Diablo 3 Dmg Multiplier

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For the Paladin Aura, see Thorns. Thorns (a.k.a. Melee and ranged attackers take X damage) are a secondary statistic in Diablo III that can appear on any non-weapon item (although Neanderthal and Nailbiter weapons can roll Thorns as well). Thorns automatically cause damaging hit to any melee. Aug 03, 2019  “a powerful attack”, 250% weapon dmg, maybe 90 times less than one of your boosted comp. With this statement in mind, many of the passed game design and “cool stuff” we had is unused. So, here come my proposal: Please change all the% weapon damage procs with a direct% damage done, like Area Damage work today, after all the. Diablo III General Discussion 2.4.1 New Dmg / XP numbers and what they mean for Season 6; Search Search all Forums Search this Forum Search this Thread Tools Jump to Forum. New Dmg multiplier is 2.338% (doubling every 30 tiers) instead of 7.178% (doubling every 10 tiers). Drag items between paperdoll and stash. Hold shift to clone items. Sentries only do 1,000% damage apiece per shot outside of N6M4 so can be basically ignored. But they also buff your own damage so they can’t be ignored. The damage the sentries do directly is what is generally ignored unless using the N6M4 setup. The 601x M6 multiplier from 5 sentries is what is being compared to the 483.2x UE multiplier. Jan 25, 2016  I 'made' a simple diablo 3 damage multiplier calculator (self.Diablo) submitted 3 years ago by stoneymcpot EU SC waffles@1243 i didnt make it from scratch. I took the cdr calc and changed the math and the text to calculate damage increase.

Hello everyone! My Name is Dannie Ray and I’ll be here every Saturday explaining all things theorycrafting so you can better understand your characters and the game you love, lets hope you haven’t forgotten all the math you’ve learned in school because we will finally have a chance to put it to good use.

I think forums had too much non-constructive threads on moment of writing this post and need some positive thought. Here is compiled and tested information on D3 stat mechanics, which is currently very scattered throughout internet and is given in game in a very vague manner. Hopefully it will help someone trying to min-max their toons to do it more effectively, to help analyze or make their own spreadsheets or just to understand how stats work more in-depth.
Strength is Primary Damage Multiplier (PMD) for Barbarians and increases damage done by them by 1% per point.
Strength increases Armor for all classes by 1 per point.
Base Strength for Barbarians at lv60 is 187, for other classes - 67.
Dexterity.
Dexterity is Primary Damage Multiplier for Demon Hunters and Monks and increases damage done by them by 1% per point.
Dexterity increases Dodge Chance for all classes:
1. Dexterity 0-100. Each point of Dexterity gives 0.1% Dodge up to 10% Dodge at 100 Dexterity.
2. Dexterity 100-500. Each point of Dexterity gives 0.025% Dodge up to 20% Dodge at 500 Dexterity.
3. Dexterity 500-1000. Each point of Dexterity gives 0.02% Dodge up to 30% Dodge at 1000 Dexterity.
4. Dexterity 1000-8000. Each point of Dexterity gives 0.01% Dodge up to 100% Dodge at 8000 Dexterity.
Base Dexterity for Demon Hunters and Monks at lv60 is 187, for other classes - 67.
Intelligence is Primary Damage Multiplier for Witch Doctors and Wizards and increases damage done by them by 1% per point.
Intelligence increases all Resistances for all classes by 0.1 per point.
Base Dexterity for Witch Doctors and Wizards at lv60 is 187, for other classes - 67.
Vitality.
Vitality increases Maximum Life (HP) for all classes:
1. Level 1-35. Each point of Vitality increases Maximum Life by 10.
2. Level 36-60. Each point of Vitality increases Maximum Life by (10+(CLv-35)), where CLv is Character Level.
Base Vitality for each class at lv60 is 128. Base HP for each class at lv60 is 4756 (with 276 HP being base bonus HP).
Armor increases Damage Reduction (DR) against all sources of damage, physical and magical, according to next formula:
DR=Armor/(Armor+50*MLv),

where MLv – Mob Level.

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Damage is shown on your Character Sheet as the damage he can deal per second against opponents with 0 Armor and 0 Resistances by using 100% Weapon Damage attack. It is calculated according to next formula:
Damage=WDPS*(1+PMD)*(1+CritChance+CritBonus)*IAS,

where WDPS – Weapon DPS as it is shown on Weapon's tooltip, it takes into account IAS which comes on weapon (and you need to put IAS which comes from other pieces of gear into formula), but not from other pieces. Also if Weapon has +x-y Damage gem in it’s socket, final Damage value on Character Sheet will be slightly off due to calculations’ bug.
Damage Reduction comes from 6 sources:
1. Baseline Damage Reduction of 30% for Barbarians and Monks, Damage Reduction from Passive Skills for other classes.
2. Damage Reduction from Armor.
3. Damage Reduction from Resistances.
4. Special Affixes on items (in example: “of the Gladiator” – reduces damage from melee attacks by (3-4)%).
5. Dodge Chance.
6. Block Chance, Block Amount.
Game follows next formula for calculating Damage Reduction:
DR=Damage*DR(Baseline/Passive)*DR(Armor)*DR(Res)*DR(SA),

Where Res – Resistance associated with damage source, and SA - Special Affix associated with damage source.
After damage is calculated, game performs check if it was dodged. If Dodge check wasn’t successful, game checks if damage was blocked and substracts Block Amount from incoming damage.Diablo 3 dmg multiplier cheats
Total DR (TDR), granted you don’t stand in AoE, is calculated according to this formula:
TDR=DR*DR(Dodge)-(1-DodgeChance)*BlockChance*(BlockAmountMin+BlockAmountMax)/2

There are 6 types of Resistances – Physical, Cold, Fire, Lightning, Poison, Arcane/Holy. Each of them reduces associated damage according to next formula:
DR=Resistance/(Resistance+5*MLv)

It should be noted that Character Sheet doesn’t show precise amount of Resistance (but shows precise amount of DR up to second decimal place), as it rounds that amount to whole number.
Dodge Chance is a chance to completely avoid any attack, physical and magical, except damage from ground AoE effects, Arcane Sentries, Plague and Desecration.
All buffs which increase your Dodge Chance, do so in multiplicative manner. In example, The Guardian's Path increases your chance to dodge by 1.15, Mantra of Evasion by 1.15, if they are both in use - they increase Dodge Chance by 1.3225.
Due to static cost of Dodge in terms of Dexterity points (outside of breakpoints), each point of Dexterity gives you more survival than previous point and effectively raises your EHP, whlie Armor and Resists give same amount of survival per point.
Block.
After performing check on Dodge and if it fails, game checks character’s chance to Block. Block works against any kind of damage, physical and magical, except damage from ground AoE effects, Arcane Sentries, Plague and Desecration. If Block was performed successfully, random numebr from Block Amount range is substracted from incoming damage.
Effective Health Points (EHP) show how much actual HP you have, if you would have 0 damage reductions.
EHP Coefficient (EHPC) hows how much each point of your HP actually costs.
EHPC is calculated in next way (granted you don’t stand in AoE):
EHPC=1/(1-TDR).

EHP is calculated by multiplying your HP on EHPC.
P.S.: Extensive testing will be done on MF formulas post 1.0.3. If someone has anything decent to share - would be cool.Here is how you can figure out your damage on spells and skills your cast:
Primary stats:
    Strength
    Agility
    Intelligence

These are a 1:1 ratio, an example is a Wizard who's primary stat is int, has 5000 int, they have a damage multiplier of 5000% as Int is their primary source of damage.
Weapon damage:

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You will be given a DPS, while underneath you will see how often your weapon will swing.
A Wizard has a 2,200 damage per second 1h weapon, but it's attack speed is 1.4, it's damage range is 1527-1615 as well, the average damage is 1571.
Spell/Skill Damage:
Your spell that you cast will have X% weapon damage, which means it's a multiplier of the total damage your weapon does every attack.
A wizard's magic missle has a 210% weapon damage, so to calculate this part, you must first find out how much damage the wizards weapon can put out, once you find out this, you can find out the true damage potential your character can do.
With the previous examples that is displayed our calculations will go as follows:
Average Damage*attacks per second = Damage Per Second * Skill Damage = Skill Total * Primary Stat = average damage on the skill you are using. (Bonus multipliers like skill bonus' are added last)
1571*1.4 = 2200*2.1 (210%) = 4620 * 50.00 (5000%) = 231000 will be the total damage you get from it. If you have bonus skills like Glass Cannon (15%), you just add them. So it will be 231000 * 1.15 (115%).
Crit Hit Damage is always the last thing to be calculated as it's taking EVERY bonus possible damage multiplier that you are currently using.
If you are still having trouble calculating damage, just let me know your stats and I will post your result.
Edit: Will be editing for more accurate results down the line.

Diablo 3 Dmg Multiplier Download

Last edited by Shrewmkin on Mar 31st, 2014, 1:15 pm, edited 5 times in total.