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Game mechanics by Nubtro: "All of my knowledge in one piece."Useful links (additional info)Navigation (ctrl+f)Important note about inventory values "damage","toughness" and "healing".CONTENTmain fury spender tick frequency

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Diablo 3 Reaper of Soulsv.2.0.5.24017WW and Sprint RTLW mechanicsprimary#1-4#1 Bash #2 Cleave #3 Frenzy #4 Weapon ThrowTheir main and sole purpose is to serve as a quick and rough comparison tool for items in the game while you play.Active Skillsskill animation sequence

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Latest data update: 5/23/2014sticky Barbarian RoS Informationsecondary#5-9#5 HotA #6 Rend #7 Seismic Slam #8 Whirlwind #9 Ancient SpearThose values are in no way directly applied in actual combat situations. Please do not overestimate their importance.> exact skill weapon damage> value #1: swing->contact sword1H or 1H+shield

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Wizard mechanics compendium (by apo)defensive#10-13#10 Ground Stomp #11 Leap #12 Sprint #13 Ignore Pain> skill proc coefficients> value #2: contact->release axe/mightyspear/dagger

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battle.net forums threadDiablo 3 runs at 60 frames per secondLegendary effect mechanics (by Kanjihack)might#14-17#14 Overpower #15 Revenge #16 Furious Charge #17 Avalanche> general skill information> value (#3): total animation lengthWWWWRanseurRanseur

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>share the knowledge with othersattack frequency: 60 / frames per tickbattle.net game guide - itemstactics#18-20#18 Threatening Shout #19 Battle Rage #20 War Cry> specific rune information#44exactRLTWRLTWtestedJagged EdgeJagged EdgeNEWOLDtested

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>ask game mechanics questionstick: specific moment in time (frame)proc coefficients affect:rage#21-23#21 Earthquake #22 Call of the Ancients #23 Wrath of the Berserkerbasic math symbols used to describe mechanics: > skill frequency ------------------------------------------------------------------------------------------------>WW/RLTW freq = floor(20/aps)breakpointframesticksin gameHarpoonBoulder TossBoulder Tosspatch 2.0.5patch 2.0.4in game

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>post spreadsheet-related feedback> damage applied to monster health> life on hit healing valuesredrequires testing and/or confirmation, high priority= equates to; equal Passive Skills WW/RLTW breakpointsin framesper tickper secapsRage FlipHotARendWeapon ThrowWeapon ThrowSeismic SlamSeismic Slamaps

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>point out data mistakes you find> resource globe response> bloodshed and slaughter crit procs#33 damage formula * times; multiplied byDamage Formula 1.00000 aps20/20203.000001.0013+36 (49)21+36 (57)25+33 (58)32+26 (58)x22+37 (59)28+49 (77)1.00

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>theorycraft and optimize gameplay> visual action (e.g. missile release)> overpower cooldown reduction#44 main fury spender frequency chart at WW breakpoints+ add; plus > weapon: base, +damage, average, enhanced, adds to element, +elemental weapon damage> 1.00000 aps> 20/20193.157891.0213+35 (48)21+35 (56)25+32 (57)31+26 (57)x28+47 (75)1.02

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>most importantly, enjoy the game> healing, crowd control etc.> mighty weapons master fury gen#55 rend expert tooltip/ divided by; over> skill weapon damage, strength > 1.05263 aps> 20/19183.333331.05412+34 (46)19+35 (54)24+31 (55)30+25 (55)x27+46 (73)1.054

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> frequency varies between skills> CC on hit and some legendary procs- minus; substract> damage increased by skills: punish, maniac, battle rage, insanity, berserker rage, brawler> 1.11111 aps> 20/18173.529411.11212+32 (44)18+33 (51)23+30 (53)28+24 (52)x25+44 (69)1.112

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#1BASHResource and CooldownSkill Weapon DamageElementProc coefSpecific Rune InformationGeneral Skill Information> damage increased by skills: skill bonuses on gear, legendary affix bonuses > 1.17647 aps> 20/17163.750001.17811+30 (41)17+31 (49)22+28 (50)27+23 (50)x24+42 (66)1.178

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Clobber+6 fury per cast215%Physical135% chance to stun for 1.5 secalternates hands to deal damage; requires hitting a target to generate fury> separate: no escape, elemental skill damage, elite bonus, demon/beast/human bonus> 1.25000 aps> 20/16154.000001.2510+29 (39)17+29 (46)20+27 (47)25+22 (47)23+19 (42)23+38 (61)1.25

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Onslaught+6 fury per cast215% main + 2*50% reverberationsPhysical0.3332 reverberations stick to target (0.333 coef each)> attack speed formula > 1.33333 aps> 20/15144.285711.33410+27 (37)15+28 (43)19+25 (44)24+20 (44)21+18 (39)21+37 (58)1.334

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Punish+6 fury per cast215%Physical14% damage increased by skills per stack for 5 sec (12% max)Damage Mitigation> 1.42857 aps> 20/14134.615381.439+25 (34)14+26 (40)18+23 (41)22+19 (41)20+76 (37)20+34 (54)1.43

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Instigation+8 fury per cast215%Fire1generate 8 fury per cast instead of 6> innate class damage reduction, armor, resistances > 1.53846 aps> 20/13125.000001.549+23 (32)13+24 (37)17+21 (38)21+17 (38)19+15 (34)18+32 (50)1.54

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Pulverize+6 fury per cast215% main + 70% heatwaveFire0.33326 yard heatwave in a line behind the main target> ignore pain, relentless, superstition> 1.66666 aps> 20/12115.454551.6688+21 (29)12+22 (34)15+20 (35)20+15 (35)17+15 (32)17+29 (46)1.668

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> melee, ranged, elite damage reduction, blocking> 1.81818 aps> 20/11106.000001.827+20 (27)11+21 (32)14+18 (32)18+14 (32)16+13 (29)16+26 (42)1.82

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#2CLEAVEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill InformationFury Generation> 2.00000 aps> 20/1096.666672.0027+18 (25)10+19 (29)13+16 (29)16+13 (29)14+12 (26)14+25 (39)2.002

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Rupture+5 fury per cast150% main + 160% explosionFire0.667finishing blow 8 yard explosion (0 LoH)alternates hands to deal damage; requires hitting a target to generate fury> taking damage, autoswing, mighty weapons master> 2.22222 aps> 20/987.500002.2236+16 (22)9+17 (26)12+15 (27)14+12 (26)13+11 (24)14+21 (35)2.223

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Reaping Swing+5 fury per cast; +1 fury per hit150%Fire0.8generates an additional 1 fury per target hit> animosity, unforgiving, IK 3 set, inspire, fury degeneration> 2.50000 aps> 20/878.571432.5026+14 (20)8+15 (23)10+14 (24)13+11 (24)12+9 (21)12+19 (31)2.502

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Scattering Blast+5 fury per cast150% main + 80% knockbackPhysical0.667on crit 10 yard knockback (0 LoH)> superstition, sword and board> 2.85714 aps> 20/7610.00002.8594725+12 (17)7+13 (20)9+12 (21)11+10 (21)10+9 (19)10+17 (27)2.859472

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Broad Sweep+5 fury per cast210% (*1.4)Lightning0.81.4-times higher base cleave damage > hexing pants, threatening shout and war cry, reaper´s wraps> 3.33333 aps> 20/6512.00003.3337926+9 (15)6+11 (17)8+10 (18)10+8 (18)9+7 (16)9+14 (23)3.333792

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Gathering Storm+5 fury per cast150%Physical0.880% enemy movement speed reduction for 1 secHealing

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> potion, life regen, life per hit, fury heal (life per fury spent), life after each kill

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#3FRENZYResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information> pound of flesh, health globes, grim harvest, birthright, swords to ploughsharesOptimal WW/Rend gameplayHotAWW/Rend

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Sidearm+4 fury per cast155% main + 130% axeCold0.7525% chance to throw a piercing axe (0 LoH)alternates hands to deal damage; requires hitting a target to generate furyCrowd Controlaim is to skip rend release phasealternatesfirst value

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Berserk+4 fury per cast155%Physical0.75IAS effect duration increased from 5 to 10 secnumber of stacks * 15% multiplicative IAS bonus on frenzy itself for 4 sec> juggernaut, CC reduction, CC on hit, skull of resonancemakes sure Yan bonus is snapshotMH and OHis most

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Vanguard+4 fury per cast155%Physical0.7515% movement speed bonus under frenzy > frozen, nightmarish, jailer, knockback1. force move before whirlingfrequencyimportant

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Smite+4 fury per cast155%Lightning0.7530% chance to cast a lightning bolt stun for 1.5 secDamage Mitigation2. channel whirlwindMH swing

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Maniac+4 fury per cast155%Fire0.752.5% damage increased by skills per stack for 4 sec (12.5% max)> innate class damage reduction, armor, resistance, threatening shout3. use rendMH freq

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> ignore pain, relentless, superstition, elite damage reduction4. force moveno reset

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#4WEAPON THROWResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information> melee damage reduction, ranged damage reduction, block5. continue whirlwindingto main hand

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Mighty Throw+6 fury per cast270.0075% (*1.4595)Lightning11.4595-times higher base throw damagealternates hands to deal damage; requires hitting a target to generate furyArmoridentifying which weapon was

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Ricochet+6 fury per cast185% each axeFire0.333axe hits 3 targets subsequently within 15 yards of each otheranimation frequency is the same as that of non-chain Ancient Spear runes> innate on gear, +armor, strength, nerves of steelswung last by swinging skill

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Throwing Hammer+6 fury per cast185%Physical130% chance to stun for 1 sec> tough as nails, war cry, iron impact, paragonanimation is impossible because

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Stupefy+6 fury per cast185%Physical115% chance to confuse for 3 secArea Damagewhirlwind messes up the order

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Balanced Weapon+8 fury per cast185%Fire1generates 8 fury per cast instead of 6Experience Formula

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#5HAMMER OF THE ANCIENTSResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill InformationSurprising info

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Rolling Thunder-20 fury per cast505%Physical0.422 yard arc shockwave in front; reduced base hota damagealternates hands to deal damage> spear/dagger solo or +shield grants a ~10% multiplicative ASI bonus to non-chain throws

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Smash-20 fury per cast639.86% (*1.196)Fire0.6671.196-times higher base hota damage> dragging spear has a 1.2x faster base throw frequency than others

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The Devil´s Anvil-20 fury per cast535%Cold0.66780% movement speed reduction tremor for 2 sec(0 dmg 0 LoH)<- the anvil tremor performs 2 rolls for Overpower cooldown reduction; likely a bug cause it makes 0 sense with 0 dmg and 0 coef> slaughter snapshots damage bonuses upon transformation

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Thunderstrike-20 fury per cast535%Lightning0.6672 sec stun on kill within 10 yards> area damage may proc on each DoT tick

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Birthright-20 fury per cast535%Physical0.66710% chance to spawn a health globe on crits> main hand skills don´t affect alternating skills (which weapon was swung)

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#6RENDResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information (search for #61 rend expert tooltip for more information)area damage roll occurs on every rend damage tick

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Ravage-20 fury per cast1000% over 5 secPhysical0.2517 yard area of effect instead of 12main hand skill; inital damage tick is 10 frames long and last one 2 frames long, 24 ticks in-between are 12 frames long (4% of tooltip)ingame example with 3 targets (1 = area proc; 0 = no area proc)

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Blood Lust-20 fury per cast1000% over 5 secPhysical0.333heal 0.25% of max life per target (30 frames per healing tick)crit chance and crit damage are now directly involved in calculating rend damage; crit multiplier = 1 + (crit chance * crit dmg / 100)600-600 weapon damage; 2400 strength

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Lacerate-20 fury per cast1350% over 5 secPhysical0.3331.35-times higher base rend damagerend no longer crits and does not proc any on crit effects since patch 2.0.5 (for more info read the rend expert tooltip #55)targets 1&3 non-crit = 6K per tick; target 2 crit = 15K per tick (+150% crit damage)

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Mutilate-20 fury per cast1000% over 5 secPhysical0.33380% movement speed reductionLoH heals only once on the initial tick; fury response = icon above monster = LoH heal; initial damage tick occurs 10 frames afterwardst1: 1-0-1-0-0-0-0-0-0-0 -> 13.5-6-9-16.5-6-13.5-6-9-6-9

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Bloodbath-20 fury per cast1000% over 5 sec for each bleedPhysical0.333on kill 10 yard bleed (0.333 coef); main+bloodbath bleeds stackrelease animation phase can be skipped by force moving; subsequent same-type bleeds refresh/overridet2: 1-0-0-1-0-1-0-0-0-0 -> 18-15-21-18-15-15-15-18-15-18

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actual dmg ticks are reflected in monster health bar numbers; sum of ticks displayed above monsters every 48 frames t3: 0-0-1-1-0-0-0-1-0-1 -> 16.5-6-9-13.5-6-13.5-6-6-6-6

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#7SEISMIC SLAMResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Stagger-22 fury per cast620%Lightning0.333reduces the base resource cost of slam to 22 Furyalternates hands to deal damage; deals damage through obstacles (e.g. Waller)

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Shattered Ground-30 fury per cast735%Fire0.333higher base slam damage; 5 yard knock upbase animation speed has been increased from 77 frames to 59 frames at 1.00 aps in patch 2.0.5, which is 30.5% faster than before

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Rumble-30 fury per cast620% + 2*115% (780% total)Physical0.1112 tremors (0.111 coef each) stick to target like bash onslaughtsince patch 2.0.5 only Shattered Ground triggers Strongarm with its knock up; the other runes no longer knockback or knock up

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Strength from Earth-30 fury per cast620%Physical0.333heal 1% of max life per target hit

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Permafrost-30 fury per cast755%Cold0.333higher base slam damage; 60% movement speed reduction for 1 sec

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#8WHIRLWINDResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Dust Devils- (3*aps +7) / (3*aps) fury per tick275%/3 per tick + 80% per tornadoPhysical0.13spawn ~ 1.33 tornadoes per sec (0.13 coef each);alternates hands to deal damage; 25% movement speed penalty while whirling (based on DH´s Strafe, reflected in inventory details)WW fury cost per tick = (7 + 3*aps) / (3*aps) * (1 - cost reduction)

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Hurricane- (3*aps +7) / (3*aps) fury per tick275%/3 per tickCold0.131 pull per sec; 5 sec pull immunity afterwards, elites unaffectedfloor(20/aps) tick frequency (both damage and fury responses)433-433-433-433-433-433-433-4331.00 aps = 3.333 fury3.333

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Blood Funnel- (3*aps +7) / (3*aps) fury per tick275%/3 per tickPhysical0.13heal 1% of max life on critsMH swing -> OH frequency; OH swing -> MH frequency; you gain knockback immunity while whilrwinding333-333-333-333-333-333-333-3331.00 aps 10% red = 3.000 fury3.000

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Wind Shearsame cost; +1 fury per hit275%/3 per tickLightning0.13generate 1 fury per target hitWhirlwind no longer snapshots damage bonuses, but instead dynamically determines/calculates damage on a per tick basis332-323-233 (24) 232-323-233 (23) 232-323-233 (23) 2321.50 aps = 2.567 fury2.555

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Volcanic Eruption- (3*aps +7) / (3*aps) fury per tick325.05%/3 per tick (*1.182)Fire0.131.182-times higher base ww damageWhirlwind still snapshots aps (the breakpoint) so its frequency and fury cost per tick are kept as long as you channel the skill222-222-222-222-122-222-222-222-212-222-222 (64) 222-1222.5347 aps = 1.923 fury1.921

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222-122-212-221-221-222-12 (35/20) 221-221-222-122-212-212 (31/18)2.5347 aps 10% red = 1.737 fury

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#9ANICENT SPEARResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Ranseur-25 fury per cast500%Physical0.4715 yard knockbackalternates hands to deal damage; spear isn´t slowed by missile dampening elite affix

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Harpoon-25 fury per cast500%Physical0.39240.471/1.2; drag in front reduces movement speed by 60% for 1 secnon-chain throws gain a ~10% multiplicative ASI bonus if you equip a single spear or dagger or add a shield

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Jagged Edge-25 fury per cast640% (*1.28)Fire0.4711.28-times higher base spear damagedragging spear has a 1.2x faster base throw frequency than others, hence the lower proc coefficient

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Boulder Toss-25 fury per cast500% + 20%*expendedPhysical0.471formula = 500% + 20% * (current fury - spear fury cost)<- Boulder Toss doesn´t benefit from the No Escape passive, just like its predecessor Dread Bomb

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Rage Flip-25 fury per cast500%Physical0.39240.471/1.2; drag behind reduces movement speed by 60% for 1 sec<- Harpoon and Rage Flip immobilize the target on top of slowing it

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#10GROUND STOMPResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Deafening Crash+15 fury per cast; 12 sec cooldown1%Cold0.2580% movement speed reduction for 8 sec after stun endsmain hand skill; 100% chance to stun for 4 sec

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Wrenching Smash+15 fury per cast; 12 sec cooldown1%Physical0.2area of effect 24 yards instead of 14; pulls enemies towards youcasting sequence: 14 frames fury cost 16 frames release phase (30 total); casting doesn´t scale with aps

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Trembling Stomp+15 fury per cast; 12 sec cooldown575%Fire0.25575-times higher base stomp damage

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Foot of the Mountain+30 fury per cast; 12 sec cooldown1%Physical0.25generate 30 fury per cast instead of 15

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Jarring Slam+15 fury per cast; 12 sec cooldown1%Physical0.2510% chance to spawn a health globe on hits

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#11LEAPResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Iron Impact+15 fury per cast; 10 sec cooldown180%Physical0.33350% armor bonus per target hit for 3 secmain hand skill; base 8 yard area of effect; 60% movement speed reduction for 3 sec of enemies hit; leap up to 50 yards (distance)

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Launch+15 fury per cast; 10 sec cooldown180% launch + 180% impactPhysical0.333damage, slow and proc coef apply to both launch and impactdoesn´t scale with aps;

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Toppling Impact+15 fury per cast; 10 sec cooldown450%Physical0.22.5-times higher base leap damage; counts as knockback (strongarm)female barb´s leap animation is no longer faster than male barb´s when utilizing lut socks for consecutive leaps since patch 2.0.5

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Call of Arreat+15 fury per cast; 10 sec cooldown180%Physical0.216 yard area of effect instead of 8; pulls enemies towards youtriple leap sequence: third impact at frames 163-169; cooldown begins at frames 130-132

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Death from Above+15 fury per cast; 10 sec cooldown180%Physical0.333100% chance to stun for 3 secblue post stated that triple leaping animation speed would be increased in a future patch

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#12SPRINTResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Rush-20 fury per cast; 1 sec cooldownxx012% dodge chance bonus for 3 secmain hand skill

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Run Like the Wind-20 fury per cast; 1 sec cooldown60%/3 per tickPhysical0.0056MH swing -> MH frequency; OH swing -> OH frequency30% movement speed bonus for 3 sec

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Marathon-20 fury per cast; 1 sec cooldownxx040% movement speed bonus for 4 sec instead of 30% for 3 seccasting doesn´t interrupt other skills

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Gangway-20 fury per cast; 1 sec cooldown25% per tickPhysical0.00565 per sec frequency (every 12 frames), unaffected by aps

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Forced Match-20 fury per cast; 1 sec cooldownxx0grants allies within 50 yards 20% movement speed bonus for 3 sec <- 2 Barbs: +50% each, +40% non-Barbs; 3 Barbs: +70% each, +60% non-Barb; 4 Barbs: +90% each

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#13IGNORE PAINResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Bravado30 sec cooldownxx0casting breaks all CC (also freeze) but doesn´t provide immunity50% damage reduction for 5 sec

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Iron Hide30 sec cooldownxx07 sec duration instead of 5casting doesn´t interrupt other skills

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Ignorance is Bliss30 sec cooldownxx04126.3 fury heal for 5 sec (level 70)

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Mob Rule30 sec cooldownxx0affect allies within 50 yards

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Contempt for Weakness30 sec cooldownxx0reflect 50% of ignored damage = 25% of damage taken

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#14OVERPOWERResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Storm of Steel12 sec cooldown, -1 sec/crit proc380% main + 380% each axePhysical0.2throw up to 3 axes at enemies, 1 per target (0.2 coef per axe)main hand skill; 9 yard area of effect

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Killing Spree12 sec cooldown, -1 sec/crit proc380%Lightning0.3338% crit chance bonus for 5 secother skills reduce cooldown by 1 sec on crits (applies coefficients)

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Crushing Advance12 sec cooldown, -1 sec/crit proc380%Cold0.333reflect 35% melee damage for 5 seccasting doesn´t interrupt other skills

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Momentumsame; +5 Fury per hit380%Physical0.333generate 5 fury per hit

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Revel12 sec cooldown, -1 sec/crit proc760%Fire0.3332-times higher base overpower damage

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#15REVENGEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Blood Law15% activation chance on being hit220%Physical0.333heal 4% of max life per enemy hit instead of 2%main hand skill; 10 sec usage window after activation

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Best Served Cold15% activation chance on being hit220%Cold0.3338% crit chance bonus for 6 sec1 charge per activation; max 2 charges base effect

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Retribution15% activation chance on being hit479.60% (*2.18)Fire0.3332.18-times higher base revenge damageheal 2% of max life per enemy hit

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Grudge15% activation chance on being hit220%Lightning0.33324 yard knockback

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Provocation15% activation chance on being hit220%Physical0.333max 3 charges instead of 2

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#16FURIOUS CHARGEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Battering Ram+15 fury per cast; 10 sec cooldown760%Fire0.52.11-times higher base charge damagealternates hands to deal damage; causes knockback

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Merciless Assaultsame; -2 sec cooldown per enemy hit360%Physical0.333reduce charge cooldown by 2 sec for each enemy hit MH swing -> OH damage; OH swing -> MH damage

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Staminasame; +10 Fury per hit360%Physical0.5generate 10 fury per hitcorrectly timed casting prevents freeze; charge lets you escape jailer

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Bull Rush+15 fury per cast; 10 sec cooldown360%Physical0.5100% chance to stun for 2.5 sec per hitRaekor´s 5 set bonus unlocks all runes - the element of charge is based on your rune of choice and is not always fire elemental

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Dreadnought+15 fury per cast; 10 sec cooldown360%Physical0.5pull enemies hit during the charge to its destination

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#17AVALANCHEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Volcano30 sec cooldown; -1sec/25 fury spent176% (25 ticks); 4400% over 5 secFire0.085 yard area of damage molten chunks; random targettingmain hand skill; damage frequency doesn´t scale with attack speed

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Lahar30 sec cooldown; -1sec/15 fury spent160% (10 ticks); 1600% over 3 secPhysical0.045reduce ava cooldown by 1 sec per 15 fury spentreduce ava cooldown by 1 sec per 25 fury spent

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Snow-Capped Mountain30 sec cooldown; -1sec/25 fury spent600% (3 waves); 1800% over 3 secCold0.1440 yard wide push together; 3 sec 60% movement speed reductionmax 1 charge base effect

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Tectonic Rift30 sec cooldown; -1sec/25 fury spent160% (10 ticks); 1600% over 3 secPhysical0.05max 3 charges instead of 1

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Glacier30 sec cooldown; -1sec/25 fury spent160% (10 ticks); 1600% over 3 secCold0.05100% chance to freeze for 3 sec

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#18THREATENING SHOUTResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Intimidate+15 per cast; 10 sec cooldownxx060% movement speed reduction for 15 sec20% incoming damage debuff for 15 sec (dmg*0.8)

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Falter+15 per cast; 10 sec cooldownxx020% attack speed reduction for 15 secaffects enemies within 25 yards upon cast

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Grim Harvest+15 per cast; 10 sec cooldownxx015% chance to spawn health globecasting doesn´t interrupt other skills

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Demoralize+15 per cast; 10 sec cooldownxx04 sec tauntgenerates Fury without hitting a target

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Terrify+15 per cast; 10 sec cooldownxx0100% chance to fear for 3 sec

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#19BATTLE RAGEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Marauder´s Rage-20 fury per cast; 1 sec cooldownxx015% damage increased by skills bonus instead of 10%10% damage increased by skills bonus; 3% crit chance bonus for 120 sec

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Ferocity-20 fury per cast; 1 sec cooldownxx0300 sec duration instead of 120 seccasting doesn´t interrupt other skills

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Swords to Ploughshares-20 fury per cast; 1 sec cooldownxx08% chance to spawn a health globe on crits

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Into the Fray-20 fury per cast; 1 sec cooldownxx01% crit chance per enemy within 10 yards; check each 54 frames

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Bloodshed-20 fury per cast; 1 sec cooldown1/5 of main critical hitPhysical0still applies proc coefficients; benefits from physical skill bonus<- damage over time skills Rend, Earthquake and Avalanche do not proc the damage despite displaying the blood animation

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#20WAR CRYResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Hardened Wrath+20 fury per cast; 20 sec cooldownxx040% armor bonus for 60 sec instead of 20%20% armor bonus for 60 sec; affects allies within 50 yards upon cast

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Charge!+50 fury per cast; 20 sec cooldownxx0generate 50 fury per cast instead of 20casting doesn´t interrupt other skills

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Invigorate+20 fury per cast; 20 sec cooldownxx010% max life bonus (like life% from gear) +8252.6 life regen for 60 secgenerates Fury without hitting a target

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Veteran´s Warning+20 fury per cast; 20 sec cooldownxx015% dodge chance bonus for 60 secwhile in a party with another Barbarian, you will benefit from different runes but the individual bonuses do not stack

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Impunity+20 fury per cast; 20 sec cooldownxx020% all resistance bonus for 60 sec (all res * 1.2)Hardened Wrath with Impunity for example would grant 40% armor and 20% all resistance and not 40+20% armor

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#21EARTHQUAKEResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Giant´s Stride-50 fury per cast; 60 sec cooldown2600% over 8 sec + 20*160% tremorsFire0.05tremors (0 LoH) deal damage even if you don´t movemain hand skill; 18 yard area of effect; LoH heals every 30 frames (0.5 sec); crit roll every 30 frames (follows LoH heals) - 16 total

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Chilling Earth-50 fury per cast; 60 sec cooldown2600%/1.2 over 8 secCold0.05100% chance to freeze for 8 sec; tooltip damage is wrong tick frequency and casting time don´t scale with attack speed; game displays sum of dmg ticks above monsters every 48 frames

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The Mountain´s Callno fury cost; 50 sec cooldown2600% over 8 secLightning0.0450 sec cooldown instead of 60; no fury cost instead of 50casting sequence: 24 frames fury cost 2 frames earthen might 6 frames release phase (32 total), initial damage tick occurs on frame 32

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Molten Fury-50 fury per cast; 60 sec cooldown4500% over 8 secFire0.05higher base quake damagemonster health bar response sequence: 12-12-6-6-12-12 first second, afterwards 6-6-12-6-6-12-12 each second; 55 ticks total

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Cave-In-50 fury per cast; 60 sec cooldown2600% over 8 secFire0.05pulls enemies within a 24 yards radius towards youevery tick may proc area damage; 6 frame tick deals 1/80 of total damage, 12 frame tick deals 1/40 of total damage

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LeapQuake no longer generates fury via Earthen Might passive

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#22CALL OF THE ANCIENTSResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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The Council Rises120 sec cooldown360%Fire02-times higher base swing damage; they use auto-attacks onlymain hand skill both damage and frequency; attack frequency is snapshot upon summon but weapon damage and bonuses are not

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Duty to the Clan120 sec cooldown180%Physical045 sec duration instead of 30 sec; summon with 3-times the armorsince patch 2.0.4 crits from Ancients scale with your crit damage bonuses and no longer deal just 1.5-times normal damage

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Ancient´s Blessing120 sec cooldown180%Physical0casting heals 65% of max life30 sec base summon duration;  Talic WW = 72% per tick (24/aps); Furious Charge = 200%; Slam = 180%; Leap = 250%

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Ancient´s Fury120 sec cooldown180%Physical0generate 3 fury per damage dealing swing of an AncientAncients scale with your gear and take less damage from most elite elemental affixes

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Together as One120 sec cooldown180%Lightning0divide 50% of incoming damage between AncientsAncients benefit from Tasker and Theo 40-50% pet attack speed increase bonus (additive with gear, paragon and WotB)<- Tasker is not snapshot upon summon, equip them while Ancients are out to gain the pet bonus

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base frequency = ceil(60/aps)

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#23WRATH OF THE BERSERKERResource and CooldownSkill Weapon DamageElementCoefSpecific Rune InformationGeneral Skill Information

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Arreat´s Wail120 sec cooldown3400%Fire0.25transformation deals damage; benefits from physical skill bonusmain hand skill; 15 yard area of effect; casting doesn´t interrupt other skills

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Insanity120 sec cooldownxx050% damage increased by skills for 20 secgrants crit chance: +10%; ASI: +25%, Movement Speed: +20%; dodge chance: +20%; CC immunity, all for 20 sec

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Slaughter120 sec cooldown300% blood splashPhysical015 yard explosion; can crit itself; benefits from physical skill bonus<- contrary to bloodshed also deals damage to primary target which triggered the blood explosion

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Striding Giant120 sec cooldownxx050% damage reduction for 20 secslaughter snapshots damage bonuses upon transformation

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Thrive on Chaos120 sec cooldownxx04126.3 fury heal for 20 sec (level 70)confirmed: strength, battle rage damage, sword weapons master, berserker rage

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not snapshot: crit damage

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Elemental Weapon Damageall damage is turned into skill elementweapon element is now irrelevant#33Damage formulaexplanation

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Cold Damageno longer snares like it did in vanillaall elements are equal - without effectsWbase weapon damagewhite weapons ("normal" in game guide); legendaries always have the lowest minimum and maximum normal weapon values

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Spear/Polearm Weapons Masterequipped in main hand or 2H+8% attack speed increaseE+ xxxx-xxxx damage on the weapon itselfe.g. +1199-1490 Damage ("black" damage); +minimum damage +maximum damage on the weapon itself in vanilla

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Tasker and Theoancients = pets+40-50% ASI to petsA+ socketed rubye.g. +270 from Flawless Royal Ruby

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Warzechian Armguardsbreakable objects are your best friend+50% MS for 4 sec (doesn´t stack)P* (1 + enhanced damage/100)max +10% damage on weapons in RoS (max +50% in vanilla)

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Chilanik´s ChainWar Cry also grants movement speed+30-40% MS for 10 secO+ average damage (applies to each weapon)e.g. +80-160 (jewelry and non-barb off hands); +minimum damage; +maximum damage and +xx-xx damage on jewelry in vanilla

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Lut Socks a.k.a. Air Nubtros2 sec delay before cooldown beginsallows up to 3 consecutive LeapsN* (1 + adds x% to elemental damage/100)e.g. vanilla Stone of Jordan, Zunimassa´s Trail, Tal Rasha´s Allegiance, Inna´s Favor etc.

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Bul-Kathos´s Oath1950%/6 sec, no benefit from physicaltick = 1.625 * avg wpn dmg * aps * crit modDMG+ xxxx-xxxx elemental damagee.g. +1199-1490 Fire Damage

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Haunt of Vaxostun summons 2 clones 15/30s uptime3 skill set: primaries/hota/rend/stomp/leapRESULT: Weapon damage (range). This is what skills multiply.Important note: apply the equates to (=) function after each step in the above calculation otherwise the standard math order

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Thornsthorns total * (strength / 400 + 1)2400 str = 7x multiplierof operations "multiply" before "add" would produce an incorrect result

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no benefit from d.i.b.s. bonusesexamples of tested values --------------->2200 str = 6.5x multiplierDMG* skill weapon damage per tick/100e.g. Thunderstrike 535% (see column "D"- "Skill Weapon Damage" in the main skill table)

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benefits from elite bonustough as nails = thorns * 1.252225 str = 6.5625x multiplierB* (1 + strength/100)primary attribute (main stat) damage modifier

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Damage Increased by Skills<------------O* (1 + (sum of damage increased by skills/100)check list on the left side

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Bash Punishnumber of stacks * 4%+12% max for 5 secN* (1 + ruthless/100)separate multiplier activated when monster is below 30% of its maximum life

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Frenzy Maniacnumber of stacks * 2.5%+12.5% max for 4 secU* (1 + no escape/100)separate multiplier when using Weapon Throw or Ancient Spear against targets more than 20 yards away from you

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Battle Ragemarauder 15%, other runes 10%+15% or 10% for 120 secS* (1 + (sum of elemental skill damage bonuses/100))e.g. Fire Skills deal 20% more damage

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Insanity25% IAS, 10% crit, 20% MS, 20% dodge +50% for 20 secE* monster type modifier = (1 + sum of bonuses / 100)bonus vs Demons/Humans/Beasts (e.g. Pig Sticker, Sever, Tyrael´s Might)

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Sword/Dagger Weapons Masterequipped in main hand or 2H+8%S* elite modifier = (1 + sum of elite bonuses / 100)elite damage bonus (e.g. Stone of Jordan, Unity, Sun Keeper, Diamond socketed in weapon)

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Berserker Rage45 frames check for activation+25% for 1 sec* (1 + total crit damage/100)critical hit roll

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upkeep every 60f after activationRESULT: Expected tick damage values displayed above monsters.Note: Certain damage over time skills reflect calculated damage per tick values on monster health bar numbers and the values you

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Brawler65 frames check for activation+20% for 1 secyou see appear above monster heads are sums of a few of those damage ticks. In RoS, this is usually the sum of 48 frames of DoT.

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upkeep every 60f after activationFthe above calculated damage is applied at a skill-specific frequencythe game runs at 60 frames per second so the frequency of applying damage is calculated as 60 / total aps

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Skill Damage Bonuses on gearHotA, WW, Slam, Spear+10-15% per slot (helm, boots)R

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Bash, Cleave, Frenzy, Throw+10-15% per slot (belt, pants)Ebase weapon attack speed1.00 2h mace, 1.05 polearm, 1.10 2h mighty/axe, 1.15 2h sword, 1.20 spear/1h mace, 1.30 1h mighty/axe, 1.40 sword, 1.50 dagger

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Rend, Quake, Ava, Overpower, Revenge+10-15% per slot (chest, shoulders)Q* increased attack speed on the weapon itself/100max 7% in RoS (max 11% in vanilla); wepon IAS only affects the weapon it rolled on

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Weapon Throw, Ancient Spear+40-50% (300th spear)U+ attacks per second legendary affixe.g. vanilla Echoing Fury (+0.21-0.25); note that this bonus is added to both weapons if dual-wielding

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all skills+10-15% (2H mighty weapon)ERESULT: Attacks per second value of the weapon.

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Strongarm Bracersforcefully change monster location+20-30% for 5 secN* (1 + (sum of attack speed increases/100))paragon 10%, gloves 7%, amulet 7%, each ring 7%, Cain´s 2 set 8%, various legendary items, WotB 25%, spear weapons master 8%

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knockback, knockup, push, pull, dragalso after jumping from Halcyon's AscentCRESULT:

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Harrington Waistguardcheck chests, weapon racks, corpses+100-135% for 10 secYDamage Per Second = Tick Damage * Skill Animation Frequencyfor more info on frequency read the skill animation durations (frame length) at WW breakpoints

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Hexing Pants of Mr. Yanchecks for activation every 12 frames+25% damage & resource gen

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use force move before WW to activate-20-25% damage and fury gen (stand)Area Damage

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>20% chance to deal % of main hit damage within 10 yards of the target<- main target itself unaffected similar to bloodshed

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Separate damage multipliers>not boosted by elemental skill damage bonus anymore<- since patch 2.0.4

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Ruthlessmonster below 30% of its max life+40%>not boosted by elite damage bonus anymore<- since patch 2.0.4

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No Escapethrow/spear vs target >20 yards away+25%>not boosted by damage increased by skills group

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Elemental Skill Damageboosts corresponding Area Damage+15-20% amulet, bracers, legendaries>not boosted by No Escape

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Demon/Human/Beast bonusbased on monster type1 + (sum of stat sources / 100)>doesn´t apply proc coefficients but requires a coef to work<- even RLTW with its very low 0.0056 coefficient procs it

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Elite damage bonus modifierrare, champion, boss, unique, goblin1 + (sum of stat sources/100)>each rend/avalanche/quake damage tick may proc the effect

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Experience gain formulaRend expert tooltip (#55)

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Cooldown Reductionflat before stat(base-Boon)*(1-cdr1/100)*(1-cdr2/100)base monster XP (varies based on monster type)Classification: Damage over time (DoT) generally applied 5 times per second for 5 seconds.

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cooldown is determined upon castroom for possible gear swap utilizationstep 1* (1 + sum of bonus XP/100); e.g. hellfire, leoric, cain, ruby in helmElement: Physical - turns all weapon damage into it.

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Resource Cost Reductionstat before flatbase*(1 - cr1/100)*(1 - cr2/100) - flatstep 2* (1 + shrine/100 + strength in numbers*10/100)Base area of effect: 12 yards.

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minimum 1 fury coststep 3+ (bonux XP per kill); secondary gear statTotal damage per cast: 1000%. Duration: 5 seconds (300 frames).

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Relentless75% fury cost reduction50% damage reductionstep 4* 1.25 if pool of reflection is activeDamage sequence:

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> initial damage tick occurs 10 frames after fury globe response (skill cost tick); deals 1/30 of total tooltip damage

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Fury Generation> followed up by 24 damage ticks every 12 frames which deal 1/25 of total tooltip damage each

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Taking Damage50 * dmg taken / max HPe.g. 10% of max life = 5 fury gained> last damage tick 2 occurs frames after the forelast one; deals 1/150 of total tooltip damage

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Autoswing3 fury per hitdown from 4 in vanilla(re)generation frequencyDamage range: Rend uses your average (weapon) damage instead of your (weapon) damage range.

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Mighty Weapons Masterproc coefficient * 1 fury per hitdown from 3 in vanilladegen30-30-30-30 = -2.000/secMain hand/Off-hand: Rend damage always depends on your main hand weapon even if you dual-wield.

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Fury Degenerationbegins 10 sec after last hit on a targetbreakable objects count as targetsIK+U+A+I23*12+24 = 300 frames /24 ticks = +4.800/secDamage stacking (solo): Your own Rend damage doesn´t stack and each subsequent Rend overwrites the previous one.

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Unforgiving+2 fury per seconddisables fury degeneration altogetherIK+U+A12+12+12+12+12+12+24+12+12+12+12 = +4.400/secDamage stacking (party): Rend bleed damage on the same target stacks if caused by multiple Barbarians.

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Immortal King´s 3 set bonus+2 fury per secondfunctions alongside fury degenerationIK+U12+12+12+24 = +4.000/secDamage frequency: Unaffected by attack speed.

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Sword and Board+6 fury per successful blockhelm of rule, justice lantern, kotuur´s braceU+A(24*3 + 36) + (24*3 + 36) (24*2 + 36); 300 frames/11 ticks = +2.200/secAttack speed and Rend damage correlation: Actual damage values are unaffected by attack speed.

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Superstition+2 fury per elemental/ranged hitelite affixes require further testingU24+36+24+36 = +2.000/secAttack speed and Rend casting time: casting scales with attack speed -> check animation sequence data at WW breakpoints (#44)

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Animosity + Inspire (Templar)fury gen * (1 + (10%+10%)/100)boost all existing fury generation sources*1.20IK24+36+24+36 = +2.000/secDamage display (player): The game displays the sum of 4 ticks of Rend damage periodically each 48 frames (0.8 sec) above monsters<- requires "Display Damage Numbers" activation in gameplay options

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Hexing Pants of Mr. Yan+25% fury gen while moving -(20-25%) fury gen while standing stillIK24+36+24+36 = +2.000/secDamage display (monster): The damage per tick values are reflected on monster health bars by substracting the damage from their <- requires "Display Monster Health Bar Numbers" activation in gameplay options

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Threatening Shout / War Cryactive generators without target hit reqcurrent health values each frame.

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Reaper´s Wrapspicking up health globes grants fury25-30% of max fury per globe> Note that the exact values that are substracted are only noticeable by viewing a gameplay recording frame-by-frame.

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Rend and Critical Hits

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HealingThunderfury proc doesn't benefit from lightning skill damage bonus> since patch 2.0.5 the skill no longer crits and so it also does not trigger any on crit effects

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Potion0.6*max life + health globe bonusFjord Cutter chilling aura benefits from cold skill damage bonus> instead, crit chance and crit damage are directly involved in calculating rend damage

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Life Regeneration0.2*total regen every 12 frames (5/sec)paragon, invigorate, inspiring presencegearThundergod's Vigor proc benefits from lightning skill damage bonus> rend crit multiplier = 1 + (crit chance/100 * crit damage/100); e.g. 40% crit chance and +400% crit damage = 1 + (0.4*4) = 2.6<- in this example rend damage would be multiplied by 2.6 without further crit involvment

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Life per Hitproc coefficient * total LoH valueparagon, gloves, bracers, jewelry, helmweaponsInspiring Presence doubles the duration of Skull of Resonance charmOn Hit effects: Effects like crowd control on hit are rolled just once on the initial damage frame.

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Fury Heal (Life per Fury Spent)actual skill fury cost * fury healcost reduction lowers effectivenessFrostburnLife on Hit: Rend heals you for (proc coef * total LoH) per target on the initial damage frame. No LoH responses afterwards.

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Bloodthirst+1% of globe bonus as fury healonly takes flat stat into account not pound> it may proc a freeze instead of slow (or the the other, never both)Area Damage: Eeach of the damage ticks on each target separately has a 20% chance to trigger Area Damage

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Life after each Killheal at once on the finishing blowLoH/LaeK block one another on items> works with: Bloodbath specifics:

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Pound of Flesh(base + flat bonus) * poundThreatening Shout - Grim HarvestCleave - Gathering Storm> killing affected enemies creates a smaller on kill Bloodbath explosion within 10 yards

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Health Globesheal value over 1.5 sec (90 frames)Hammer of the Ancients - BirthrightHammer of the Ancients - The Devil´s Anvil> the Bloodbath explosion may or may not crit itself following the same mechanics as Rend

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Chest, Boots, Shoulders, Amulet, RingsBattle Rage - Swords to PloughsaresSeismic Slam - Permafrost> main Rend and a Bloodbath explosion stack together on one target

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trash monstersAvalanche - Snow-Capped Mountain> subsequent Bloodbath explosions overwrite the previous Bloodbath on that target

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ElitesGround Stomp - Deafening Crash

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Bul-Kathos´s Wedding BandAncient Spear - Harpoon

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regen 0.5% of current monster healthtakes all affected monster into accountregen cap is 1% of your max life Ancient Spear - Rage Flip

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deals 0.5% of current monster healththe damage is split into periodical ticks0.1% per tick every 12 frames> doesn´t work with: Rend - Mutilate, Leap, Thr. Shout - Intimidate

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damage value determined every 5 ticksthe value is kept for 5 ticks

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Odyn Son

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Crowd Controldamage per tick formula =proc mod * average weapon damage * primary attribute mod * crit mod * total weapon aps

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Juggernaut30% crowd control reductionCC duration * 0.7> proc mod = 100-120% (1-1.2)<- even if you use legacy +minimum damage jewelry to gain min=max weapon damage, the proc will have a range (100-120%)

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heal 20% of max life when CCedno mention of freeze but works> average weapon damage = ((minimum + maximum) / 2)<- utilize the weapon damage range calculation order from the damage formula

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CC reductionhelm, jewelry, shield (up to 40%)CC duration * (1-ccr1/100) * (1-ccr2/100)> primary attribute mod = (1 + primary attribute/100)<- primary attribute for Barbarians is Strength, just to be clear

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CC on hit (gear affix)%chance * skill proc coefficient> crit mod = (crit chance/100) * (1 + crit dmg / 100) + (1 - crit ch./100)<- crit chance and crit damage are involved in calculating the proc damage but on top of that the proc may crit itself

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Skull of Resonance~50% chance to charm for 15 sec> total weapon aps of the weapon that procced it<- base weapon aps * weapon IAS + 0.xx legendary affix aps) * (1 + sum of attack speed increase bonuses / 100)

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frozen (elite)2.5 sec duration (150 frames)CC reduction lowers duration> the proc ticks 3 times total<- if there is only one monster, all 3 ticks will hit it

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nightmarish (elite)1 sec duration (60 frames)CC reduction lowers duration> each tick itself may crit<- so basically it scales with crit damage twice (squared) in this scenario

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jailer (elite)1.5 sec duration (90 frames)CC reduction lowers duration> the proc does not benefit from elemental skill damage bonuses<- not even lightning

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knockback (elite)3.0 sec slow (180 frames)CC reduction lowers the MS penalty> the proc scales with the "damage increased by skills" group

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> the proc scales with elite damage bonuses

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Damage Mitigation

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innate class dmg reduction30% all damage in PvE, 35% in PvPdmg * 0.7 in PvE or dmg * 0.65 in PvPMaximus

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armor reduction @ level 70(arm+str+NoS)*(TaN+WC+iron impact)dmg * (1 - armor / (armor + 3500)chain damage per tick formula =proc mod * average weapon damage * primary attribute mod * crit mod * total weapon aps

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resist reduction @ level 70(resist + int/10) * impunitydmg * (1 - resist / (resistance + 350)> proc mod = 100-130% (1-1.3)

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Threatening Shout20% all damage reductiondmg * 0.8> average weapon damage = ((minimum + maximum) / 2)<- utilize the weapon damage range calculation order from the damage formula

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Ignore Pain50% all damage reductiondmg * 0.5> primary attribute mod = (1 + primary attribute/100)

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Relentless50% all damage reductiondmg * 0.5> crit mod = (crit chance/100) * (1 + crit dmg / 100) + (1 - crit ch./100)<- crit chance and crit damage are involved in calculating the proc damage but on top of that the proc may crit itself

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Striding Giant50% all damage reductiondmg * 0.5> total weapon aps<- base weapon aps * weapon IAS) * (1 + sum of attack speed increase bonuses / 100)

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Superstition20% non-physical damage reductiondmg * 0.8> the proc ticks 5 times per second, every 12 frames

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elite damage reductionchest & legendariesdmg * (1-edr1/100) * (1-edr2/100)> each tick itself may crit<- so basically it scales with crit damage twice (squared) in this scenario

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melee damage reductionchest, bracers, jewelry & legendariesdmg * (1-mdr1/100) * (1-mdr2/100)> doesn´t scale with elemental skill damage bonuses

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ranged damage reductionchest, bracers, jewelry & legendariesdmg * (1-rdr1/100) * (1-rdr2/100)> the demon deals 100% damage per swing<- utilize the formula for the chain except aps, which is not applied

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block amountshieldsdmg - block amount roll> it swings every 1.6 sec; swinging frequency doesn´t scale with aps<- contrary to the chain, the demon swings does not scale with aps in any way

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ARMORsum of flat * sum of % bonusesHexing Pants of Mr. Yan

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flat values% bonuses> located in the damage increased by skills group of bonuses<- alongside Maniac, Battle Rage, Brawler, Insanity, Berserker Rage, Harrington etc.

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> innate armor on gear pieces> Tough as Nails (25%)> the bonus stacks additively with other d.i.b.s. bonuses

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> +armor stat on gear> War Cry (20%, 40% Hardened Wrath)> the penalty substracts the % value from bonuses

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> Strength (1 Strength = 1 Armor)> Iron Impact (50% per enemy hit)> when below 0% = damage * (1 - penalty / 100)<- for example at -21% damage you deal 79% of your normal damage (*0.79) and not /1.21

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> Nervers of Steel (Vitality/2)> Paragon stat (25%)> Leaping activated the bonus (being in the air)<- Leap itself from a standing still position doesn´t gain the damage bonus

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> Whirlwind locks the Yan bonus/penalty as long as you channel it<- this lock affects all skills that you use while whirling

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> 2H and 1H+shield whirling always locks the (positive) bonus

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> dual-wield WW locks the penalty, unless:

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1. you´re below the 20/13 (< 1.53846 aps) breakpoint

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2. you force move before whirling<- the force move needs to be longer than just 1 click to ensure locking the bonus instead of the penalty

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