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To see at which column you have to look, take the weapon speed belonging to your bow or crossbow from the following two tables.
<br />
{|
| colspan="4" | Bows <br /> Base Weapon Speed - Updated
|-
| [WSM]
| Normal
| Exceptional
| Elite
|-
| [10]
| Long Battle Bow <br /> Long War Bow <br /> Reflex Bow
| Large Siege Bow <br /> Gothic Bow <br /> Ceremonial Bow
| Crusader Bow <br /> Hydra Bow <br /> Grand Matron Bow
|-
| [5]
| Short Bow
| Edge Bow
| Spider Bow
|-
| [0]
| Long Bow <br /> Short Battle Bow <br /> Short War Bow <br /> Stag Bow
| Cedar Bow <br /> Short Siege Bow <br /> Rune Bow <br /> Ashwood Bow
| Shadow Bow <br /> Diamond Bow <br /> Ward Bow
|-
| [-10]
| Hunter Bow <br /> Composite Bow
| Razor Bor <br /> Double Bow
| Blade Bow <br /> Great Bow <br /> Matriarchal Bow
|}
{|
| colspan="4" | Crossbows <br /> Base Weapon Speed
|-
| [WSM]
| Normal
| Exceptional
| Elite
|-
| [10]
| Heavy Crossbow
| Ballista
| Colossus Crossbow
|-
| [0]
| Crossbow
| Siege Crossbow
| Gorgon Crossbow
|-
| [-10]
| Light Crossbow
| Arbalest
| Pellet Bow
|-
| [-40]
| Repeating Crossbow
|-
| [-60]
| Chu-Ko-Nu
| Demon Crossbow
|}
hort Example: You have a short bow as weapon and a total IAS amount of 10%. Whenever you count your amount of IAS, count all IAS, the IAS on bow included). Now, first look in the table for short bow and you will see it has a WSM of 5. Then you will look in the upper table under [5] and at 10% IAS. It's not there, but what is listed are the values 6 and 15. You do not have enough IAS to look under 15, but you have more than 6, so look at this line instead.
At the left you will see the value 13/3 as fps. This means you will shot at 13 frames per second. Now what does this mean?
The game displays actions in animations and these animations are built up with frames. 1 second of play contains 25 frames. If you shoot at 13 frames per second it means that you will hence shoot 25/13= 1.92 arrows per second, so it's roughly 2 arrows. You can see that the lower the amount of frames per seconds you shoot at, the more arrows you shoot per second. 7 frames per second will thus make you shoot 3.57 arrows per second, quite a difference.
But now, what does the 3 in 13/3 stand for?
Well that's a bit more simple to explain. This value is only applicable to strafe and then even only to every arrow shot after the first one. Strafe will have a starting speed of 13 fps, after which the first arrow will be shot. Strafe shoots several more arrows per attack and these arrows will be shot at a much greater speed than the first one.
Every additional arrow will be shot at 3 fps, which is about 8.33 arrows per second. A note must be made that strafe will make you stand in place for the entire volley duration. One can calculate this speed quite easily.
Suppose your strafe shoots 10 arrows. This means the first takes 13 frames and the other 9 take only 3 frames. The grand total of frames for your strafe attack is 1*13 + 9*3 = 40 frames. You will thus stand still for 40/25 = 1.6 seconds exactly. Another note is that for every minion you get an additional arrow for your strafe. Minions include decoy, valkyrie, mercenary, party members and minions. One requirement is that to get an extra arrow they must stand within about 13.3 yards of the amazon when she first shoots her strafe volley.
These arrows are shot at additional 3 fps, so having many minions near you will shoot more arrows, but will also pin you down longer for a split second... to be exact for this example 3/25=0.12 seconds per minion.
Bows in the hands of amazons cannot shoot faster than 7 fps and crossbows can't be shot faster than 11 fps. For other character classes one has to calculate the speeds themselves. There you only have to pick your character class, pick bow or crossbow and fill in the WSM. The WSM can be found in the above table. The outcome of the calculator will list an additional column with EIAS values. These are only interesting for paladin Fanaticism, Assassin Burst of Speed and Werewolf Fury. For questions about this we would refer you to either their FAQs, guides or forums.
{|
| colspan="6" | Spears <br /> IAS needed for certain hitting speed
|-
| fps * <br /> norm/fend
| [20]
| [0]
| [-10]
| [-20]
|-
| 20/9
| 0
|-
| 19/9
| 5
|-
| 19/8
| 9
|-
| 18/8
| 10
|-
| 17/8
| 15
|-
| 16/8
| 16
|-
| 15/7
| 24
| 0
|-
| 14/7
| 37
| 9
|-
| 13/7
| 50
| ?
| 0
|-
| 13/6
| 55
| 18
| 6
| 0
|-
| 12/6
| 70
| 30
| 16
| 5
|-
| 11/6
| 99
| 48
| 30
| 16
|-
| 11/5
| 120
| 60
| 40
| 25
|-
| 10/5
| 147
| 75
| 52
| 34
|-
| 9/5
| 250
| 125
| 89
| 63
|-
| 9/4
| 460
| 200
| 145
| 105
|}
{|
| colspan="5" | Javelins <br /> IAS needed for certain hitting speed
|-
| fps * <br /> norm/fend
| [20]
| [10]
| [0]
| [-10]
|-
| 16/8
| 0
|-
| 15/8
| 2
|-
| 14/7
| 7
| 0
|-
| 13/7
| 14
| 3
|-
| 12/6
| 24
| 11
| 0
|-
| 11/6
| 39
| 23
| 10
| 0
|-
| 10/6
| 58
| 39
| 23
| 10
|-
| 10/5
| 65
| 40
| 25
| 15
|-
| 9/5
| 89
| 63
| 42
| 26
|-
| 8/5
| 142
| 102
| 72
| 50
|-
| 8/4
| 170
| 120
| 90
| 60
|-
| 7/4
| 270
| 187
| 133
| 95
|}
All skills have the first value as attack speed. For fend however, every hit after the first one, will be thrusted with the speed listed as the second value.
The fend tables are still hypothetical and that testing is still in progress. A thank you to Flick and Aurikan for the fend research.
Again, to see at which column you have to look, take the weapon speed belonging to your spear or javelin from the following two tables.
{|
| colspan="4" | Spears <br /> Base Weapon Speed
|-
| [WSM]
| Normal
| Exceptional
| Elite
|-
| [20]
| Pike <br /> Maiden Pike
| Lance <br /> Ceremonial Pike
| War Pike <br /> Matriarchal Pike
|-
| [0]
| Trident <br /> Spetum <br /> Maiden Spear
| Fuscina <br /> Yari <br /> Ceremonial Spear
| Stygian Pike <br /> Ghost Spear <br /> Matriarchal Spear
|-
| [-10]
| Spear
| War Spear
| Hyperion Spear
|-
| [-20]
| Brandistock
| War Fork
| Mancatcher
|}
{|
| colspan="4" | Javelins <br /> Base Weapon Speed
|-
| [WSM]
| Normal
| Exceptional
| Elite
|-
| [20]
| Glaive
| Spiculum
| Ghost Glaive
|-
| [10]
| Short Spear
| Simbilan
| Balrog Spear
|-
| [0]
| Pilum
| Great Pilum
| Stygian Pilum
|-
| [-10]
| Javelin <br /> Throwing Spear <br /> Maiden Javelin
| War Javelin <br /> Harpoon <br /> Ceremonial Javelin
| Hyperion Javelin <br /> Winged Harpoon <br /> Matriarchal Javelin
|}
The theory from strafe can be repeated for fend, but the difference is in the workings of fend and strafe. Strafe only gets one arrow extra per minion that is within a 13.3 yard range of the amazon. Fend gets one attack volley extra for every minion within about a 4 yard range of the amazon. This means that if her decoy or valkyrie is close enough to the amazon she will hit every monster that is in her fend range one extra times.
The calculation remains the same, i.e. first fps value for the initial attack, every next attack at the second fps value. Note that with more than about 4 minions fend doesn't give any more extra attacks because otherwise she would stand still for too long.
Jab only gives one extra attack with the below listed faster speed. The sequence of jab will result in: Slow attack, Fast attack, Slow attack, Fast attack.
{|
| colspan="5" | Spear Jab tables <br /> IAS needed for certain hitting speed
|-
| fps
| [20]
| [0]
| [-10]
| [-20]
|-
| 14
| 0
|-
| 13
| 5
|-
| 12
| 10
|-
| 11.5
| 15
|-
| 10.5
| 20
| 0
|-
| 9.5
| 30
| 5
|-
| 9
| 40
| 10
| 0
|-
| 8.5
| 50
| 15
| 5
|-
| 8
| 60
| 25
| 10
| 0
|-
| 7.5
| 70
| 30
| 20
| 5
|-
| 7
| 90
| 40
| 25
| 15
|-
| 6.5
| 115
| 60
| 40
| 25
|-
| 6
| 155
| 80
| 55
| 35
|-
| 5.5
| 225
| 115
| 80
| 60
|-
| 5
| ?
| 175
| 125
| 90
|-
| 4.5
| ?
| ?
| 210
| 150
|-
| 4
| ?
| ?
| ?
| 295
|}
{|
| colspan="5" | Javelins Jab tables <br /> IAS needed for certain hitting speed
|-
| fps
| [20]
| [10]
| [0]
| [-10]
|-
| 12
| 0
|-
| 11.5
| 5
|-
| 10.5
| 10
| 0
|-
| 10
| 15
| ?
|-
| 9.5
| ?
| 5
|-
| 9
| 20
| 10
| 0
|-
| 8.5
| 30
| 15
| 5
|-
| 8
| 35
| 20
| 10
| 0
|-
| 7.5
| 45
| 30
| 15
| 5
|-
| 7
| 55
| 35
| 20
| 10
|-
| 6.5
| 70
| 50
| 30
| 15
|-
| 6
| 90
| 60
| 40
| 25
|-
| 5.5
| 120
| 90
| 60
| 40
|-
| 5
| 175
| 125
| 90
| 65
|-
| 4.5
| 280
| 195
| 140
| 100
|-
| 4
| ?
| ?
| 240
| 170
|}
==11. Where are good places for Magic Finding runs?==
Magic Finding (MF) runs are done by players to find good unique and set items. Common places for MF include:
* Mephisto on all difficulty levels
* Hell Diablo *WARNING* exercise extreme caution!!
* Baal on all difficulty levels
* Hell Pindleskin (through the red portal that Anya creates)
* Hell Cows (MooOoOoOO)
You can read much more in our Magic Find guide and specifically for Amazons here and tables for diminishing returns and other common questions go here.
==12. What mercenary should I get, and what should I equip him with?==
This depends mainly on your subclass build, but the best choice by far is the Act 2 Desert Guard. Bowazons that want to do more damage should pick a Might (Offensive Act 2 Nightmare) mercenary, while the Holy Freeze (Defensive Act 2 Nightmare) mercenary is also helpful for slowing down monsters. Javazons don’t really need a mercenary, if at all the Defiance (Defensive Act 2 Normal/Hell) is good in Cows. Don’t ever use a Holy Freeze mercenary in Cows - it makes herding difficult. Tankazons (et al) would either like a Defiance mercenary to increase your defense, a Holy Freeze mercenary to slow those suckers down, or a Might mercenary to boost your damage though holy freeze is another good option.
The most important statistic on your melee mercenary’s equipment will be Life Steal %. Equip him with a very powerful spear filled with Amns, and he will hardly ever die. Combine it with a Shaftstop for % Damage Reduction and a Vampiregaze/Crown of Thieves, and you shouldn’t have to worry about him for most situations. The only problem is getting that equipment, and ensuring that YOU don’t die as well.
Act 1 rogues make good and speedy mercenaries. They have a hidden power which is related to the amount of +skills equipment that they wear. Read more here. A smart person gets either a fire or cold rogue and puts on the amount of +skills to make her shoot the opposite. I.e. give a cold mercenary +skills to get her to shoot fire arrows as main attack.. the cold arrows will be shot by the rogue anyway. With a fast trigger the rogue can be quite a killer.
The act 2 mercenaries that are not discussed are prayer, blessed aim and thorns. These are in general not very handy, but for amazons that lack lifeleech such as Magazons, a prayer mercenary will be quite good. For spearazons that use Lightning Strike, they will benefit from blessed aim to deliver their spear and gear damage other than just the skill damage. For people that want to get hit a lot they can benefit from the thorns mercenary. Don't forget that both valkyrie and decoy can be quite helpful here because they can be durable distractions as has already been discussed.
Act 3 mercenaries are of the elemental type. Also these can benefit from +skills to boost their damage. Most only choose cold for the freeze effect, but lightning and fire mercenaries can be quite good too, especially if you lack that type of damage.
Barbarian mercenaries are quite good at tanking. They can use barbarian specific items and therefore have a step up the ladder with helmets. +Bash skills helmets can be quite good and the Barbarian specific Arreat Face is a gem on this companion. If you need another tank to knock back the creatures from your presence, this is the mercenary for you.
==13. My Amazon is not going too well in Normal difficulty – she doesn’t do enough damage and has too little mana. What can I do?==
A lack of damage is usually associated with Bowazons in Normal difficulty, as their bow is not powerful enough. Suggestions include placing more stat points in Dexterity or using an elemental arrow skill (e.g. Fire, Cold or Ice Arrow). If you can give your Amazon 'hand-me-down' weapons - a bow with perfect emeralds or topazes are great for extra elemental damage. However, take note that to use these gemmed bows your character must be over level 18 (perfect gem level requirement).
Another option is the 4-socketed composite bow with 3 flawed topazes and a flawed sapphire (with a level requirement of 5). It is good for low levels until 18, when you can switch to the perfect gemmed bow instead.
Another common problem is a lack of mana in early levels. It is important to realise that this is only a temporary problem, as mana leech and +mana when you level up quickly helps. Therefore, most Amazons should not put stat points into Energy (unless you are a Mageazon). Try using Normal attack to conserve mana or be incredibly lucky and find a mana steal items - spamming Multiple Shot is not a good option. Try putting Tir runes into your equipment for +mana after every kill - they are usually very common in the early game. Items (especially charms) that give +mana also help out a lot, and they will most likely alleviate your mana problem until you reach higher levels.
==14. Finally, I'd like some Formulae please==
'''Damage'''
Physical Damage = [(Listed Weapon Damage) + min/max damage from all sources] x (X / 100 + ED from equipment other than weapon + ED from skills + 1) x Special Modifier
* Listed Weapon Damage is the damage on your weapon. Socketing an Enhanced Damage Jewel or Rune will act on the base weapon damage. However, if the weapon already contains a magical enhanced damage modifier it will act on the base weapon damage + 1.
Enhanced damage versus Undead or Demon works just like Enhanced damage modifiers from gear, except only versus their type of creature, of course.
The base weapon damage is expressed in "a to b" damage and can be found in the Items Section.
* If min/max damage modifiers appear on weapons they are already calculated in the listed bow damage.
* Modifiers such as "Adds 15 to 20 damage" are min/max damage modifiers.
* The Special modifier at the end is normally 1.
If Critical Strike or Deadly Strike occurs the value is 2.
For Multiple Shot, the value is 0.75.
The “X” refers to your attributes:
* For bows and crossbows, use your dexterity value.
* For "hammer" weapons, use 1.1 times your strength value.
* For all thrown weapons (even in melee), use (Strength + Dexterity) x 0.75
* For class-specific spears, use (0.8 x Strength + 0.35 x Dexterity)
* For daggers (and Assassin claws), use (Strength + Dexterity) x 0.75
* For all other melee weapons, use your Strength value.
Multiple Shot not only lowers physical damage by 25%, but also elemental damage
'''Base Defense'''
Base Defense Value = (Dexterity x 4) – 28
Chance of “Double Heal” with Healing Potions
For Vitality under 200: Chance of Double Heal = Vitality / 4
For Vitality over 200: Chance of Double Heal = 100 – (10000 / Vitality)
“Double Heal” is the possibility of restoring twice the number of Hit Points from a healing potion.
'''Chance of “Double Mana Regeneration” with Healing Potions '''
For Energy under 200: Chance of Double Mana = Energy / 4
For Energy over 200: Chance of Double Mana = 100 – (10000 / Energy)
“Double Mana Regeneration” is the possibility of restoring twice the number of Mana points from a mana potion.
'''Chance to hit (in percentages) = 100 * [AR/(AR+DR)] * 2 * [clvl/(clvl+mlvl)]'''
Where AR is Attack Rating, DR is Defense Rating, clvl is character level, mlvl is monsterlevel. For Ignore Target Defense, DR is set to 0."
'''Replenish Life'''
Life replenished per second = 25 x R / 256
Where R is your total “replenish life”.
'''Regenerate Mana'''
Mana regenerated per second = 25 x [[256 x Mana / (25 x 120)] x (100 + %Mana Regeneration) / 100] / 256
Totals within the [ ] brackets are rounded down.
'''Blocking'''
Total Blocking % = [Blocking x (Dexterity – 15)] / (Character Level x 2)
If your character is moving, then % chance to block is reduced to 1/3 of its original value.
'''Faster Run Speed '''
Run Speed = (120 x FRS Bonus) / (120 + FRS Bonus)
Faster Hit Recovery Frame-Rate Table
{|
| Frame
| FHR
|-
| 6
|-
| 5
| 20
|-
| 4
| 63
|-
| 3
| 200
|}
A FHR frame rate of 2 frames is not attainable for the Amazon.
[[Category:Amazon]]