The Tantrumdin

Fumbles
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10% crushing blow will output more damage than 2% ctc arrow. Its too low of a chance to rely on for the other low % ctc elemental procs. If 100% cb has already been accomplished, ar/laek/ed should be orbed depending on needs.
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ahriman_eye
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time to test this one :D
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hellgrind
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CB only work with physical dmg not elemental. And u have really low physical dmg so cb mo wont help. And you say 2% is low just because it a low nuymber ? Tantrum hits 25 times per sec with no nd and that 2% is acctually 10+ and that's a lot. Also arrow carries all kind of dmg (physical and elemental) and this alone makes it more useful than cb.
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Gekko64
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CB deals physical damage, it has nothing to do with how much base damage you deal, therefore it's best for builds that have low base damage

do some research LOL
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hellgrind
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@Gekko
http://diablo.wikia.com/wiki/Crushing_Blow

That's why i always said that low physical dmg builds should focus more on elemental dmg than physical.
Fumbles
Tantrum changes fan
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How does orbing Warbringer do that exactly?

Edit: Sorry Hellgrind but posting a picture of a umo doesn't answer the question. Like you said, tantrum hits a lot, but 2% arrow with added elemental damages and even the chance to trigger itself and other procs isn't going make up for the loss of 10% crushing blow. Keep in mind that now only would that be 10% less cb for tantrum but also 18% knife on bow and time strike from vizjun charm.
Edited by Fumbles 7 years.
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hellgrind
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ahriman_eye
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nice guide :D Do you still play on realm? Have you already tried uldy? I want to know how to do it with pally.

edit. the new uldy
sandor
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Quirinus wrote:Speed calculator (for calculating breakpoints/speeds) screenshot:
Image

you see the 2 tables with "Additionaly item IAS/FCS" and "Frame" columns. Frame column says how many frames in the game it takes for the attack or spell cast it takes to be animated/done. each frame is 1/25th of a second, so if an attack takes 25 frames to finish the animation, it will take 1 second to do each attack. so if your attacks have less frames, you can do more of them in the same time. you can reduce the number of frames required for attacks by having more IAS (% Increased Attack Speed from items or skills). the "Additional item IAS" in the table in the pic tells you how much more %IAS you need to reach the next frame "breakpoint".

in the case of the screenshot, the character needs 16% more increased attack speed from items to reach 10 frames per attack (which means it would take the attack 10/25 seconds to finish = 0.4s). if the character had 37% more attack speed, it would reach 9 frames per attack, making it even faster (0.36s per attack). in this case, 9 frames is the fastest it can go with this weapon/character.

the reason why there are frames is because the game calculates and draws everything everything in steps, every second has 25 steps, so one step (or frame) is 1/25th of a second long. nothing happens in between (visually), and animations can't take for example 9.5 frames or 9.2 frames, only 9 or 10, so anything in between that is rounded to 9 or 10. that's why anything in between 16% ias and 37% ias is wasted. either get 16% to have 9 frames, or 37% to have 10. that's why they're called breakpoints, because anything between is as if nothing has changed, and then there's a step change.

it works the same with faster cast rate, faster hit recovery, etc.

speeds calculator download: http://median-xl.com/tools_files/SpeedCalc.rar
guide: viewtopic.php?f=40&t=203



ok. for example.my paladin need 200% FHR for a 7 frame hit recovery animation, is i have exatly that much its gonna work, right? but if a 1 have a little bit more is it still works? eg. (i have 207% FHR) is it still working or it has to be exatly 200%?
Mehasto
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Needs to be at or above the breakpoint.