Hadley

Level 60, Paragon Level 0

Softcore Witch Doctor Build (Last Sync w/ Battle.net: June 19, 2013)
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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
Zunimassa's Vision
Helm
Simulate ~ ~
Armor 380
Int 167 55.7% of 300
Vit 96 48% of 200
%Life 10 83.3% of 12
ManaMax 132 ???
Crit 3 50% of 6
Vile Ward
Shoulders
Simulate ~ ~
Armor 649
Str 172 57.3% of 300
Int 179 89.5% of 200
Vit 77 38.5% of 200
ResAll 72 90% of 80
Rgn 319 93.3% of 342
Renown Rage
Amulet
Simulate ~ ~
Dmg 9-18 ???
Int 125 35.7% of 350
ResCold 57 95% of 60
CritDmg 77 77% of 100
Crit 9 90% of 10
Zunimassa's Marrow
Chest
Simulate ~ ~
Armor 595
Int 171 85.5% of 200
Vit 94 31.3% of 300
ResFire 59 98.3% of 60
ResAll 80 100% of 80
Thief's Gambit
Gloves
Simulate ~ ~
Armor 318
Int 185 61.7% of 300
Vit 98 49% of 200
ResAll 72 90% of 80
CritDmg 34 68% of 50
%GF 20 80% of 25
Crit 5.5 55% of 10
Centurion's Innocence
Bracers
Simulate ~ ~
Armor 190
Int 135 67.5% of 200
Vit 110 55% of 200
ResPsn 41 68.3% of 60
ResAll 54 67.5% of 80
Crit 4.5 75% of 6
The Witching Hour
Belt
Simulate ~ ~
Armor 286
Int 99 49.5% of 200
IAS 9 ???
CritDmg 44 ???
%GF 16 64% of 25
%MF 11 55% of 20
Depth Diggers
Pants
Simulate ~ ~
Armor 447
Str 84 42% of 200
Int 193 96.5% of 200
Vit 191 63.7% of 300
ResAll 74 92.5% of 80
%GF 25 100% of 25
%MF 19 95% of 20
Zunimassa's Pox
Ring1
Simulate ~ ~
Dmg 15-47 ???
Int 88 44% of 200
ResArcn 39 65% of 60
ResAll 64 80% of 80
CritDmg 34 68% of 50
The Grace
Ring2
Simulate ~ ~
Int 73 36.5% of 200
Vit 95 47.5% of 200
ResPhys 46 76.7% of 60
%Life 5 41.7% of 12
CritDmg 41 82% of 50
Crit 5.5 91.7% of 6
Zunimassa's Trail
Boots
Simulate ~ ~
Armor 313
%PsnDmg 7 ???
Int 167 83.5% of 200
Vit 134 67% of 200
ResPsn 49 81.7% of 60
%Move 12 100% of 12
Mortal Bane
Mainhand
Simulate ~ ~
MinDmg 292 83% of 352
MaxDmg 322 72% of 447
%Dmg 48 96% of 50
%LifeSteal 2.6 86.7% of 3
Thing of the Deep
Offhand
Simulate ~ ~
Dmg 71-359 ???
Dex 126 41.9% of 301
Int 165 54.8% of 301
Vit 156 51.8% of 301
ManaMax 117 ???
ManaRgn 11 ???
Crit 8 80% of 10
Pickup 20 ???
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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