Showing posts with label Diablo IV. Show all posts
Showing posts with label Diablo IV. Show all posts

Boss Locations and Summoning Items required (Season 7 - Diablo IV)

Bosses and Summoning Materials in Diablo IV

Bosses and Summoning Materials in Diablo IV

In Diablo IV, summoning endgame bosses requires specific materials, which are typically obtained through various activities like Helltides, Nightmare Dungeons, or defeating other bosses. As of March 10, 2025, the game has evolved through updates (notably with Season 6 and the Vessel of Hatred expansion), streamlining the summoning process by removing certain requirements like Stygian Stones and adjusting material costs. Below is a breakdown of the bosses and the materials needed to summon them, based on the current state of the game in Season 7: Season of Witchcraft. Note that all bosses are now their "Tormented" versions by default, offering enhanced rewards like Mythic Uniques.


1. Echo of Varshan

  • Location: Malignant Burrow, beneath the Tree of Whispers in Hawezar
  • Materials Required:
    • 5 Malignant Hearts (for Tormented version)
  • How to Obtain Materials:
    • Malignant Hearts drop from killing elites, Grotesque Debtors (spawned after events), and completing Grim Favors for the Tree of Whispers. They’re also more common during Blood Harvest events.
  • Notes: Varshan is one of the easier Tormented bosses and a starting point on the "Boss Ladder." His drops include materials needed for summoning Duriel.

2. Grigoire, the Galvanic Saint

  • Location: Hall of the Penitent, south of Ked Bardu in the Dry Steppes
  • Materials Required:
    • 5 Living Steel (for Tormented version)
  • How to Obtain Materials:
    • Living Steel is primarily obtained from opening Tortured Gifts of Living Steel during Helltide events. The Chest of Living Steel drops the most, and additional steel can come from seasonal rewards or Helltide caches.
  • Notes: Grigoire drops Shards of Agony, which are crucial for summoning Duriel. He’s accessible starting at Torment 1 difficulty.

3. Lord Zir, the Dark Master

  • Location: Ancient’s Seat, within The Darkened Way in Fractured Peaks
  • Materials Required:
    • 9 Exquisite Blood (for Tormented version)
  • How to Obtain Materials:
    • Exquisite Blood drops from World Bosses, Legion Events, and the Blood Maiden in Helltide (summoned with 3 Baneful Hearts at her altar). Legion Events are frequent, making this a reliable source.
  • Notes: Lord Zir drops Sandscorched Shackles, used to summon Andariel. He’s a mid-tier boss in terms of difficulty.

4. The Beast in Ice

  • Location: Glacial Fissure (accessed via a Nightmare Sigil)
  • Materials Required:
    • 9 Distilled Fear (for Tormented version)
  • How to Obtain Materials:
    • Distilled Fear is collected by completing Nightmare Dungeons at Tier 30 or higher. The drop rate doesn’t seem to scale with dungeon tier, so faster clears at lower viable tiers are efficient.
  • Notes: You craft a Glacial Fissure Nightmare Sigil at an Occultist using 9 Distilled Fear and 250 Sigil Powder (from salvaging Nightmare Sigils). This boss drops Pincushioned Dolls for summoning Andariel.

5. Duriel, King of Maggots

  • Location: Gaping Crevasse, east of Gea Kul in Kehjistan
  • Materials Required:
    • 2 Mucus-Slick Eggs
    • 2 Shards of Agony (for Tormented version)
  • How to Obtain Materials:
    • Mucus-Slick Eggs drop from defeating Echo of Varshan.
    • Shards of Agony drop from defeating Grigoire, the Galvanic Saint.
  • Notes: Duriel is one of the top-tier bosses, alongside Andariel, with a shared loot table offering the highest chance for Mythic Uniques. Only the summoner receives these materials from Varshan and Grigoire, but they can trade them to party members.

6. Andariel, Maiden of Anguish

  • Location: Hanged Man’s Hall in Kehjistan
  • Materials Required:
    • 2 Sandscorched Shackles
    • 2 Pincushioned Dolls (for Tormented version)
  • How to Obtain Materials:
    • Sandscorched Shackles drop from defeating Lord Zir.
    • Pincushioned Dolls drop from defeating The Beast in Ice.
  • Notes: Andariel shares Duriel’s loot table and is considered the hardest pinnacle boss. Tormented kills drop five times the loot, making her a prime target for farming.

General Notes:

  • Tormented Variants: Since Season 6, all boss encounters are Tormented by default, requiring more materials than their previous normal versions but offering better rewards (e.g., 5x loot and a ~7% Mythic Unique drop chance versus 1.5% for normal in earlier seasons).
  • Material Farming Tips: Activities like Helltides, Nightmare Dungeons, and the Undercity (Tribute of Titans rotation) are efficient for gathering materials. Using Opals (e.g., Opal of Boss Materials) during these activities can boost drop rates.
  • Transmutation: With Vessel of Hatred, you can transmute excess materials from lesser bosses into those needed for Duriel and Andariel at an Occultist, reducing grind time if you’re overstocked on, say, Living Steel but short on Mucus-Slick Eggs.

This structure reflects the "Boss Ladder," where defeating earlier bosses provides materials for the tougher ones (Duriel and Andariel). Adjustments in Season 6 and beyond have made farming more accessible, but the progression still rewards preparation and coordination, especially in groups where summoners can share materials. Let me know if you’d like specific farming strategies or loot details!

How to Calculate Damage Numbers in Diablo IV

Diablo IV Damage Calculation Guide

Comprehensive Guide to Calculating Damage Numbers in Diablo IV

Understanding how damage is calculated in Diablo IV is essential for optimizing your character’s build and maximizing your effectiveness in combat. The game employs a complex system that combines base damage with various additive and multiplicative bonuses. This guide will walk you through the process step-by-step, providing a clear framework to calculate damage numbers for a single hit. Whether you’re a Barbarian cleaving through enemies or a Sorcerer hurling spells, this breakdown will help you grasp the mechanics behind your damage output.

Overview of Damage Calculation

In Diablo IV, damage is determined by starting with a base damage value, which is then modified by a series of additive bonuses and multiplicative bonuses. These bonuses come from your weapon, skills, attributes, gear affixes, and specific mechanics like critical strikes or vulnerable status. The general formula can be expressed as:

Total Damage = [Base Damage] × [1 + Sum of Additive Damage Bonuses] × [Multiplicative Bonuses]

The multiplicative bonuses typically include factors like your primary attribute, critical strike damage, vulnerable damage, and other global multipliers from unique items or legendary aspects. Below, we’ll break this down into manageable sections.

Step 1: Calculate Base Damage

The foundation of your damage calculation is the base damage, which depends on your weapon and the skill you’re using.

  • Weapon Damage: Every weapon in Diablo IV has a damage range (e.g., 50–100 damage). For simplicity, you can use the average weapon damage when calculating. For dual-wielding classes like Barbarians or Rogues, the game typically uses the damage of the specific weapon tied to the skill’s hit. For a general guide, assume we’re calculating for a single hit with one weapon’s average damage.
  • Skill Damage Percentage: Each skill has a damage percentage listed in its description (e.g., “Deals 100% weapon damage”). This percentage scales directly with your weapon damage. Even many spells in Diablo IV scale with weapon damage, unlike some other games where they might have independent values.

Formula for Base Damage:

Base Damage = Weapon Damage × Skill Damage %

Example:

- Weapon Damage: 50–100 (average = 75)
- Skill: “Deals 120% weapon damage”
- Base Damage = 75 × 1.2 = 90

Note: The damage shown in skill tooltips may already include some bonuses (like attributes), but for a precise manual calculation, start with weapon damage and skill percentage as the raw base.

Step 2: Apply Additive Damage Bonuses

Next, you add up all additive damage bonuses. These are percentage increases that stack together within the same “damage bucket” and are applied to the base damage. Additive bonuses are common and come from various sources, such as skills, passives, gear affixes, and paragon boards.

Common Sources of Additive Bonuses:

  • Skill and Passive Bonuses: e.g., +20% damage with Core Skills
  • Enemy-Specific Bonuses: e.g., +15% damage to Elites, +10% damage to Demons
  • Conditional Bonuses: e.g., +25% damage to Close Enemies, +30% damage while Healthy
  • General Bonuses: e.g., +10% damage from a gear affix

Sum all applicable additive bonuses to get the total additive damage percentage.

Formula:

Additive Damage Multiplier = 1 + Sum of Additive Bonuses

Example:

- +20% damage with Core Skills
- +15% damage to Close Enemies
- +10% damage to Elites
- Total Additive Bonus = 20% + 15% + 10% = 45% = 0.45
- Additive Damage Multiplier = 1 + 0.45 = 1.45

Damage So Far = Base Damage × Additive Damage Multiplier

Using the previous example:
- Base Damage = 90
- Damage with Additive Bonuses = 90 × 1.45 = 130.5

Step 3: Apply Multiplicative Bonuses

After additive bonuses, multiplicative bonuses are applied. These are separate “damage buckets” that multiply the damage further, making them more powerful than additive bonuses. In Diablo IV, the main multiplicative bonuses include the primary attribute, critical strike damage, vulnerable damage, and other global multipliers.

3.1 Primary Attribute Multiplier

Each class has a primary attribute that boosts damage:

  • Barbarian: Strength
  • Rogue: Dexterity
  • Sorcerer: Intelligence
  • Necromancer: Intelligence
  • Druid: Willpower
  • Spiritborn: Resolve

The exact scaling isn’t publicly detailed, but it’s commonly understood that the primary attribute provides a multiplicative bonus. For example, every 10 points of your primary stat might grant +1% damage, though this is an approximation.

Assumed Formula:

Primary Attribute Multiplier = 1 + (Primary Stat × Scaling Factor)

- Scaling Factor might be something like 0.001 (0.1% per point), but let’s assume 1000 Strength = +100% damage (2x) for simplicity.

Example:

- Primary Stat: 1000 Strength
- Multiplier = 1 + (1000 × 0.001) = 1 + 1 = 2

3.2 Critical Strike Multiplier

If the hit is a critical strike (based on your Critical Strike Chance), you apply the critical strike multiplier. The base critical damage is 50% (1.5x), increased by additional critical damage bonuses from gear or skills.

Formula:

Critical Multiplier = 1 + (Base Crit Damage + Additional Crit Damage %)

  • Base Crit Damage = 0.5 (50%)
  • Additional Crit Damage = e.g., +50% from gear

Example:

- Base Crit Damage = 50%
- +50% Critical Damage Bonus
- Critical Multiplier = 1 + (0.5 + 0.5) = 1 + 1 = 2 (if crit occurs)

If the hit isn’t a crit, this multiplier is 1 (no increase).

3.3 Vulnerable Damage Multiplier

When an enemy is Vulnerable (often triggered by skills or effects), they take increased damage. The base vulnerable bonus is 20% (1.2x), enhanced by additional vulnerable damage bonuses.

Formula:

Vulnerable Multiplier = 1 + (Base Vulnerable Damage + Additional Vulnerable Damage %)

  • Base Vulnerable Damage = 0.2 (20%)
  • Additional Vulnerable Damage = e.g., +30%

Example:

- Base Vulnerable Damage = 20%
- +30% Vulnerable Damage Bonus
- Vulnerable Multiplier = 1 + (0.2 + 0.3) = 1.5 (if enemy is vulnerable)

If the enemy isn’t vulnerable, this multiplier is 1.

3.4 Other Global Multipliers

Certain legendary aspects, unique items, or skills provide additional multiplicative bonuses (e.g., “x% increased damage”). These are rare but stack multiplicatively with the above.

Example:

- Unique Item: +50% increased damage
- Multiplier = 1 + 0.5 = 1.5

Total Multiplicative Bonus = Primary Attribute Multiplier × Critical Multiplier × Vulnerable Multiplier × Other Multipliers

Final Damage Formula

Putting it all together:

Total Damage = [Base Damage] × [1 + Sum of Additive Bonuses] × [Primary Attribute Multiplier] × [Critical Multiplier (if crit)] × [Vulnerable Multiplier (if vulnerable)] × [Other Global Multipliers]

Full Example:

- Weapon Damage: 75 (average)
- Skill Damage %: 120% (1.2)
- Additive Bonuses: +45% (1.45 multiplier)
- Primary Stat: 1000 Strength (2x multiplier)
- Critical Strike: Yes, with +50% bonus (2x multiplier)
- Vulnerable: Yes, with +30% bonus (1.5x multiplier)
- Other Multipliers: None (1x)

1. Base Damage = 75 × 1.2 = 90
2. With Additive Bonuses = 90 × 1.45 = 130.5
3. Primary Stat = 130.5 × 2 = 261
4. Critical Strike = 261 × 2 = 522
5. Vulnerable = 522 × 1.5 = 783

Total Damage = 783

Additional Considerations

Overpower Mechanic

Overpower is a separate mechanic with a base 3% chance to trigger, adding bonus damage equal to your total Life plus Fortify. This bonus can crit and is added to the total damage but calculated separately. For simplicity, it’s often excluded from per-hit calculations unless focusing on an Overpower build.

Attack Speed and DPS

Attack speed doesn’t affect damage per hit but increases your damage per second (DPS) by allowing more hits over time. To calculate DPS, multiply the damage per hit by your attacks per second.

Damage Variance

Weapon damage ranges mean your actual damage varies slightly per hit. Use average values for consistency.

Enemy Defenses

This guide focuses on your damage output before enemy damage reduction (e.g., armor or resistances), which would lower the final damage taken by enemies.

Summary

To calculate damage numbers in Diablo IV:

  1. Base Damage: Multiply your weapon’s average damage by the skill’s damage percentage.
  2. Additive Bonuses: Sum all +% damage bonuses and apply as a single multiplier (1 + total %).
  3. Multiplicative Bonuses: Apply separate multipliers for primary attribute, critical strikes (if applicable), vulnerable status (if applicable), and other global effects.
  4. Multiply all components together for the total damage per hit.

By understanding and balancing these “damage buckets,” you can optimize your gear and skills for maximum output.

Happy slaying, Nephalem!