by DannieRay23 - 5 years ago show comments
Was thinking if Grin Reaper is additional cause if WD lag, so wondering what% of damage the Mimics do? If it is below 50%, maybe it would be good to use in cube something like Andariel's Visage, Sash of Knives or Strongarm Bracers (in combo with Piranhado). Jan 30, 2018 I dont think reaper can do damage to cyclops, all it does is slamming around and knocks the cyclops Reapers can do damage to it. I got my cyclops too close to a reaper this morning and it almost took 50% of Cyclops health when it was chasing me. So apparently reapers can even destroy it too if you stay with them for too long without repairing.
Last week, we looked over at Crushing Blow and wondered if it could be implemented as an alternative to Critical Hit Damage. Today, we look at chance to bleed and see how it would be a great complement to Increased Attack Speed and fast weapons overall.
Making Sense
If you stab someone, he will start bleeding. If you stab him again he’ll continue to bleed through his first wound, but will now have another hole dripping vital liquid. In Diablo 3 things aren’t that normal, chance to bleed appears to have magic curative powers. If bleed procs a second time, then the first wound will magically close and stop doing damage.
I think this is the biggest knock against Bleed Damage, both logically and gameplay wise. Faster weapons will simply keep overriding little bleeds, while the builds that make most advantage of slow weapons normally use skills that hit just too hard for that 400% weapon damage to keep up.
This, bleed has become intuitively subpar for everyone.
Finding a Niche
As we stablished earlier, bleeds should logically stack. While the damage might still be too low to make a difference for heavy hitting builds like Punishment + Cluster arrow. Bleeds start looking really attractive proc-based builds like the Lightning-Fast Crusader.
In fact, if bleed damage is implemented across all items it could end up enabling a lot of new and different builds that make the most out of fast attacking speeds.
How much is Bleed Worth at the moment
How Much Damage Does A Reaper Headshot Do
Lets say you have 40% chance to deal 400% weapon damage as bleed damage over 5 seconds.
That’s 80% extra weapon damage per second whenever bleed is active.
At 1 attack per second, you have 5 attacks that have a chance to proc bleed. The odds of it NOT proccing over 5 seconds are 0.6^5 = 7.7%
At 2 attacks per second, you get 10 attacks that grant you a chance to proc bleed, the ods of that NOT happening would be 0.6^10 =0.6%
Of course that would vary depending on your skill’s proc coefficient, but you’ll realize that it looks like bleeds should be active most of the time.
Lets a assume an 80% uptime, considering that you are looking to have these bleeds active. That would amount to a 64% extra weapon damage per second.
I’ve added extra emphasis on damage per second, because this is what makes bleeds virtually useless right now. In order to sustain their resource, Builds with blazing fast attack speed normally use skills that cost less and hit for less weapon damage. Either that or they rely more on their generators, which are inherently weaker.
But since they attack so fast, even the 200% Weapon Damage per Hit of an Entangling Shot can turn into 600%+ when you add +Element%, +Skill%, and IAS. When you factor in your spender, our rotation can a DPS upwards of 900% of the damage our weapons does per hit.
When you compare our 64% WDPS bleed damage to the of our rotation 900%, it really doesn’t look like much.
The numbers will look similar when you look at Slow Weapons and their rotations, they will be at least low enough that bleeds just cannot compete with other affixes on weapons/shields.
How Good Should Bleed Be?
So how good would a stacking bleed be? Could it end up being overpowered?
Lets go back to our 40% chance to deal 400% weapon damage as bleed damage over 5 seconds, that means that every hit would be adding on average 160% weapon damage.
How Much Damage Does Reaper Do Per Shot
That is 160% damage per hit, not per second. That means that this number will scale with our attack speed. It also means that we have to compare our effectiveness to Rotation Damage per Hit, and not Rotation Damage per Second.
Considering that right now, a proper build rotation that emphasizes heavy hitting skills can easily achieve 600-900% weapondamage per hit. This type of Bleed adding 160% extra WDPH might be a bit overpowered. You want to make it so bleed damage isn’t something you have to do a lot of math before you realize if its good for your build or not. You need players to instantly realize it is good for builds that spam a lot of generators and low cost abilities, rather than those who build up to hit a just a few slow but deadly blows. Generators seem to have inherently higher proc coefficients across the board too, that would give them even more of a reason to go for bleed chance.
Basically, you want bleed to be about a 5% dps increase for slow attacking builds, and over 10% damage for fast attacking builds. Fast Attacking Builds will have their numbers closer to the 450-600% weapon damage per hit, in this scenario, even 60% additional weapon damage per hit would end up being very attractive.
Something like 50-100% average weapon damage per hit might be a balanced alternative, but you would have to run the numbers with a bit more of detail. Also, shorten the bleed duration to 3 seconds while you are it so we don’t lose that much damage to overkill. Keep in mind that builds that attack fast will already be stacking other procs. Since those are the builds that will like this new and improved stacking bleed affix, that is another factor to consider when you are looking at balance.
Mechanically, allowing bleeds to stack makes all the sense in the world. All you have to do then is look at the numbers and provide the right ones so your mechanic becomes balanced. Numbers like the ones discussed above would allow bleed to be a very sought after stat for certain builds, while at the same time remaining an afterthought for others. Whether you should be Going for Bleed Damage would then become a very easy and intuitive choice.