BIS Wizard (Dag+Trium)

Level 60, Paragon Level 100

Softcore Wizard Build
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Skills

  • None Selected

Passives

  • None Selected
Gear / Items
Simulate Gear
 
Name Controls DPS
(% of Total)
EHP
(% of Total)
Gear Stats Perfection
BIS Mempo
Helm
Simulate ~ ~
Armor 457
Int 200 66.7% of 300
ResAll 80 100% of 80
%Life 12 100% of 12
Crit 6 100% of 6
IAS 9 ???
BIS Ward
Shoulders
Simulate ~ ~
Armor 671
Int 300 150% of 200
Vit 100 50% of 200
Rgn 342 100% of 342
%Life 12 100% of 12
ResAll 80 100% of 80
BIS Am
Amulet
Simulate ~ ~
Int 350 100% of 350
Vit 150 42.9% of 350
Dmg 36-72 ???
IAS 9 100% of 9
Crit 10 100% of 10
CritDmg 100 100% of 100
BIS Tal's
Chest
Simulate ~ ~
Armor 457
Int 200 100% of 200
Vit 300 100% of 300
IAS 9 ???
ResAll 80 100% of 80
BIS Gloves
Gloves
Simulate ~ ~
Armor 355
Int 300 100% of 300
Vit 100 50% of 200
IAS 9 100% of 9
Crit 10 100% of 10
CritDmg 50 100% of 50
ResAll 80 100% of 80
BIS Lacuni
Bracers
Simulate ~ ~
Armor 253
Int 200 100% of 200
Vit 100 50% of 200
IAS 9 ???
Crit 6 100% of 6
%Move 12 ???
BIS Witching
Belt
Simulate ~ ~
Armor 305
Int 200 100% of 200
Vit 200 100% of 200
ResAll 80 100% of 80
IAS 9 ???
CritDmg 50 ???
BIS Inna
Pants
Simulate ~ ~
Armor 457
Dex 100 50% of 200
Int 100 50% of 200
Vit 100 33.3% of 300
%Move 12 ???
Crit 1 ???
IAS 9 ???
BIS Ring
Ring1
Simulate ~ ~
Int 200 100% of 200
Vit 100 50% of 200
Crit 6 100% of 6
CritDmg 50 100% of 50
IAS 9 100% of 9
Dmg 36-72 ???
BIS Ring
Ring2
Simulate ~ ~
Int 200 100% of 200
Vit 100 50% of 200
Crit 6 100% of 6
CritDmg 50 100% of 50
IAS 9 100% of 9
Dmg 36-72 ???
BIS Climbers
Boots
Simulate ~ ~
Armor 610
ResAll 80 100% of 80
%Life 12 ???
Int 300 150% of 200
Vit 200 100% of 200
BIS Dagger
Mainhand
Simulate ~ ~
%Dmg 50 100% of 50
MinDmg 265 75.3% of 352
MaxDmg 363 81.2% of 447
CritDmg 100 100% of 100
Int 200 57.1% of 350
IAS 11 100% of 11
BIS Triumvirate
Offhand
Simulate ~ ~
Dmg 110-405 ???
Int 311 103.3% of 301
Crit 8.5 85% of 10
%FireDmg 6 ???
%LtnDmg 6 ???
%ArcDmg 6 ???
Vit 150 49.8% of 301
Skills / Active Abilities
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Passives / Passive Abilities
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Follower / Shrine Buffs
Multiplayer Group Buffs
Gear / Items

Note: This is an experimental tab! Still working out the bugs.

In an effort to improve the calculator, this page outlines all of the steps to calculate this builds DPS. Please feel free to check it over and submit any corrections!

SCRAM Basics

The basis of the calculations uses the SCRAM method, as follows:

  • S = Primary Attribute Bonus
  • C = Critical Hit and Critical Hit Damage
  • R = Attacks per Second
  • A = Average Hit
  • M = Damage Modifiers

Once you have all of these numbers defined, your DPS is equal to:

DPS = S * C * R * A * M

Over the course of the rest of this panel, we will be using the stats from this build in our calculations.

Calculating "S"

The C uses X as it's primary stat and this build has a total of Y X including all gear and levels.

S = 1 + ( * 0.01)
S = 1 + ( * 0.01)
S = 

Calculating "C"

"C" is a combination of your Critical Hit Chance as well as your Critical Hit Damage. By multiplying the increase in damage by the chance to critically hit, we come up with C.

  • Critical Hit Chance: %
  • Critical Hit Damage: %
C = 1 + (crit chance * 0.01) * (crit damage * 0.01)
C = 1 + (% * 0.01) * (% * 0.01)
C = 

Calculating "R"

"R" is the rate at which you attack, including all attack speed bonuses.

  • Mainhand Speed: attacks per second
  • +% Attack Speed: %
R = Weapon Speed * (1 + % Increases);
R =  * (1 + ( * 0.01))
R = 

Calculating "A"

"A" is your average hit, this is where most of the DPS issues come into play involving +% Elemental Damage or +% Damage.

We will be using the following weapons and attributes in this step:

    • Total Damage: -
    • Real Weapon Damage: -
  • Minimum Damage: +
  • Maximum Damage: +
  • +% Elemental Damage: %

+% Elemental Damage appears to use the Minimum Damage values from your weapons, WITHOUT the +Elemental Damage affixes (+X-Y Fire/Lightning/Etc Damage). This is the value we are using called 'Real Weapon Damage'.

To calculate +% Elemental Damage, we need to do the following...

Bonus Damage = (MH Real Min Damage + MH Real Max Damage + Bonus Min Damage + Bonus Max Damage) / 2 * Bonus Ele %

Plugging in the numbers, we get:

( +  +  + ) / 2 * ( * 0.01)
Bonus Damage = 

Now, for the math to determine actual average damage, which is as follows.

MH Min = (MH Weapon Min + Bonus Min)
MH Max = (MH Weapon Max + Bonus Max)
MH Avg = ((MH Min + MH Max) / 2 
A = MH Avg + Elemental Damage

Plug in this build's numbers...

MH Min = ( + ) = 
MH Max = ( + ) = 

MH Avg = ( + ) / 2 = 

A =  + 
A = 

Calculating "M"

"M" is the total bonus damage from all of your passives and abilities.

M = 1 + 

Totaling it all up...

Now we just take the last number from each of the above sections and multiply them together!

DPS = S * C * R * A * M
DPS =  *  *  *  * 
DPS = 

Help improve this!

This isn't a perfect system, I've build it based on a number of different forum posts and blogs written about how the DPS is calculated on the Character Sheet. If you see something incorrect, please correct me (aaron.cox@greymass.com)! I want this calculator to be as precise as possible, which is the main reason I'm exposing how the math is done.

Feel free to use these calculations in your applications, spreadsheets or websites!

~ Damage per Second
~ Effective Hit Points
Comparison Results
Damage Statistics
DPS
tDPS
Tick Rate
MH Tick Rate
OH Tick Rate
BES
Sharpshooter DPS
3-second DPS
DPS vs Elites
tDPS vs Elites
DPS vs Demons
tDPS vs Demons
DPS vs Elite+Demon
tDPS vs Elite+Demon
DPS vs Demons
tDPS vs Demons
Attacks per Second
+% Attack Speed
Critical Hit Chance
Critical Hit Damage
MH Weapon Damage
OH Weapon Damage
Base Statistics
Strength
Dexterity
Intelligence
Vitality
Magic Find
Gold Find
Defensive Statistics
Armor~
All Resist
Block Chance
Dodge Chance
Armor Damage Reduction
Total Damage Reduction
Thorns
Health Statistics
Maximum Life
HP:EHP Ratio
Life Steal
Life per Hit
Total Life Bonus
Life per Second
Life per Kill
Health Globe Healing Bonus
Bonus to Gold/Globe Radius

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