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Frost Nova, yes, frost nova

Discussion in 'Sorceress' started by Dwerd, Mar 29, 2004.

  1. Dwerd

    Dwerd IncGamers Member

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    Frost Nova, yes, frost nova

    now, ive got my asbestos suit on in anticipation, but...

    i was leveling my cold sorc, and i used frost nova as a killer in act one norm, and it was hella fun. i see that it gets 10% damage bonus synergies. Would a frost nova character be viable at all? at least for nm? because think of how fun it would be :)

    just wondering

    A) is it viable

    B) equipment suggestions

    C) any spillover

    and ive heard about the old .09 nova sorcs, and id assume playstyle would be nearly the same. if youve got anything pertaining to this, post it
     
  2. Omni_

    Omni_ IncGamers Member

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    You're in lucky my friend. I too felt that F. Nova sorcs would be fun to play and here is the info I've collected so far.

    1st Sorc Faster Cast Rates:
    Code:
    FCR   Frames Per Attach (FPA)
    0     13
    9     12
    20    11
    37    10
    63    9
    105   8
    200   7
    
    From these I personally feel that the important breaks would start at 12 FPA (2 attack per second) and later move to 8 FPA (3 attacks per second). This build is all about speed because the damage is no where near that of Blizz or FO.

    Next is the skill layout and damage you can expect from this sorc.

    Point layout would be

    20 F. Nova
    20 Blizz
    20 FO
    20 Cold Mastery
    1 in prereq's
    1 telekenesis
    1 teleport
    1-5+ Static
    (Some will say to only put 1 point in this skill, but I feel that this skill is vital to this build and that it will greatly improve your killing speed!)

    This will take you up to lvl 80 with all skill quests completed. I feel that any additional points should be placed in static, but feel free to put them where you feel. More points in static will increase the range meaning you have to cast it less.


    At level 20 F. Nova does 330-360 damage with a mana cost of 29 and a cold length of 28 seconds.
    *With Cold Mastery at 20 thats -120 to Enemy Resistances!

    This equates to 660-720 at 12 FPA and 990-1080 at 8 FPA.
    This seems measley I know, but then you have to factor in CM.

    Side note on CM it is capped at -100 and can not break monster immunities. (I thought it was -150, but recently read that it was capped at -100) Confrimation of this would be awsome.
    Code:
    At 8 FPA
    lvl 20 F. Nova & CM
    Monster Resistances     0          25        50         75
    After CM              -100        -90       -65        -40
                        1806-2174  1596-1921  1386-1668  1176-1415
    
    lvl 25 F. Nova & CM
    Monster Resistances     0          25         50         75
    After CM              -100        -100       -90        -65
                        2844-3348  2548-2999  2252-2651  1955-2302
    
     
  3. Omni_

    Omni_ IncGamers Member

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    I'm leaving work now, but I'll put up the rest of the info that I have on this type of sorc. Do you think I should make a Guide for this type of sorc?
     
  4. jason166

    jason166 IncGamers Member

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    Information on Cold mastery


    Cold mastery is indeed capped at -100% but what this refers to is bring a monsters resists down to -100%, Most monsters however have some form of cold resist. So assume a monster has 75% cold resist in hell and you have -175% Cold mastery (lvl 31 or so) then you bring the monster down to -100% resists, effectivly doubling your dmg. If however you have -185% cold resist Mastery then you still can only bring this monster down to -100% (The cap on negative resists for any person or monster)

    The point being, get around -150% cold mastery or higher


    Jason
     
  5. Omni_

    Omni_ IncGamers Member

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    Thanks for the confrimation that CM is capped at -100. I am aware of monster resistances...that is why the table reads the monsters resistances and then their resistances after CM is factored in. :)
     
  6. Omni_

    Omni_ IncGamers Member

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    ok here's some more informatoin. I imagine high end/end game gear would be this:

    Nightwings, F. Nova Ormus (These are cheap if you can find one. I got mine for 10 Pgems), Arach, HOTO, Lidless.

    This will give you a lvl 30 F. Nova and lvl 27 CM. This will net you 100 FCR and 15% Max Mana, as well as giving you between 18-30% Cold Skill Damage. Add a ring/ammy with FCR and u'll pass the 105 breakpoint.

    Factoring in all of this info: 8 frames per attack, 20% Cold Skill Damage, lvl 30 F. Nova, and lvl 27 CM your damage will look like this:

    Code:
    Original Monster Resistances       0-50         75           95
    Monster Resistances after CM       -100        -75          -55
    Damage (Per second=3 attacks)    3816-4406   3339-3856   2957-3415
    
    The cheap mans version would look something like this: F. Nova Orums, WizSpike, Lidless, 2 rings with FCR and an ammy with 10% FCR. This gets us to the 105 breakpoint and the wizspike gives a nice 75 Resist All.

    The damage is based on 10% Cold Skill Damage, lvl 24 F. Nova, lvl 21 CM, and 8 FPA or 3 attacks per second.

    Code:
    Original Monster Resistances         0          25           50         75        95
    Monster Resistances after CM       -100        -95          -70        -45       -25
    Damage (Per second=3 attacks)    2442-2884   2381-2812   2076-2452  1770-2091  1526-1803
    
    The damage is noticeably less, but it might be viable in hell if you use the right tactics.

    As I mentioned above I think this build would benefit greatly from the regular use of Static. In hell this will drop the monster's below 50% of their life if you static 3 times. (It would go from 100->75, 75->56.25, 56.25->42.19)

    A beefy monster such as a Blood Lord has between 6696-11904 HP. If you halve this it's 3348-5952. So using both static and F. Nova should be effective in hell with some practice.

    In closing you might become really friendly with the caster crafting recepies since you can get FCR from them.
     
  7. prion

    prion IncGamers Member

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    I rolled a 16% FCR ammy once.
     
  8. Superhal

    Superhal IncGamers Member

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    that's not completely true. if a monster starts at 50% res, and your damage is (for example) 100, it takes 50 damage. if you have -100% CM, the mob goes down to -50%, and thus takes 150 damage. the actual gain is from 50 to 150, or tripling damage.
     
  9. mathil

    mathil IncGamers Member

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    don't get into % effectiveness of cm. i found the equation once and its a differential equation. lets just agree that cm is effective and not worry about how much.
     
  10. Superhal

    Superhal IncGamers Member

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    where did you see it? and was it current for .10?
     

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