Diablo 3 how to know when to switch out gear

heroofheroin

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Feb 26, 2015
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Im assuming if two out of the 3 stat areas have green arrows that's when...


Sorry first diablo game
 

Weaver

Overcaffeinated
Apr 28, 2008
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It's a complicated question!

Do note that anything with an orange diamond next to it is not factored in to the stat calculations. So an item could look a bit worse, but would actually do +15% damage on your main attack; which is probably worth a -1% global damage. Sometimes you'll get legendaries with powerful and unique abilities that aren't factored into the stats and may, at first glance, look bad but are actually amazing.

Also, IMO what stats to take kind of depend on what you need. As an example, If you feel like your toughness and healing is good but your damage is low, it might be in your interest to consider taking an item with a significant damage boost in lieu of those other two stats.
 

ultrabiome

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Sep 14, 2011
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What a can of worms you opened!

At the beginning, as I assume you are, you're probably ok with just using the aggregate stats at the bottom. These aggregate stats should give you a rough idea of how much better or worse each piece of equipment will make you, but this is mainly an estimate. If a weapon gives you +20% damage output, you should strongly consider it. If it only gives you +2%, are you giving up anything else for that measly 2%? And although healing is always nice, early on it's really weak, and generally should be ignored. You should be fine with potions.

Things to take note of: What class are you? Each class has a primary stat (strength, dexterity or intelligence) that is used for their attack strength (WD and Wizard - int, Barb and Crusader - str, DH and Monk - dex). You can safely ignore the other 2 stats, but luckily the drops you get will focus mostly on your primary stat (and vitality). Between that primary stat and vitality, those are the primary stats you'll want to increase, and most "magic" weapons you get will enhance one or both of those stats.

After those, there are a ton of other stat enhancements that you may or may not care about on that class or character, like attack speed (looks great on paper, but not as well in practice), heal on hit, heal on kill, HP regen, resource regen, +XP on kill, +gold, +damage on skill X, etc. You'll get some of these as secondary enhancements after focusing on the primary stats, and you'll see which ones help you when.

One stat I do focus on early is +run speed. It only appears on boots (go figure), and although the bonus is minor, I will keep a set of boots with a decent +run speed with marginal other stats over a drastic drop in run speed for anything else, including +damage. It is something you will notice right away and you'll be happy to have it.
 

Toejam

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Mar 21, 2014
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What character are you playing? It would be a good idea to look at whats available end build wise for it and work towards that. In the short term I normally go for damage over the others up to L70 which is when the game really begins.

http://www.reddit.com/r/diablo3/

If you go to that link have a look around, they have class subreddits down on the right side and each 1 of those has a basic guide to levelling your character to 70 and then the different end builds you can look forward to.

Are you playing on xbone? if so i'll gladly help you out a bit
 

Merrik Blackwater

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Mar 17, 2015
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Fieldy409 said:
Never if its rare, because rare items are cool and you get way too attached to them.
I have that problem with legendary items.I find an effect I like and NEVER change it even if it is holding me back in terms of stats. NOT a good thing but no matter how many times I change I seem to go back.
 

Prince of Ales

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Nov 5, 2014
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I would concentrate predominantly on dps. When your toughness and healing get too low, you'll feel it; beyond that, there's no real point to them. But with dps, more is better. There's a big long formula out there for calculating dps (useful if you're enchanting, for instance) which is actually a lot simpler than it looks. Most stats get rolled into a handful of multipliers, and you can work out each stats benefit by how much it increases its multiplier by multiplicatively. Sounds complex, but it's not. If you give me a specific example I can show you how it's worked out.

Endgame, it's all about the set bonuses and unique effects. That's where you eschew stats completely except for comparing two of the same item. Things like the Barbs leap combo totally eclipse anything you can get via stats. I had a capped Wizard that used an amulet (Haunt of Vaxo) from 9 levels below, basically until I found a max level version of the same item. Even when other amulets were way ahead in stats, you couldn't comprehend just how much damage and utility came from this item in practice.