How is witch doctor damage calculated




















Very nice, thank you! I'm curious how hard it would be to adapt this to work for a wizard since both are int classes. I pretty much play both the Wizard and Witch Doctor evenly so that would be nice. Quote from pr1mus. Id really like to use this, as im really bad when it comes to figuring out my upgrades. Quote from fr0d0b0ls0n. Quote from verbatim To take this into account, you would need to multiply your damage by this percent.

Multiple such bonuses stack multiplicativly. The value you get will not be what is indicated on your character sheet, but it will reflect the effect of the extra modifiers. This damage is already included in the weapon damage range listed on the weapon. In theory, this spreadsheet should work for other classes, though I have not tested it. The exception is dual wielding monks, barbarions and demonhunters, as I believe there are additional variables that come into play when using two weapons.

I'm sorry but I don't think you understand my question. My question is, have you tested the spreadsheet on a character with gear that I described?

If you have not tested it personally, then I feel you might want to test it first. Witch Doctor. History Talk Old Abilities. Known Bugs. Zharvakko, the Witch Doctor. Lore :. A wiry silhouette hitches forward—uneven of feature and limb, bizarre of gait, relentlessly criss-crossing the battlefield in search of that vital weak point where his talents can do most good, and most harm. Whether broken or mismade it is not clear, but still, none can doubt the power carried in his twisted physique.

A long staff thumps the earth as the Witch Doctor advances, deploying a terrifying arsenal of fetishes, hexes and spells. It is a body of magical knowledge learned over several lifetimes in the island highlands of Prefectura, now wielded with precise accuracy against his enemies. Witch Doctor is your best friend, or your worst enemy--healing allies and laying waste to all who oppose him. Tom Chantler Responses.

Ability Target Unit. Damage Magical. Launches a cask of paralyzing powder that ricochets between enemy units, stunning and damaging those it hits. Each bounce deals more damage than the previous one.

Cast Animation: 0. Cannot directly target spell immune enemies. Can bounce to spell immune enemies. Does not stun or attempt to damage spell immune enemies. Blocked fully when primary or secondary target. Blocked upon impact. Does not stop bouncing when blocked. Persists death. The Witch Doctor recycles the bones of fallen friends and foes, using the powder as part of his arsenal of charms and alchemy. Notes: The projectile travels at a speed of and bounces in 0.

Cannot bounce on invisible , invulnerable or hidden units, but can bounce on units in the Fog of War. For how much damage each bounce Paralyzing Cask deals on each level, and with the cask bounce increasing talent , please refer to the chart below. The projectile can bounce on the same unit multiple times, but only when another target was hit between the bounces.

The stun treats clones , creep-heroes and Roshan has heroes, but treats illusions as creeps. However, the damage treats illusions, clones and creep-heroes as heroes. The cask first applies the debuff, then the damage. If Paralyzing Cask is cast multiple times, the previous cast's bounce counter gets reset. All instances coming from the same hero use the same bounce counter, instead of each instance having an independent counter.

Witch Doctor focuses his magic to heal nearby allied units, costing Witch Doctor mana every second Voodoo Restoration is active. Max Health as Heal per Second: 1. Zharvakko's hocus pocus is not limited only hexxing his opponents and is quite adept at curing ailments.

However, he cannot turn it off himself while disabled either. Heals for 5. The heal is provided by an aura. The buff lingers for 0. The mana cost is also bound to the aura. This means when toggled Off , the ability still heals and drains mana for 0. The ability toggles Off if Witch Doctor does not have enough mana to support another heal instance. However, the lingering buff continues healing, despite the lack of mana, providing up to 2 possible heal instances for free.

User Info: Tulki. The "damage" number on your character page is not what skills use. That figure is your weapon DPS, which is why it increases when you gain attack speed, crit chance, or crit damage. Skills use your weapon damage, not DPS.

Blue Wizard is about to die! Red Knight shot the food! Tulki posted So i should not worry about the "damage" as a witchdoctor, just use whatever weapon has the highest damage, then just focus on intelligence and other gear? You want to keep your DPS in mind for any class. For WDs though, bear in mind that a slower weapon with more attack damage will cause most individual skills to hit harder, and that with a very fast weapon, you'll burn through mana more quickly.

If you have a fast weapon and a slow weapon, but both give you the same DPS, I would use the slow one to preserve mana. More topics from this board Can a wizard use swods or axes in Diablo 3? General 2 Answers Witch Doctor- how do I attack with an actual weapon? General 3 Answers Whats the difference between normal nightmare and hell? Main Quest 4 Answers Can you recommend a good place for grinding?

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