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Sunwuko Wave of Light Monk

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Guest querulant

yes, but doesn't the speed/db-farming variant without f&r require cdr instead of rcr on gear?

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I have a question regarding Vengeful Wind. Is the "Maximum Stacks of Sweeping Wind" relevant? Since Sunwoko's adds 1000% damage to WoL for each stack of SW, would that make non-ancient version with +7 stacks better than an ancient version with +6 stacks?

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Guest demonwareltd
On 7/2/2018 at 10:15 AM, ShockerWTF said:

I have a question regarding Vengeful Wind. Is the "Maximum Stacks of Sweeping Wind" relevant? Since Sunwoko's adds 1000% damage to WoL for each stack of SW, would that make non-ancient version with +7 stacks better than an ancient version with +6 stacks?

Absolutely it is important - 7 instead of 6 gives you an extra 1000% damage like you said and that in my opinion would be much better than an ancient piece with only 6.

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Guest Icy-Veins Guest
On 5/2/2018 at 9:29 PM, Blainie said:

Kyoshiro is irrelevant when you actually try to push high content, since you'll never lose stacks. It's only useful in bounties etc., since you might drop stacks.

I prefer Kyoshiro over Witching hour in HC because you never run the risk of it dropping off and thus, losing a massive amount of toughness from the Sunwuko 2-pce bonus.

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Guest fosley
On 11/27/2017 at 2:09 PM, Blainie said:

Actual damage output = [(Weapon Damage + Jewelry Damage) * (Main Stat/100) * [((CHC*CHD) + 100)/2] * (100 + SkillDmg%) * Attacks Per Second] * [[((Skill Rune Damage) * (100+Skill%) * (100+Elemental%)/100)] * (100 + EliteDmg%)]

 

I know it's been a while, but I'm a bit confused as to what's going on here.

 

First, why do you have all the extra brackets? What you have is equivalent to:

Actual damage output = (Weapon Damage + Jewelry Damage) * Main Stat/100 * (CHC*CHD + 100)/2 * (100 + SkillDmg%) * Attacks Per Second * Skill Rune Damage * (100 + Skill%) * (100 + Elemental%)/100 * (100 + EliteDmg%)

Instead of arbitrarily lumping various multipliers together, it seems easier to just list each multiplier separately.

 

Second, I get the feeling that you may be trying to distribute multipliers in a way that only makes sense if the bracketed bits were added together instead of multiplied. For example, this:

((Skill Rune Damage) * (100 + Skill%) * (100 + Elemental%)/100)

looks like the division by 100 is supposed to convert each of the multipliers from a percentage value to a raw amount. That would work if you had something like this:

((Skill Rune Damage) + (100 + Skill%) + (100 + Elemental%))/100

Note that A, we've converted from multiplication to addition, and B, we've moved the division by 100 outside the bracketed addition steps. The above is equivalent to:

(Skill Rune Damage)/100 + (100 + Skill%)/100 + (100 + Elemental%)/100

But when we multiply, it doesn't work.

((Skill Rune Damage) * (100 + Skill%) * (100 + Elemental%))/100

is NOT equivalent to

(Skill Rune Damage)/100 * (100 + Skill%)/100 * (100 + Elemental%)/100

I think you'd need to modify your equation to look like this:

Actual damage output = (Weapon Damage + Jewelry Damage) * Main Stat/100 * (CHC*CHD/100 + 100)/200 * (100 + SkillDmg%)/100 * Attacks Per Second * Skill Rune Damage/100 * (100 + Skill%)/100 * (100 + Elemental%)/100 * (100 + EliteDmg%)/100

Each percentage is divided by 100 to convert it to a raw multiplier. The crit portion could be rewritten as (CHC*CHD + 10000)/20000 if you prefer to eliminate one operation at the expense of two operations using larger numbers. Or, for people who understand that 50% = 50/100, you can just reduce it to this:

Actual damage output = (Weapon Damage + Jewelry Damage) * Main Stat/100 * (CHC*CHD + 1)/2 * (1 + SkillDmg%) * Attacks Per Second * Skill Rune Damage * (1 + Skill%) * (1 + Elemental%) * (1 + EliteDmg%)

Here, the division by 100 is removed because it's unnecessary, and all the additions of 100 (which represent 100%) are reduced to the plain number 1. I left Main Stat alone because the stat itself isn't written as a percentage, and Main Stat% is likely more confusing (though this guy prefers to call it "Main Stat Factor" and use it directly as a percentage). Proper math is then something like this:

(1+Skill%) = (1 + 150%) = (1 + 150/100) = (1 + 1.5) = 2.5

 

Additionally, I'm rather confused by your crit multiplier. Why is it being divided by 2? Shouldn't it just look like this:

Actual damage output = (Weapon Damage + Jewelry Damage) * Main Stat/100 * (CHC*CHD + 1) * (1 + SkillDmg%) * Attacks Per Second * Skill Rune Damage * (1 + Skill%) * (1 + Elemental%) * (1 + EliteDmg%) ?

The guy I linked above also has no division by 2 on his crit factor. Perhaps you meant to average the damage range and it somehow got put into the crit multiplier?

(Weapon Damage Min + Jewelry Damage Min + Weapon Damage Max + Jewelry Damage Max)/2 * Main Stat/100 * (CHC*CHD + 1) * (1 + SkillDmg%) * Attacks Per Second * Skill Rune Damage * (1 + Skill%) * (1 + Elemental%) * (1 + EliteDmg%)

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Guest Kristy Marks

Why the he’ll wouldn’t you include Kyoshiro’s Soul in this build.  It’s huge!  Takes away all the work about keeping stacks of sweeping wind up and increases the dmg by 100%.  Just a thought.

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Guest Sienna Darkrose
On 8/4/2018 at 6:18 PM, Guest Kristy Marks said:

Why the he’ll wouldn’t you include Kyoshiro’s Soul in this build.  It’s huge!  Takes away all the work about keeping stacks of sweeping wind up and increases the dmg by 100%.  Just a thought.

I wouldn't say it is huge at all. In the current stage of this meta build. I have played it quite a bit and have found it to be one of my faveorite builds. In looking at the gear listing and the set up. You really don't need the up-time from the belt for sweeping. Witch's is better for the crit and attack speed imo. It is super easy to sit there and cast for your strikes since you will usually have a huge amount of spirit at end game so you can just sit there and spam it as you look for elite groups and decent packs of enemies.

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It is also not recommended for group Greater Rifts past the point where every party member can handle the content on his own.

Does this mean that this is a support build?

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Guest AnonD3

So why am I not using Kyoshiro's Soul and instead using The Witching Hour? How else would I keep up my Sweeping Wind stacks if I'm staying at range with Wave of Light?

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56 minutes ago, Guest AnonD3 said:

So why am I not using Kyoshiro's Soul and instead using The Witching Hour? How else would I keep up my Sweeping Wind stacks if I'm staying at range with Wave of Light?

Because Sweeping Wind refreshes when you crit.

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Guest fosley
On 8/19/2018 at 2:07 PM, avasond said:

Does this mean that this is a support build?

No. This is a ranged damage-dealing build.

The proper group compositions are setup so the different builds synergize with each other. For example, a zdps character greatly reduces damage taken, and (at least in the case of a zmonk) directly heals incoming damage, while also increasing the damage done to enemies, but does relatively little damage itself. This allows the damage-focused characters to change a lot of their defensive affixes into more damage output without dying, and boosts each of the three damage character's dps by collectively more than is lost by only having three damage characters. I haven't done the math in a while, but you might have a group doing twice as much damage per character and taking a third of the damage with a properly-setup team, for example. Since you only have three players actively dishing out damage, the team is doing six times what a solo player would do, against monsters with 2.5 times the health. Effectively doing 2.4 times the damage of a solo player, while taking a lot less damage. So you might do 10 or 20 GR higher than what you can solo with the same class.

Builds on Icy Veins with the "It is also not recommended for group Greater Rifts past the point where every party member can handle the content on his own." disclaimer are basically saying there's very little synergy, except that monster health doesn't scale as quickly as player damage in group content. So four players are doing four times the damage as a solo player, while taking the same amount of damage, and monster health is 2.5 times as high. Effectively doing 1.6 times the damage of a solo player. So you might do 5 GR higher than what you can solo.

Additionally, proper group play might have one guy who takes care of trash, another guy who nukes elites and bosses, etc., further improving the group efficiency. My understanding of Rat Runs is that you have two or even three zdps buffing two or one necromancers to keep damage insanely high as you blow through high level rifts that four randoms could never pull off, even if they're all skilled players.

(All numbers made up for illustrative purposes and do not constitute Adventuring Advice.)

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Guest fosley
On 8/4/2018 at 6:18 PM, Guest Kristy Marks said:

Why the he’ll wouldn’t you include Kyoshiro’s Soul in this build.  It’s huge!  Takes away all the work about keeping stacks of sweeping wind up and increases the dmg by 100%.  Just a thought.

In addition to what Sienna Darkrose said up there (it isn't super hard to keep your stacks up if you're paying attention to the buff), there's also the fact that the 125% damage increase is to Sweeping Wind, not Wave of Light, so that affix is basically worthless. Sweeping Wind is important because the stacks buff Wave of Light, not because we're actually killing anything with Sweeping Wind itself.

I am considering Kyoshiro's Soul on my HC guy simply because I feel the huge toughness gain is better than the damage gain. But Witching Hour is definitely better if your toughness is already good enough. On my guy right now, comparing a primal of each belt on D3Planner gives me a 31.8% toughness boost for the one belt (Dex, Vit, Resist, %Life) vs a 7.6% damage increase on the other belt (Dex, Resist, Atk Spd, Crit Dmg). In items I actually have, my non-ancient Kyoshiro's is +20.5% toughness vs my ancient Witching Hour that gives +8.8% damage.

Note though, that Kyoshiro's Soul isn't the best toughness belt either. I'm just considering it because it's available and the bonus stacks are convenient. String of Ears gives a 25 - 43% toughness boost against melee attacks, which affects Arcane Sentry effects and things like the charging beasts or random whites that sneak up on you, in addition to having the same affixes available as Kyoshiro's Soul.

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On 10/1/2018 at 6:56 PM, Guest Atix said:

Hi, what is the best for push in theory ? Build with epiphany and full cdr ? or this build with Crippling Wave ?

Right now on Seasonal rankings, Crippling Wave build is at 105, CDR build is at 108 solo, so it looks like CDR is winning for now.

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On 7/19/2018 at 6:49 AM, Guest demonwareltd said:

Absolutely it is important - 7 instead of 6 gives you an extra 1000% damage like you said and that in my opinion would be much better than an ancient piece with only 6.

Important yes, but not always a deciding factor. It also depends on how much the base damage changes. In my current situation, according to the planner, dropping a stack to go from a non-ancient w/+7 to an ancient w/+6 means a WoL DPS increase from 814,681,601,112 to 821,054,507,392. That is before considering that I can also add more Dex to the ancient via Caldesann's which can not be done w/the non-ancient. Also in this case, my ancient's damage range is a lot closer to it's minimums while the non-ancient one is almost at max for damage range; the non-ancient is also at +9% dmg vs the ancient's +6%. Essentially the non-ancient is close to the best it could be, the ancient is close to the lowest it can and is still more DPS despite the loss of a stack

Thus I'd recommend simulating or using a planner to find out if a specific piece is better or worse due to the difference of one stack.

Edited by TheRealBill

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Guest Incindra

Build works great, but using Kyoshiro's Soul belt instead keeps your sweeping wind maxed with no effort..since the set bonus gives you a bonus for each stack of sweeping wind active, this increases damage exponentially.  

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      Here are the Conqueror requirements for Diablo III in the upcoming season. This will grant you an additional stash tab (up to a max of 5).

      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII difficulty within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do is Win: Complete two Conquests this Season. Life Goes On: Kill Maghda at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t a Thang: Slay Greed on Torment XIII difficulty. Treasure Goblins outside of Nephalem Rifts will sometimes open portals to Greed’s domain, The Vault. Take U There: Reach Greater Rift Level 60 Solo. Greater Rift keystones can be obtained from any Nephalem Rift guardian. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Seasonal Conquests are additional goals to complete as part of the journey. You must earn at least 3 to earn cosmetics:

      Sprinter and Speed Racer task you with completing Acts I through V at max level in under one hour. Want to go fast while killing things? Boss Mode and Worlds Apart are right up your alley.  On A Good Day and I Can’t Stop are making a return, if leveling your Legendary Gems is more your thing. Finally, if you’re keen to prove your mastery of various Class Sets, Years of War and Dynasty will be returning along with Masters of the Universe and Masters of Sets. Best of luck! Haedrig's Gift Sets for Season 3
      Here are the Haedrig's Gift sets granted to your class in Season 33:

      Barbarian - Horde of the Ninety Savages Crusader - Aegis of Valor Demon Hunter - Gears of Dreadlands Monk - Patterns of Justice Witch Doctor - Mundunugu’s Regalia Wizard - Typhon’s Veil Necromancer - Masquerade of the Burning Carnival
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