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[Official] Diablo III Information and Discussion Thread - Page 733

post #7321 of 29766
I have a few questions, prolly already been answered, but this is a BIG thread smile.gif

do all classes get a 15% attack speed bonus for dual wield?

what stats are applied only to THAT weapon on dual wield? like +200 life a hit on 1 of dual weapons is ONLY every other hit, or any hit? (I am really curious as to how that'll work when they get rid of elementals but cold, which will have a slowing effect.. whether or not that'll happen on every hit or not) if its EVERY hit, would it stack if you had both weapons with life hit? same with stun and all the other little enhancements...
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post #7322 of 29766
Quote:
Originally Posted by -SE7EN- View Post

what stats are applied only to THAT weapon on dual wield? like +200 life a hit on 1 of dual weapons is ONLY every other hit, or any hit? (I am really curious as to how that'll work when they get rid of elementals but cold, which will have a slowing effect.. whether or not that'll happen on every hit or not) if its EVERY hit, would it stack if you had both weapons with life hit? same with stun and all the other little enhancements...

Well I don't think the on hit mods are going to double. They probably either average the stats and have it happen every hit (100 life per hit on one, none on other= 50 per hit), or just have it alternate depending on which weapon is swinging at the moment.
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post #7323 of 29766
Open your inventory, details page and look at the 'life on hit' value. It will either be the average of both weapons, the value of your main (non-off hand) or the sum of both. I believe it will be the sum, since the value of other items with a life on hit affix gets added to the life on hit value of your character.
Edited by Sybr - 6/7/12 at 10:54am
post #7324 of 29766
Quote:
Originally Posted by Myrtl View Post

For wizards in inferno, how viable is:
Shock pulse // Living lightning
Diamond Skin // Crystal shell
Frost Nova // Deep Freeze
Magic Weapon // Venom
Energy Armor // Prismatic Armor
(Insert Non Signature Spell)
Passives: Critical Mass, Arcane Dynamo, Paralysis
Useing a fast weapon and high crit chance. I thought I remember them "fixing" critical mass and venom, but it still works.
Also, I know critical mass isn't a 100% chance to lower cooldowns now. Thats why I am wondering how well this works.

It isn't viable for inferno because you have no ability to kite. You need blizzard, or arcane orb (with temporal flux). Your build will have some survive ability, but as soon as you hit hard champ packs in act 2, you won't have a chance (nerf pending).

The build you have is centered around a high amount of aoe dmg and aoe CC. I'm sure it works for both, and will most likely get you through ACT I with some luck.
Edited by rctrucker - 6/7/12 at 10:46am
 
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post #7325 of 29766
Quote:
Originally Posted by Crazy9000 View Post

Well I don't think the on hit mods are going to double. They probably either average the stats and have it happen every hit (100 life per hit on one, none on other= 50 per hit), or just have it alternate depending on which weapon is swinging at the moment.

on this very same topic

can anyone confirm, if Life on Hit actually works for ranged attacks like DH or spell based attacks like Wiz?

i played with all 5 classes

i always notice my Monk and Barb life ball keeps filling up as i kill mobs

but on the Wiz, DH, and WD even when they are using LOH weapons, regardless of how much LOH amount, the life ball doesn't seem to go up fast enough, or none at all.
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post #7326 of 29766
Quote:
Originally Posted by Sybr View Post

Open your inventory, details page and look at the 'life on hit' value. It will either be the average of both weapons, the value of your main (non-off hand) or the sum of both. I believe it will be the sum, since the value of other items with a life a hit affix gets added to the life on hit value of your character.

I don't actually have said equipment smile.gif I'm going to be looking for new gear soon, and am trying to get as much info as possible before deciding on a long term item. Does anyone know if things like 'chance to stun' stack up either if both weapons have it?

Blizz really needs to release some info for us mad.gif
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post #7327 of 29766
Quote:
Originally Posted by rctrucker View Post

It isn't viable for inferno because you have no ability to kite. You need blizzard, or arcane orb (with temporal flux). Your build will have some survive ability, but as soon as you hit hard champ packs in act 2, you won't have a chance (nerf pending).
The build you have is centered around a high amount of aoe dmg and aoe CC. I'm sure it works for both, and will most likely get you through ACT I with some luck.

Well, you could use blizzard as the Non Signature Spell. Your right though, it is an attempt at aoe stun locking fast moving mobs.
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post #7328 of 29766
well i gotta split but based on my super tanky and decent dps lv 60 inferno monk i tested out my first blue weapon.

compared to a all around good stats 630dps weapon i bought a 730 (+100 dps) +18% attack speed (rare had none) and hoped that it would be a weapon upgrade for either hand. It turns out i would lose around 500+ dps on either hand so i relisted it on the AH for more then i paid smile.gif and hope it sells back no harm no foul.

but i wanted to let you guys know this.
post #7329 of 29766
Ok so I did some testing:

582
583

EDIT:

311

Life gain on hit is +239, while the stats say +319 (239/319 = 75%). This is because each skill has it's own LoH modifier.

The Life per Hit value of one-handed weapons is ADDED when dual wielding (171 + 148 = 319).
In this example, I was using Frenzy (75% LoH), which results in the final +239 life gained after a registered hit.

I hope this answers your question, SE7EN wink.gif
Edited by Sybr - 6/7/12 at 12:17pm
post #7330 of 29766
Quote:
Originally Posted by Myrtl View Post

For wizards in inferno, how viable is:
Shock pulse // Living lightning
Diamond Skin // Crystal shell
Frost Nova // Deep Freeze
Magic Weapon // Venom
Energy Armor // Prismatic Armor
(Insert Non Signature Spell)
Passives: Critical Mass, Arcane Dynamo, Paralysis
Useing a fast weapon and high crit chance. I thought I remember them "fixing" critical mass and venom, but it still works.
Also, I know critical mass isn't a 100% chance to lower cooldowns now. Thats why I am wondering how well this works.

i Also play Wiz and i made it up to diablo in inferno. my current build for my wiz sits with:
Arcane Hydra
Force Armor (i have about 42k hp) lets me take 2 hits and i can pot and run away.
Teleport w/ Wormhole
Archon w/ teleport, blizzard with 20arcane cost, frost nova 9 sec cd or familiar spark flint (this skillslot i usually swap skills in and out to test things)
Shockpulse Piercing orb
magic weapon - force.
Passives: Glass cannon, Illusionist, temporal flux.

If you're using force armor over prismatic you can put on glass cannon due to the fact that it doesn't matter if you're taking 10% more damage. monsters eat through diamond skin so i had to learn to use teleport and with illusionist once you get hit, you're gonna be able to teleport away because most hits are 15% of your life anyway. arcane hydra is actually just as strong as venom hydra due to the splash and higher initial damage they do.

Your build is similar to what i was using when i was going through hell so i know how effective it is to use diamond skin and frost nova to escape. But as you progress into harder difficulties escape and distance is much more important so i had to change those skills out. if you're really set on using frost nova tho i would recommend you taking cold snap because the reduced cool down can really save your ass, especially when frost nova cost no arcane, its good to have it ready to stop enemies getting close. living lighting has a really short range and puts you in dangerous positioning. Also i tested out the diamond skin with critical mass, i think it was nerfed where every time you chain the skill it loses half its duration and on the third cast diamond skin is completely disabled (correct me if I'm wrong). On a side note I'm pretty bias against having 2 signature spells and signatures that give you less than 100% weapon damage. i mainly use magic missle with 156% ed or piercing orb due to its huge aoe and decent %ed.
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