sexta-feira, 29 de maio de 2015

Followers - Scoundrel

• Stats
MF max : 50%
GF max : 330%
Dps Max : 500k+
Exp Max : 75%
+ pts exp Max : 800
ChC max : 22% (23,8% with passive)
ChD max : 150%
AS max : 30%
Damage against Elites : 91%
Damage : physical (Max: 40%) or poison (Max : 40%), or Arcane (Max : 45%).



• Fear
Weapon : any 2H Bow with fear chance
Amulet : http://us.battle.net/d3/en/item/the-ess-of-johan
Rings : http://us.battle.net/d3/en/item/rechels-ring-of-larceny
http://us.battle.net//en/item/pandemonium-loop-3qRY5F

• Lightning
Weapon : http://us.battle.net/d3/en/item/uskang
Amulet : http://us.battle.net/d3/en/item/dovu-energy-trap
Ring : http://us.battle.net/d3/en/item/wyrdward
http://us.battle.net/d3/en/item/oculus-ring

• Stun
Weapon : http://us.battle.net/d3/en/item/dawn
Amulet : http://us.battle.net/d3/en/item/dovu-energy-trap
Ring : http://us.battle.net/d3/en/item/oculus-ring
http://us.battle.net/d3/en/item/stone-of-jordan



quarta-feira, 27 de maio de 2015

Followers - Templar

Followers were greatly improved and can deal a very decent amount of damage/cc, even in higher GRs.

• Set bonus do not applies to followers.
• Follower's buff goes away when he goes KO.
• MF/GF/%xp/+pts xp buffs applies to you with a 1/5 ration.
• All stats are effective on followers, such as elemental damage bonus, CDR, bonus vs. elites etc.
• Legendary gems do not work on followers



. Stats
MF max : 50%
GF max : 365%
Block chance Max : 63%
Dps Max : 500k+
Exp Max : 75%
+ pts exp Max : 1 000
ChC max : 34%
ChD max : 150%
AS max : 30%
Damage against Elites : 118%
Damage : physical (Max: 80%)

• Lightning CC
Lightning weapon
http://us.battle.net/d3/en/item/odyn-son OR
http://us.battle.net/d3/en/item/fulminator OR
http://us.battle.net/d3/en/item/thunderfury-blessed-blade-of-the-windseeker
Amulet : http://us.battle.net/d3/en/item/dovu-energy-trap
Rings : http://us.battle.net/d3/en/item/wyrdward
http://us.battle.net/d3/en/item/justice-lantern
Shield :
http://us.battle.net/d3/en/item/defender-of-westmarch

• Full DPS
Weapon : http://us.battle.net/d3/en/item/doombringer OR
http://us.battle.net/d3/en/item/sun-keeper
Amulet : http://us.battle.net/d3/en/item/the-ess-of-johan
Rings : http://us.battle.net/d3/en/item/stone-of-jordan
http://us.battle.net/d3/en/item/bulkathoss-wedding-band
Shield : http://us.battle.net/d3/en/item/lidless-wall

• Cold CC
Weapon : http://us.battle.net/d3/en/item/rimeheart OR
http://us.battle.net/d3/en/item/azurewrath
Amulet : http://us.battle.net/d3/en/item/the-ess-of-johan
Rings : http://us.battle.net/d3/en/item/pandemonium-loop-3qRY5F
http://us.battle.net/d3/en/item/justice-lantern
Shield : http://us.battle.net/d3/en/item/freeze-of-deflection

• Life Support
Weapon : http://us.battle.net/d3/en/item/solanium
Amulet : http://us.battle.net/d3/en/item/rakoffs-glass-of-life
Rings : http://us.battle.net/d3/en/item/rogars-huge-stone
http://us.battle.net/d3/en/item/justice-lantern
Shield : http://us.battle.net/d3/en/item/covens-criterion-dzvKS

source: http://us.battle.net/d3/en/forum/topic/12945954611

sexta-feira, 22 de maio de 2015

Crit Change x Crit Damage

On average, the extra base damage (excluding skills and stats) from critical hits works out to

 (CHD% * CHC%)

Thus, the optimal strategy for increasing total CHD is to increase whichever stat gives the larger gain, percentage-wise, over its previous value.

For example, consider a player with a 25% chance to crit for 60% extra damage, who must choose whether to add 10% to CHD or 5% to CHC.

Base CHD = 0.6 * 0.25 = 15% extra damage
Adding 10% CHD (an increase of 1/6 over previous CHD): 0.7 * 0.25 = 17.5% extra damage
Adding 5% CHC (an increase of 1/5 over previous CHC): 0.6 * 0.3 = 18% extra damage
Adding 5% CHC is preferable in this case.

(Bear in mind that many procs require critical hit chance to function, which sets a minimum CC that is effective required for that build to function. This varies by the build, but is generally at least 30-35% and may be considerably higher.)


simplified: 1% chance = 10% damage

Adding +20% chance or +200% damage to base:
1 + ( 5% * 50% ) = 102.5%
1 + ( 25% * 50% ) = 112.5%
1 + ( 5% * 250% ) = 112.5%

But what if you added 10% to base and 100% to damage?
1 + ( 5% * 50% ) = 102.5%
1 + ( 15% * 150% ) = 122.5%

Crit Damage can roll affixes on specific item types, being the following:
Amulet: 100%
Gloves: 50%
Ring: 50% (Each ring.)
Belt: 50% (Legendary Witching Hour only.)
Weapon: 35%
Weapon socket: 130% Flawless Royal Emerald. (Double if dual-wielding.)

Critical Hit Chance can be found on the following items:
Amulets: 1-10% CC
Gloves: 1-10% CC
Rings: 1-6% CC x2
Helmet: 1-6% CC
Bracers: 1-6% CC
Off-hand (shields, quivers, mojos, and sources): 1-10% CC

Total: 54% from these items, if all were perfect seeds.

Many skills and passive abilities also add relevant bonuses, such as (for CHC) the Barbarian passive Weapons Master will increase CHC by 10% when wielding an axe. Similarly, the Demon Hunter passive Archery adds 50% CHD when wielding a crossbow, but adds 10% CHC when wielding a hand crossbow.

Critical hit chance ("crit chance") can be found on Helmet, Amulet, Rings, Bracer, and Gloves. Use items that have crit chance, or reroll another stat into crit chance, whenever possible. Similarly, use Amulet, Ring, Gloves, and Weapon-emeralds that have crit damage. As you may have guessed, the best ammy, rings, and gloves have your main stat (Str/Dex/Int) and crit chance and crit damage, so the best amulets, rings, and gloves drop with 2 of those stats. Then you can go to the Mystic and reroll any other stat into the 3rd.

In order to be useful, any weapon needs both your main stat and a socket. You can reroll one or the other at the mystic--but not both--so weapons that drop with neither mainstat nor socket should be salvaged. Exception: Some weapons, such as Rimeheart and Furnace.

Elemental damage ("Fire skills deal 18% more damage", for example) does not increase the "Damage" number shown on your character sheet, but it multiples all damage dealt by any skill of that damage type. This super buff applies after: crit chance, crit damage, and everything else, making it a true increase to your damage. If you have elemental damage gear, it can be worth it to only use runes of that damage type, in order to get the benefit on everything you do. Bracers are an easy place to roll elemental damage. (dex/intel/str - crit hit - elemental damage + one more primary affix).


Damage to elites is another great offensive affix that, like elemental damage, does not increase your profile dps, Stone of Jordan, would likely show an overall loss in dps though it is actually very powerful.

- See more at: http://www.diablowiki.net/Critical_hit#sthash.9tZqI33d.dpuf
- Check on http://www.d3maxstats.com/ for more info on how to get the highest status for your gear
- See more at http://us.battle.net/d3/en/forum/topic/14506110543
- Critical DmgxCng: http://d3resource.com/critcalc/




quinta-feira, 14 de maio de 2015

Season 3 - FoxbaT progression after 4 weeks - Demon Hunter

Build: Unhallowed Essence - Cold Damage

T6 (solo): Easy mode

Top GR (solo): 41

Goal: Increase Cold Skill Damage % (Wrists, Amulet), Increase Critical Hit Damage %, Change all armour for ancient pieces whenever possible. Maybe solo GR 50+.








terça-feira, 5 de maio de 2015

Demon Hunter Fixed Items

If you are building a Demon Hunter for Season3 or beyond, you will notice (or already did) that some items are the same for all viable builds for Greater Rifts. With those items, you can cycle through set items and exchanging a few other pieces, you will be able to provide a whole lotta damage in the fields of battle. Take a look:


Rings: Focus + Restraint



These two are a must have for nearly all builds - if not all. RROG days are over for Demon Hunters, as you just can´t bypass the 125% damage increase. Both passives are multiplicative by itself, so, each passive gives you a 50% bonus damage (damage * 1,5), making it a 125% increase (damage * (1,5 * 1,5) = damage * 2,25).

Desirable properties are: Dextery, Critical Hit Damage, Critical Hit Chance, Socket


Belt: The Witching Hour

For sure we have some belts that we can use since the popular sets for demon hunters doesn´t account for one, but is there a top choice, the cherry on top of the cake? Hell yes, and it´s called The Witching Hour:

What? A Belt with Critical Hit Damage? Ohh yes.

Desirable properties are: Dextery, Critical Hit Damage (this is fixed, I don´t believe you would be so unlocky to drop one without it), Attack Speed Increase, Cooldown Reduction or a Defensive affix (Resist all, Vitality, etc).


Wrists: Reaper’s Wraps


Same case of the belt, there is no wrists linked to a popular set for demon hunters, so the choices are quite open, but if you are looking for a wrists that is cheap and effective, you must get the Reaper's Wraps. This can be obtained from the Blacksmith, so with enought recipes you can force our old chap Haedrig to make an ancient with decent properties. (The plan for this item can be obtained by killing Malthael, the final boss of the expansion´s Act V.

Desirable properties: Elemental Skill % Damage (based on your damage dealer), Dextery, Critical Hit Chance, Defensive stat or Cooldown reduction, attack speed etc.


Those items are a must have, and with them you can switch from Natalya to Marauder, to Unhallowed Essence and back to Natalya.

On my next post I will go through the coolest combos of weapons & quivers or dual weapons with the most popular sets to maximize your effectiveness in the rifts.

Cheers and happy hunting!