This means a single piece would cut our cooldowns in half so we would expect to each piece of gear to double our casts. To make the numbers easy, let's say I have a skill on 32s cooldown that does 4 damage and all my potential gear has 50% CDR each. My next calculations will show why it is better to use percent change than absolute change for Diablo 3. Meaning the original spells were at 2% of original cd and now are 1% of original cd so that is a 50% decrease. If you're at 98% cdr and add another 100% item, your cdr will go from 98% to 99%. Similarly, if you're at 800% crit damage and go to 900% crit damage, that increase is 12.5% from what you had before. The difference between these situations is accurately reflected by percent change: The percent change from 1000 to 999 is 0.1%. Big deal! Clearly these situations should be distinguished, but according to absolute change you just lost 1 item in both cases so they are the same. Only if you compare on absolute change, not percent change, which you shouldn't.įor example, you have 1000 grains of rice in your bowl. So clearly cdr diminishes while ele% does not, right? Adding 50% cdr to 20% cdr does not give 50%+20%=70% cdr, it would give less (60%). The most common argument for CDR diminishing while elemental damage% does not comes from the numbers in the character sheet. tl dr: If you're one of the people who think cdr is diminishing and are going to reference the character sheet in your argument, please read at least the next section. Preface 2: This assumes ideal conditions: you can cast every time your damaging skill comes off cool down (no resource/running from enemy issues). I will be copy+pasting large sections from my previous comments. Note: I have had this argument several times before. I just want to explain how the two game mechanics work. I'm not saying that CDR is better than ele% in every situation or that everyone needs it. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade ThreadĮdit: Please don't misunderstand my post.
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