Reaper of Souls: Frequently Asked Questions

http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82430-ros-faq-reaper-of-souls-frequently-asked

1) What is that orange diamond in front of some affixes?
2) How useful are items increasing damage of an element/skill?
3) Which skill bonuses can roll on which slot?
4) How does cooldown reduction work?
5) Is there a cooldown reduction cap?
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
8) Any changes on Keywarden, Ubers, Hellfire Ring in RoS?
9) I'm new to class X, what is the current cookie cutter build?
10) What is the best way to farm XP/caches/legendaries/...?
11) I found a strange legendary item that had no beam, what is that?
12) What exactly do I need to do to get a design unlocked for transmogrification?
13) What's the state of life steal in RoS?
14) What happened to magic find?
15) How does the difficulty level affect the legendary droprate?
16) Will there be new paragon portraits?
17) How does +elemental damage bonus work, in particular with regard to "black weapons"?
18) Is there a list of all the primary stats and secondary stats?
19) How is bonus XP calculated?
20) How are the contents of caches determined? Should I open them on Torment 6?
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?
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1) What is that orange diamond in front of some affixes?
Those are affixes that are not included in the item comparison (i.e., damage, toughness, and healing). One such example is the "+% elemental damage" affix: it will not be included in the damage overview as it only affects one element, not necessarily your overall damage. The orange diamond has nothing to do with enchanting - those stats can be enchanted unless they are "special legendary" stats (i.e., affixes that don't roll on rare items of the same slot).
2) How useful are items increasing damage of an element/skill?
The affixes "(Elemental type) skills deal x% more damage" and "Increases (skill name) damage by x%" do exactly what they say - they increase all damage dealt of a certain skill or a certain elemental damage type by the given amount. Usually, this affix comes at the sacrifice of another damage-increasing affix, and therefore the item seems to decrease your overall damage. This is because the elemental/skill bonus damage is not included in the sheet damage calculation. We have to do the calculation ourselves.
For example, let's assume we have an item that adds 15% damage to all our fire spells (and we are exclusively using fire spells), but reduces our overall damage by 12% according to the comparison tooltip. If an average spell will do 1000 damage, the DPS lost would reduce the damage to 880. However, the elemental bonus affix increases the spell's damage by 15%, resulting in 1012 damage. Overall, you gained 1.2% damage from that switch. As another example, if an item gives you 30% spell damage for a 25% loss, it would not be worth it: 1000 * 0.75 = 750, 750 * 1.30 = 975, so a 2.5% overall loss. The general formula to calculate the effectiveness is (((1-DPS loss) * (1+elemental/skill bonus gain))-1)*100; in the aforementioned examples it would be (((1-0.12)*(1+0.15))-1)*100 = 1.2 and (((1-0.25)*(1+0.3))-1)*100 = -2.5.
The damage type of the weapon makes no difference in this calculation; it can be a black weapon (i.e., no elemental damage) or any elemental type damage weapon. If you combine multiple items with elemental skills damage bonus they will be added together: bracers with 12% cold damage and a necklace with 13% cold damage result in 25% cold damage. The same accounts for skill damage bonus. If you combine skill damage and elemental type damage bonus it gets calculated multiplicatively. For example, if you have +10% lightning spells damage on bracers and +15% Electrocute damage, the overall increase for casting electrocute will be 1.10 * 1.15 = 1.265, i.e., an increased 26.5% damage.
daisychopper found a very informative website that offers detailed information about how elemental damage works (with pictures!):
http://bannedofgamers.com/index.php?threads/guide-2-0-1-elemental-damage-explained.1104/
There's also an excellent, very detailed explanation by Jaetch in one of his videos, where he not only discusses elemental/skill damage bonuses vs. DPS, but also "sheet DPS" vs. "real DPS". Check it out: https://www.youtube.com/watch?v=9Dk8xiG1ic0
3) Which skill bonuses can roll on which slot?
Entropy datamined this information and put it into a nice format, I'm just gonna redirect you to his post, be sure to give him a +1 for that:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82397-list-of-skill-affixes
4) How does cooldown reduction work?
The formula is quite simple: New cooldown = (original cooldown) * (cooldown reduction 1) * (cooldown reduction 2) * (cooldown reduction 3), and so on. For example, Slow Time with a 60% Orhpeus Gesture, 10% cooldown reduction from paragon, and 20% cooldown reduction from Evocation will result in 3.456 seconds (instead of 12 seconds) cooldown. As you can see, you can reduce cooldowns significantly, but never get to zero cooldown.
5) Is there a cooldown reduction cap?
There is no hard cap, but a soft cap as to how far items and skills allow you to reduce the cooldown so far. During beta, some theorycrafter hypothesized that the maximum amount of cooldown reduction currently obtainable was along the lines of 70% (or a bit less), though that differs significantly from class to class and might change as RoS hasn't even been released yet (and future patches might shift this soft cap as well).
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
Cooldown reduction suffers from diminishing returns, the formula is like this: 1-(1-cdr1)*(1-cdr2)*(1-cdr3) and so on. If you have 8% cooldown reduction from paragon, 20% cooldown reduction from skills, and 6% cooldown reduction from an item, your entire cooldown reduction is not 34% but 1-(1-0.08)*(1-0.2)*(1-0.06) = 1-0.69184 = 0.30816 (or 30.816%).
Bonus damage for skills or elements works differently; if you have an amulet with 11% increased fire damage skills and bracers with 13% increased fire damage skills, your fire skills will deal 24% more damage.
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
There are two ways to get guaranteed legendaries: 1) If you are below level 60 and kill an act boss for the first time, you will definitely get a legendary item. 2) After you did a full reset of all quests (or if you haven't completed the last quest yet), Malthael will always drop a legendary item. Here's the catch: in order to get this drop, you need to hit the "Reset Quests" button, and you can only reset the quests if you finished every single quest in the game. Yes, no easy way to exploit this! Just play through the entire game. You can run through it in Normal though - of course, you won't get any Torment-level legendaries then, and no Imperial gems.
If you can't hit the "Reset Quests" button it means you didn't finish every single quest yet. To see which quests you haven't done yet check this amazing website: http://xinair.net/diablo3/ (credit to creator Bleedus from Reddit). Note that some people have reported that the quests reported by this tool were not the right ones; another solution, if this doesn't work, is the one proposed on Reddit in this discussion.
8) Any changes on Keywardens, Ubers, Hellfire Ring in 2.0.1?
There is a completely new Hellfire Ring on level 70, with new keys, a new Infernal Machine crafting recipe, updated stats to level 70 (including 45% instead of 35% bonus XP), and an additional fourth portal you need to open. Give it a try! You cannot wear both the level 60 and level 70 Hellfire Ring, so you probably want the level 70 ring in the end.
The Keywardens gained some nasty new abilities in 2.0.1; Xah'Rith (act 3) gained the ability to multiply himself, Sokahr (act 2) occasionally reflects your spells, and Odeg (act 1) became a coward and will occasionally run away through the entire Fields of Misery, happy chasing. The ubers' mechanics haven't changed though. The new drop rates (for keys and organs) range from 25% (Torment 1) to 50% (Torment 6) - yes, significantly lower, but also realize that there is not Nephalem Valor anymore.
9) I'm new to class X, what is the current cookie cutter build?
Good news: there are no cookie cutter builds any more. Every class has a variety of different builds, and you should absolutely not just go with what someone told you to use, but you should try at least a few different skills to see what you like. If you are being overwhelmed here's an advice: disable "Elective Mode" for as long as you try new builds. It will ensure that you try out a variety of different spells from different categories, and it will avoid that you create builds that don't work (e.g., a build consisting of 4 main damage spells which you can't cast all the time, rendering 3 of your chosen skills useless). After some time you will find items that give you some suggestions for a build, e.g., by buffing a particular spell or a school of magic. Due to the huge amount of game-breaking legendaries, no two characters will be exactly the same, and of course everyone has different preferences for how they like to play. Chances are high you are being overwhelmed when playing a wizard, as the wizard arguably has undergone most changes; in that case, please take a look at Jaetch's guide on "how to create a build" (the basics apply to other classes as well).
10) What is the best way to farm XP/caches/legendaries/...?
Play the difficulty level and area (or acts, for bounties) that you like the most. There is no "superior" and "inferior" act/bounty/area/whatever. If at some point it comes to light that there is an imbalance, Blizzard will fix this. Just have fun.
Many people argue that you should do as many bounties and subsequently as many rifts as possible, and the best difficulty to do this is Torment 1 - and if Torment 1 is too high for you, just on Normal. But again, running "Normal" all day can get really boring, try switching between what you do so that the game doesn't wear out for you.
If you want a second opinion on this, here's a well-known Dfans community member, streamer, official Blizzard MVP and ultimate game knowledge resource stating his opinion about "farming routes": http://www.youtube.com/watch?v=FRMpLbkBGJo#t=307
11) I found a strange legendary item that had no beam, what is that?
You probably found one of the new legendary crafting materials: http://us.battle.net/d3/en/item/crafting-material/
There's and awesome list with all the crafting materials and their whereabouts, see this thread:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/83094-guide-legendary-crafting-materials-drop-locations
12) What exactly do I need to do to get a design unlocked for transmogrification?
Legendary/set items are unlocked for transmogrification as soon as they enter your inventory. That means, you will get the design as soon as you identify it (because at that point the item is in your inventory), or if one of your group members finds it, drops it, and you pick it up, you will get the transmog as well. Of course - this requires a lot of trust as there is no way to demand the item back!
For crafting recipes the same principle applies: the item needs to be in your inventory, which means only every item of a crafting recipe that you actually craft unlocks for transmogrification. Learning the recipe is not enough.
13) What's the state of life steal in RoS?
Life steal used to return 20% life (on Inferno) before 2.0.1 and has been reduced to 10% since. Up until level 69, life steal is still 10%... and as soon as you hit level 70, it will be useless (returns 0%, technically speaking).
14) What happened to magic find?
Magic find was too powerful and became a requirement to find any loot in Diablo 3, which is why it was heavily nerfed: 100% magic find will increase the chance to find blue items by 100%, but only increase the chance for finding rare (yellow) items by 30% and for legendary/set items it is only 10%. That means that if you equip your character with 300% magic find, you will only get a 30% higher chance of finding a legendary. In addition to that, magic find has been removed entirely from paragon and from future rare gear (it still exists on pre-2.0.1 items, the so-called legacy gear). There are items in Reaper of Souls that have magic find as a stat (e.g., Nagelring or Cain's Set), but it is not worth it to sacrifice a lot of damage for a small amount of magic find.
15) How does the difficulty level affect legendaries?
Higher difficult levels yield a higher legendary drop rate. The exact blue post reads as follows: "Playing in Torment difficulty does not provide a bonus to the Magic Find stat. It does however confer a bonus to legendary drop chance, but this bonus is not visible anywhere on the character details pane." (source: http://us.battle.net/d3/en/forum/topic/11914882166)
There is no increase/decrease in the quality of legendaries based on difficulty though; you will not get higher affix rolls if you play Torment 6, the affix range remains the same. Here's a bluepost to make this pretty clear:
http://us.battle.net/d3/en/forum/topic/12091349617?page=5#89
There are certain legendaries, mostly sets, that you can find on Torment only; here is a list of all those items - and in addition to those, shortly before the release of RoS all class sets (Tal Rasha's, Zunimassa's, Inna's, Natalya's, and Immortal King's) where moved to Torment as well.
16) Will there be new paragon portraits?
Yes, they are being worked on; there will be new portraits for level 200, 300, 400, 500, 600, 700, and 800. Source: http://www.reddit.com/r/Diablo/comments/215zpn/now_that_we_can_level_past_paragon_100_can_we/cgao0la
17) How does (legacy) +elemental damage bonus work, in particular with regard to "black weapons"?
Elemental damage bonus does not spawn on loot 2.0 anymore; items that used to roll it before 2.0.1 now roll the "new" elemental damage bonus that it just tied to the skills you are using. See Stone of Jordan for an example of such an item (http://us.battle.net/d3/en/item/stone-of-jordan) and more infos about the "new" elemental skill damage in this FAQ. If you are using legacy items such as the old Stone of Jordan, the "black weapon" bug is still present. For those of you who don't know what black weapons are or what he issue is, here's an explanation: http://old.diablofans.com/topic/84199-guide-wizard-gear-guide/#blackweapon
18) Is there a list of all the primary stats and secondary stats?
Those are all primary stats:
Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, specific Class Skill Bonuses, Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets.
And all secondary stats:
Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
Source: http://us.battle.net/d3/en/blog/12671560##Items (thanks to sKingX for pointing this out)
19) How is bonus XP calculated?
There's an app for that! Go to this website: D3resource.com/xpcalc/ (thread over here, if you have any comments or spotted a mistake). There's also the formula for bonus XP - as of now derived from testing because there's no official word on the formula, yet.
20) How are the contents of caches determined? Should I open them on Torment 6?
The cache's contents are rolled as soon as you receive them, so that you can't cheat the system: if you complete the bounty on any difficulty lower than Torment, no Torment-only legendaries will drop from the cache, even if you open it on Torment 6. The same applies to smart loot concerns or low-level farmed caches.
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?