How much Area damage?

how much AD should i really have on my GOD Dh? I have it rolled on almost everything possible but I;m wondering if i’ve totally over done it. How much CHD too, i have 550% but the diminishing returns must kick in somewhere.

Any help is appreciated!

AD is essential, so as much as you can.

I’m at 121% right now, decent?

I have 137% AD. Still AD on rings missing

I can roll off my 10% damage on weapon for more AD, i just wasnt sure where to stop lol. People hate AD for groups, still, right? Causes lag?

It’s better to understand why you would want AD with this build, rather than just stacking as much as you can and sacrificing important stats because that seems to be the thing to do.

Truth is, it’s nearly impossible to know how much AD you “actually” need. When mobs are pulled tight, the chances of AD proc increases dramatically. What also increases dramatically is the number possible pierces of devouring arrow, which scales really well with AD.

What this means at the end of the day is that you’re not going to know how much AD is really effecting grouped up mobs because the amount of possible pierces will change every single time. Sometimes you might get 25. Other times you may get over 40. The higher the number of pierces, the more likely you’ll run into “overkill”, to the point where even the minimum amount of AD (50% from paragon points) ends up being more than enough for some situations. You cannot control when and how this happens.

So in conclusion, how do you know how much AD you need? Well, you don’t. My suggestion would be to get AD in slots that aren’t vital sacrifices to the rest of your gear. Shoulders are the easiest and least committal slot to obtain, with jewelry being the most difficult in terms of sacrifices.

Whether you have 50% or 150% AD chances are you’ll clear most content just fine regardless as long as you don’t skimp out on natural damage bonus.

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Thanks for the detailed response!

My stats, I think, are pretty balanced. 50% chc, 492 chd, 124% AD, 25% attack speed. I just wasn’t sure if there are obvious breakpoints, or if my AD was over kill.

Forget this idea about diminishing returns. They do exist but people argue about the term a lot. Let’s assume they don’t exist at all and ignore CDR/RCR for now.

You wanna have as much CHC/CHD and AD as possible. What matters is what you sacrifice for it or what you can get it instead.

AD is super awesome for high pushing if your DPS is “to low” to actually do the content. If you can’t kill trash, enemies will get grouped eventually and then you might get an AD procc out that hits 20 enemies + AD multiplier. Damage multiplier would be be like from a hidden set - insane. However if you do speeds - it may not do at anything all - see Die’s comment.

Maybe I do interpretate to much here - but you seem to believe in “balanced” stats. Like CHC should be like CHD/10 or otherwise “diminishing returns” kick in. Old meme/trope/recommendation.

This is based on a good idea - but just wrong.

Idea is: The rectangle with the biggest area is a square - A x B. So 5 x 5 is better than 4 x 6 or 3 x 7 and so on. True - but that is not what is happening in D3.

CHC/CHD will usually beat all other stats possible in the game - so that is what you wanna go for. You don’t lose anything if you break the square idea.

And it doesn’t work like this. Let’s say we would have a crit chance of 50% to do 100% more crit damage. Math seems be 0.5 x 100/10 - but that couldn’t work - because you would actually do halve of your damage.

It should be more like 0.5 x ((100/10)+1) - so 0.5 x 2.

The square rule wouldn’t apply here - although 50% chc, 492 chd may look to seem to be perfect - but is not - and it is not 50 x 49,2.

Actually it would be 0.5 x 592 regarding crit.

You wanna aim for 54% CHC and 610% Crit with dualwield. Or for 65/480% with
quiver. There is nothing better (without some super small exceptions that actually don’t matter muc hlike 105-210 flat damage on rings). Just stack as much CHC/CHD as possible.

AD - matters on the level you run - it will work if you are punching above your weight. But you have to know the mechanics. 10% more damage on weapon might beat 24% or not. Depends …

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Answer to OP, I would recommend ideally 138-178% area damage for dual wielding setups (or 134-174% with a quiver).

50% Paragon
24% Weapon 1
24% Weapon 2 or 20% Quiver
20% Shoulders
20% Gloves

Then optionally you can get 40% more area damage on rings, but rings could also can get average damage instead (shown as +105-210 damage). I think average damage is stronger than area damage on each ring since the build uses low base damage weapons (hand-crossbows). If using a high-base damage weapon (crossbow), then the area damage might be more useful.

The maximum is 198% area damage if you include an amulet but that isn’t optimal since there are more important affixes there (element, critical hit damage, critical hit chance, socket).

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First, you have to know what content are you playing?

  • group farming 100—120s gr then you have to stack as much as AD you can.

  • solo pushing > 120s is need AD for duel-wield as group farming

  • solo exp farming 90—110s, AD is useless because you kill monstet in 1-2 second even elite only take you like 5s. Moreover, nobody group monster for you. Main stats and other stats more important than AD in this situation.