I'll definately be missing Javazon. Loved playing javazon ! I guess I'll have to settle with demon hunter
There is a global physical resistance of 50% in hell.
CB's damage is also halfed (or even "quarterd") in hell.
If you did you can't add your critical strike chance from items and skills.
These are two seperate rolls. If one is positve
the other one won't have an effect.
The Hammerdin has no resistance or immunitys.
Edit: I will not miss any class. If I want to play them again I can still do it in Diablo II.
Sorry for my english.
Last edited by mmoc94a9161654; 2011-10-20 at 09:57 PM.
Necromancer. I'm gonna miss having a huge minion army.
Ok I completely forgot about the crushing blow damage and I didn't add the deadly strike & critical strike like A+B, I found a formula somewhere that works out like it works ingame.
The 50% physical resistance doesn't actually matter because the attack speed makes up for that, whirlwind hits much faster than 125% fcr hammers.
Lets ignore crushing blow because of the lowered affect on hell mode and put everything together :
A) barbarian with stats listed above doing dmg constantly for a minute :
whirlwind at 4 fpa = 6.25 attacks per second = 375 attacks in one minute with a 95% chance to hit = 356 attacks hit
- double damage hits :
212 attacks will do double the damage -> 11600 average damage per hit * 2 (double dmg) * 50% (physical resistance) = 11600 dmg per hit
11600 * 212 = 2459200 total damage
- normal damage hits :
144 attacks -> 11600 average damage per hit * 50% (physical resistance) = 5800 dmg per hit
5800 * 144 = 835200 total damage
All combined in one minute of constant hitting that barb should do about 3294400 damage
B) Hammerdin doing 18k average dmg with blessed hammer with one minute of hammers doing constant damage
blessed hammer at 9 fpa = 2.778 attacks per second = 166 attacks in one minute
18000 average damage * 166 attacks = 2988000 total damage
Hammerdin doing 20k average dmg with blessed hammer with one minute of hammers doing constant damage
20000 average damage * 166 attacks = 3320000 total damage
It takes 20k hammer damage to do more damage in the same time with constant attacking. Good luck getting that, it's not so easy.
On top of that constant attacking with a hammerdin will burn your mana if I remember right and require you do a lot of potting while the barbarian can whirlwind all day & all night with a little bit of ml.
The main difference of course is that the barbarian I showed stats of is one with full strength and very low survivability and that's where the hammerdin clearly wins. It takes full strength and really good gear to beat hammer damage.
*edit*
Another thing I forgot to mention, this is with both having their own aura's (or merc) and in a full game the barbarian will have a rather high advantage. Barb would get a boost from following :
- concentration aura changing from lvl20 (merc) to lvl38 (paladin) = 345% -> 615%
- barb could then change the merc to one with a lvl15 fanaticism bow = 144% extra damage
That's pretty much what I'm going to miss, it was so much fun doing a whirlwind through mobs and everything just dropping dead before anyone else could touch them....only time will tell if I can make a barb somewhat like that again
Last edited by mmoc70c145fdaf; 2011-10-21 at 09:37 AM.
The druid. Damn it was fun running around raining havoc on the minions of the three while my spirit companions kept me safe.
Good times.
And the paladin. A paladin seems more.. awesome than a monk somehow.
Hammerdins come with meditation aura on merc, infinite mana by default. Also, they always hit for pure damage, whirlwind gets massively reduced by a number of factors, including the totally awesome physical immune mod. Very few mobs are magic immune, those that are get taken care of by the mercenary.
Combine that with 75% chance to block where the barb has zero because he has to use a two hander to get those whirlwind numbers, teleport because he can use enigma where a barbarian probably has to use CoH to get those numbers, and being "ranged," as ranged as hammers count for, where the whirlwind barb is forced to melee stygian dolls to death (who's explosion damage he can't block because he isn't using a shield)...all in all, hammerdins are overpowered in every way. Barbarians are very strong, no doubt, and Frenzy is still the fastest mob running build last I checked, but barbs still aren't paladins. They have to sacrifice a *lot* of survivability for damage, paladins do not.
Last edited by Lysah; 2011-10-21 at 05:59 PM.
I so forgot about meditation on a merc probably because I didn't play that much with my hammerdin. I just loved smite too much to toss hammers around
Ah, my dear Amazon... I shall mis thee.
They shold of never got rid of Necromancer imo =(
The amazon for sure
Necromancer for me, even if Witch Doctor reminds me of one i won't play it. I'll try something new this time, going for the Demon Hunter. ^^
Paladin for me.
This would make a great poll.
Barbarian is already in the game and Sorceresses are as well for all intents and purposes. The Witch Doctor is spiritual successor of the Necromancer (and I honestly much prefer the style of the WD) and the Assassin and Amazon are both well represented in the Demon Hunter and Monk. Druid and Paladin are the only two classes I feel aren't satisfyingly represented and in the case of the Druid it's only really the shape shifting that isn't (although they were the most common builds).
Druids and Necromancers. I love summoning classes which is why I am rolling a witch doctor but necromancers most of all, I miss my skeleton army, as useless as it was :P
Amazon that hits for 10k fire damage due to a glitch in early D2 where gem damage was mutilplied exponentially be weapon damage if the gems/weapon shared a damage type
there's no reason to miss any class from D2 in D3 since...Wizard = sorceress, witch doctor = necromancer, barb = barb, demon hunter = amazon, monk = pally/assassin hybrid...ok i guess you can miss druid if you want.
edit: went through and saw a lot of "necro" love. seriously people. LOOK at all the abilities the witch doctor gets. they're almost all just a slightly modified necromancer spell.
Last edited by chaostorch; 2011-10-30 at 06:55 PM.