Diablo 3 Area Dmg And Dots

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Class build guides will take care of very specific stats to acquire on gear, but I feel it’s important as a Diablo 3 player to understand why we pick the stats we do. Players should be able to experiment with different builds by generally knowing how to support those builds with their gear without needing a precise gearing manual or spreadsheet at hand.

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The build has changed a little since last patches. In the past people used to stack CDR where possible and neglected area damage (cause density was lower). Right now it's all the opposite - stack area damage where you can. If you have CDR rolls somewhere = it's good, but AD comes first, as well as Haunt rolls. Area damage numbers don't always match the math Occasionally you might see something like a 3,000,000 crit followed by something like 1,650,000 area damage. If you are running 50% AD like in most of my tests, this is a bit confusing. I've figured it out though. The AD number shown is the sum of all area damage procs from that spell.

Increased Damage: Elemental, Skills, Weapon

Elemental percent is what we mean by those amulets and bracers that have a stat line about “[Element] skills deal X% more damage,” with [element] being one of Diablo 3’s elemental schools of damage: Arcane, Cold, Fire, Holy, Lightning, Poison, or Physical. The abbreviations for this stat vary, from the general “ele %” to the specific “lightning %” for a particular class build. Most class skill builds are built around one main elemental school in order to take advantage of this stat. If a class build has skills in two or more different elemental schools, then the school of whatever skill is the biggest damage source is what elemental school you’ll aim for in elemental percent damage.

Skill damage is also not set in Diablo 3. Ability damage in WoW is often set by a certain percentage of spell power or attack power and then some modifiers. Skill damage in Diablo 3 can be increased by gear through stat lines like “Increases [skill] Damage by X% ([Class] Only).” Otherwise, skill damage is at its core based as dealing some multiple percentage of your weapon damage.

Weapon damage is a tad confusing and illustrates one problem with Diablo 3’s conflict of UI and gearing vision. One of the goals of Diablo 3 was to get away from all the spread-sheeting that comes with WoW’s theory crafting territory and to provide simple conclusions of whether an item is an upgrade or not. Unfortunately, tooltips lie. This isn’t to say that they tell untruths in Diablo 3, it’s more that they don’t tell you the whole truth about what’s being factored into a number. And in weapon damage’s case, sometimes they highlight the wrong number to look at.

The visibly big number on weapon tooltips is the weapon DPS number, and the game gets it by taking the average of the base weapon damage range listed below it and multiplying by the base attack speed listed on the weapon. Already you can see that this does not take into account the increased elemental damage that can appear on the weapon or other gear nor does it take into account increased attack speed from Paragon points or gear. What you should instead focus on with weapon damage are two things: the range of weapon damage (low and high damage) and your desired attack speed (slow or fast).

Diablo 3 Area Damage Pets

Attack Speed versus Cooldown or Resource Reductions

There are two very general styles of skill builds. One style values increased attack speed (IAS or AS or AttS) because it focuses on hitting things very often all the time. Pet builds tend to value increased attack speed, as it passively buffs the various pets and guardians you can have out hitting things for you. Dual-wield builds also often value attack speed since each weapon hits for less than what a slow two-hander would do.

The other general style of build is a resource-based skill build, where attack speed doesn’t matter so much because of cooldowns and abilities that don’t stack. These builds are often wielding slow two-handed weapons that hit hard when they do hit and focus on stats like cooldown reduction (CDR) and resource cost reduction (RCR). Sometimes the two stats are both priorities for the build; sometimes only one stat is desirable and the other doesn’t do much for the build. Cooldown reduction is found as a stat on items, but often the biggest chunk of CDR is found by socketing a big diamond into your helm. Resource cost reduction is only found as a stat on gear pieces rather than as a socketable addition.

Cooldown reduction helps when your build is heavily focused on crowd control (CC) or abilities with cooldowns that buff your damage. For example, Spirit Walk is arguably the most important Witch Doctor skill, despite being a defensive cooldown rather than an offensive ability. Spirit Walk has a 12-second base cooldown, but if my Doctor could grab 25% CDR, that Spirit Walk now only has a 9.6 sec cooldown.

Resource cost reduction helps when your build is heavily focused on abilities that hit hard but rather than having a long cooldown, they have instead a large resource cost. A Wizard who casts Meteor as a main damage ability can spam it only so long as she has 40 Arcane Power to spend. A 25% RCR would mean she only has to spend 32 Arcane Power to cast a Meteor.

Critical Hit Damage and Chance

Critical hit chance (CHC) is something familiar: It’s the chance your damage is going to crit. The critical hit damage (CHD) in WoW is a fixed number — twice what the original hit was. In Diablo 3, you can control how much harder your critical strikes hit for by increasing the CHD stat on your gear. Base critical hit damage is +50.00% and base critical hit chance is 5.00%.

CHD and CHC go together. That is, stacking CHC doesn’t do you much good if your CHD is also low — and vice versa, a ton of extra critical damage doesn’t help much if you rarely crit. The eyeballing-it rule about CHD and CHC is that your CHD should be about 4-5 times your CHC.

An example: my current CHC is low at 27.70% (or my CHD is too high), because my CHD is 207.00%, or about 7 times my chance. The green gem I have socketed into my weapon is a huge source of critical hit damage — a whopping +125.00%. My problem is largely because I want to socket a needed legendary gem, but my current amulet with a socket is otherwise inferior in stat allocation because it doesn’t have my preferred trifecta with some juicy CHC.

A trifecta is the perfect set of three stats sought out for on a piece of gear, with the extra stat usually being the primary stat for your class (Strength, Dexterity, or Intellect) or a guaranteed item stat like bonus weapon damage. Often you’ll see trifectas composed of CHC, CHD, and then another stat we’ve already mentioned, like IAS, ele %, CDR, or RCR.

Movement speed

Movement speed helps you defensively so you can move out of floor fire and bad missiles more quickly. It helps you offensively as well, because you can keep up buffs that depend on hitting mobs while you are moving more continuously, mob pack to mob pack, with less downtime in between. It also helps you in pure time efficiency because you can travel across the map more quickly.

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Movement speed (move %) is often mentioned only once or not mentioned at all in skill build guides, because it’s often assumed you’re working to maximize it. The tooltip spells it out: The maximum movement speed increase you can have from gear and Paragon points is 25.00%. You can get all 25.00% from devoting 50 of your Core-category Paragon points into movement speed, but that assumes you have accrued at least 197 Paragon levels (50 + 49 + 49 + 49). Usually, you get this stat from your boots, and then you fill the remaining difference from 25% with Paragon points.

Survival of the fittest

Dishing out the damage is what most players will focus on, but surviving the damage done by monsters is just as important — especially when playing hardcore or solo! I should be discussing ten important gear stats in Diablo 3, not nine, but that tenth item isn’t just one stat. Defensive abilities, armor, resistances, vitality, percent life, and the three Life-per stats all factor into being able to take hits or heal back hits. So we’ll talk later in more detail on the myriad ways to survive adventuring in Hell.

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One of the most powerful and complex Witch Doctor builds out there. A GR 110+ solo viable build

Jade Harvester is currently the most poerful With Doctor build. If you take into consideration Diablo 3's standards, it's not inaccurate to say it's the hardest to master build in the entire game, but it rewards you with outstanding performance. Jade Harvester Witch Doctor build has a solo GR capability of Tier 120 and above. This makes this set worth taking into consideration in the ongoing Season.

To check the full list of our Best Diablo 3 builds visit: The Best Diablo 3 builds by Odealo

Table of contents

  1. General information
  2. Recommended items
  3. Recommended skills

General information

The entire build is based on the Raiment of the Jade Harvester set which provides the following bonuses:

  • When Haunt lands on an enemy already affected by Haunt, it instantly deals 3500 seconds worth of Haunt damage (2/6)
  • Soul Harvest gains the effect of every rune and reduces the cooldown of Soul Harvest by 1 second when casting Haunt or Locust Swarm (4/6)
  • Soul Harvest consumes up to 10000 seconds of the damage over time effects on all affected targets, instantly dealing the remaining damage of the consumed duration, and reduces all damage taken by 50% for 12 seconds (6/6)

Jade Harvester Witch Doctor is one of the most complex builds in Diablo 3. It is based on damage over time effects, which have to be applied to enemies before they are harvested with the Soul Harvest spell. While wearing Jade Harvester set, any monster harvested this way has the DoT (damage over time) effects consumed, and the damage is applied instantly. This combination provides for one of the highest burst damage source in Diablo 3. Jade Harvester playstyle requires you to stay in melee range to monsters and keep track of the active debuffs they have (to benefit from the Ring of Emptiness, both your dot spells have to be applied before harvesting them). In general, this is difficult build that requires more experience than pretty much any other build out there, but provides amazing damage and allows reaching Greater Rifts tier 120 and above.


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Recommended items

Equipment

Head - Jade Harvester's Wisdom
Stat priorities:
1) Socket
2) Critical Hit Chance
3) Intelligence
4) Vitality
5) Secondary res.
Socket:
Chest - Jade Harvester's Peace
Stat priorities:
1) Intelligence
2) Vitality
3) Increased Haunt damage
4) Secondary res.
Sockets:
Pants -Jade Harvester's Courage
Stat priorities:
1) Intelligence
2) Vitality
3) Armor
4) Secondary res.
Sockets:
Gloves- Jade Harvester's Mercy
Stat priorities:
1) Critical Hit Chance
2) Critical Hit Damage
3) Cooldown Reduction
4) Area damage
5) Secondary res.
Boots -Jade Harvester's Swiftness
Stat priorities:
1) Intelligence
2) Vitality
3) Armor
4) All Elemental Resistances
Pauldrons- Jade Harvester's Joy
Stat priorities:
1) Strength
2) Vitality
3) Increased Haunt damage
4) Cooldown Reduction
Bracers - Lakumba's Ornament
Stat priorities:
1) Poison damage%
2) Critical Hit Chance
3) Intelligence
4) Vitality
5) Secondary res.
Special power:
Reduces all damage taken by 6% for each stack of Soul Harvest
Amulet - Traveller's Pledge
Stat priorities:
1) Socket
2) Poison damage%
3) Critical Hit Damage
4) Critical Hit Chance
5) Intelligence
(Part of the Endless Walk set)
Set bonuses:
  • While moving, all damage taken is reduced by up to 50%
  • While standing still, all damage dealt is increased by up to 100%
Ring - Compass Rose
Stat priorities:
1) Socket
2) Critical Hit Chance
3) Critical Hit Damage
4) Area damage
5) Intelligence
6) Vitality
7) Secondary res.
(Part of the Endless Walk set)
Ring - Unity
Stat priorities:
1) Socket
2) Critical Hit Chance
3) Critical Hit Damage
4) Increases damage against elites
5) Intelligence
Special power:
All damage taken is split between wearers of this item (requires your follower to wear Unity as well)
Belt - Haunting Girdle
Stat priorities:
1) Intelligence
2) Vitality
3) Armor
4) Life%
5) Secondary res.
Special power:
Haunt releases 1 extra spirit
Weapon - Sacred Harvester
Stat priorities:
1) Socket
2) High average damage
3) Damage%
4) Cooldown Reduction
5) Intelligence
6) Vitality
Sockets:
Special power:
Soul Harvest now stacks up to 10 times
Off-hand - Vile Hive
1) High average damage
2) Critical Hit Chance
3) Increased Haunt damage
4) Cooldown Reduction
5) Intelligence
Special power:
Locust Swarm gains the effect of the Pestilence rune and deals 45–60% increased damage
Bonus Items for Season 16
(thanks to built-in Ring of Royal Grandeur power)
Helmet - Quetzalcoatl
1) Socket
2) Critical Hit Chance
3) Intelligence
4) Vitality
Special power:
Locust Swarm and Haunt now deal their damage in half of the normal duration
Kanai Cube powers
The Furnace
Increases damage against elites by 40–50%
Strongarm Bracers
Enemies hit by knockbacks suffer 20–30% more damage for 6 seconds
Requires Quetzalcoatl if you aren't playing Season 16
Ring of Emptiness
Deal 250–300% increased damage to enemies affected by both Haunt and Locust Swarm
Legendary Gems
Bane of the Trapped
  • Increases damage done to enemies under the control-impairing effects by 15%
    Upgrade: +0.3% additional damage per Rank
  • Gain an aura that slows the movement speed of enemies within 15 yards by 30% (Requires Rank 25)
Bane of the Stricken
  • Each attack you make against an enemy increases the damage it takes from your attacks by 0.8%. Upgrade: +0.01% damage per Rank
  • Gain 25% increased damage against Rift Guardians and bosses (Requires Rank 25)
Esoteric Alteration
  • Gain 10.0% non-Physical damage reduction. Upgrade: +0.5% damage reduction per Rank
  • While below half Life, your resistances to Cold, Fire, Lightning, Poison, and Arcane are increased by 75% (Requires Rank 25)

Recommended skills

Active Skills

Haunt
Haunt an enemy with a spirit, dealing 4000% damage as Cold over 12 seconds. If the enemy dies, the spirit will haunt another enemy within 70 yards
Poisoned Spirit
Damage type changes to Poison, and Haunt also causes affected enemies to take 20% increased damage from any source
One of your two main DoT abilities that have to be applied to enemies before they are Soul Harvested
Locust Swarm
Unleash a plague of locusts that swarms an enemy, dealing 1040% damage as Poison over 8 seconds. The locusts will jump to additional nearby enemies
Cloud of Insects
Changes damage type to Physical and also makes affected enemies deal 25% reduced damage
Your second DPS spell. The damage over time effect has to be applied together with Haunt before harvesting enemies for maximum damage
Spirit Walk
Leave your physical body and enter the spirit realm for 2 seconds. While in the spirit realm, your movement is unhindered
Severance
Increases the movement speed by additional 100%
Your main mobility skill. Also grants brief immunity to damage for the duration so can be used in emergency situations
Soul Harvest
Feed on the life force of up to 5 enemies within 18 yards. Gain 3% Intelligence for each affected enemy. This effect lasts 30 seconds
All runes
Thanks to Jade Harvester set, you get all the Soul Harvest's runes
Core Jade Harvester's spell. It consumes all damage over time effects from enemies in range and instantly deals the remaining damage
Piranhas
Summons a pool of deadly piranhas that deals 400% damage as Poison over 8 seconds. Affected enemies will also take 15% increased damage
Piranhado
Creates a swirling tornado that sucks enemies in for the duration
Great addition to this build. Increases damage enemies take, help crowd control and also group up enemies before harvesting them
Horrify
Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds
Frightening Aspect
Increases your armor by 50% for 8 seconds
Good addition to this build. Provides additional crowd control and armor
Passive Skills
Spirit Vessel
Whenever you suffer fatal damage, you do not die, but instead, enter the spirit realm for 2 seconds and are healed to 50% of maximum Life. This effect may occur once every 60 seconds, unaffected by the cooldown reduction
Confidence Ritual
You deal 25% increased damage to enemies within 20 yards
Creeping Death

Microsoft project mac download. The duration of Locust Swarm, Haunt and damage amplification of Piranhas increases to 19800 seconds

Grave Injustice
You gain 1% of your maximum life and mana, and your cooldowns are reduced by 1 second whenever an enemy dies within 20 yards. The radius can be extended by items that increase globe and gold pickup range

Diablo 3 Area Dmg And Dots Locations


After shutting down Auction House trading is no longer possible in Diablo 3. Items can only be traded with party members within 2-hour time frame. This greatly increased popularity of Item Farming, Boosting and Greater Rift carry services in Diablo 3. All of which can be found on Odealo marketplace.

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