

A white level 24 Ceremonial Knife has a damage range of 10-37 a comparable level 22 mace has a damage range of 18-32, meaning that hits will be much more consistent. Ceremonial Knives always seem like they've got insane DPS, right? Well, they do, but they also have stupid high variance. This system is also why you such strange outliers in terms of DPS. Those crappy little rings are worth 22 intelligence in this scheme! If you're using that axe and you slap on a pair of 1-2 damage rings, it goes to 12-21 damage or 21.45 DPS, albeit with higher variance than before. A normal one-hander blue before level 20 is gonna rock something like 18 DPS (example:17.5DPS 10-17 damage range 1.3AS Axe). This is also why those +1-2 damage rings are so good in early Normal mode. If you had a different 1.0 AS weapon that had a damage range of 25-37 but no Int, it would do more damage because the base DPS is more than 20% higher.

Of course, the damage stat is just a guide: whenever you use a skill, it grabs a random number from the damage range and then applies all bonuses and modifiers- the Damage stat has very little correlation to the size of a single hit! Your "Damage" stat in the character sheet factors this in and spits out an average DPS stat accounting for all modifiers: in this case, you'd see a damage stat of 30.

If you have a 1.0 AS staff that does 20-30 damage with 20 intelligence (and you have no other int), that means that each hit will roll a random number between 20 and 30 and then that number will be multiplied by 1.2 (remember, each point of int is +1% damage).Įffective Damage Range: The effective damage range of that weapon for a Witch Doctor or Wizard is actually 24-36. The tooltip also displays average DPS, which is actually a red herring: the min/max/AS numbers are much more relevant. Wizard and Witch Doctor weapon damage system explanation submitted by trog:Įach weapon has three relevant base stats:
