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Demon Hunter Leveling Gear and Stats

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Awesome guides guys!!!

 

My questions are kinda tricky, hope i can make myself clear enough....

 

1) How can i judge if an item is actually an upgrade for my character? I Used to only change an item if there where 3 greens or 2 greens and no reds in the new item ... Then  it was harder and harder to get always 3 greens, then i moved to summ up all red and greens of a given item and if the result was a positive number i changed the item, if it was negative i discarded it. Of course this is not the best way to do it, but i do not have the deep knowledge to calculate all the ins and outs of each piece of equipment i can possibily find... Can you guys give me any quick rule to identify if an item is an upgrade? This one of summing all numbers up is at least any good or it will ruin my equipment in the long run?

 

2) If an item has more of priority 1 stats but neither of priority 2 and a low number of priotity 3 than my current item in slot, how can i say the new item is better than the old one?

(Example:  Wrist with 400dex + 100 Vit + 400 healing VS Wrist with 550 dex + 200 armor + 20% gold drop) who would be better?

 

3) Should i prioritize the first stats over all others, or having all stats said in that piece of equipment, no matter the numbers? If an item has all priority stats, even not the best rolls for each one, should i give them the spot on slot? Or go for the one with highest dex not minding the others?

 

 

Hope i made myself clear enough, english is not my 1st language....

 

Thanks in advance!

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1.) As far as comparing Damage, Toughness, and Healing. for the most part you will find a "sweet spot" for Toughness and healing that helps you to stay alive.  some of it is personal preference, and some of it will also depend on skill. If you're using shadow power then you won't be concerned with healing at all because you'll generate all of your healing through abilities.

 

After you have enough toughness and healing to stay alive at the difficulty you're playing on, you'll go for as much damage as you can get.

 

2.) Following along with what I said above, You'll find your comfortable number for toughness. for me I find I like around 10mil toughness for T6. if a new piece of gear has a huge damage upgrade but is going to drop me below 10million toughness I won't use it, or I'll save it until I get an upgrade in a different slot that gives me more toughness first. For stats that are caculated in your Damage, Toughness, and Healing you don't have to worry about any math or prioritizing. Whether 400 dex is better than 5% crit will be shown on the green/red damage +/- at the bottom.

 

You will have to occasionally do some math for numbers that aren't reflected on the character sheet though, mostly in the case of elemental damage, or cooldown reduction. If a neck has -10% damage compared to what you currently have, but has 20% fire damage, and you're primarily using fire skills, then it would actually be a damage gain. likewise with playing the Maruader set with Sentries it's important to place them quickly, so cooldown reduction is important even though it isn't reflected on the character sheet damage. Finally there are also some +attack speed breakpoints speficially for maurauder sentries, but that's starting to get a lot more advanced than just leveling and gearing a DH.

 

3.) The easiest way to get your damage up is % Crit Chance, and Crit Damage %, Dex supplies a good amount of damage and toughness, and All Resist is more important than Vitality. but asside from that you shouldn't have to worry too much about one stat vs. another. just go with whatever gives you the most overall damage and/or toughness.

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Awesome guides guys!!!

 

My questions are kinda tricky, hope i can make myself clear enough....

 

1) How can i judge if an item is actually an upgrade for my character? I Used to only change an item if there where 3 greens or 2 greens and no reds in the new item ... Then  it was harder and harder to get always 3 greens, then i moved to summ up all red and greens of a given item and if the result was a positive number i changed the item, if it was negative i discarded it. Of course this is not the best way to do it, but i do not have the deep knowledge to calculate all the ins and outs of each piece of equipment i can possibily find... Can you guys give me any quick rule to identify if an item is an upgrade? This one of summing all numbers up is at least any good or it will ruin my equipment in the long run?

 

2) If an item has more of priority 1 stats but neither of priority 2 and a low number of priotity 3 than my current item in slot, how can i say the new item is better than the old one?

(Example:  Wrist with 400dex + 100 Vit + 400 healing VS Wrist with 550 dex + 200 armor + 20% gold drop) who would be better?

 

3) Should i prioritize the first stats over all others, or having all stats said in that piece of equipment, no matter the numbers? If an item has all priority stats, even not the best rolls for each one, should i give them the spot on slot? Or go for the one with highest dex not minding the others?

 

 

Hope i made myself clear enough, english is not my 1st language....

 

Thanks in advance!

Hello, Lexblow

Lets see...

1. Knowing your stat priorities and how your character scales with them is the key. In general, you can level up from 1-60 without having to worry about Critical Hit Chance(CDC) / Critical Hit Damage(CHD) / Attack Speed(AS) and simply focus on having Dexterity(or your chars main stat) on each item. When closing in on level 60, there will be more primary stats available on the items and their individual budgets will get higher.

What I suggest you do, is to simply mouseover each new item you get, see if its either a Damage or Toughness upgrade. If the item doesn't have sockets, elemental damage or skill damage and is not an upgrade as Dmg / Tough, you can discard it immediately.

When you have sockets, elemental damage or skill damage, you wont see these affixes display under your Damage and you will have to calculate them yourself. Taking a calculator does the trick, else you can open your Character screen check  "Fire Damage Increase" for example and compare your Damage with Fire Damage.

Unless you are leveling on Hardcore, Toughness will usually be of second importance and you simply try to have enough to survive elites and when you can't, lower the difficulty and improve your Toughness.

2. The example you gave is rather poor, so I'll set a new one for comparison:

Wrist 1: 400 Dex, 300 Vit, 15% Fire Damage 

Wrist 2: 350 Dex, 400 Vit, 6% CHC 

For starters, I left out secondary stats as I've never chosen an item because it had decent secondary stats, unless the items I was comparing had equal primary stats.

Wrist 2, is likely to present itself as an upgrade in Damage and Toughness when you mouseover it, however the 15% Fire Damage on Wrist 1 is not displayed under upgrades and if you are using Fire Skills in your build, it can be a significant upgrade compared to Wrist 2. Easiest is to simply equip Wrist 1 and check the Fire Damage under your Character Sheet and you will see just how much of a damage upgrade it is.

Regarding Toughness, you should focus on Damage as much as possible and if an item is a significant increase in Damage, you will likely be willing to sacrifice some Toughness for it.

3. Primary stats are the most important and you can always disregard secondary stats (except single resists and even single res has very little impact on your character's performance). Just simply compare the Damage on the 2 items when you mouseover an item you recently obtained and see what you need to give up in order to gain something else. Damage upgrades are rarely misleading unless they have Elemental Damage, Skill Damage or Sockets without gems.

Elemental Damage and Skill Damage you can check by equipping the item and looking at your character sheet under individual Skill Damage Increase or Elemental Damage Increase.

Sockets you can fill if you have extra gems and simply salvage the item that is worse. (you will get the gems refunded, unless you bought the item from a vendor - than you can't salvage it)

Hope this helps

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Ty so much guys for you feedback!!!

 

 

I feel honored, 2 answers to a single question (ok , ok, actually 3 lol)!!

 

I guess i understood you Poyo, following this mindset of damage upgrades feel a lot easier for me..

 

And with this in mind can i estabilish a pattern of stats for slots selection? Like:

 

             OK, for weapons, wrist, hands, amulets and rings go for damage upgrades.

             For helmets, pants, armor, shoulders, feet, go for thoughness upgrades. 

            Because chances are that you will eventually get the most of each one, like there is some equipment more proficient into damage upgrades and equipment more proficient into thoughness upgrades. (don't know if this is true, im asking...)

 

            Maybe my example is poor or misguided, but i guess you guys will understand it. 

           

 

Wich slots can excel at damage stats and wich ones at thoughness? So i can get the best of two worlds. 

            I know this seems like too robotic or feel too restrictive, but me and my OCD have hard time with hidden numbers and subjectiveness.

We like more one (or several) rules to follow... :-)

 

 

Keep Up the excellent WORK!!!

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      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta. Classes
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      General Scythes and Phylacteries are now sold by some of the vendors throughout the world Legendary Items Funeral Pick Siphon Blood drains blood from 2 additional targets Trag’oul’s Corroded Fang The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse Scythe of the Cycle Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 3 seconds Dreadgolem Spike Bone Spear now costs 40 Essence and deals 125-150% additional damage Bloodtide Blade Death Nova deals 125-150% increased damage for every enemy within 10 yards Reilena’s Shadowhook Bone Spikes generates an additional 2-4 Essence for each enemy hit Death’s Scythe Each different Poison skill you use increases the damage of your Poison skills by 75-100% for 15 seconds Spear of Jesseth Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses Lost Time Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks. Bone Ringer The damage bonus of Command Skeletons is increased by 25-30% each second while active Leger’s Disdain Grim Scythe deals an additional 7-10% damage for each point of essence it restores Iron Rose Attacking with Siphon Blood while at full life has a 15-25% chance to cast a free Blood Nova The Johnstone Each corpse consumed in Land of the Dead increases your damage by 10% for 8-10 seconds after it ends Haunted Visions Simulacrum now drains 10-15% of your maximum life every second and lasts twice as long Wisdom of Kalan Increases the maximum number of Bone Armor stacks by 5 Bloodsong Mail While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage Requiem Cereplate When Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds Mask of Scarlet Death Revive consumes all corpses to raise a single minion that does an additional 125 – 150% damage per corpse Fate’s Vow After consuming 15-20 corpses you unleash a free Death Nova Moribund Gauntlets Your Golem has a 10-15% chance to shed a corpse when it is hit by an enemy Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times Golemskin Breaches Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it Defiler Cuisses Your Bone Spirit’s damage is increased by 75-100% for every second it is active Steuart’s Greaves You gain 40-50% increased movement speed for 2 seconds after using Blood Rush Bryner’s Journey Bone Spikes has a 10-15% chance to cast a Bone Nova at the target location Dayntee’s Binding Decrepify gains an additional 20-30% damage reduction for attacks against you Razeth’s Volition Skeletal Mage gains the effect of the Gift of Death rune Circle of Nailuj You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds Prayer of Briggs Uncursed enemies are pulled to the target location when a curse is applied to them Krysbin’s Sentence Bone Spikes, Bone Spear and Bone Spirit deal 125-150% increased damage against enemies that are stunned, frozen, charmed, feared or blinded Lornelle’s Sunstone Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing Corpsewhisper Pauldrons Corpse Lance damage is increased by 15-20% for 3 seconds each time you consume a corpse. Max 15 80 stacks Hellfire Amulet Necromancer passives have been added for this item Halcyon’s Ascent Added skills to this item for the Necromancer Class Sets Bones of Rathma (2) Set Bonus Your pets have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (4) Set Bonus You gain 1% damage reduction for 5 seconds each time your pets deal damage. Max 50 stacks. (6) Set Bonus Each active Skeleton Mage increases the damage of your minions and Army of the Dead by 200% Trag’Oul’s Avatar (2) Set Bonus Blood Rush gains the effect of every rune (4) Set Bonus While at full life, your healing from skills is added to your maximum life for 45 seconds. Up to 100% more. (6) Set Bonus Spending 10% life grants you a stack of Blood Cascade up to 50 times. Each stack of Blood Cascade increases the damage of life-spending attacks by 200% and also increases the life you lose by 10%. Using a skill to heal will consume a stack and heal for an additional 300%. Healing from skills consumes one stack regardless of how many targets are hit Command Skeletons: Dark Mending and Land of the Dead: Land of Plenty no longer consume stacks or receive increased healing Grace of Inarius (2) Set Bonus Bone Armor’s damage is increased by 1000% (4) Set Bonus Bone Armor stacks are now refreshed. In addition, Bone Armor grants an additional 2% damage reduction per enemy hit (6) Set Bonus Bone Armor also activates a Bone Tornado damaging nearby enemies by 375% weapon damage per second as Physical. Enemies hit by the tornado take 850% additional damage from the Necromancer’s abilities and minions Pestilence Master’s Shroud (2) Set Bonus Each corpse you consume fires a Corpse Lance corpse fragment at a nearby enemy, dealing 800% weapon damage (4) Set Bonus Each enemy hit by Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds. (6) Set Bonus Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 1000% Jairoan Arms (2) Set Bonus Army of the Dead gains the effect of the Unconventional Warfare rune Bug Fixes Fixed an issue causing phylacteries to roll only the lowest possible damage value Fixed an issue which allowed non-Necromancer characters to equip Necromancer gear Adventure Mode
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. General (Beta Only) Made changes to reduce the occurrence of dead ends when floors in Rifts and Greater Rifts use the Temple of the Firstborn map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. The time limit to complete a Set Dungeon has been increased to 5 minutes Necromancer Set Dungeons have been added to Adventure Mode Set dungeon monsters are now tracked on the mini-map when the dungeon begins All Basic Tier monster kill requirements have been lowered Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens. Greater Rifts Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount. Bug Fixes Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty PTR Only
      D'jank Miem Players can exchange Blood Shards with this vendor for bags containing gear The cost per bag has been set to 500 200. Players will now be able to purchase bags containing new Legendary items in addition to the previous bags containing Set items
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