Players can experience a variety of interesting gameplay in the Diablo 4 game. But if players want to advance to become a master, they also need to know the guide to the peak damage counting method for mages in "Diablo 4". The editor here brings you a guide introduction.
After spending 5000W to reset the plate 7-8 times, I finally found one that I am quite satisfied with. It has output, defense, battery life, and good scalability. Is it necessary to use an ice shield, a lucky hit, or static electricity surge by myself? Adjustments don’t need to cost much.
Now we are launching a 7-disk output point method with a meteorite ice shield. It has been measured that at 90+ levels, as long as the shield is on, it can resist a little, but only slightly.
This is my current method, but I sacrificed 18 points of A damage for 8 more mana, so that I can get no less than 100 mana after three fragments.
Details of adding points to the peak plate: click to enter
With meteorite shield - no need for all attributes - maximum running score of 11,000
1.Initial-use-a damage 55-vulnerability 31.2
2. Static surge-control-a damage 174+132=306
3. Meteor Ice-Frost Bite-a damage 110+160=270
4. Cold Fate-Tactician-Vulnerable 95
5. Enchantment Master - Elementalist - a wound - 61.25
6. Immortal Conductor-Destruction-Skill Critical Damage 98
7. Burning heat - Utilization - A wound 64 - Violent wound 30
a damage=756.25, critical damage=128, easy damage=126.2
Increases agility by 360 and concentration by 256.
After clicking, the concentration will be 431 and the agility will be 534, which will unlock the weakness of 430 concentration and the elemental balance of 530 agility. No full attribute affixes are needed.
Output rating = 100 baseline * 3.262 (100 + initial and equipment 100 vulnerability + plate 126.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 8.5625 * 1.1 (fire feeder) = 11000
There is also a non-shield version of this point method, with an output rating of 12005, but it is too uncomfortable without a shield, and I would rather have a shield.
No need for all attributes - highest running score 11908
1.Initial-Fire Feeder-a damage 55+78=133
2. Static surge-control-a damage 189.5+132=321.5
3. Meteor Ice-Frost Bite-a damage 120+159.8=280
4. Cold Fate-Tactician-Vulnerable 95
5. Enchantment Master - Elementalist - a damage 39+61.25=100.25
6. Immortal Conductor-Destruction-Skill Critical Damage 98
7. Burning Heat - Utilization - Vulnerable 31.2 - Critical Damage 30
a damage=834.55, critical damage=128, easy damage=126.2
Increases agility by 357 and concentration by 261.
After clicking, the concentration is 436 and the agility is 531, which unlocks the weakness of 430 concentration and the elemental balance of 530 agility, without the need for full attribute affixes.
Output rating = 100 baseline * 3.262 (100 + initial and equipment 100 vulnerability + plate 126.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 9.3455 * 1.1 (fire feeder) = 12005
Details of adding points to the peak plate: click to enter
Requires 27 or 37 full attributes - highest running score 12085
1. Initial - elementalist - a damage of 87.5
2. Cold Fate-Tactician-Vulnerable 95
3. Meteor Ice-Frost Bite-a damage 120+159.8=279.8
4. Enchantment Master-Fire Feeder-a damage 84+68=152
5. Static surge-control-a damage 189.5+132=321.5
6. Immortal Conductor-Destruction-Skill Critical Damage 98
7. Burning Heat - Utilization - Vulnerable 31.2 - Critical Damage 30
a damage=840.8, critical damage=128, easy damage=126.2
Increases agility by 345 and concentration by 239.
After clicking, the concentration is 414 and the agility is 504. Unlocking all rare node bonuses requires 430 concentration and 540 agility, and requires 27 to 37 full attribute affixes.
Output rating = 100 baseline * 3.262 (100 + initial and equipment 100 vulnerability + plate 126.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 9.408 * 1.1 (fire feeder) = 12085
Details of adding points to the peak plate: click to enter
Base case and assumptions:
There is a bitter but effective way for the mage to reach level 100. He uses blue medicine and other cds to make a set. So defense is useless, lucky hits are useless, and battery life is useless. Most of the time it just depends on whether you can kill the monster within the control time. If you can't kill it, enchant the fire shield and return to the city to wait for the next wave of CDs.
If you want battery life and defense, please look at the points below for quick attack speed, mana, armor and damage reduction at level 60. If you have a shield at level 60, you can swim, and you won’t even be afraid of floor damage if you are surrounded by monsters. (If you don’t have a shield, you will still be charged by the Fat Man and the Bull Corpse Bow)
Level 100 mage naked without peak plate, intelligence 177, concentration 175, agility 174
The damage calculation formula of intelligence is (1+intelligence/1000). The impact of 10 points of intelligence on DPS in the later period is about 0.5% to 0.6%, which is approximately equal to a little more than 4% of A damage. This calculation will not discuss the influence of intelligence for the time being.
If you have to calculate, the point method intelligence of 7 disks is more than 30 points higher than that of 6 disks, because the multiple disk interfaces go a little further, which is equivalent to 15a injuries.
The character's initial vulnerability is 20, and his initial critical damage is 50. Assuming that the equipment provides 80 critical damage and vulnerability, the test benchmark is 100 points of damage.
Requires all attributes - highest running score 10425
1. Initial - elementalist - a damage 96.25
2. Cold Fate-Tactician-Vulnerable 95
3. Meteor Ice-Frost Bite-a damage 120+159.8=279.8
4. Burning Instinct-Destruction-Skill Critical Damage 98-A Damage 97
5. Static surge-control-a damage 189.5+130.2=319.7
6. Burning Heat - Utilization - Vulnerable 31.2 - Critical Damage 30
a damage=792.75, critical damage=128, easy damage=126.2
Increases agility by 333 and concentration by 244.
After clicking, the concentration is 419 and the agility is 507. Unlocking all rare node bonuses requires 450 concentration and 540 agility, and 33 points of all-attribute affixes are required.
Output rating = 100 baseline * 3.262 (100 + initial and equipment 100 vulnerability + plate 126.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 8.9275 * = 10425
Requires all attributes - highest running score 11353
1. Initial - elementalist - a damage 96.25
2. Cold Fate-Tactician-Vulnerable 95
3. Meteor Ice-Frost Bite-a damage 120+159.8=279.8
4. Burning Instinct-Destruction-Skill Critical Damage 98-A Damage 97
5. Static surge-control-a damage 189.5+130.2=319.7
6. Burning Heat - Utilization - Vulnerable 31.2 - Critical Damage 30
7. Elemental Summoner-no glyph-attack speed 8.9
a damage=792.75, critical damage=128, easy damage=126.2
Increases agility by 333 and concentration by 244.
After clicking, the concentration is 419 and the agility is 507. Unlocking all rare node bonuses requires 450 concentration and 540 agility, and 33 points of all-attribute affixes are required.
Output rating = 100 baseline * 3.262 (100 + initial and equipment 100 vulnerability + plate 126.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 8.9275 * 1.089 = 11353
No need for all attributes - highest running score 11505
1. Initial - elementalist - a damage of 87.5
2. Cold Fate-Tactician-Vulnerable 95
3. Meteor Ice-Frost Bite-a damage 125+159.8=284.8
4. Static surge - utilization - a damage of 189.5 - easy damage of 35.2
5. Burning Instinct-Destruction-Skill Critical Damage 98
6. Immortal Conductor-Control-a injury 145
7. Burning Heat - Fire Feeder - a wound 78 - critical wound 30
a damage=784.8, critical damage=128, easy damage=130.2
Increases agility by 330 and concentration by 264.
After clicking, the concentration is 434 and the agility is 504. Unlocking all rare node bonuses requires 340 concentration and 450 agility, and does not require full attribute affixes.
Output rating = 100 baseline * 3.302 (100 + initial and equipment 100 vulnerability + plate 130.2) * 3.58 (100 + critical hit chance 100% * (initial equipment 130 + plate 128)) * 8.848 * 1.1 (fire feeder) = 11505
Knowing the calculation principle of the above damage, you will know the trade-off between easy damage, critical damage and A damage. Remember to combine your own passive skills and equipment, such as the huge critical damage of swallowing flames, etc.