In Diablo 2, giving your mercenary a weapon will vastly increase their effectiveness. Giving my Act II mercenary a 3x socketed pole with Rubies or Topaz for example basically lets them 1-hit everything right up to Duriel.
I've replaced said Pole-wielding mercenary with an Ice Act III mercenary. Reason being that Glacial Spike freezing 3+ enemies is obviously really effective.
This mercenary seems to already do pretty nice damage, but they can still accept a weapon (I think a sword-type weapon and a shield).
I've never seen this particular mercenary ever use a melee attack before (then again, I don't pay much attention).
So, other than having properties that would affect magic damage, resistances or similar obvious benefits; does the weapon help the damage of my mercenary? Maybe it impacts the magic damage even though it would seem odd to do so?
No, the mercenary's spells' damage is independent of the sword, and the merc rarely uses the sword (I don't recall ever seeing one of them swing his sword, but online sources suggest they do, just rarely, so maybe I just forgot).
It's best to equip them with a weapon that gives other stats, such as resists, faster cast, etc.
I'm running a 1/2 melee, 1/2 kite wizard build. The build is: Passives: Astral Presence Galvanizing Ward Temporal Flux Offense spells: Arcane orb (celestial) Hydra (Poison) Blizzard (stark winter) Defensive skills: Teleport (fracture) Energy Armor (prismatic) Buff skills: Magic Weapon (force weapon) I can farm act 2 inferno with this build, but most elites rough me up in act 3 though. Any suggestions on how I can improve my build?
, when I got the Demon hunter to the level needed to equip it I moved my starting weapon to my offhand hoping this would give me higher damage, but the result was not very impressive when using Hungering Arrow, about half my shots was a nice high damage and the other half was low, like if the ability used the different weapons to calculate damage so I dropped my starting weapon for a shield. So to get a better understanding of why my damage was so terrible when dual wielding a good and a bad weapon I would like to know: How is my damage done by skill calculated when dual wielding 1-hand crossbows
Possible Duplicate: Monks and the effectiveness of 2-handed weapons I am leveling as a monk on Diablo 3, so far, i've managed to use Daibos as weapons (i've found a rare one). My question is : should i use 2x fists instead of a Daibo ? What are the advantages of one over another. Also, Lets say my Daibo does 40.0 damage, will i do more damage with 2x Fists doing 40.0 damage each ? Are the skill damage based on Weapons SUM or just the weapon in the main hand ? There are some skills for example, that does 110% weapon damage, but what happens if i am dual wielding ? How does
example as elemental, we'd do it like so: ((507 + 106) * 1.5) + 381 + 286 = 1586.5 Which looks like this with attributes instead: ((Damage_Weapon_Min#Physical + Damage_Weapon_Delta#Physical) * (1...I am building a Diablo III calculator that will have API importing & also user data entry with validation. My issue lies with the latter part since I'm having a lot of trouble reassembling items... the attributes. The value we want to see is 1762.5 as it is given in the API, and I've verified through looking in-game that items can roll a damage value that high (see: http://i.imgur.com/WQ9k9.jpg). What I
Possible Duplicate: How does Magic Find work in Guild Wars 2? Currently my armor, weapon, and accessory is set up to maximize magic find. my gear is as follows: +18% magic find from having 6 explorer armor pieces. +60% magic find from having 5 pieces of Superior Rune of the Pirate and 1 piece of Superior Rune of the Explorer. 12% from two single handed explorer weapons that both have Opal gems 9% from 3 opal gems on my accessories. Combined that is 99% magic find. Now I introduce in another magic find factor, Food consumable. I am currently using Cherry tart which says
Take this weapon for example: Burning Blade. It esssentially converts physical damage into fire damage, so it suffers the same setback as a fire spell when the target is fire resistant. However, my question is, does it use the familiar's magic damage stat? If it does, then I have to reconsider equipping it on my mitey.
Updated:(Tyrael has been nerfed and chance of chest has been drastically reduced.) So we've been doing a lot of act 2 nephalem buff farming with my buddies, but have found that a lot of people are just doing either act 2 Treasure Goblin farming, or act 3 Resplendent Chest/ Treasure Goblin Farming. We've tried both, and have had success with both. I do solo farm, but I know what works best for me there. The group I work with all runs with Magic Find (MF) and we're all just above 200MF (without nephalems), if that matters. Finding and clearing a chest in act 3 can take anywhere from 2-8
Possible Duplicate: Is Magic Weapon associated with a weapon or with the hero? The Wizard’s Magic Weapon skill increases the damage of the Wizard’s weapon. Does this also increase the damage of all other skills, as they rely on the weapon’s damage, or does it only affect regular attacks? In addition, Magic Weapon’s runes add on-hit effects. When do these apply? For instance, the Force Weapon rune adds a chance for a knockback effect. Does that mean a Wizard has a chance to cause knockback when casting Disintegrate, when under that enchantment?
So, I find myself in the situation of having a far better Blade than any other weapon available to me. (A QL10.1 purp would tend to be.) Fortunately, thanks to doing my vertical progression using the Slayer deck, and tanking 5 man dungeons for quite a while now, I've purchased every single ability in the Blade section of the Ability wheel. 100%. So I have a lot of options for how to use my shiny... most of the really great passives, as near as I can tell. I also have 10 skill points in the damage tree on every weapon. So I've got options there too. But I just have no idea what to do from all those