Adrammalech
Diabloii.Net Member
Arcane spell crit vs other types?
Hey diii.net,
a thought occurred to me while browsing through the wiki. According to said wiki,
* Physical Damage: Deals double damage. Might also knockback, but not confirmed.
* Arcane Damage: Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a Skeletal Summoner or Goatman Shaman resurrecting fallen minions.)
* Cold Damage: Critical hits from cold damage freeze targets for 2 seconds.
* Fire Damage: Critical hits from fire damage set targets ablaze, dealing additional damage per second.
* Lightning Damage: Critical hits from lightning damage stun targets for 2 seconds.
* Toxic Damage: Critical hits from toxic (poison) damage have an unknown bonus. Extra damage over time?
This lead me to wonder if arcane crits or arcane spells in general, will be less useful than other elements. As a player planning on playing a wizard (unless class 4 or 5 is amazing) and to go arcane.
Are my crits only going to be useful against casters?
Will spell crits of every element do *SOME* more damage, like physical doing double?
Will silence do something vs non-casters?
Will arcane spells do more damage than other elements in general to counter this situational bonus?
Even if there are plentiful casters in D3, the point remains that burning and freezing, etc can affect all enemies (barring immunities and whatnot) while silence only affects casters (as far as we know). Give me your thoughts or information on this subject and let the discussion begin! :jig:
Hey diii.net,
a thought occurred to me while browsing through the wiki. According to said wiki,
* Physical Damage: Deals double damage. Might also knockback, but not confirmed.
* Arcane Damage: Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a Skeletal Summoner or Goatman Shaman resurrecting fallen minions.)
* Cold Damage: Critical hits from cold damage freeze targets for 2 seconds.
* Fire Damage: Critical hits from fire damage set targets ablaze, dealing additional damage per second.
* Lightning Damage: Critical hits from lightning damage stun targets for 2 seconds.
* Toxic Damage: Critical hits from toxic (poison) damage have an unknown bonus. Extra damage over time?
This lead me to wonder if arcane crits or arcane spells in general, will be less useful than other elements. As a player planning on playing a wizard (unless class 4 or 5 is amazing) and to go arcane.
Are my crits only going to be useful against casters?
Will spell crits of every element do *SOME* more damage, like physical doing double?
Will silence do something vs non-casters?
Will arcane spells do more damage than other elements in general to counter this situational bonus?
Even if there are plentiful casters in D3, the point remains that burning and freezing, etc can affect all enemies (barring immunities and whatnot) while silence only affects casters (as far as we know). Give me your thoughts or information on this subject and let the discussion begin! :jig: