0. Intro
Hello. This is supposed to be a guide to one of the games most important mechanics overall. Since i see people including myself getting things wrong quite often i figured it was necessary. You might believe it’s unnecessary at first but there will be some impact for builds that are currently played. Let’s start with the basics that i think most people know, the guide will get more important as you continue to read.
1. What is stacking?
First of all the easy explanation to stacking is that different effects of your gear interact multiplicatively instead of additive. This effect can work for and against you: Having two items equipped INcreasing your damage by 100% gives you an increase of 300% to your damage (your doing 400% of the initial damage which is a 300% increase) instead of the additive 200%.
Having two items equipped DEcreasing your cooldowns by 10% each gives you a total of 19% CDR instead of the additive 20%.
Wether stacking works for or against you depends on the multiplicator on the item: If it’s less than 100%, stacking decreases the total effect and vice versa.
2. Why is stacking so important?
This is the part where i will start to do the actual maths. Remember to multiplicate/divide before you add/subtract.
Let x be the item modifier(e.g. legendary affix) as stated in the description. The actual multiplicator is (1+x) if it’s an increase and (1-x) if it’s a decrease.
For items having different values the total modifier you get is just a product of all the multiplicators.
Let’s assume you have n items equipped all with the same modifier value of x, it means the total modifier is
(1+x)^n-1 for an an increase and
1-(1-x)^n for a decrease.
As these are exponential functions we can immediately draw one very important conclusion: Having lots of items with the same increasing modifier equipped is way more important than having some items with huge modifiers. For decreasing modifiers it’s the other way around. This is why legendary gems, passives, elemental damage rolls and items like the mage fists etc. are so important even though they have low item modifier values.
Another, less obvious conclusion is about the distribution of the value on your items: Stacking is most impactful when all items equipped have the same x-value. So when there’s a choice between two sets of items (mathematical sets, not ingame sets) which add up to the same value, the first all having roughly the same value and the second having huge differences between the modifiers, remember the following rule: if it’s an increasing modifier, choose the first set. if it’s a decreasing modifier, choose the second set.
3. Which items stack? Which don’t?
Now here comes the first interesting part by using an actual examples:
First of all i want to point out that this is no offense to Rhykker, i do like and use his builds quite often. The example just fits perfectly to my point.
In this build guide Rhykker talks about how the Tal Rasha 4 piece bonus stacks. As many pointed out in the comments the Tal’s 4-piece gives resistance and not damage reduction but here is what a lot of people didn’t get: Even if it were damage reduction, would they stack as he explained in the video? The mechanic of Tal’s 4 piece is determined by the amound of stacks of a buff you get from the set.
Let’s use our formula by taking a look at the most extreme case of this exact mechanic: vyrs 6-piece bonus. Let’s assume you have 200 archon stacks. Additive this would give you 20.000% more damage. But if they stacked by using our formula we came up with roughly 1.61*10^58% damage increase.
Since that is obviously not the case (it would probably crash your game) we can draw one very important conclusion from this: Buffs you get from the same item or spell don’t stack with themselves, only different items or spells can stack.
Any further question you have about wether something stacks:
-The short answer is: yes.
-The long answer is: maybe you ask the wrong question. e.g. there’s a debate wether or not the new captains set does stack with cdr. Obviously the 2 piece bonus cdr does stack, but that’s not what you want to know. The question wether the captains set uses the sum of all CDR you have or the final calculated stack of cdr you actually get for it’s 3-piece-bonus is not a question about how stacking works but a question about the mechanic of the set. Since obviously every single item, set, spell, skill and so on uses individual programmed mechanics you will never ever get a general answer that applies to all items on a guide like this one. Search for the specific thing you want something to know about, e.g. in the diablo wiki and if you don’t get an answer try to test it ingame and then ask your specific question in the diablo forum.
4. What affixes can stack?
This is the most important part of this guide since pretty much everyone i know gets this wrong: Every single one of the item affixes, being legendary blue or whatever, can and will stack in some way, even if it doesn’t seem like it at first. This has some pretty important impact; Let’s take the very popular LazyStorm build as an example.
As you might know LazyStorm is all about stacking as much crowd control (cc) chance as possible to proc the triple krysbins sentence bonus.
Now there is Crowd Control Resistance of mobs in Diablo 3. I won’t go all into detail (use the diablo wiki), but basically after you’ve procced some kind of cc like a stun to a mob, you can notice that the mob can’t be cc-ed for a couple of seconds. This is because every item and skill in the game that gives some kind of cc is only a percentage chance and even if the percentage is 100% (e.g. Command Skeletons - Freezing Grasp) this chance can and will be decreased by cc resistances. Every cc applied to a mob causes it to gain resistance to all ccs. This mechanic basically means that if you have different items with cc chance on it equipped you will increase the overall chance to cause any cc but you will decrease the chance for every single item to proc their specific cc. Now there are different values of the cc: The charm of bone spirit will last 10 seconds while the blind of blind faith will last around three seconds. If you had the choice you certainly would take the charm but by taking both the spirit and the helm you can’t choose. This leads to following calculations:
Let’s do it as an example with bone spirit and blind faith:
Bone spirit - Possession has 100% chance per hit to charm for 10 seconds. The mob will gain 10% cc resistance every second charmed up to 95% cc resistance. After that the resistance will drop 5% per second.
Blind Faith has 40% chance per hit to blind for 3 seconds. The mob will gain 10% cc resistance every second blinded up to 20%. After that the resistance will drop 5% per second.
By using the Gauss formula for the sum of all natural numbers up to a given value multiplied by the 5% per second we can calculate:
The average time to proc a charm after a charm ran out is 5.84 seconds.
The average time to proc a blind after a charm ran out is 17.84 seconds.
The average time to proc a charm after a blind ran out is 1.24 seconds.
The average time to proc a blind after a blind ran out is 3.73 seconds.
(Formula: (starting resistanc-proc chance)*x+5%*(x*(x+1)/2))=100%
The proc chance ratio is constant:
charm procs/blind procs=100%/40%=5/2
which means out of 7 procs there are 5 charms and 2 blinds.
Running only bone spirit means the average time between two procs
is 5.84 sec.
This means mobs are cc-ed 10/(10+5.84)=63.11%
of the time.
Running only blind faith means the average time between two procs
is 3.73 sec.
This means mobs are cc-ed 3/(3+3.73)=44.58%
of the time.
Running both means the average time between procs using simple statistic is
(5*5*5.84+2*5*17.84+5*2*1.24+2*2*3.73)/(7*7)=7.18 sec
.
This means mobs are cc-ed
((2/7)*2+(5/7)*10)/((2/7)*2+(5/7)*10+7.18)=51,79%
of the time.
So equipping blind faith decreases the chance to proc bone spirit charm resulting in a decreased cc uptime by 11.32%. (This does not account cooldown or attack speed though).
If you consider cc chances not as an increase but as a decrease of the chance that mobs will not get cc-ed, this works exactly like the kind of stacking we want to minimize.
For proc chance calculating while running both using the formula from part two for decreased stacking chance gets you pretty good results for the actual proc chance:
The average cc resistance of a monster before a proc is the average time formula from above with the proc chance of 0% and divided by the average time and scaled for the proc chance:
charm:
(5/7)*(95%-5%*(5.84+1)/2)+(2/7)*(20%-5%*(1.24+1)/2)=59.76%
blind:
(5/7)*(95%-5%*(17.84+1)/2)+(2/7)*(20%-5%*(3.73+1)/2)=36.55%
That means the overall proc rate of any cc using the decreased stacking formula from part two is
1-(1-(100%-59.75%))*(1-(40%-36.55%))=42.31%
This is of course more procs than with a single cc, but it’s less than added both together.
Testing seems to confirm this. Now we can use statistics again:
charm proc chance is (5/7)*42.31%=30.22%
blind proc chance is (2/7)*42.31%=12.08%
As a result, Lazystorm should not use so much cc and instead stick to a single, valuable item like Brigg’s Wrath that has a knockback AoE. Since we don’t need blind faith anymore, we can easily swap Ring of the Royal Grandeur out for Brigg’s. Your follower can cc the rift guardian (who’s immune to knockback).
Now we’ve gotten all the formulas we need to calculate anything about cc. This is of course only using two cc sources. But it’s entirely possible to calculate more.
That kind of mechanics are applied to every possible offensive affix that first does not seem to stack. But it does. This is of course only one example for a stat stacking with itself, but there are a lot more stacking with other stats an/or itself. That is why everything in this game stacks with something and why it is so important to know.
5. Some maths for fun
There is the natural exponential function hidden in the stacking calculating formula.
Let’s assume you have a total sum of +x% damage evenly distributed over n items.
The Formula for the final multiplicator is (1+x/n)^n-1
As the limit of n goes to infinity, the multiplicator goes to e^x-1.
That being said, the final multiplicator might converge to e^x-1 but e^x is a terrible estimate for the multiplicator since the average error also grows exponential the bigger x is.
6. Summary
-stacking is good for you at increasing stats (e.g. +%dmg, +%chd) and bad for you at decreasing stats (e.g. -%cooldown, +resistances(which decrease your damage taken), anything that has “chance” in it’s name)
-for the same increasing stat better have more less valuable items equipped than less more valuable items. For decreasing stats it’s the exact opposite.
-If you have the choice: for increasing stats choose items with roughly the same stat value. For decreasing choose items with big value differences.
-items, buffs, spells, skills and sets can’t stack with themselves.
-every affix can stack. even cc chances. We can only influence the amount.
I appreciate corrections and mistake spottings. Feel free to use, show or explain the guide as long as you don’t pretend you made it.