Take the average dmg of your weapon (NOT the dps number) and compare it to the average +dmg that you are looking at. For example, if your weapon does on average 1000 dmg (ie 900-1100 dmg or something) and your +dmg modifier gives 100 average dmg, that means it's as good as a 10% damage increase.
So what exactly is the difference If using let's say a fire skill and got 1 item of either 10% spell or elemental increase the damage increase would be the same of either of them right?? And playing as a Witch is your normal attack considered to be a 'Spell' attack with a wand or elemental? | Posted by SAKRAY on Apr 5, 2012, 9:24:05 PM |
10% spell damage or elemental damage will do the same on a fire spell. But 10% spell damage will increase chaos damage, unlike elemental damage. Do you mean basic attack with wand? No, it isn't spell damage. But if the wand deals elemental damage, %increased elemental damage will work on it. PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added 'ignore' button. ignore list is now saved locally. | Posted by on Apr 5, 2012, 9:34:40 PM |
Ah oke thanks for the quick awnser and chaos damage is a special kind of damage or? Also to increase wand damage I have to get STR/Pysical boosts? edit: Also if your weapon has like 6 cold damage does elemental increase only increase the 6 cold damage portial of the basic atk? Last edited by SAKRAY on Apr 5, 2012, 9:58:46 PM | Posted by SAKRAY on Apr 5, 2012, 9:40:36 PM |
Strength does not increase the physical damage of ranged weapons unless you get the keystone passive that allows it to do so, or support your attack skill with it. Increased spell damage will increase the damage of all of your spells, including chaos spells as was stated. If you a weapon with elemental damage attached to it, increased elemental damage will only increase the elemental portion, not the physical portion of your attack. However, you can get decent elemental levels on your attacks by utilizing elemental hit, lightning strike, lightning arrow, fire arrow, molten strike, or glacial hammer. These all add or convert a large amount of elemental damage to your attacks, and increased elemental damage will add to all of them (but spell damage will NOT because they are attacks and not spells). Last edited by Kraide on Apr 5, 2012, 10:10:31 PM | Posted by Kraide on Apr 5, 2012, 10:10:10 PM |
' yes, chaos damage isn't reduced by elemental resist or armor, and it bypass energy shield. Some enemies have chaos resist though, but it just reduces the damage a bit, you can still kill them. ' yes, if you get the %increase ele damage from a passive, it will increase the 6 cold damage on your weapon. PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added 'ignore' button. ignore list is now saved locally. | Posted by on Apr 5, 2012, 10:42:22 PM |
I know this thread is old but if someone sees it I would be glad to get an answer. so if i understand this correctly. Elemental DMG boost all forms of attacks/spells that have some sort of element in it. And spell DMG only increeses the dmg of actual SPELLS. I have done a Witch where i go heavy into lightning DMG (dont know if it is good late game or not but i wanna try it). So i can both get spell dmg and elemental dmg to boost the damage of my lightning spells such as spark and lightning trap for exampel? | Posted by on Nov 9, 2013, 2:18:35 PM |
Both spell dmg and elemental dmg will boost the damage of your lightning spells. | Posted by sydgame on Nov 10, 2013, 2:10:09 AM |
I have a witch doing cold damage. I was told that x% increased elemental damage passives not only increases the cold damage but also increases chill and freeze damage so is better bang for buck than x% increased spell damage passives. Using Freezing Pulse, Ice Nova and Ice Spear. Is this right? Thanks in advance. ~DemiDemon~ Playing almost every day since Beta version 0.9.1 in 2011. Last edited by DemiDemon on Mar 11, 2014, 12:23:46 AM | Posted by DemiDemon on Mar 11, 2014, 12:19:10 AM |
' In short, no. 'Chill and freeze damage' doesn't exist. Chill and freeze duration is based on the damage dealt by the hit that triggered them. Anything that increases the damage of the original hit increases the duration of chill/freeze. No extra damage is dealt to a monster just because you chilled or froze it. Whoever told you that is getting chill/freeze mechanics mixed up with ignite/burn mechanics. You're welcome to make a new thread for this kind of thing instead of bumping really, really old ones. PoE has changed a lot since Open Beta started, much less 2012. Last edited by KG31459 on Mar 11, 2014, 12:54:00 AM | Posted by KG31459 on Mar 11, 2014, 12:52:09 AM |
'Thanks for the answer. Yeah, he had a fire witch and I assumed that what applied to one element would naturally apply to another - my bad. 'Again, my bad. After looking over the site for 20 mins I resorted to Googling the term 'elemental damage vs spell damage' and this was the only result close to what I wanted to know. When it didn't give me quite the answer I needed I thought it better to post in a similar thread rather than start another and end up with even more thousands of threads that are next-to-impossible to search through. Thanks. ~DemiDemon~ Playing almost every day since Beta version 0.9.1 in 2011. | Posted by DemiDemon on Mar 11, 2014, 1:24:17 AM |
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The Necromancer class for Diablo III is currently available for beta players, and so far, there are no specific items for the class. However, we do know what skills and runes the class has so far. Though these may change as we move closer to the official release of 'Rise of the Necromancer,' we can get a feel for what kind of builds we can use with this class when we get the full release.
We can most likely base the D3 Necromancer loosely off popular D2 builds, and there are a lot of new things to factor into that equation. The Witch Doctor class essentially replaced the Necromancer class in the transition from D2 to D3, and Blizzard has worked to make the new Necromancer class distinctive from the WD and its D2 predecessor. With these new abilities, there are so many new possibilities for powerful builds that bear no resemblance to the original Necromancer.
Let's take a look.
Let's take a look.
Necromancer Armor and Weapons
Obviously, it's the players choice whether they want a more skill-dependent build or a gear-dependent build. However, since we don't have any Necromancer specific items just yet, all we can do is speculate, and base projections off past weapons we saw for the D2 Necromancer. While the items will undoubtedly be different, they will definitely have gear that boosts the major skills for the new class.
Ideally, we'd have gear that adds to the skills and runes we center our builds around. However, another factor to consider is that many skills for the new Necromancer class, such as Blood Nova and Blood Spear, use health as a resource. Having a solid set of armor, as well as ranged weapons (such as wands or staffs), will help preserve your health.
Necromancer Skills and Runes
You can get the full list of skills and runes from the official Diablo III blog here.
![Element Element](/uploads/1/2/5/5/125595823/283686398.jpg)
The post has a disclaimer that the 'numbers and functionality may still be subject to substantial change' once the class is out of beta, so we won't get too specific about DPS and other nit-picky details just yet.
And despite the possibility of 'substantial change' in the future, we can start to get a general idea of what kinds of skills we want to use for our builds. These 'builds' aren't exact builds, but more of a guide to give you ideas for what kind of skills you can center your builds around.
And despite the possibility of 'substantial change' in the future, we can start to get a general idea of what kinds of skills we want to use for our builds. These 'builds' aren't exact builds, but more of a guide to give you ideas for what kind of skills you can center your builds around.
Pet-Focused Necromancer Build
One of the really cool things about this new class is the ability to summon pets and have them fight for you. So far, the general consensus is that Command Skeletons is a must-have skill.
Active Skills:
- If you use Command Skeletons, you can reduce your Essence by 30% with the Commander of the Dead passive skill.
- The Revive Corpse ability also allows you to reanimate corpses and have them fight for you.
- There are a lot of runes available for Revive Corpse, but Purgatory allows you to reanimate corpses that you've already used.
- Skeleton Mage allows you to raise a skeleton from the ground that deals 400% weapon damage for six seconds.
- The Skeleton Archer Rune for Skeleton Mage allows you to increase your attack speed every time for five seconds your archer deals damage for up to 10 stacks.
Passive Skills:
- You can also boost your skeletons with the Frailty Curse by proxy of the Scent of Blood Rune so that your enemies take 15% increased damage from your pets.
- You can gain 10% of your Life on Hit every time a minion hits an enemy with Grisly Tribute.
These are just a few base skills to center your build around. You can add more passive or active skills depending on your preferences.
Blood Nova-Focused Necromancer Build
One interesting feature of the Necromancer is the ability to use health as a resource cost. Blood Nova is a rune for the Death Nova skill, which costs 10% of your health and deals 450% weapon damage to enemies within 25 yards. While this is a powerful skill, equipping it forces you to more fiercely preserve and restore your health.
Active Skills:
- If you use Command Golem with the Blood Golem Rune, the Golem dies to heal you and then returns to deal 450% weapon damage to nearby enemies.
- Leech allows you to curse everything in your target area (including allies), healing you every time they lose health.
- Corpse explosion creates more corpses around you, use in conjunction with Devour to allow you to consume them to increase your Essence.
Passive Skills:
- Draw Life allows you to increase your health regeneration by 10% for every enemy within 20 yards.
- Life from Death gives you a 20% chance of spawning a health globe for every corpse consumed.
Freezing-Focus Necromancer Build
This is a cool idea from this review of the Necromancer beta. The idea is to equip cold skills to keep enemies at a distance, which is ideal for the Necromancer, who is less of a melee fighter. Since there are a lot of cold runes to work with, there's a lot of creative freedom you can take with this idea.
Active Skills:
- Frost Spikes is a rune for Bone Spikes, which creates an icy patch that reduces movement speed by 60% for two seconds.
- The Suppress Rune for Siphon Blood slows your down enemies by 75%.
- With the Command Golem Skill, you can use the Ice Golem Rune, which will freeze enemies for three seconds, as well as increase your critical hit chance by 10% for 10 seconds.
- Use Corpse Explosion with the Dead Cold Rune to freeze any enemies in the radius of the explosion for two seconds.
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These are just a few ideas for potential builds you could use. One of the better ways to use the Necromancer is to focus on ranged attacks, generally by using your summoned minions to create distance or slow your enemies down. Between these three loose guides for Necromancer builds, you have three templates you could potentially base future builds off of.
You can use one or any combination of the three, or even try to pull off a more melee type build if you're the ambitious type.
You can use one or any combination of the three, or even try to pull off a more melee type build if you're the ambitious type.
If you're planning on purchasing the 'Rise of the Necromancer' expansion pack, what kind of builds are you planning? Let us know in the comments below!