, can easily see exactly what i lose and gain.
Thx for sharing. But when I have a 1 hand wand this has -300 dps and 4 bis stats and the +300 has 2 good stats. How can I know what is better. The calculation was fine, but when you calculate your weapon and the second weapon, how much is the difference? I’m not so good in math 😂😂
I understand the theory but was are the numbers when you have a lot more dps and lower stats? Sorry for the question
It's gonna depend on too many factors to give you an answer without seeing your entire character. 300 on the weapon's dps stat is a significant difference, especially on a 1h weapon. If the 2 good stats on the new weapon are vuln and crit damage, then it's probably an upgrade, but if it's missing one or both of those, it's probably worse. Again, this is heavily dependent on your other gear and exactly how your character and build does damage. Without more concrete data or a damage calc, your best bet is to run a dungeon with each weapon to see if you can feel any difference.
@@discrep ok thx.
@@discrep When I can’t go over attack power, is the spell indicator a help? When I have 2 wands and I gear the first which better dps and lower stats and my ice shard do 2400-3600 damage and re second wand white lower dps and better stats do more on the ice shards 3000- 4200? Is this calc on Diablo right?
@@thomaswarth.908 The in-game display won't be accurate because it displays the damage your skill would do at that very moment, i.e. if you're standing in town, it's not calculating in your buffs, debuffs on enemies, conditions such as vulnerable, injured, healthy, etc. and those conditionals are a huge part of your overall damage in actual combat.
I had the same prob, the weaker sword did way more crit damage and damage to vulnerable and also had 25% chance of insta killing wounded enemies and was way faster at clearing dungeons
I play video games to not do math. Is this necessary for high level play?
Video games ARE math. If you want to understand what you're doing, especially in an rpg....well, it's math time.
Pretty sure there is another breakpoint at 825, so not linear from 725
Thanks! This helped a lot!
Doing an amazing job dude!
Thanks, really helpful!!
I wish they showed you how much better a new piece of Armor is compared to your current piece like D3 did
W content as always
It's not the player's fault if the game doesn't show the correct numbers. It's on them.
What exactly are you assuming to be incorrect?
The numbers are correct. It's down to the player to try to understand them. It's called learning.
@@Nomanspie no, it's called bad game design.
You can literally swap the armor and watch your stats decrease significantly. You wear the armor that applies to your build.
@@MarcosAraujo-ps3odso you expect the game to check which build you are running and give you an approximation on how much of an improvement it is?
You clearly wrote the comment without giving it any thought.
All the numbers show is green arrow right beside armour to tell you the armour has increased. How is that bad game design?
Instructions unclear, proceeding to put anything on with green numbers
So in the short you could of just showed what your priortize your stats in for Sorc?
I really want to know too. Is it INT the first priority? Perhaps like 180 INT, All stats +50, Vul.dmg , Crit Strike dmg, is this the most powerful combination?
It's really whichever number is giving you the smallest multiplier. Usually vulnerable damage then int then balancing crit chance/crit damage/and attack speed.
Great explanation, but I think Blizz has definitely over complicated this. A lot of these stats should be consolidated so it's not so much work to go through gear and figure out what's better. And while I love the idea of the aspects being what makes an item legendary, it also means we have to evaluate at LOT more gear now to determine if it's a potential upgrade. In D3 if it wasn't a legendary we just ignored it and sold/salvaged it. In D4 every yellow could potentially be an upgrade. It's just a lot more work and slow.
Dude looks so much like Hank Green I was super confused.
Why can't they just make it more Simple just to play the game. Over month trying to Figure this game out in how it works.
i thought armor and resitance isnt realy working atm?
Armor works, resists _work_ but have severe diminishing returns.
@@subtractem ahh ok tank you
Saw this video and thought I'd watch to get a better understanding on what I should look or to stay away from...
I ended up feeling like the Julia Roberts meme, with numbers and equations floating around her, looking completely lost. lol
I'm suprised you had like 3 things in your inventory lol now that's impressive ( I also I subbed) #sorcerermasterclass!
Cna we talk about I had to take uniques off after level 85 to get anything to roll stronger on my drops…..
Much needed
Your Poe crafting guide was the best video on the topic i watched, from the basics to more advanced it was incredible, It would be great to see you explain the damage numbers and how things interact multiplicative or additive in the same formate you did with that. (Sorry if thats worded bad) Your content is the best for learning the fundamentals in these games for me.
Also it was crucial...i killed myself by hitting a physical damage reflecting champion cause i didnt spread my damage ://
Let me recommend a new name for the video: How to DETERMINE whether an item is an upgrade or not.
This video isn't about finding stuff, it's about finding out/deciding...
Eerr.....why are you not turning on the tooltip COMPARE option? Yeah...I'm out if you are talking about gear and don't even appear to know about that setting...
I know about it. I find the setting distracting.
3:40 got to call you out on that one lol, 25-50 but in the middle at 75? Come on bro, lol. Good guide though.
The gear system is so convoluted... Damage to Stun, Damage to Vulnerable, Damage to CC... fuck man just tell me what's the best stats lol
Umm you can get more detail on items in the options
I show how to turn on advanced tool tips in the video.
If you mean comparison mode I really don't like it. I find it cluttered and distracting.
This game hasnt even been out for two months. Games now are a lot different then they were before, they are more complex & the game conpanies usually dont have enough resources to be completed when it launches.
Its not like snes games. They were much simpler & there was no updating the game, it was either completed or it wasnt
Incredibly early, I’m thinking level 5 or 20min into playing the game….. he said level 60!!
Advanced Tooltip Information: ON
Show Damage Numbers: OFF
You put more thought into analyzing this than Blizz put into designing it, kudos 😂
Excellent
+1 sub.
im so irritated. i have farmed for so long as sorcerer in this game. i switch back to T3 to help a friend and i get the Raiment chest at item lvl 689 sacred.... when im level 84 WTF my luck
well, don't forget that a 1 handed weapon (sorc staff as an example) loses 4 secondary stats (4 for weapon and focus, for a total of 8). It also loses an aspect (1 aspect for 2 handed, vs 2 for the wand and focus).
For new players, uniques cannot be enchanted (which sucks imho) and you can only wear 1 unique on your build at any given time I believe). Not all uniques are useful to a particular build, and some more so than others.
For sorcs wanting a good wand in terms of ipower, the wand of abe-mari gives the best raw power, unless you are lucky enouigh to get 1 drop with a good ipower. However, being a fixed rare, you can't change the base 3 stats that drop on this wand. Ideally, for a sorc, you want crit dmg/int and core dmg (at least for ice shards). 4th secondary stat can be anything, but I'd probably go with either close or frozen if you are playing ice shards.
Green number go bigger but?
I’ll comment again for the algorithm 🙂
👍🍞 Bread
Your initial vulnerable damage calculation is wrong. In-game actual total vulnerable dmg increase is 20% baseline PLUS sum of all other vulnerable damage sources. It is not 20% baseline TIMES sum of all other vulnerable damage sources.
If you have 100% vulnerable damage summed from all other sources, your total vulnerable damage increase is 120% (20% baseline + 100% from all other sources) or 2.2x multiplier.
This is correct, updating the pinned comment. I was misinformed by someone yesterday. Thank you.
D4 needs a item & build manager like Destiny has.
Best way to start looting good sacred? Im getting only shit ones
Thanks I was to I'm trying to do that so thanks
What if it’s a power bottom role? 😂
Hurts my brain
That's why alot of ppl are dripping out Diblo 4 fast, all the ppl I have as friends are not on at all
You lost me at math 😂
thanks a lot for this video, this is exactly what i need to ask you or the community : how an average player is supposed to have fun when you've to install excel and do those calculations to go endgame, without "influencers" the base gamer (as I feel it) will never be able to climb end-game high levels dungeons, isn't that in your opinion a flaw in the game or the beauty of it ? (sorry english is not my mothertongue) I'm so excited and frustrated by d4 I can't explain how much
For me it's the beauty of it. Totally understand how many folks want something simple but, for me, this is still too simple to really engage with.
I come from path of exile which is 1000x more complex and that's the way I prefer it. Always having something to learn keeps the game engaging and interesting for years.
My wife started playing with me and has never played Diablo or really any video game.. so I also told her to look at the sell value and for the most part that kinda tells you which is better without breaking down every aspect of the gear
It...really really doesn't. Sorry man but that's going to lead down a very bad path!
Lifes too short to have a second job on my off time.