"wrote:It should never be in your path as a cold crit witch.
As a cold CI witch, if you want to take the second Nullification node, you have 2 path for a coldcrit witch.
A) Spending 5 nodes (3 intel, 2 dex) starting from Unnatural Calm.
B) Spending 5 nodes + 1 Frenzy charge (with 4 dex nodes) starting from the other nullification circle.
I choose the option B, because :
- Gives me more dex. (I hate rely on my gear to be able to maxlvl gem. And green gem does really matter for a cold witch. I prefer to be able to switch gear at will without thinking about the requirements of the gems).
- Gives me access to a +30str node for only 1 point (same idea, for lvling gem without relying on my gear. But this is less important).
- For 1 extrapoints regarding the other parth, I'll win 5% castspeed. There is only one node that gives more than 5% castspeed in the tree, it's Nimblness (Or prestidigitation, but that's on the templar side).
But if you don't play CI, yes you wouldn't go soo deep in the shadow tree, and use the templar side (where, obviously, there is no Frenzy charge available!)
Regarding your other thread : Agreed on almost all your points. But not about Faster Casting. (erh, that's why I love Blood rage, too!)
In my vision of the witch, the %castspeed is the best stat for a witch, especially for a frost one.
It allows you to cast more spells (=> more chance to freeze mobs, for you and your totem if you use one), and being more reactive to use "utility spells" that can save your life (lightning warp, frostwall, etc).
But that's a feeling point of view, so... :)
One other thing I don't understand : you tell that the gain from increased crit damage is not linear ?
"he reason is that if you want to use the Increased Critical Damage gem then you don't want to have a lot of crit multi already so it will be much more effective to use.
For me, 1% crit damage (as well as 1% castspeed) gives you the same total bonus when you have 0% or 100% bonus. In either case, you will gain 1% raw critdamage|castspeed.
DPS = Damage_per_attack * attack_per_seconds * ( 1 + ( crit_chance * crit_damage_multiplier) ).
If we use the following :
Damage_per_attack = 1000
attack_per_seconds = 2
crit_chance = 30%
crit_damage_multiplier = 50%
DPS = 2300.
With +1% Crit damage : DPS = 2306
Now, with a crit_damage multiplier of 150%
DPS = 2900
With +1% Crit damage : DPS = 2906
For a fixed value of damage/aps/critchance, 1% crit damage gives the same amount of DPS. And this is true for castspeed and critchance as well.
But I think you are right to tell that Bloodthirst > Throatseeker :
For 5 points, you gain 70% crit damage multiplier (Throatseeker)
For 5 points, you gain 45+45+15+15 = 120% crit chance (2 Bloodthirst) AND 10% crit damage
To know which will gives you more dps will depend of your current stats.
With the following :
Damage_per_attack : 1000
Attacks_Per_Seconds : 2
(This previous 2 values won't change the result)
Base_spell_crit_chance : 6% (freezing pulse)
Base_crit_multiplier : 50%
Crit_chance : 150%.
Crit_multiplier : 150%.
So DPS = 1000*2* ( 1+ ( 0,06*(1+1,5) * (0,5+1,5) ) ) = 2600
Let's try with 70% more critmultiplier :
DPS = 1000*2* ( 1+ ( 0,06*(1+1,5) * (0,5+2,2) ) ) = 2810
And with 120% critchance =& 10%crit damage :
DPS = 1000*2* ( 1+ ( 0,06*(1+2,7) * (0,5+1,6) ) ) = 2932
As a result, we can tell that for these values,
1 point used for Throatseeker gives you ~40dps
1 point used for Bloodthirst gives you ~66dps
Remarks : IN THIS CASE, if you have to spend something like 3 node points just to get to the 2nd bloodthirst, the gain/point will be ~40dps. So if you have to spend more than 3 node points, the pure damage advantage will be for throatseeker.
However, more crit chance = more frozen targets, so... :)
(hope I've done no mistake, don't hesitate to correct me if I'm wrong !)