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  • English name: Diablo 3
  • Chinese name: Diablo 3
  • Game type: action role play
  • Sale time: May 15, 2012
  • Sales mode: physical version and digital board
  • Charging method: one-time payment for lifetime use
  • Manufacturer: Blizzard
  • Issuer: Blizzard
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Diablo 3 witch doctor skill penalty stack acceleration calculation method sharing

Author: Luciano Time: 2016-09-22 12:18:12 Your current location: Sina Games >> Diablo 3 >>Body

After many tests, theoretical calculations, and reference to a large number of research posts on punishment of all the big men, today I finally found the previous calculation errors.

Now the test results of multiple groups perfectly conform to the theoretical formula. This post refers to some test results of 2.4ptr on penalty gems

At the same time, we would like to thank Hydra0 black eye red tooth for participating in the test and theoretical research

The witch doctor is divided into three skills: ballistic skills, guidance skills and dot skills.

Here I will not mention some special cases and general cases one by one

   A Ballistic skills are divided into ordinary ballistic skills and independent attack speed plus ballistic skills

According to the calculation of ordinary ballistic skills, Attack Speed=Attacks_Per_Second_Total, ICD of the punished person=0.9/attack speed, damage cycle=1/attack speed. Only when the trigger damage time exceeds ICD, will the punishment be stacked once, and the next punishment be stacked, which means that the actual stacking time of the punishment is an integer multiple of the damage cycle that is at least greater than ICD.

It's complicated. Let's take an example.

1. For example, when blowing arrows at the panel attack speed of 1.5, ICD=0.9/1.5=0.6, damage cycle=1/1.5=0.67, so the penalty is 0.67 seconds plus one time (the actual situation should be accurate to frame calculation)

2. For example, when the attack speed of the flame bomb on the panel is 2, ICD=0.9/2=0.45, damage cycle=1/2=0.5, so the penalty is 0.5 seconds stacked once

Independent attack speed plus ballistic skill Currently, witch doctors only have Toad pestilent Toad Rain Rune and Soul Bullet Screen Rune My witch doctor's full skill mining You can find it in one post.

Here are the data Toad Rain has 1.4 independent attack speed bonus and 1.2 Soul Bomb Screen Independent attack speed bonus

   The only difference from the above calculation is Attack Speed=Attacks_Per_Second_Total * Independent Attack Speed, and one other will continue to be calculated according to the following formula.

for instance, When Toad Rain attacks at 1.5 panel speed, attack speed=1.5 * 1.4=2.1, ICD=0.9/2.1=0.428, Damage cycle=1/2.1=0.476, so stack every 0.476 seconds

   B Guide skill, witch doctor has only one guide skill, fire bat

   Rune of fire bat Horror bat is the same as the ordinary ballistic skill calculation above

The damage cycle of other runes is 0.5/attack speed of the panel, and the punished person's ICD=0.9/attack speed of the panel. Only when the trigger damage time exceeds ICD will he be punished once, and the next penalty will be stacked, which means that the actual stack time of the punishment is an integer multiple of the damage cycle that is at least greater than ICD.

For example, when the attack speed of the 1.5 panel is high, the damage cycle=0.5/1.5=0.33, ICD=0.9/1.5=0.6. When the fire bat is attacked twice, the damage time will be greater than ICD, so only 0.33 * 2=0.66 seconds will the fire bat be punished once

In addition, the bat staff will not affect the penalty stack

   C DOT skill, witch doctor can stack penalty dot and not stack penalty dot

   At present, there are corpse walls, piranhas, and the grip of the dead. You need to test the specific runes yourself. I didn't test them one by one

   Like soul devouring, except for the first release, the next dot cannot be stacked and punished.

   The corpse wall is special. It says here that the grip of the dead and the piranha:

   Dot skills have a special attribute, tickerate, which is equivalent to the damage cycle of ordinary skills. These are fixed data of runes, not related to attack speed, These are in My witch doctor's full skill mining You can find it in every post. I usually translate it as the jump frequency or refresh rate or radiation frequency.

For this kind of dot, the punished person's ICD=0.9/panel attack speed. Only when the trigger damage time exceeds ICD, will he be punished once, and start to stack the next punishment, which means that the actual stack time of the punishment is at least an integer multiple of the ICD tickrate

For example, the damage cycle of piranha is once every 0.4 seconds. ICD=0.9/1.5=0.6 at 1.5 panel attack speed. The second time the piranha causes damage, it will exceed the ICD. Therefore, only 0.4 * 2=0.8 seconds will be stacked for a penalty. The duration of piranha (runes other than waves and whirlwinds) is 8 seconds, 8/0.8=10, so the piranha will Total in 8 seconds Penalty for stacking 10 layers

The last is the Wall of the Dead!

This skill has several things that need to be said separately. This penalty calculation test has been stuck here for a long time, and today I suddenly realized it.

1 Fire wall dot can be stacked with penalty. A complete fire wall can be stacked with 8 seconds of duration+4 seconds of dot time twelve Second penalty, The same with poison runes

2 The ice wall can only be stacked within the ring 12-18 yards from the center, and will not be stacked immediately after leaving

3 The fire wall itself has 1.2 independent attack speed bonus. If there is a Jerram wrist guard, there will be 1.4 independent attack speed, that is, 1.4 * 1.2=1.68 independent attack speed

  4 Firewall Poison wall Rune damage period (tick rate) is 0.25, Other Runes Both are 0.2

ICD=0.9/(panel attack speed * 1.2) without Jerram wrist guard, ICD=0.9/(panel attack speed * 1.2 * 1.4) with Jerram wrist guard

Then use the rune tickrate to find the minimum integer multiple damage cycle greater than ICD, that is, the time of penalty stack

For example, 1.5 attack speed, no Jerram wrist guard, punishment ICD=0.9/(1.5 * 1.2)=0.5, the firewall is 0.25 * 2, which is equal to or greater than 0.5 seconds, plus a penalty, so finally 12 seconds in total There are 24 layers stacked, and the ice wall is 0.2 * 3=0.6>0.5. The ice wall will be fined once every 0.6 seconds. The ice wall lasts for 6 seconds, so there are 10 layers stacked.

With Jerram wrist guard, punishment ICD=0.9/(1.5 * 1.2 * 1.4)=0.357, fire wall 0.25 * 2=0.5 seconds plus one punishment 12 seconds in total Stack 24 layers

Ice wall 0.2 * 2=0.4 seconds plus one penalty, Totally stack in 6 seconds Add 15 layers

In addition to these, the corpse spider is special. (Except the back of the spider) The corpse spider attacks three times each of four spiders in four seconds. How to calculate the punishment? Please try and test it yourself

   Final conclusion:

1. Common skills only have the advantage of being punished by superposition of soul bullet screen and toad rain

2. The fire bat has no advantage in being punished

3. The wall of the dead, fire and ice runes have different stacking speeds at different attack speeds. The higher the attack speed, the greater the stacking acceleration advantage of ice runes

4. The wall of the dead, the fire rune can be stacked and punished as long as it touches the dot. It lasts for a long time and covers extremely high. The actual use of the penalty has great advantages. The stacking speed of the poison rune is the same as that of the fire wall, because the total duration is 13 seconds, and the final stack is higher than the fire wall (but the poison rune also has no damage in the circle sub center, so it needs some skill to throw)

5. Wall of the Dead. Some attack speed stacks of ice runes are higher than that of the fire wall, but ice runes can only be stacked and punished within a 12-18 yard circular range, and cannot be stacked when going out. Moreover, because the CD of the wall of the dead is 8 seconds, and the duration of the ice runes is only 6 seconds, bd (such as Elder Martial Brother Moya) that does not reduce the CD cannot even be punished when covering the whole stack, and the actual stack has no advantage.

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