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		<updated>2026-09-24T15:34:34Z</updated>
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	<entry>
		<id>https://di.diablowiki.net/index.php?title=Dodge&amp;diff=53916</id>
		<title>Dodge</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Dodge&amp;diff=53916"/>
				<updated>2012-06-15T12:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
Dodge chance is a new character property in Diablo III. It's something all characters have inherently, like [[resistances]], [[defense]], [[critical hit]], [[Attack Rating]], etc. Dodge chance can be boosted with [[stats]], [[equipment]], [[traits]], and [[skills]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dodging Skills==&lt;br /&gt;
&lt;br /&gt;
A few character skills mention improved Dodge Chance, though these are all subject to change as game development continues.&lt;br /&gt;
&lt;br /&gt;
[[Wrath of the Berserker]] &lt;br /&gt;
* '''Description:''' The [[Barbarian]] enters a heightened sense of fury, raising several stats ([[Critical Hit]], Attack Speed, Dodge Chance, Movement Speed) for X seconds. Monsters with damage immunities will take X% less damage from the Barbarian's attacks rather than being immune. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dodging Traits==&lt;br /&gt;
&lt;br /&gt;
A few character traits mention improved Dodge Chance, though these are subject to change as game development continues.&lt;br /&gt;
&lt;br /&gt;
[[Sixth Sense]]&lt;br /&gt;
* Increases the [[Monk]]'s chance to dodge attacks of all types. &lt;br /&gt;
&lt;br /&gt;
[[Telekinesis]]&lt;br /&gt;
* Improves the [[Wizard]]'s chance to dodge projectiles.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:character]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Interface&amp;diff=52388</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Interface&amp;diff=52388"/>
				<updated>2012-05-29T18:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Removed sections that were development related / speculative or ones that did not apply to this article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
The '''User Interface''', often abbreviated to '''UI''', term for the game controls, buttons, icons, window layout, input types and everything else that players manipulate to control their [[character]] or view to see the relevant [[Statistic|stats]] of characters, [[item]]s, [[monster]]s and everything else in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Diablo III Interface elements:'''&lt;br /&gt;
* [[Interface|The Belt Interface]].&lt;br /&gt;
* [[Inventory]]&lt;br /&gt;
* [[Skills and traits window]]&lt;br /&gt;
** [[Skill tree]].&lt;br /&gt;
* [[Artisans|The Artisans window]].&lt;br /&gt;
* [[Quests window]]&lt;br /&gt;
** [[Lore window]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Interface==&lt;br /&gt;
The &amp;quot;belt&amp;quot; interface in ''[[Diablo III]]'' is an evolutionary improvement on the versions seen in ''[[Diablo I]]'' and ''[[Diablo II]]''. The form and function will be familiar to players experienced in the [[:Category:Games|other games]], but there are a few major changes in ''Diablo III'' that make the controls easier to use, but also guide players to operate the game as the [[D3 Team]] intends.&lt;br /&gt;
&lt;br /&gt;
It's no longer actually the &amp;quot;belt,&amp;quot; since [[belts]] in Diablo III are just another piece of armor; they do not have any special role as potion-holding devices.&lt;br /&gt;
&lt;br /&gt;
* See the [[:Category:Interface|Interface Category]] for articles on the game controls, menus, inventory, and more.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface-jan2012a.jpg|center|frame|The most recent interface overhaul: added [[TP]] button, dedicated potion button, removed Character window. Beta patch 10, January 2012.]]&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
[[File:Interface-wizard-arena2.jpg|thumb|500px|A Wizard's Interface, October 2010.]]&lt;br /&gt;
&lt;br /&gt;
The way the controls work has been modified somewhat in ''[[Diablo 3]]''.  &lt;br /&gt;
&lt;br /&gt;
The usual control method is to put active skills, ones your character will be using constantly, on the mouse buttons.&lt;br /&gt;
* The '''left mouse button''' (LMB) skill remains there all the time, unless/until you drag another skill down to replace it.&lt;br /&gt;
* The '''right mouse button''' (RMB) has two skills; you switch between them by clicking the '''Tab '''button, or by rolling the mouse wheel. These are usually the secondary skills, but ones you wish to use almost constantly.&lt;br /&gt;
** The visual aspect of the Tab skill was removed in mid-2011[http://diablo.incgamers.com/blog/comments/blue-offers-diablo-iii-interface-explanations] though the function was preserved at that point.&lt;br /&gt;
* The '''1234''' buttons cast whichever skills are mapped to those buttons, targeting the spell for where the cursor is pointing, just like a mouse click. These are generally summoning or buff skills, but can also be direct attack skills.&lt;br /&gt;
** You may also map potions, elixirs, or scrolls to the 1234 buttons.&lt;br /&gt;
* The '''5''' slot holds healing potions. If you use up all of one quality level, any other healing pots in your inventory will automatically fill the 5-slot.&lt;br /&gt;
&lt;br /&gt;
[[Cast]]ing a [[spell]] or [[skill]] from the 1234 buttons works just like casting it from the mouse button. You could, in theory, play entirely with the 1234 keys, only using the mouse to target. Generally, players put support skills on the 1234 buttons. [[Summon]]ing spells, [[buff]]s, [[debuff]]s, and so forth. Direct attack skills can be mapped there as well; it just takes some practice to get used to casting these with keyboard buttons, instead of (in addition to) the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
Above the skill bar:&lt;br /&gt;
* [[Buff]] icons appear on the left&lt;br /&gt;
* [[Debuff]] icons appear on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Always Move&amp;quot; Button===&lt;br /&gt;
&lt;br /&gt;
A fan suggested an &amp;quot;always move&amp;quot; button via the European B.net forums, and the idea was good enough that the developers decided to implement it[http://diablo.incgamers.com/blog/comments/an-always-move-button-suggestion-approved] into the game. It will not be in the initial launch, but will be added in a patch afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We just wanted to let you all know that this feedback that you have given on a dedicated click to move button is excellent, and we may implement this, the option for this would be unbound by default.&lt;br /&gt;
&lt;br /&gt;
Sadly, this option would not be ready for when the game is shipped. While it would not be ready for ship if we do end up implementing it, I hope that you are all glad to hear this news ^^ &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The way this control will work is that the player can depress some key (much as the Shift key is used to repeatedly swing/attack without moving) and while holding that down, they will always move when they left click, even if they have a target highlighted. &lt;br /&gt;
&lt;br /&gt;
The reason such a button is useful is for characters who map a ranged attack to their left click. (Especially for Wizards in Diablo III who have a Wand equipped, as the [[Throw Wand]] skill is then the default left click.)  This is a problem if the player needs to run in a direction, since with a ranged skill on the left click, if anything is targeted the character will stop running and stand there, firing the spell. This can be very bad if a player is trying to escape monsters on a crowded screen.&lt;br /&gt;
&lt;br /&gt;
===Controlling the Skills===&lt;br /&gt;
[[File:Char-inv-blizzcon10a.jpg|thumb|400px|Character and Inventory windows, Blizzcon 2010.]]&lt;br /&gt;
Mapping skills to the controls is very easy in ''[[Diablo 3]]''. You just open the [[skill tree]] and drag skills down to the buttons you wish them assigned to. To change around skills, you drag a new one to an occupied slot (RMB, LMB, Tab, or 1234) and drop it. This puts the previous skill on your cursor, where you can drag it to a new spot or drop it anywhere else to discard it.&lt;br /&gt;
&lt;br /&gt;
In late 2009 Blizzard revealed that the entire skill tree design had been redesigned and that skill trees were now basically a thing of the past. The [[skills]] and [[traits]] are now presented in long lists, rather than any kind of branching, prerequisite &amp;quot;tree&amp;quot; design.&lt;br /&gt;
* See the [[skill tree]] page for more details on this evolving element of the game interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active Skills Window====&lt;br /&gt;
In addition to the skill tree, there's an icon that opens the &amp;quot;active skills window.&amp;quot; This is a small pop up window that appears just above the belt interface, which displays the icons for the active skills your character can use. Only the active skills; no passives, no skills without points in them yet, etc. This makes it very easy to see which skills can be assigned to the 7 skill places on the belt.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
There are 5 hotkey slots, into which [[skill]] icons or [[potion]]s can be dragged. Hitting that button will immediately activate that skill or drink that potion. By default, the skill slots on the Belt Interface are mapped to the number keys 1-4 and &amp;quot;Q&amp;quot; is used for potions.  Any skill placed in one of those slots will be cast the moment you press the corresponding key.&lt;br /&gt;
&lt;br /&gt;
The left click and right click slots are marked by an appropriate little mouse icon. The &amp;quot;Tab&amp;quot; key (and the mouse wheel) switches between two active skills on the right click. Skills are added to these controls by dragging them to the belt interface from the skill list. Newly-added skills are automatically added to the hotkey list, once you've put the first point into them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Icons===&lt;br /&gt;
[[File:Belt-interface3.jpg|frame|April 2009.]]&lt;br /&gt;
Here are the equivalent icons from ''[[Diablo 3]]'s'' belt interface, enlarged and brightened for easier comparison. After some speculation, the following descriptions were confirmed by [[Bashiok]] a few days after the image was released. [http://www.blizzblues.com/us/blizzcast-8-screenshot-inconsistencies-16102340203.html]&lt;br /&gt;
* Character window&lt;br /&gt;
* Skilltree menu&lt;br /&gt;
* Inventory window&lt;br /&gt;
* Quest menu&lt;br /&gt;
* Social menu (it's grayed out in the image because it is not implemented yet)&lt;br /&gt;
* Options&lt;br /&gt;
&lt;br /&gt;
The Skilltree Menu icon can be seen atop the skill tree in [http://www.diii.net/gallery/showphoto.php?photo=2649 various screenshots]).  The [[Quest]] icon is a chalice, presumably meant to represent the perpetually quested after mythical Holy Grail. It's not entirely clear what the party menu does, since there is no friendly/neutral/hostile setting in ''[[Diablo III]]'', with the removal of non-consensual [[PvP]]. Perhaps it exists to show where other players are, or to allow whispering or squelching.&lt;br /&gt;
&lt;br /&gt;
The only functional change from ''[[Diablo II]]'' appears to be the removal of an icon for the message log in ''Diablo III''. Also note the earlier version of these icons in ''Diablo III'': they were in color and above the belt interface (same location as they had in Diablo II) as of June 2008. (Screenshot below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Interface&amp;diff=52387</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Interface&amp;diff=52387"/>
				<updated>2012-05-29T17:48:50Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
The '''User Interface''', often abbreviated to '''UI''', term for the game controls, buttons, icons, window layout, input types and everything else that players manipulate to control their [[character]] or view to see the relevant [[Statistic|stats]] of characters, [[item]]s, [[monster]]s and everything else in the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Diablo III Interface elements:'''&lt;br /&gt;
* [[Interface|The Belt Interface]].&lt;br /&gt;
* [[Inventory]]&lt;br /&gt;
* [[Skills and traits window]]&lt;br /&gt;
** [[Skill tree]].&lt;br /&gt;
* [[Artisans|The Artisans window]].&lt;br /&gt;
* [[Quests window]]&lt;br /&gt;
** [[Lore window]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Interface==&lt;br /&gt;
The &amp;quot;belt&amp;quot; interface in ''[[Diablo III]]'' is an evolutionary improvement on the versions seen in ''[[Diablo I]]'' and ''[[Diablo II]]''. The form and function will be familiar to players experienced in the [[:Category:Games|other games]], but there are a few major changes in ''Diablo III'' that make the controls easier to use, but also guide players to operate the game as the [[D3 Team]] intends.&lt;br /&gt;
&lt;br /&gt;
It's no longer actually the &amp;quot;belt,&amp;quot; since [[belts]] in Diablo III are just another piece of armor; they do not have any special role as potion-holding devices.&lt;br /&gt;
&lt;br /&gt;
* See the [[:Category:Interface|Interface Category]] for articles on the game controls, menus, inventory, and more.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface-jan2012a.jpg|center|frame|The most recent interface overhaul: added [[TP]] button, dedicated potion button, removed Character window. Beta patch 10, January 2012.]]&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
[[File:Interface-wizard-arena2.jpg|thumb|500px|A Wizard's Interface, October 2010.]]&lt;br /&gt;
&lt;br /&gt;
The way the controls work has been modified somewhat in ''[[Diablo 3]]''.  &lt;br /&gt;
&lt;br /&gt;
The usual control method is to put active skills, ones your character will be using constantly, on the mouse buttons.&lt;br /&gt;
* The '''left mouse button''' (LMB) skill remains there all the time, unless/until you drag another skill down to replace it.&lt;br /&gt;
* The '''right mouse button''' (RMB) has two skills; you switch between them by clicking the '''Tab '''button, or by rolling the mouse wheel. These are usually the secondary skills, but ones you wish to use almost constantly.&lt;br /&gt;
** The visual aspect of the Tab skill was removed in mid-2011[http://diablo.incgamers.com/blog/comments/blue-offers-diablo-iii-interface-explanations] though the function was preserved at that point.&lt;br /&gt;
* The '''1234''' buttons cast whichever skills are mapped to those buttons, targeting the spell for where the cursor is pointing, just like a mouse click. These are generally summoning or buff skills, but can also be direct attack skills.&lt;br /&gt;
** You may also map potions, elixirs, or scrolls to the 1234 buttons.&lt;br /&gt;
* The '''5''' slot holds healing potions. If you use up all of one quality level, any other healing pots in your inventory will automatically fill the 5-slot.&lt;br /&gt;
&lt;br /&gt;
[[Cast]]ing a [[spell]] or [[skill]] from the 1234 buttons works just like casting it from the mouse button. You could, in theory, play entirely with the 1234 keys, only using the mouse to target. Generally, players put support skills on the 1234 buttons. [[Summon]]ing spells, [[buff]]s, [[debuff]]s, and so forth. Direct attack skills can be mapped there as well; it just takes some practice to get used to casting these with keyboard buttons, instead of (in addition to) the mouse buttons.&lt;br /&gt;
&lt;br /&gt;
Above the skill bar:&lt;br /&gt;
* [[Buff]] icons appear on the left&lt;br /&gt;
* [[Debuff]] icons appear on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Auras?===&lt;br /&gt;
[[File:D3 skillbar.jpg|thumb|350px|Belt and available skills display, August 2009.]]&lt;br /&gt;
It was long assumed that there would be no [[Aura]]s in ''[[Diablo 3]]'', and as a side point, it wasn't clear how they would be controlled. Auras in ''[[Diablo 2]]'' came from {{iw|Paladin Paladin}} skills (and were also granted by some items) and worked as buffs that were active as long as the Aura was active on the RMB skill option. Players could cycle between multiple Auras; there were 20 in two skill trees; but could only have one active at a time, and Auras weren't &amp;quot;cast,&amp;quot; they were simply active as long as they were on the RMB.&lt;br /&gt;
&lt;br /&gt;
This control mechanism didn't seem suited to function in ''[[Diablo 3]]'', since there were only 2 skills to cycle between on the RMB, and surely any character with auras would have too many of them to be content just using two over the course of the game.&lt;br /&gt;
&lt;br /&gt;
The presumption that there wouldn't be auras was shaken by [[Jay Wilson]] during an October 2009 interview: [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]&lt;br /&gt;
&lt;br /&gt;
::''[[Diii.net]]: We saw 8 [[Monk]] skills at [[BlizzCon|BlizzCon 2009]] (all detailed in Diablo Wiki). All were [[melee]] offensive or defensive. Can you give us some idea of what other skills the Monk will have at his disposal?&lt;br /&gt;
&lt;br /&gt;
::[[Jay Wilson]]: Most of the Monk's skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we're likely to put some defensive and supportive abilities on him. Possibly Auras. We've not done the next round of skills on him yet so we're not exactly sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''Diii.net: Really? That's handy, since I was also going to ask if he'd have any [[co-op]] or party-boosting skills.&lt;br /&gt;
&lt;br /&gt;
::Jay Wilson: We definitely want to do that with one class.  Whether or not it's the Monk hasn't yet been decided. The Monk does seem to be the logical choice. The only reason we might not do with him is that he's too logical. &lt;br /&gt;
&lt;br /&gt;
From this it seems certain that we'll see auras on at least one of the characters in ''Diablo 3''; most likely the [[Monk]]. The question then becomes how will they be controlled, since the D2 method seems incompatible with the limited RMB hotkeys allowed by Diablo 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon Switch Hotkey===&lt;br /&gt;
There are no current (October, 2009) plans to include a weapon switch hotkey in ''[[Diablo 3]]''. The [[D3 Team]] feels that feature was primarily used for exploitative tricks in ''[[Diablo 2]]''. This is a highly-controversial, rant-creating topic.&lt;br /&gt;
* Check the [[weapon switch hotkey]] page for more details and pro/con arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Always Move&amp;quot; Button===&lt;br /&gt;
&lt;br /&gt;
A fan suggested an &amp;quot;always move&amp;quot; button via the European B.net forums, and the idea was good enough that the developers decided to implement it[http://diablo.incgamers.com/blog/comments/an-always-move-button-suggestion-approved] into the game. It will not be in the initial launch, but will be added in a patch afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;We just wanted to let you all know that this feedback that you have given on a dedicated click to move button is excellent, and we may implement this, the option for this would be unbound by default.&lt;br /&gt;
&lt;br /&gt;
Sadly, this option would not be ready for when the game is shipped. While it would not be ready for ship if we do end up implementing it, I hope that you are all glad to hear this news ^^ &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The way this control will work is that the player can depress some key (much as the Shift key is used to repeatedly swing/attack without moving) and while holding that down, they will always move when they left click, even if they have a target highlighted. &lt;br /&gt;
&lt;br /&gt;
The reason such a button is useful is for characters who map a ranged attack to their left click. (Especially for Wizards in Diablo III who have a Wand equipped, as the [[Throw Wand]] skill is then the default left click.)  This is a problem if the player needs to run in a direction, since with a ranged skill on the left click, if anything is targeted the character will stop running and stand there, firing the spell. This can be very bad if a player is trying to escape monsters on a crowded screen.&lt;br /&gt;
&lt;br /&gt;
===Controlling the Skills===&lt;br /&gt;
[[File:Char-inv-blizzcon10a.jpg|thumb|400px|Character and Inventory windows, Blizzcon 2010.]]&lt;br /&gt;
Mapping skills to the controls is very easy in ''[[Diablo 3]]''. You just open the [[skill tree]] and drag skills down to the buttons you wish them assigned to. To change around skills, you drag a new one to an occupied slot (RMB, LMB, Tab, or 1234) and drop it. This puts the previous skill on your cursor, where you can drag it to a new spot or drop it anywhere else to discard it.&lt;br /&gt;
&lt;br /&gt;
In late 2009 Blizzard revealed that the entire skill tree design had been redesigned and that skill trees were now basically a thing of the past. The [[skills]] and [[traits]] are now presented in long lists, rather than any kind of branching, prerequisite &amp;quot;tree&amp;quot; design.&lt;br /&gt;
* See the [[skill tree]] page for more details on this evolving element of the game interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active Skills Window====&lt;br /&gt;
In addition to the skill tree, there's an icon that opens the &amp;quot;active skills window.&amp;quot; This is a small pop up window that appears just above the belt interface, which displays the icons for the active skills your character can use. Only the active skills; no passives, no skills without points in them yet, etc. This makes it very easy to see which skills can be assigned to the 7 skill places on the belt.&lt;br /&gt;
&lt;br /&gt;
===Skill Hotkey Theory===&lt;br /&gt;
The appearance and function of the belt interface are two sides of the same coin. The appearance serves the function, and both mesh with the various skill and play style changes made in ''[[Diablo III]]''. The [[D3 Team]] is designing ''Diablo III'' to be played with no more than 7 active skills per character. There are many more [[skill]]s than that, but specializing in a half dozen or so active skills is the intended route to success, and the game prevents players from investing in more than 7 skills at one time. &lt;br /&gt;
&lt;br /&gt;
Therefore, rather than throwing in 16 hotkeys, as in ''[[Diablo II]]'', there are fewer than half that many in D3, with the design theory being that characters will have maxed out their points in a handful of skills which they will use constantly. (And [[respec]]ing will allow changes, if necessary.)&lt;br /&gt;
&lt;br /&gt;
The developers want the controls to support the half dozen skills characters use a lot, rather than allowing the unbalanced one-skill wonders we see in D2, or requiring D3 players to juggle a dozen or more skills for some builds, as is the case in D2.&lt;br /&gt;
&lt;br /&gt;
The other main goal of the ''Diablo III'' interface is to be easier to use and more visual. Hotkeys were easy to use in ''Diablo II'' once a player knew how, but to a new user their technique was not immediately evident. There was no way to see which custom keys were set as hotkeys without opening a different interface, and only the active skills could be seen on the left and right mouse button icons, which forced players to memorize their skill setup.  The D3 Team wants the skill menu to be much more visual and visible during play.&lt;br /&gt;
&lt;br /&gt;
There's some debate about this approach amongst experienced ''Diablo II'' players. Some fans are skeptical, wondering if the D3 Team is going too far to make it easy for beginners, and watering down the controls and over-simplifying things in the process. Early play testing at [[BlizzCon]] and other gaming shows has yielded positive feedback, and the guys on the D3 team play the game every day and they like the new design. It won't be until the [[beta]] test that gamers get a chance to spend enough time at the controls to form an educated opinion.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The look of the belt interface is similar to what we saw in ''[[Diablo II]]'', with a few changes. Realize that this form is subject to further change during the ongoing development process. The functionality is closer to that of [[World of WarCraft]] than ''[[Diablo II]]''&lt;br /&gt;
&lt;br /&gt;
The most recent version of the belt interface was revealed in October 2010, and it's seen near the top of this page. The function hasn't changed since 2008, with only the location of the icons being modified. This belt, from April 2009, shows everything that's in the game even a year and a half later.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface2.jpg|center|frame|Belt Interface, April 2009.]]&lt;br /&gt;
&lt;br /&gt;
This screenshot, of a [[Barbarian]]'s belt interface, shows the key features.&lt;br /&gt;
&lt;br /&gt;
There are 5 hotkey slots, into which [[skill]] icons or [[potion]]s can be dragged. Hitting that button will immediately activate that skill or drink that potion. This is something of a change from ''Diablo II'', where skills were always mapped to the mouse buttons, and could only be activated by clicking the hot key to move them to the mouse click. The 1-5 hotkeys can only be used with skills; any skill placed in one of those slots will be cast the moment you press the corresponding key.&lt;br /&gt;
&lt;br /&gt;
The left click and right click slots are marked by an appropriate little mouse icon. The &amp;quot;Tab&amp;quot; key (and the mouse wheel) switches between two active skills on the right click. Skills are added to these controls by dragging them to the belt interface from the skill list. Newly-added skills are automatically added to the hotkey list, once you've put the first point into them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There were slight changes made by August 2009, when this photo was taken of the screen at the Gamescon event. This is the same demo build that was shown at [[BlizzCon 2009]] and the PAX 2009 show as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface.jpg|center|thumb|700px|Belt Interface, August 2009.]]&lt;br /&gt;
&lt;br /&gt;
The ! over the &amp;quot;belt&amp;quot; means that the players has accomplished some portion of a quest, and if the quest window is opened updated information will be displayed. The only other change is the addition of two icons to the quick controls on the far right. If anyone investigated these buttons and reported on it from BlizzCon, that information has not gone public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Control Icons===&lt;br /&gt;
[[File:Mini-panel-d2.jpg|frame|D2 Mini-Panel.]]&lt;br /&gt;
Here are the minibar icons in ''[[Diablo 2]]'', for the sake of comparison. In order, from left to right:&lt;br /&gt;
* Character window&lt;br /&gt;
* Inventory&lt;br /&gt;
* Skill Tree&lt;br /&gt;
* Party Menu&lt;br /&gt;
* Message Log&lt;br /&gt;
* Quest Log&lt;br /&gt;
* Game Menu&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface3.jpg|frame|April 2009.]]&lt;br /&gt;
Here are the equivalent icons from ''[[Diablo 3]]'s'' belt interface, enlarged and brightened for easier comparison. After some speculation, the following descriptions were confirmed by [[Bashiok]] a few days after the image was released. [http://www.blizzblues.com/us/blizzcast-8-screenshot-inconsistencies-16102340203.html]&lt;br /&gt;
* Character window&lt;br /&gt;
* Skilltree menu&lt;br /&gt;
* Inventory window&lt;br /&gt;
* Quest menu&lt;br /&gt;
* Social menu (it's grayed out in the image because it is not implemented yet)&lt;br /&gt;
* Options&lt;br /&gt;
&lt;br /&gt;
The Skilltree Menu icon can be seen atop the skill tree in [http://www.diii.net/gallery/showphoto.php?photo=2649 various screenshots]).  The [[Quest]] icon is a chalice, presumably meant to represent the perpetually quested after mythical Holy Grail. It's not entirely clear what the party menu does, since there is no friendly/neutral/hostile setting in ''[[Diablo III]]'', with the removal of non-consensual [[PvP]]. Perhaps it exists to show where other players are, or to allow whispering or squelching.&lt;br /&gt;
&lt;br /&gt;
The only functional change from ''[[Diablo II]]'' appears to be the removal of an icon for the message log in ''Diablo III''. Also note the earlier version of these icons in ''Diablo III'': they were in color and above the belt interface (same location as they had in Diablo II) as of June 2008. (Screenshot below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Updated Icons: August 2009====&lt;br /&gt;
[[File:Belt-blizzcon2009-01.jpg|thumb|August 2009.]]&lt;br /&gt;
Here's the updated display as of August, 2009. Unfortunately, Blizzard has not released a full quality view of this, so we must make due with a blurry photo someone took of the game on a monitor. The image you see here has been enlarged and the colour has been slightly corrected. &lt;br /&gt;
&lt;br /&gt;
The same six buttons remain, but two new ones have been added, on the lower left and lower right. It's not known what function they have, and it's hard to see enough in the blurry photo to hazard a guess. &lt;br /&gt;
&lt;br /&gt;
It's possible that one of them opens the [[active skills window]], and the lower left icon is a possible match. The lower right one shows a scroll, but we've already got a quest icon, so perhaps it's the return of the message log? That button existed in ''[[Diablo 2]]'', but was not previously shown in ''[[Diablo 3]]''. This button looks nothing like the D2 version, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The belt interface was first seen in the [[WWI 2008]] gameplay movie, released with the game's announcement in June 2008. It can be seen below.&lt;br /&gt;
&lt;br /&gt;
Changes from this one to the most recent version aren't major, but they are visible. There were initially 1-6 hotkeys, but 5 and 6 could only be used for potions or scrolls. The RMB, LMB, and Tab worked the same, but were not yet labelled on the interface. The game option controls for [[trade|trading]], [[multiplayer]] options, and more were previously on top, as they were in ''[[Diablo II]]''. In more recent versions they've been moved to a small rectangle on the far right.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt-interface-wwi1.jpg|frame|center]]&lt;br /&gt;
&lt;br /&gt;
A new version of the belt interface was seen at seen at the GamesCom 2010 Diablo III [[Artisan]] reveal video, with a few screenshots of the Barbarian showing the new interface, which can be seen below. It features 10 health potions on hotkey 5, three of the [[Barbarian]]'s skills ([[Ground Stomp]], [[Cleave]] and [[Bash]] from left to right, respectively). The 4 buttons on the right hand side are (from left to right): Unknown, Quests, Character Sheet or Skill Trees and Inventory.&lt;br /&gt;
&lt;br /&gt;
[[File:Belt_August2010.jpg|frame|center|100px100px|Belt as of August 2010]]&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Char-inv-blizzcon10a.jpg|Character and Inventory windows, Blizzcon 2010.&lt;br /&gt;
File:UI-march-2009.jpg|The full interface in March 2009.&lt;br /&gt;
File:Belt-interface2.jpg|Belt in April, 2009.&lt;br /&gt;
File:Belt-interface.jpg|Belt in August, 2009.&lt;br /&gt;
File:Mini-panel-d2.jpg|''[[Diablo II]]'' mini-panel.&lt;br /&gt;
File:Belt-interface3.jpg|April, 2009.&lt;br /&gt;
File:Belt-blizzcon2009-01.jpg|August, 2009 ([[BlizzCon 2009]]).&lt;br /&gt;
File:Belt-interface-wwi1.jpg|Original belt from [[WWI 2008]].&lt;br /&gt;
File:Early_ui.jpg|Pre-2008 UI.&lt;br /&gt;
File:Early_ui2.jpg|Pre-2008 UI.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:interface]]&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Skill_navbox_other&amp;diff=52386</id>
		<title>Template:Skill navbox other</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Skill_navbox_other&amp;diff=52386"/>
				<updated>2012-05-29T17:41:46Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=&amp;quot;center&amp;quot; class=&amp;quot;navbox&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;Diablo III Other Classes&amp;lt;/font&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;Diablo II Classes&amp;lt;/font&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;font size=&amp;quot;-2&amp;quot;&amp;gt;Diablo I Classes&amp;lt;/font&amp;gt; {{editlink float|Template:Skill_navbox_other}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''[[Archetype]]s:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Caster]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Melee]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Range]]d&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''[[Archetype]]''' sub-types:&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Damage Per Second#DPS Class Role|DPS]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Heal|Healer]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Summoner|Summon/Spawn]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Utility]]&lt;br /&gt;
|&lt;br /&gt;
'''[[Other classes]]:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Archivist]] (April Fool's)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;• [[Book Vision]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;• [[Lorenado]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;• [[Quest Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;• [[Shush]]&amp;lt;br&amp;gt;&lt;br /&gt;
• [[Dervish]] (rejected)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''{{iw|Main_Page Diablo II}}:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Amazon Amazon}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Barbarian Barbarian}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Necromancer Necromancer}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Paladin Paladin}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Sorceress Sorceress}}&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''{{iw|Main_Page Expansion}}:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Assassin Assassin}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Druid Druid}}&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''{{iw|Diablo_I Diablo I}}:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Rogue Rogue}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Sorcerer Sorcerer}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Warrior Warrior}}&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
'''{{iw|Hellfire Hellfire}}:'''&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Barbarian_(Diablo_I) Barbarian}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Bard Bard}}&amp;lt;br&amp;gt;&lt;br /&gt;
• {{iw|Monk Monk}}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52385</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52385"/>
				<updated>2012-05-29T17:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Linked Dual Wield and some minor chnages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DPS''' or '''Damage Per Second''' describes how much damage a [[character]], [[spell]], skill, ability or item can produce on average per second.&lt;br /&gt;
&lt;br /&gt;
==Calculation==&lt;br /&gt;
===Weapon Damage===&lt;br /&gt;
All damage is calculated from weapon damage.  This is significantly different from other games where spells and skills may have nothing to do with the damage of the weapon equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|Tooltip display for a weapon]]&lt;br /&gt;
&lt;br /&gt;
The image to the right shows a typical weapon tooltip.  The largest number is the weapon's DPS. Below that is listed the weapon's damage and attacks per second.  &lt;br /&gt;
*NOTE: &amp;quot;Damage&amp;quot; and &amp;quot;Attacks Per Second&amp;quot;  include all damage and Attack Speed % bonuses from magic affixes and gems.&lt;br /&gt;
To calculate DPS, you take the average damage from the range and multiply by the attacks per second.&lt;br /&gt;
*Example:  2-5 Damage = 3.5 average damage per attack.  3.5 * 1.40 attacks per second = 4.9 DPS&lt;br /&gt;
&lt;br /&gt;
===Displayed DPS===&lt;br /&gt;
On the character / inventory screen, the &amp;quot;Damage&amp;quot; displayed is your DPS after accounting for all of your skills, items, and other bonuses. Additionally, the tooltip on items allows you to instantly determine the change in this number in the +/- to damage section.  As a result, the need to manually calculate DPS is usually not required, but can be helpful to understand the game better. &lt;br /&gt;
&lt;br /&gt;
To calculate this number manually, determine your average damage per attack by totaling your minimum and maximum damages across all items (weapon, rings, off hand items, etc.) and dividing by 2. &lt;br /&gt;
&lt;br /&gt;
*Base DPS (w/o Crit) = average damage per attack * attacks per second * attack speed % bonuses * primary attribute bonus * Damage bonuses from Skills&lt;br /&gt;
&lt;br /&gt;
Over time, critical hits will raise your DPS.&lt;br /&gt;
&lt;br /&gt;
*Total DPS = Base DPS * (1 + Critical Chance % * Critical Damage Bonus%)&lt;br /&gt;
&lt;br /&gt;
====Dual Wielding====&lt;br /&gt;
When a [[Barbarian]], [[Monk]], or [[Demon Hunter]] [[Dual wield|dual wields]] two weapons, each attack alternates between the two weapons.  DPS can be calculated by calculating the DPS for each weapon and averaging the two, remembering to add the + 15 Attack Speed % bonus that is applied while dual wielding.&lt;br /&gt;
&lt;br /&gt;
==Damage On Screen==&lt;br /&gt;
&amp;lt;!-- This should be moved to a different article.--&amp;gt;&lt;br /&gt;
When enabled, the damage delivered to a monster by each &amp;quot;hit&amp;quot; is displayed.  This number shows the damage ''taken'' not the damage delivered, which is always at least partially mitigated by [[resistances]] and/or [[defense]].[http://diablo.incgamers.com/blog/comments/bashiok-on-dps-displays/] &lt;br /&gt;
&lt;br /&gt;
==DPS Calculation Complications==&lt;br /&gt;
The DPS displayed on the character / inventory screen is further modified by the character's active skills.  While the tooltips for these skills provide explanations of overt changes to damage (X% of weapon damage), the mechanics of each skill vary.  Some skills are able to target multiple enemies and some deal damage over time. &lt;br /&gt;
&lt;br /&gt;
==DPS Class Role==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Dual_wield&amp;diff=52384</id>
		<title>Dual wield</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Dual_wield&amp;diff=52384"/>
				<updated>2012-05-29T17:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Trim the fat.  Development content removed, BC tag removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Three classes can dual wield various types of weapons.  The [[Barbarian]] is able to dual-wield every one-handed weapon he can equip. The [[Monk]] can also dual wield all one-handed melee weapons. The [[Demon Hunter]] can not dual wield melee weapons, but she can dual wield her class-restricted [[Hand Crossbows]]. (All other bows and crossbows are two-handed.)  The [[Wizard]] and [[Witch Doctor]] can not dual wield weapons, though they can equip class-specific off-hand items ([[Sources]] and [[Mojos]]) that add damage and offensive bonuses.&lt;br /&gt;
&lt;br /&gt;
While dual wielding, the character alternates weapons each attack.  Dual wielding grants a +15 Attack Speed % bonus.[http://www.clicktoloot.com/p/combat.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Barb-triptrych2.jpg|left|thumb|500px|Barbarians dual wielding.]][[File:Demon-hunter-dual-wield.jpg|center|thumb|300px|Demon Hunter dual wielding [[Hand Crossbows]] in a scene from the [[Demon Hunter Cinematic]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:weapons]]&lt;br /&gt;
[[category:combat]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Dual_wield&amp;diff=52383</id>
		<title>Dual wield</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Dual_wield&amp;diff=52383"/>
				<updated>2012-05-29T17:20:08Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
[[File:Barb-triptrych2.jpg|left|thumb|300px|Barbarians dual wielding.]]&lt;br /&gt;
Dual wielding returns in Diablo III, in expanded fashion. Three of the characters can dual wield various types of weapons, and even the Wizard has a sort of dual wielding. Only the Witch Doctor can't do it, as far as we know. Since the issue of what [[class weapons]] are restricted has changed numerous times during development, expect more changes on this issue.&lt;br /&gt;
&lt;br /&gt;
As of November 2010:&lt;br /&gt;
&lt;br /&gt;
The [[Barbarian]] is able to dual-wield virtually every one-handed weapon he can equip. (Though there are a lot of one-handed weapons he can't use; such as wands and short staves that the spell-casters use.) The Barbarian can not, however, dual wield two-handed weapons, or use them with a shield as well, as he did Diablo II. &lt;br /&gt;
&lt;br /&gt;
The [[Monk]] can also dual wield all one-handed melee weapons. [http://diablo.incgamers.com/blog/comments/the-monks-weapon-options-continue-to-evolve/]. It was initially said that he could only dual-wield his class specific [[fist]] weapons, but that changed.&lt;br /&gt;
&lt;br /&gt;
The [[Wizard]] and [[Witch Doctor]] can not dual wield weapons, though the can equip class-specific off-hand items ([[Sources]] and [[Mojos]], rather than a shield, that add damage and offensive bonuses.&lt;br /&gt;
&lt;br /&gt;
The [[Demon Hunter]] can not dual wield melee weapons, but she can dual wield her class-restricted [[Hand Crossbows]]. All other bows and crossbows are two-handed, and the Monk and Barbarian can not use any type of ranged weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual Wielding Skills and Traits==&lt;br /&gt;
&lt;br /&gt;
There are no known skills that can only be used while dual wielding. &lt;br /&gt;
&lt;br /&gt;
There is a trait, [[Frenzied Attacks (trait)|Frenzied Attacks]] that both the Barbarian and the Monk can enable. It provides them with (slightly different) [[critical hit]] bonuses while dual wielding.&lt;br /&gt;
&lt;br /&gt;
==Blizzard on Dual Wielding==&lt;br /&gt;
&lt;br /&gt;
Bashiok spoke about the theory behind dual-wielding, vs. using a sword/shield or a two-handed weapon, in early September, 2010. [http://diablo.incgamers.com/blog/comments/blue-post-on-weapon-specific-skills/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The general philosophy and intent for the differences between the three main melee types is to make them all viable, but with obvious trade offs. For dual-wield versus two-hander, it’s currently balanced so that it’s essentially an aesthetic choice. If you think it looks cool to run around with a big two-hander, do it, if you get two awesome one-handers, then use those. &lt;br /&gt;
&lt;br /&gt;
Obviously that comes down to tuning affixes and such as it’s one item versus two, but that’s the intent and how it is balanced and works in the game right now. Compared to using a shield it should be viable either way, but you’re obviously gaining some survivability with a shield. The drop in damage output should be accurately offset with a better chance to live, ability to take some greater risks, etc.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Demon-hunter-dual-wield.jpg|center|thumb|700px|Demon Hunter dual wielding [[Hand Crossbows]] in a scene from the [[Demon Hunter Cinematic]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:weapons]]&lt;br /&gt;
[[category:combat]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_over_Time&amp;diff=52382</id>
		<title>Damage over Time</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_over_Time&amp;diff=52382"/>
				<updated>2012-05-29T17:09:02Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
'''DoT''' = Damage over Time.  &lt;br /&gt;
&lt;br /&gt;
Damage Over Time does what it sounds like; these effects deal X damage over Y duration. Such effects are generally things like poison, where the initial damage is lower (generally speaking) in exchange for lingering effects. Diablo 3 also includes big damage attacks that tack on some DoT as well, such as fire attacks that may also set the target aflame.&lt;br /&gt;
&lt;br /&gt;
The damage &amp;quot;tick rate&amp;quot; varies in many ways in Diablo III. Sometimes it's &amp;quot;X damage per second for Y seconds&amp;quot; but other DoT effects have different calculation rates, and may be tied to the type of weapon that inflicted the damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Calculations==&lt;br /&gt;
&lt;br /&gt;
In Diablo II DoT it was fairly simple, with Poison, Open Wounds, and a few other modifiers and properties dealing X damage every second for Y seconds. The stacking and combination of multiple such effects could be complicated to calculate, but the functions were fairly straight forward. &lt;br /&gt;
&lt;br /&gt;
The mechanic is of much increased importance in Diablo III, and it has many more variables now. For one thing, the &amp;quot;tick rate&amp;quot; of the damage calculation varies depending on numerous factors, such as the attack speed of the weapon used to inflict the damage. &lt;br /&gt;
&lt;br /&gt;
In early beta testing, fans noted that the DoT varied widely, especially for characters [[dual wielding]] weapons. In December 2011, [[Bashiok]] delivered an informative forum post on the subject, which you can read below:[http://diablo.incgamers.com/blog/comments/blue-on-skill-dot-and-tool-tip-simplifications]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.&lt;br /&gt;
&lt;br /&gt;
We’ve been thinking of changing the tooltips and going with “ continuously does X% weapon damage”. The reservations we currently have are:&lt;br /&gt;
&lt;br /&gt;
* Even though we say continuously, there’s a pulse rate under the hood, so do players want to know this pulse rate?&lt;br /&gt;
&lt;br /&gt;
* If we did show a pulse rate, we’re adding more complexity to an already complicated tooltip.&lt;br /&gt;
&lt;br /&gt;
However, the benefit of being able to directly compare 135% weapon damage on Disintegrate to X% weapon damage on another skill is super high, so we love that.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This info is all subject to change before and even after release, but it's interesting to get some insight into the more complicated [[combat]] mechanics in Diablo III.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52381</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52381"/>
				<updated>2012-05-29T17:03:36Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Overhaul of article,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DPS''' or '''Damage Per Second''' describes how much damage a [[character]], [[spell]], skill, ability or item can produce on average per second.&lt;br /&gt;
&lt;br /&gt;
==Calculation==&lt;br /&gt;
===Weapon Damage===&lt;br /&gt;
All damage is calculated from weapon damage.  This is significantly different from other games where spells and skills may have nothing to do with the damage of the weapon equipped.&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|Tooltip display for a weapon]]&lt;br /&gt;
&lt;br /&gt;
The image to the right shows a typical weapon tooltip.  The largest number is the weapon's DPS. Below that is listed the weapon's damage and attacks per second.  &lt;br /&gt;
*NOTE: &amp;quot;Damage&amp;quot; and &amp;quot;Attacks Per Second&amp;quot;  include all damage and Attack Speed % bonuses from magic affixes and gems.&lt;br /&gt;
To calculate DPS, you take the average damage from the range and multiply by the attacks per second.&lt;br /&gt;
*Example:  2-5 Damage = 3.5 average damage per attack.  3.5 * 1.40 attacks per second = 4.9 DPS&lt;br /&gt;
&lt;br /&gt;
===Displayed DPS===&lt;br /&gt;
On the character / inventory screen, the &amp;quot;Damage&amp;quot; displayed is your DPS after accounting for all of your skills, items, and other bonuses. Additionally, the tooltip on items allows you to instantly determine the change in this number in the +/- to damage section.  As a result, the need to manually calculate DPS is usually not required, but can be helpful to understand the game better. &lt;br /&gt;
&lt;br /&gt;
To calculate this number manually, determine your average damage per attack by totaling your minimum and maximum damages across all items (weapon, rings, off hand items, etc.) and dividing by 2. &lt;br /&gt;
&lt;br /&gt;
*Base DPS (w/o Crit) = average damage per attack * attacks per second * attack speed % bonuses * primary attribute bonus * Damage bonuses from Skills&lt;br /&gt;
&lt;br /&gt;
Over time, critical hits will raise your DPS.&lt;br /&gt;
&lt;br /&gt;
*Total DPS = Base DPS * (1 + Critical Chance % * Critical Damage Bonus%)&lt;br /&gt;
&lt;br /&gt;
====Dual Wielding====&lt;br /&gt;
When a [[Barbarian]], [[Monk]], or [[Demon Hunter]] dual wields two weapons, each attack alternates between the two weapons.  DPS can be calculated by calculating the DPS for each weapon and averaging the two, remembering to add the + 15 Attack Speed % bonus that is applied while dual wielding.&lt;br /&gt;
&lt;br /&gt;
==On Screen==&lt;br /&gt;
&lt;br /&gt;
When enabled, the damage delivered to a monster by each &amp;quot;hit&amp;quot; is displayed.  This number shows the damage ''taken'' not the damage delivered, which is always at least partially mitigated by [[resistances]] and/or [[defense]].[http://diablo.incgamers.com/blog/comments/bashiok-on-dps-displays/] &lt;br /&gt;
&lt;br /&gt;
==DPS Calculation Complications==&lt;br /&gt;
The DPS displayed on the character / inventory screen is further modified by the character's active skills.  While the tooltips for these skills provide explanations of overt changes to damage (X% of weapon damage), the mechanics of each skill vary.  Some skills are able to target multiple enemies and some deal damage over time. &lt;br /&gt;
&lt;br /&gt;
==DPS Class Role==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Attributes&amp;diff=52380</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Attributes&amp;diff=52380"/>
				<updated>2012-05-29T16:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
'''Attributes''' in [[Diablo III]] consist of '''[[Strength]]''', '''[[Dexterity]]''', '''[[Intelligence]]''', and '''[[Vitality]]'''. See the respective character class pages for [[Barbarian]], [[Witch Doctor]], [[Wizard]], [[Monk]], and the [[Demon Hunter]] for more specific details.&lt;br /&gt;
&lt;br /&gt;
Although attributes are automatically-placed in Diablo III, [[passive skills]] and the ability to [[socket]] very high level [[gems]] should allow for as much or more character variety as was possible in [[Diablo II]], where attributes could be placed wherever a player desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Attributes==&lt;br /&gt;
[[File:New-stats-paperdoll.jpg|thumb|300px|Stats are now incorporated into the inventory/paper doll display.]]&lt;br /&gt;
The core attributes changed once again in January of 2012. This list is current as of the Diablo 3 [[Beta Patch 12]], February 2012.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
[[Strength]] governs how much [[Armor]] a character has and increases [[Barbarian]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Strength gives:'''&lt;br /&gt;
*+x to [[Armor]].&lt;br /&gt;
*+x to [[Barbarian]]'s damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
[[Dexterity]] governs the chance that a character will [[Dodge]] an attack and increases [[Demon Hunter]]'s and [[Monk]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Dexterity gives:'''&lt;br /&gt;
*+x% to [[Dodge]] chance.&lt;br /&gt;
*+x to [[Demon Hunter]]'s damage.&lt;br /&gt;
*+x to [[Monk]]'s damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
[[Intelligence]] governs the amount of [[Life]] a character gains from [[Health Globes]] and increases [[Wizard]]'s and [[Witch Doctor]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Intellect gives:'''&lt;br /&gt;
*+0.1 per point to [[Resistances]].&lt;br /&gt;
*+x to [[Witch Doctor]]'s damage.&lt;br /&gt;
*+x to [[Wizard]]'s damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
[[Vitality]] governs the amount of [[Life]] a character has.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Vitality gives:'''&lt;br /&gt;
*+x to [[Life]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Willpower==&lt;br /&gt;
Willpower was formally the fifth attribute, but was removed from the game at some point late 2010. It likely did not interact well with the varied class resources in Diablo III, and you can see the official description below:&lt;br /&gt;
&lt;br /&gt;
[[Willpower]] governed the amount of [[resource]] a character has.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Willpower gave:'''&lt;br /&gt;
*Varies greatly bases on each [[Classes|class]] and its specific [[resource]].&lt;br /&gt;
&lt;br /&gt;
As of the beta build there remain numerous item modifiers that refer to &amp;quot;will&amp;quot; that may or may not be removed in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Window Display===&lt;br /&gt;
The character sheet in Diablo III is greatly improved and evolved from that which was seen in Diablo I or Diablo II. It's more visual, with color coding and the important numbers a larger size. There is also a pop out side view window that displays virtually every character stat a player could want to track, including things like gold and magic find %, attacks per second, critical hit chance, damage reduction, and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Attribute Changes==&lt;br /&gt;
The core attributes have undergone significant changes since conception.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2012===&lt;br /&gt;
On Janruary 19, 2012, [[Diablo III]] Game Director [[Jay Wilson]] made a lengthy blog post on various upcoming system changes[http://us.battle.net/d3/en/blog/4325959/Systems_Changes-1_19_2012#blog] in Diablo III. These changes included a complete overhaul on the attribute system.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] and [[Dexterity]] made a comeback while [[Vitality]] stayed the same. A new attribute was introduced to the game - [[Intelligence]]. Stats that came with the old attributes have been moved onto item affixes. +[[Armor]] and +Physical Resist is taking over [[Defense]] and +[[Critical Hit|Chance to critically hit]] will replace [[Precision]].&lt;br /&gt;
&lt;br /&gt;
[[Itemization]] was the main reason behind the attribute overhaul. With the old attribute system, almost every item was useful to every class. For example, Barbarian's equipment was as useful when used by the Wizard and vice-versa (except for the class-based items). The new attributes specifically targets stats at classes to reduce item overlap and diversify the item pool. In addition, character stats are now displayed on the inventory interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2010===&lt;br /&gt;
Originally, each attribute affected more character properties in Diablo III than in [[Diablo I|D1]] or [[Diablo II|D2]]. This was part of the [[D3 Team]]'s design goal; to make all of the attributes useful to all of the classes. On December 20, 2010, that changed when D3 Community Manager [[Bashiok]] made an announcement[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property.&lt;br /&gt;
&lt;br /&gt;
This change wasn't as controversial as the [[Attributes#No Customizable Attributes|pre-set attribute]] announcement, but Bashiok's post did generate a lively [http://diablo.incgamers.com/forums/showthread.php?t=788501 26-page debate]in the forums. Bashiok made several points in favor of the change, and several less-favorable points were made in the forum. The debate is distilled here:&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
* None of the old attributes helped control [[resource]] management.&lt;br /&gt;
* Easier to make all attributes valuable to all classes.&lt;br /&gt;
* Before, in some cases it was not obvious what attribute affected a particular skill.&lt;br /&gt;
* Makes core attributes simple and straightforward to understand.&lt;br /&gt;
* Makes game balance easier.&lt;br /&gt;
* Makes valuing item stats easier.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
* It wasn't ''that'' confusing, especially with pre-set attributes.&lt;br /&gt;
* Feels like a dumbing-down of the game.&lt;br /&gt;
* Having all attributes equally valuable to all classes is not always beneficial.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
* The attribute names are uninspiring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Old Attribute System===&lt;br /&gt;
See the respective pages on [[Attack]], [[Precision]], [[Defense]] and [[Vitality]] (didn't change) to see how the attributes used to look like in the beta (before the attribute changes in 2012).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Character_sheet_2010.jpg|thumb|250px|[[BlizzCon]] 2010 when str/dex/vit/will were last seen.▼]]&lt;br /&gt;
| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Even Older Attribute System===&lt;br /&gt;
See the respective pages on [[Strength#Development|Strength]], [[Dexterity#Development|Dexterity]], [[Vitality#Development|Vitality]], and [[Willpower]] (renamed from [[Energy]] in [[Diablo II|D2]]) to see what attributes originally looked like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two &amp;quot;[[naked]]&amp;quot; characters of the same class and of the same level will have the exact same attack, precision, vitality, defense, and willpower, as well as the same hit points, resource value, damage, and etc.  Except that they won't, since differences in their [[skills]], [[skillrunes]], and [[traits]], not to mention [[equipment]], including [[charms]]/[[talisman]], will make them very different.&lt;br /&gt;
&lt;br /&gt;
Though this seems a settled issue as of late 2010, it was highly-controversial when it was first revealed, back in late 2009. Jay Wilson explained it, as best he could in those days long before charms, the talisman, gems, or traits had been revealed. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Jay Wilson: Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice. Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With that being said, we do have another system we’re working on. The specific intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre-Set Attributes Removed==&lt;br /&gt;
Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately [http://forums.diii.net/showthread.php?t=699000 resulted in a 30-page forum]thread.) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.&lt;br /&gt;
&lt;br /&gt;
There are a variety of arguments on each side of the issue. The debate was nicely encapsulated in an  [[On the Drawing Board]] column about pre-set attributes, from which the following bullet points are taken: [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.&lt;br /&gt;
&lt;br /&gt;
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.&lt;br /&gt;
&lt;br /&gt;
* Attributes were largely irrelevant in D2, since all characters with the same build used identical equipment and stat allocation. {{iw|Category:D2_strategy Typical D2 guide}} advice, &amp;quot;Enough strength for your heaviest item, then all the rest into vitality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.&lt;br /&gt;
&lt;br /&gt;
* Prevents twinking and other exploits by low level characters.&lt;br /&gt;
&lt;br /&gt;
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.&lt;br /&gt;
&lt;br /&gt;
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.&lt;br /&gt;
&lt;br /&gt;
* It boosts the importance of items, since those and skills are what differentiates characters.&lt;br /&gt;
&lt;br /&gt;
* High level characters can use the items they find, since they won't, for example, be built with far too little strength for that cool new item they just found.&lt;br /&gt;
&lt;br /&gt;
* It respects traditional RPG philosophy of archetype characters in the sense of how a physical and mental ability of a class is supposed to be depending on its role. A Barbarian with ''very high'' Willpower or a Wizard with ''too much'' Strength really makes no sense from roleplaying perspective in a fantasy game.&lt;br /&gt;
&lt;br /&gt;
* It completely eliminates situations when people find a better items with more points in stat X and realize that they have one or more unnecessary invested points ''right now'' in stat X just because of these new items and those points ''could be'' relocated in other stat for better purpose. Maybe later on they will need those ''permanently invested points'' in stat X, but not ''right now''. The problem is that it will never end, until they will find all items perfect and reroll their characters.&lt;br /&gt;
&lt;br /&gt;
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.&lt;br /&gt;
&lt;br /&gt;
* We won’t be noobs forever. Why gimp a major aspect of game play individuality when it won't be necessary once gamers have some experience?&lt;br /&gt;
&lt;br /&gt;
* No Attributes = No skill required. If players want to mainline strength and ignore vitality because they're good enough to survive with fewer hit points, or vice versa so they can play with a weaker, specialized build, why take away that option?&lt;br /&gt;
&lt;br /&gt;
* Rerolling is fun. Making new characters is a hallmark of the Diablo series. This isn't WoW where one high level character takes months to build, and then lasts forever with respecs.&lt;br /&gt;
&lt;br /&gt;
* What about [[hardcore]]? HC chars want/need to be built very differently than SC, since death is forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard's Response===&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] never issued a formal, multi-point rebuttal, but they have commented on this issue a few times, being careful not to give away their plans for stat customization via systems, such as gems, traits, and the talisman, that they weren't yet ready to reveal.[ [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Jay Wilson: For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like &amp;quot;Put 5 points in Energy and then all the rest of the points in Vitality.&amp;quot;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest comment came from D3 Community Manager [[Bashiok]] who offered a detailed argument in a forum post in December 2008. [http://www.diii.net/blog/comments/the-next-gen-attributesystem/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Loss of character customization:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Odd character builds: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get &amp;quot;tuned out&amp;quot; of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a &amp;quot;+&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Less feeling of level up achievement:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;We've always assigned our own points in Diablo games:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though this issue continues to emerge in comments and forum posts, the Diablo 3 team has shown no inclination to undo their changes to this aspect of the game.&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:statistics]]&lt;br /&gt;
[[category:attributes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Wizard&amp;diff=52379</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Wizard&amp;diff=52379"/>
				<updated>2012-05-29T16:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
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&lt;div&gt;{{BC}}&lt;br /&gt;
The '''Wizard''' is a pure [[caster|spellcaster]], harnessing arcane and elemental magic to do his/her bidding via a devastating array of offensive spells. The Wizard is quite similar to the [[Sorcerer]] and [[Sorceress]] of previous Diablo games, in design and concept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250px&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;border-collapse: collapse; border: none; background: #2D0606; clear:left; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 10px; line-height: 10px; font-size: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 12px; font-size: 14px;&amp;quot;|'''[[Diablo III Class]]''' &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|[[File:Wizards.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; line-height: 14px; font-size: 16px;&amp;quot;| The Wizard&lt;br /&gt;
|-&lt;br /&gt;
| [[Skills]]:&lt;br /&gt;
| [[Wizard Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Passives]]:&lt;br /&gt;
| [[Wizard Passives]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Resource]]:&lt;br /&gt;
| [[Arcane Power]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Common [[builds]]:&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Caster]], [[Battle mage]].&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;Background&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Origin:&lt;br /&gt;
| Xiansai&lt;br /&gt;
|-&lt;br /&gt;
| Affiliation:&lt;br /&gt;
| None current.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vizjerei]] (former),&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zann Esu]] (former)&lt;br /&gt;
|-&lt;br /&gt;
| Friends:&lt;br /&gt;
| None known&lt;br /&gt;
|-&lt;br /&gt;
| Foes:&lt;br /&gt;
| [[Vizjerei]], [[Yshari Sanctum]], [[Valthek]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Image:Male Wizard2.jpg|thumb|left|250px|Male Wizard using [[Wave of Force]].]]&lt;br /&gt;
The word &amp;quot;wizard&amp;quot; is used derogatory for rogue [[Sorcerer]]s and magi that are dangerous to the world at large in the world of [[Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
The female Wizard character in [[Diablo III]] is from the island [[Xiansai]], an island to the far north with a culture similar to Asia in our world. [[Abd al-Hazir]] writes about a 'wizard' wreaking havoc in [[Caldeum]] in his [[Writings of Abd al-Hazir: Entry no. 0007|seventh entry]] of the [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
This 19 year old female wizard was sent to the [[Zann Esu]] [[mage clan]], but later handed over to the powerful [[Vizjerei]] since she was a &amp;quot;rude and uncooperative student,&amp;quot; that the smaller mage clan could not control. They hoped the harsh discipline at Vizjerei &amp;quot;would break her anarchic spirit.&amp;quot; Yet even the Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics without care for herself or anyone around her.&lt;br /&gt;
&lt;br /&gt;
It was rumoured in Caldeum that she ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], but the truth is she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public.&lt;br /&gt;
&lt;br /&gt;
[[Valthek]], a great Vizjerei mage confronted her and she attacked him. She relied on trickery and deceit to render Valthek unconscious and then proceeded to flee the city immediately after the encounter. The extensive property damage was assumed to be the result of Valthek's [[magic]]al prowess, not the young wizard.&lt;br /&gt;
&lt;br /&gt;
Abd al-Hazir is concerned about the young, rebellious and inexperienced wizard wandering the world, using magics she does not understand. He mentioned that certain schools of magic were too dangerous and &amp;quot;those wiser than you or I determined long ago [to forbid] their practice.&amp;quot; Primal forces including time warps include the secrets he suspects she gathered from the Ancient Repositories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Active Skills==&lt;br /&gt;
&lt;br /&gt;
The [[Wizard skills]] were arranged in three trees prior to 2010. The [[skills]] and [[skill tree]] systems were entirely revised in 2010, and the active skills were arranged into one large list. At [[BlizzCon 2010]] in October Blizzard revealed the new skill system, with all [[passive skills]] moved to [[traits]]. However, At the [[July 2011 Press Event]], it was revealed that [[traits]] had been changed back to [[passive skills]].&lt;br /&gt;
&lt;br /&gt;
The following is a very quick list. See the [[Wizard skills]] page for a more thorough summary, or any of the individual skills pages for full information.&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
[[Image:Magic_Missile_impact.jpg‎|thumb|right|250px|[[Magic Missile]].]]&lt;br /&gt;
* [[Magic Missile]] - Launch a missile of magic energy.&lt;br /&gt;
* [[Shock Pulse]] - Release a pulse of unpredictable charges of electricity.&lt;br /&gt;
* [[Spectral Blade]] - Summon a spectral blade that strikes all enemies in your path.&lt;br /&gt;
* [[Electrocute]] - A solid bolt of lightning locks onto a target and deals damage over time.&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[Wave of Force]] - Emits a nova-like wave of force that damaged and knocks back enemies, as well as repelling projectiles. &lt;br /&gt;
* [[Arcane Orb]] - Fires a slow-moving orb of Arcane energy that explodes on contact and deals [[AoE]] damage.&lt;br /&gt;
* [[Energy Twister]] - Summons an energy twister that deals arcane damage to everything in its erratic path.&lt;br /&gt;
* [[Disintegrate]] - The Wizard fires a laser-like beam of Arcane energy, striking all enemies in a straight line and disintegrating those it kills.&lt;br /&gt;
* [[Explosive Blast]] - A physical damage nova that casts a short time after its triggered.&lt;br /&gt;
* [[Hydra]] - Summons a multi-headed hydra that spits firebolts at nearby enemies.&lt;br /&gt;
* [[Ray of Frost]] - The Wizard fires a beam of cold that chills and slows attackers.&lt;br /&gt;
* [[Arcane Torrent]] - Arcane meteorites pelt the targeted region dealing Arcane damage to a small radius.&lt;br /&gt;
* [[Meteor]] - Summons a meteor which crashes down from above, dealing huge fire damage, and leaving a field of flames that deal AoE fire damage for a short duration.&lt;br /&gt;
* [[Blizzard]] - Shards of ice crash down on a large radius, dealing cold damage to all enemies in the vicinity.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* [[Frost Nova]] - An explosion of ice deals cold damage and freezes all enemies in range.&lt;br /&gt;
* [[Ice Armor]] - A protective spell that surrounds the Wizard with a barrier of ice. It increases armor, freezes attackers, and damages them with cold.&lt;br /&gt;
* [[Magic Weapon]] - Imbues the Wizard's weapon with magical energy, granting increased damage. &lt;br /&gt;
* [[Diamond Skin]] - Turns the Wizard's skin to diamond for a duration, absorbing a set amount of damage from incoming attacks. &lt;br /&gt;
* [[Storm Armor]] - A lighting armor that periodically zaps nearby enemies for highly-variable lightning damage.&lt;br /&gt;
* [[Mirror Image]] - Creates an illusionary duplicate of the Wizard that lasts for a short duration.&lt;br /&gt;
* [[Slow Time]] - Warps space and time, slowing nearby monsters and projectiles for a limited duration. &lt;br /&gt;
* [[Teleport]] - Teleport instantly to the selected location.&lt;br /&gt;
* [[Energy Armor]] - A protective barrier that absorbs damage, draining [[Arcane Power]] in its place.&lt;br /&gt;
* [[Familiar]] - Creates a companion that accompanies the Wizard and attacks enemies. This companion cannot be targeted or damaged by enemies.  &lt;br /&gt;
* [[Archon]] - Transforms the Wizard into a being of superior power and grants new, modified version of her skills. Duration is prolonged when an enemy is killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Passive Skills==&lt;br /&gt;
&lt;br /&gt;
This is a very quick listing. See the [[Wizard Passives]] article for more details, or click on any of the individual passive skills for full stats and info. Skills are listed in the order they are unlocked through level progression.&lt;br /&gt;
&lt;br /&gt;
* [[Blur]] - Level 10. Reduces melee damage taken by 20%.&lt;br /&gt;
* [[Power Hungry]] - Level 10. Gain 30 [[Arcane Power]] whenever you are healed by a [[Health Globe]].&lt;br /&gt;
* [[Evocation]] - Level 13. Reduces all cooldowns by 15%.&lt;br /&gt;
* [[Glass Cannon]]  - Level 16. Increases all damage done by 15%, but decreases the Wizard's armor and resistances by 10%.&lt;br /&gt;
* [[Prodigy]] - Level 20. When you deal damage with a Signature Spell, you gain 4 [[Arcane Power]].&lt;br /&gt;
* [[Astral Presence]] - Level 24. Increases maximum [[Arcane Power]] by 20 and Arcane Power regeneration by 2 per second.&lt;br /&gt;
* [[Illusionist]] - Level 27. Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on [[Mirror Image]] and [[Teleport]] are automatically reset.&lt;br /&gt;
* [[Cold Blooded]] - Level 30. Cold damage dealt to chilled and frozen targets is increased by 20%.&lt;br /&gt;
* [[Conflagration]] - Level 34. Fire damage dealth to enemies applies a burning effect, increasing all damage done to them by 10% for 3 seconds.&lt;br /&gt;
* [[Paralysis]] - Level 37. Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 2 seconds.&lt;br /&gt;
* [[Galvanizing Ward]] - Level 40. Increases the duration of your Armor spells by 120 seconds. As long as an Armor Spell is active, you gain 310 Life per second.&lt;br /&gt;
* [[Temporal Flux]] - Level 45. Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds.&lt;br /&gt;
* [[Critical Mass]] - Level 50. Critical hits have a chance to reduce the cooldown of your spells by 1 second.&lt;br /&gt;
* [[Arcane Dynamo]] - Level 55. When you deal damage with a signature spell you gain a Flash of Insight. After 5 stacks, your next non-signature spell deals 75% additional damage.&lt;br /&gt;
* [[Unstable Anomaly]] - Level 60. When reduced below 20% Life, release a shockwave that knocks all enemies back. This effect cannot occur more than once every 60 seconds.&lt;br /&gt;
&lt;br /&gt;
===Wizard Traits===&lt;br /&gt;
Many [[traits]] were preserved as [[passive skills]], but a lot them were dropped. See the [[Wizard traits]] page for full info on what the traits system looked like.&lt;br /&gt;
&lt;br /&gt;
==Class Design==&lt;br /&gt;
The Wizard is an aggressive archetypal magic wielder founding his powers on the aggressive fierceness of the storm, the arcane and conjuration. Both the male and female wizards are rebellious, headstrong, impulsive, and brilliant. Too smart and arrogant to fit into the authority of the sorcerer schools of the [[mage clan]]s. Always on top of their skills and even smarter than their teachers, cocky and self assured.&lt;br /&gt;
&lt;br /&gt;
===Resource System===&lt;br /&gt;
&lt;br /&gt;
After an interview, Jay Wilson said that the Wizard will not use [[Instability]], it will be using a new kind of resource pool, Arcane Power, which is not dissimilar to [[mana]] in a lot of ways.&lt;br /&gt;
The arcane power regenerates quicker than [[mana]] but it is a flat amount it cannot be increased statistically or by items, some [[Skills]] empower it.&lt;br /&gt;
&lt;br /&gt;
At Blizzcon 2010, Jay Wilson stated that mana might probably be going back to the Wizard, because they are all but convinced by Arcane Power.[http://diablo.incgamers.com/blog/comments/blizzcon-2010-hand-on-blascid/]&lt;br /&gt;
&lt;br /&gt;
===Sorceress Redux?===&lt;br /&gt;
Some fans have criticized the Wizard for just being the [[Sorceress]] with a new look. [[Jay Wilson]] commented on that [http://www.1up.com/do/previewPage?pager.offset=1&amp;amp;cId=3172030&amp;amp;p=1 in an interview with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wiz-disintegrate1.jpg|thumb|right|250px|Wizard using [[Disintegrate]].]]&lt;br /&gt;
&amp;lt;blue&amp;gt;&lt;br /&gt;
Jay Wilson: &amp;quot;I would respond, &amp;quot;Yeah, you're right; the Wizard is basically a reskinned Sorceress.&amp;quot; What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or disintegrate things or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, &amp;quot;OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?&amp;quot; So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.&amp;quot;&lt;br /&gt;
&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-fem-02.jpg|thumb|250px|Female wizard: concept art to final in-game.]]&lt;br /&gt;
The female wizard's appearance was widely-accepted and non-controversial. She looks quite a bit like her original concept art.&lt;br /&gt;
&lt;br /&gt;
===Male Wizard Controversy===&lt;br /&gt;
&lt;br /&gt;
The male wizard, on the other hand, had a very controversial reveal. No one thought much of his concept art or paid much attention to his appearance when he debuted as a playable character in the [[BlizzCon 2009]] demo. However, some months later when Blizzard added his in-game model to their official wizard page, there was an eruption of fan rage. [http://diablo.incgamers.com/blog/comments/male-wizard-in-game-animation-and-ss/] &lt;br /&gt;
&lt;br /&gt;
The primary complaints were that he looked too effeminate, and while there was arguably a homophobic edge to the complaints, anyone can see that the male wizard is far from the strongest-looking character in the game. The character lore stresses how headstrong, confident, and haughty the wizard is in his/her arrogant youth, and in matching that description the male wizard falls short. He's just not an imposing, powerful looking individual [http://diablo.incgamers.com/blog/comments/the-wimpy-male-wizard-and-posturing/], though as some fans pointed out,[http://diablo.incgamers.com/forums/showpost.php?p=7461233&amp;amp;postcount=14] he's very much typical of the current look of many heroic males in popular anime; wearing an indifferent, too-cool-for-school meterosexual look. It's not known if that &amp;quot;look&amp;quot; played any part in Blizzard's design of the character, but it's clear that Blizzard wants to provide a variety of different character looks so that all fans will have someone they can enjoy playing. And that tastes vary.&lt;br /&gt;
&lt;br /&gt;
[[File:Wiz-male-comparison1.jpg|frame|thumb|200px|Male Wizard concept vs. in-game.]]&lt;br /&gt;
Blizzard made no substantive comments over the fan reaction to the male wizard's appearance, so it's assumed that they're making no changes and are fine with the way fans have greeted the character's look. A poll on Diii.net found fan opinions widely split on the character, with almost equal numbers of fans to loved and hated it, with very few undetermined votes.[http://diablo.incgamers.com/blog/comments/male-wizards-look-your-opinion/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What do you think of the look of the Male Wizard?&lt;br /&gt;
* 2) It's good, but could be improved. 243 votes, 28.79%&lt;br /&gt;
* 4) Ugh. I'll be playing the female Wiz. 220 votes, 26.07%&lt;br /&gt;
* 5) Hate it. J-pop boy-band reject. 140 votes, 16.59%&lt;br /&gt;
* 1) I love the male Wizard look. 137 votes, 16.23%&lt;br /&gt;
* 3) I'm indifferent. M'eh. 104 votes, 12.32%&lt;br /&gt;
Total Votes: 844&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth stressing that there was no fan outcry to the look of the male wizard after he was first shown in-game, at the [[BlizzCon 2009]] demo. It was only when his head-on view was added to the official website that he became objectionable, and since this is a view players will never have in the isometric, top-down game view, (barring some sort of &amp;quot;zoom in to look at your character's armor&amp;quot; option) this controversy is likely to be a non-factor in the final game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
&lt;br /&gt;
One of the key changes to spell casters in Diablo III is the addition of +% spell damage modifiers. These sorts of modifiers were found on many skills in Diablo 2, and on a few uniques and runewords, but they were uncommon, and not necessary to kill effectively. As a result, casters in Diablo 2 were much less item-dependent than the combat classes, and found it easier to concentrate on [[Magic Find]], resistances, hit points, and other non-damage bonuses. &lt;br /&gt;
&lt;br /&gt;
This will not be the case in Diablo 3, where mages must add considerable +% spell damage from modifiers to stay ahead of the monster hit point curve. A high level Wizard or [[Witch Doctor]] in Diablo 3 will no more be able to kill quickly with no +spell damage than a [[Barbarian]] or [[Monk]] could succeed with a junk weapon. A quote from Flux's post-Blizzcon 2009 Wizard write up explains this in more detail:&lt;br /&gt;
&lt;br /&gt;
::When viewing the listed damage on each spell, it’s important to keep in mind that those are not absolute numbers, in D3.  They’re much like weapon damage; modified by your wizard’s attributes, your character level, by other skills, and also by your equipment. Lots of types of items in D3 carry modifiers that boost spell damage, usually by a percentage.&lt;br /&gt;
&lt;br /&gt;
::I found numerous wands, staves, and even pieces of armor with values between +5-25% spell damage, and that was just in the early stages of the game. We know nothing about higher level equipment bonuses, and it’s entirely possible that the D3 team is projecting high level characters to have +100%, +200%, or who knows, +500%, spell damage. If so they’ll be adjusting the base spell damage accordingly, which might make it look very low to our untrained eyes.&lt;br /&gt;
&lt;br /&gt;
::Here’s an example from early in the game, that was mentioned in the [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Witch Doctor skills report]. The skill tree listed damage on my level 2 Skull of Flame spell was 6-9, yet with a level 12 Witch Doctor my Inventory screen showed 19-29 for that spell.  I don’t think I had more than +50% spell damage from equipment, so assuming the display values aren’t wrong (in [http://diablo2.diablowiki.net/Lying_Character_Screen D2’s infamous LCS] style), there are considerable bonuses added to damage from character attributes, which are then further boosted by the spell damage bonuses on your equipment.&lt;br /&gt;
&lt;br /&gt;
::This is all part of the D3 team’s plan to make all of the attributes useful to all characters, and to make more types of modifiers useful/essential to spell casters.  We don’t know enough yet to judge how well it’s working, but it should be a substantial change from how spell damage was calculated and scaled up (or not) in D2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Lore and Story==&lt;br /&gt;
&lt;br /&gt;
Like all of the characters in Diablo 3, the Wizard has an in-game backstory that gives insight into the character's personality and mannerisms. The tale is written from the perspective of [[Abd al-Hazir]], the scholar and historian responsible for most of the game lore thus far released.  The following is [[Writings of Abd al-Hazir: Entry no. 0007|the 7th entry from his journal]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Male_Wizard.jpg|thumb|right|200px|Male Wizard concept art.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Owing to my lack of tolerance for those who would use [[magic]] towards their own nefarious ends, many have assumed that I am averse to the practice of the magical arts on a philosophical level. Nothing could be farther from the truth. My quarrel is with those sorcerers who dismiss the ancient traditions and teachings – teachings that have been honed over millennia in order to preserve respect for authority and the rule of law.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Recently the youth of [[Caldeum]] have fallen prey to the overblown stories of just such a delinquent [[wizard]]. That is correct: I used the uncouth term wizard, not [[sorcerer]]. It seems that even the title of a civilized magic wielder is too restrictive for this young upstart. Through my contacts at the [[Yshari Sanctum]] of the [[mage clan]]s, I am one of the few who actually know the truth behind the rumors now sweeping our streets regarding this hellion who flaunts her magic irresponsibly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''This wizard was sent here to spend her formative years under the tutelage of the best mages in the world. Well, it seems they neglected to teach our wizard manners on her native island of [[Xiansai]], for she was a rude and uncooperative student from the very beginning. Originally under the guidance of the [[Zann Esu]] mage clan, she was eventually handed over to the [[Vizjerei]] in the hopes that their strict and unbending discipline would break her anarchic spirit. Yet even the esteemed Vizjerei instructors were unable to rein her in. She was continually being caught seeking out dangerous and forbidden magics, heedless of the consequences to herself or anyone around her.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''Although there is no truth to the tales that she actually ventured into the infamous [[Bitter Depths]] below the [[Sanctum]], she was caught in the [[Ancient Repositories]], where the most dangerous incantations are housed for the safety of the public. When confronted by the great Vizjerei mage [[Valthek]] and demanded to account for herself, she brazenly attacked him rather than face the punishment merited by her acts. Exaggerated stories of the battle are already being inflated to mythic proportions by the more rebellious of our city's youth, but suffice it to say that she did not actually best [[Yshari]]'s most powerful mage in single, honorable combat. The details of the encounter remain unclear, as Valthek has yet to regain consciousness, but it has been verified by reliable sources that she relied on trickery and deceit to bring the great man low. I have also been assured that the extensive property damage was chiefly the result of Valthek's magical prowess, not the upstart wizard's. As to where she is now, no one rightly knows, for she fled the city immediately after the encounter.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''It is not my goal to alarm, but I find this situation disturbing. We now have a rebellious [[wizard]], young and inexperienced, wandering the world, dabbling in powerful magics she does not understand. Those wiser than you or I determined long ago that certain schools of magic were too dangerous and forbade their practice. It is those magics that this wizard seems determined to explore – magics centered on manipulating the primal forces from which reality is constructed. Imagine, a headstrong nineteen-year-old youth, able to warp time itself to her will! The thought is truly terrifying. It is my honest hope that this self-styled wizard chooses never to return to [[Caldeum]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The Wizard was the third [[class]] revealed by Blizzard, debuting at [[BlizzCon 2008]]. It's in essence a re-make of the [[Sorceress]], but with a slightly different set of skills.&lt;br /&gt;
&lt;br /&gt;
In the [[GamesCom 2009 demo]], we saw the male version of the in-game wizard the first time.&lt;br /&gt;
&lt;br /&gt;
Also in the [[GamesCom 2009 demo]], The Wizard was using [[Mana]] as a placeholder resource pool.&lt;br /&gt;
&lt;br /&gt;
On 22nd September 2009, [[Bashiok]] announced the Wizard will not be using traditional [[Mana]], but a [[resource pool|resource]] more specialized for the class.  This resource was later revealed to be [[Arcane Power]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
The female Wizard is voiced by Grey DeLisle, a veteran of voice acting. She's done many film and television roles, including Azula from Avatar: The Last Airbender, and roles in ''Afro Samurai'', ''The Spectacular Spider-Man'', ''Wolverine and the X-Men'', and many more. She's also had many roles in video games, including a lot of the ''Star Wars'' series, ''Mass Effect'', ''Metal Gear Solid'', ''Baldur's Gate'', ''Fallout'', ''Doom 3'', ''Batman: Arkham City'' (as Catwoman/Selina Kyle), and she also played Nova in [[StarCraft II]].&lt;br /&gt;
&lt;br /&gt;
The male Wizard is voiced by Crispin Freeman, also a veteran voice actor. He's done a gluttonous amount of English dubs for anime, and also many video games including the ''.hack'' series, ''BioShock 2'', ''God of War III'', ''Metal Gear Solid 4'', ''Xenosaga'', ''Saints Row: The Third'', and many more.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
===Wizard Profile Video===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;4BHKcR8P7wg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;uTvQ5FMnrG0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?cat=all&amp;amp;si=Wizard Wizard-specific gallery contents]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ss71 hires.jpg|Female Wizard.&lt;br /&gt;
Image:Male_Wizard.jpg|Male Wizard.&lt;br /&gt;
Image:Wizard vs King Leoric.jpg|Wizard vs [[King Leoric]].&lt;br /&gt;
Image:Wizard disintegrate.jpg|Wizard casting [[Disintegrate]].&lt;br /&gt;
Image:Wiz-disintegrate2.jpg|[[disintegrate]] used on [[Zombie]]s.&lt;br /&gt;
Image:Skill_wizard_slowtime.jpg|[[Slow Time]] with [[Wave of Force]] to throw spells back at [[caster]]s.&lt;br /&gt;
Image:Wiz-slow-time1.jpg|Casting [[Electrocute]] out of a [[Slow Time]] bubble.&lt;br /&gt;
Image:Mana-orb1.jpg|[[Mana Globe]] in a [[Experience#Level_Up_Bonus|level-up]] explosion.&lt;br /&gt;
Image:Male_Wizard2.jpg|The male Wizard in the game.&lt;br /&gt;
Image:Mwiz_concept.jpg|Male Wizard concept by [[Glowei]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Writings of Abd al-Hazir: Entry no. 0007: Wizard]]&lt;br /&gt;
* [http://www.diii.net/blog/comments/bashiok-on-non-mana-resources-and-cinematics/ Bashiok on non-mana Resources and Cinematics]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Wizard}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:Wizard]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Damage_Per_Second&amp;diff=52378</id>
		<title>Talk:Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Damage_Per_Second&amp;diff=52378"/>
				<updated>2012-05-29T16:31:48Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Crital Hit Calculation ==&lt;br /&gt;
&lt;br /&gt;
Long version of critical hit DPS:&lt;br /&gt;
&lt;br /&gt;
Total DPS = (Base DPS * (1- Crit Chance %)) + (Base DPS * Crit Chance % * (Crit Damage Bonus % + 1))&amp;lt;br&amp;gt;&lt;br /&gt;
Total DPS = Base DPS - Base DPS * Crit Chance + Base DPS * Crit Chance % * Crit Damage Bonus % + Base DPS * Crit Chance %&amp;lt;br&amp;gt;&lt;br /&gt;
Total DPS = Base DPS * (1 - Crit Chance % + Crit Chance % * Crit Damage Bonus % + Crit Chance %)&amp;lt;br&amp;gt;&lt;br /&gt;
Total DPS = Base DPS * (1 + Crit Chance % * Crit Damage Bonus%)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Damage_Per_Second&amp;diff=52377</id>
		<title>Talk:Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Damage_Per_Second&amp;diff=52377"/>
				<updated>2012-05-29T16:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Crital Hit Calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Crital Hit Calculation ==&lt;br /&gt;
&lt;br /&gt;
Long version of critical hit DPS:&lt;br /&gt;
&lt;br /&gt;
Total DPS = (Base DPS * (1- Crit Chance %)) + (Base DPS * Crit Chance % * (Crit Damage Bonus % + 1))&lt;br /&gt;
Total DPS = Base DPS - Base DPS * Crit Chance + Base DPS * Crit Chance % * Crit Damage Bonus % + Base DPS * Crit Chance %&lt;br /&gt;
Total DPS = Base DPS * (1 - Crit Chance % + Crit Chance % * Crit Damage Bonus % + Crit Chance %)&lt;br /&gt;
Total DPS = Base DPS * (1 + Crit Chance % * Crit Damage Bonus%)&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52376</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52376"/>
				<updated>2012-05-29T15:32:58Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Clean intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DPS''' or '''Damage Per Second''' describes how much damage a [[character]], [[spell]], skill, ability or item can produce on average per second.&lt;br /&gt;
&lt;br /&gt;
==On Items==&lt;br /&gt;
[[Image:dps.jpg|thumb|250px|Damage Per Second Display on Mouseover in Diablo 3]] &lt;br /&gt;
The DPS is part of the display of item stats in Diablo III. There are also pop up damage displays over the heads of other players in Arena combat, and sometimes over the heads of monsters when big damage hits are landed. These are slightly controversial, with some players arguing that they are distracting, or unfitting to the mythological mood. &lt;br /&gt;
&lt;br /&gt;
Blizzard's counter-argument[http://diablo.incgamers.com/blog/comments/bashiok-on-dps-displays/] is that they are optional, since the display can be turned on or off. Note that they show the damage ''taken'' not the damage delivered, which is always at least partially mitigated by [[resistances]] and/or [[defense]].&lt;br /&gt;
&lt;br /&gt;
There will not, however, be an on-screen DPS display, listing the actual damage a character is performing during combat. Many players use such a feature in [[World of Warcraft]], but it comes from user-made addons, not from the game itself.[http://diablo.incgamers.com/blog/comments/no-dps-displays-in-diablo-iii/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There are no DPS charts in World of Warcraft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
People have though created add-ons which attempt to compare the DPS of each player, as well as healing output, absorption, etc. These aren’t included in the game, nor are they supported. Personally I think they can be useful to a point, but are abused by people who don’t know how to use and read them properly, and are too commonly relied on as a means to judge the performance of others.&lt;br /&gt;
&lt;br /&gt;
In any case, Diablo III doesn’t provide customizable UI through add-ons, and we have no intent to provide DPS charts. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DPS Calculation Complications==&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|Fist blade.]]&lt;br /&gt;
In terms of dealing damage, DPS refers to the average damage a character will do with a [[weapon]] or a specific attack, averaged out between the base damage and the attack speed. Games rarely will have an accessible way to inform the player of what, precisely, the DPS would be for any weapon or attack due to the complex nature of how numbers work in games. &lt;br /&gt;
&lt;br /&gt;
As an example, a [[fist]] weapon that does 2-5 damage, and hits 1.4 times per second, will have a base dps of 4.9, as displayed in the graphic. However, numerous other factors must be considered to arrive at an accurate DPS. The weapon may have a [[gem]] or [[enchantment]] that increases damage. A [[skill]] likely modifies the damage, as may that skill's [[rune]]. There might be a [[critical hit]] landed. And then monster's [[defense]] or [[resistance]]s must also be factored in. &lt;br /&gt;
&lt;br /&gt;
Hence, the DPS display is just a general indicator of the type of damage a player can expect. &lt;br /&gt;
&lt;br /&gt;
==DPS Class==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52375</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52375"/>
				<updated>2012-05-29T15:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Ooops, Doubled the class section. This edit deletes dupe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DPS''' or '''Damage Per Second''' is generally considered an [[MMO]] term, which describes how much damage a [[character]], [[spell]], skill, ability or item can produce on average per second.&lt;br /&gt;
&lt;br /&gt;
==On Items==&lt;br /&gt;
[[Image:dps.jpg|thumb|250px|Damage Per Second Display on Mouseover in Diablo 3]] &lt;br /&gt;
The DPS is part of the display of item stats in Diablo III. There are also pop up damage displays over the heads of other players in Arena combat, and sometimes over the heads of monsters when big damage hits are landed. These are slightly controversial, with some players arguing that they are distracting, or unfitting to the mythological mood. &lt;br /&gt;
&lt;br /&gt;
Blizzard's counter-argument[http://diablo.incgamers.com/blog/comments/bashiok-on-dps-displays/] is that they are optional, since the display can be turned on or off. Note that they show the damage ''taken'' not the damage delivered, which is always at least partially mitigated by [[resistances]] and/or [[defense]].&lt;br /&gt;
&lt;br /&gt;
There will not, however, be an on-screen DPS display, listing the actual damage a character is performing during combat. Many players use such a feature in [[World of Warcraft]], but it comes from user-made addons, not from the game itself.[http://diablo.incgamers.com/blog/comments/no-dps-displays-in-diablo-iii/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There are no DPS charts in World of Warcraft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
People have though created add-ons which attempt to compare the DPS of each player, as well as healing output, absorption, etc. These aren’t included in the game, nor are they supported. Personally I think they can be useful to a point, but are abused by people who don’t know how to use and read them properly, and are too commonly relied on as a means to judge the performance of others.&lt;br /&gt;
&lt;br /&gt;
In any case, Diablo III doesn’t provide customizable UI through add-ons, and we have no intent to provide DPS charts. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DPS Calculation Complications==&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|Fist blade.]]&lt;br /&gt;
In terms of dealing damage, DPS refers to the average damage a character will do with a [[weapon]] or a specific attack, averaged out between the base damage and the attack speed. Games rarely will have an accessible way to inform the player of what, precisely, the DPS would be for any weapon or attack due to the complex nature of how numbers work in games. &lt;br /&gt;
&lt;br /&gt;
As an example, a [[fist]] weapon that does 2-5 damage, and hits 1.4 times per second, will have a base dps of 4.9, as displayed in the graphic. However, numerous other factors must be considered to arrive at an accurate DPS. The weapon may have a [[gem]] or [[enchantment]] that increases damage. A [[skill]] likely modifies the damage, as may that skill's [[rune]]. There might be a [[critical hit]] landed. And then monster's [[defense]] or [[resistance]]s must also be factored in. &lt;br /&gt;
&lt;br /&gt;
Hence, the DPS display is just a general indicator of the type of damage a player can expect. &lt;br /&gt;
&lt;br /&gt;
==DPS Class==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52374</id>
		<title>Damage Per Second</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Damage_Per_Second&amp;diff=52374"/>
				<updated>2012-05-29T15:28:23Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: DPS Class info moved and restructured... tempted to delete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DPS''' or '''Damage Per Second''' is generally considered an [[MMO]] term, which describes how much damage a [[character]], [[spell]], skill, ability or item can produce on average per second.&lt;br /&gt;
&lt;br /&gt;
==DPS Class==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
==On Items==&lt;br /&gt;
[[Image:dps.jpg|thumb|250px|Damage Per Second Display on Mouseover in Diablo 3]] &lt;br /&gt;
The DPS is part of the display of item stats in Diablo III. There are also pop up damage displays over the heads of other players in Arena combat, and sometimes over the heads of monsters when big damage hits are landed. These are slightly controversial, with some players arguing that they are distracting, or unfitting to the mythological mood. &lt;br /&gt;
&lt;br /&gt;
Blizzard's counter-argument[http://diablo.incgamers.com/blog/comments/bashiok-on-dps-displays/] is that they are optional, since the display can be turned on or off. Note that they show the damage ''taken'' not the damage delivered, which is always at least partially mitigated by [[resistances]] and/or [[defense]].&lt;br /&gt;
&lt;br /&gt;
There will not, however, be an on-screen DPS display, listing the actual damage a character is performing during combat. Many players use such a feature in [[World of Warcraft]], but it comes from user-made addons, not from the game itself.[http://diablo.incgamers.com/blog/comments/no-dps-displays-in-diablo-iii/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There are no DPS charts in World of Warcraft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
People have though created add-ons which attempt to compare the DPS of each player, as well as healing output, absorption, etc. These aren’t included in the game, nor are they supported. Personally I think they can be useful to a point, but are abused by people who don’t know how to use and read them properly, and are too commonly relied on as a means to judge the performance of others.&lt;br /&gt;
&lt;br /&gt;
In any case, Diablo III doesn’t provide customizable UI through add-ons, and we have no intent to provide DPS charts. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DPS Calculation Complications==&lt;br /&gt;
&lt;br /&gt;
[[File:Item-gamescon2010-fist-blade.jpg|frame|Fist blade.]]&lt;br /&gt;
In terms of dealing damage, DPS refers to the average damage a character will do with a [[weapon]] or a specific attack, averaged out between the base damage and the attack speed. Games rarely will have an accessible way to inform the player of what, precisely, the DPS would be for any weapon or attack due to the complex nature of how numbers work in games. &lt;br /&gt;
&lt;br /&gt;
As an example, a [[fist]] weapon that does 2-5 damage, and hits 1.4 times per second, will have a base dps of 4.9, as displayed in the graphic. However, numerous other factors must be considered to arrive at an accurate DPS. The weapon may have a [[gem]] or [[enchantment]] that increases damage. A [[skill]] likely modifies the damage, as may that skill's [[rune]]. There might be a [[critical hit]] landed. And then monster's [[defense]] or [[resistance]]s must also be factored in. &lt;br /&gt;
&lt;br /&gt;
Hence, the DPS display is just a general indicator of the type of damage a player can expect. &lt;br /&gt;
&lt;br /&gt;
==DPS Class==&lt;br /&gt;
In other games, a class role refers to a class or character build that achieves a specific goal during group combat.  There are generally four types of these classes: a [[tank]], a [[heal]]er, crowd control, and  DPS. The role of the DPS player is to inflict as much damage as possible to the enemy or enemies in the area. The tank keeps the enemy's attention, keeping the enemies from damaging other party members, and the healer keeps everyone alive during the entire process.&lt;br /&gt;
&lt;br /&gt;
All classes in the Diablo games are designed as DPS classes[http://diablo.incgamers.com/blog/comments/bashiok-speaks/], capable of dealing out big damage and clearing any difficulty playing solo. &lt;br /&gt;
&lt;br /&gt;
{{Skill_navbox_Diablo_III|Other}}&lt;br /&gt;
&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Other classes]]&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Combat&amp;diff=52373</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Combat&amp;diff=52373"/>
				<updated>2012-05-29T15:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
&lt;br /&gt;
Every class in [[Diablo III]] is a [[DPS]] class; all are capable of prolifically slaying the enemies, whether by spells, skills, brute force, or a clever combination of all three.&lt;br /&gt;
&lt;br /&gt;
Aspects of combat are addressed throughout this wiki. [[Weapons]] and [[skills]] are detailed, monsters are described, [[strategy|strategies]] are promoted, and more. This page covers the basics of combat, and how the game is designed to facilitate it, with numerous quotes from the [[D3 Team]]. Keep in mind that many of these fundamentals have changed during development, and that full details will not be known until after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
As in previous games in the series, there are numerous types of damage in [[Diablo III]]. Various spells, [[skill]]s, [[runes]], and [[weapons]] channel their destructive might into one (or more) types of damage. Characters and [[monster]]s counter these attacks with equivalent types of resistance and immunities, and players must find the right balance of each if they wish to succeed in their battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:Barb-cold-light.jpg|thumb|300px|Axes with cold and lightning damage show their graphics.]]&lt;br /&gt;
Damage in Diablo III takes the following forms. Every form of damage can count for a [[critical hit]] (caused by various item or skill properties) and when a &amp;quot;crit&amp;quot; is landed, a bonus effect is added along with increased damage. Targets that die to critical hits usually explode in gory and thematically-appropriate fashion.&lt;br /&gt;
&lt;br /&gt;
[[Physical Damage]]:&lt;br /&gt;
* Critical hit: Deals double damage.&lt;br /&gt;
&lt;br /&gt;
[[Arcane Damage]]: Purple in coloration.&lt;br /&gt;
* Critical hit: Arcane crits &amp;quot;silence&amp;quot; targets. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)&lt;br /&gt;
&lt;br /&gt;
[[Cold Damage]]: Blue in coloration.&lt;br /&gt;
* Critical hit: Cold crits freeze targets for 2 seconds. (Duration affected by numerous other factors.)&lt;br /&gt;
&lt;br /&gt;
[[Fire Damage]]: Red in coloration.&lt;br /&gt;
* Critical hit: Fire crits set targets ablaze, adding [[DoT]] to the initial fire damage.&lt;br /&gt;
&lt;br /&gt;
[[Lightning Damage]]: White in coloration.&lt;br /&gt;
* Critical hit: Lightning crits stun targets for 2 seconds. (Duration affected by numerous other factors.)&lt;br /&gt;
&lt;br /&gt;
[[Disease Damage]]: Green in coloration.  (Formerly known as &amp;quot;Toxic.&amp;quot;)&lt;br /&gt;
* Critical hit: Disease crits deal an unknown bonus.&lt;br /&gt;
* Resisted by Poison resistance.&lt;br /&gt;
** Diseased units suffer a damage debuff; they take more damage and deal less.&lt;br /&gt;
&lt;br /&gt;
[[Poison Damage]]: Green in coloration. (Also known as Acid.) (Poison and Disease are similar, but not the same.[http://diablo.incgamers.com/blog/comments/diablo-on-damage-types-and-resistances/])&lt;br /&gt;
* Critical hit: Poison crits deal an unknown bonus.&lt;br /&gt;
* Resisted by Poison resistance.&lt;br /&gt;
** Poisoned units suffer a health debuff; their regeneration and healing is lessened or reversed.&lt;br /&gt;
&lt;br /&gt;
[[Holy Damage]]: White in coloration. (Found mostly on [[Monk skills]].) Extra damage to [[Undead]]?&lt;br /&gt;
* Critical hit: Unknown. &lt;br /&gt;
* Resisted by: Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time===&lt;br /&gt;
&lt;br /&gt;
The [[DoT]] mechanic is much expanded and complicated in Diablo 3. No longer is the equation simply &amp;quot;X damage per second over Y seconds.&amp;quot; In December 2011, [[Bashiok]] delivered an informative forum post on the subject, which you can read below:[http://diablo.incgamers.com/blog/comments/blue-on-skill-dot-and-tool-tip-simplifications]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Damage===&lt;br /&gt;
&lt;br /&gt;
The actual formula for spell damage is one of the biggest changes to [[combat]] in Diablo III. It's been changed to work much like physical damage does; spells now come with a fairly low base damage, much like weapons, and that value is acted upon by attributes, spells, traits, and equipment bonuses, all of which factor in to the final spell damage.  The ratios and relationships in this have changed repeatedly during development, and the final details are not yet finalized.&lt;br /&gt;
&lt;br /&gt;
Early in Diablo III's development, equipment with +%spell damage was said to be of great importance to mage type characters, who were destined to value it as combat characters do +% weapon damage equipment.  This system evolved during development, and as of January 2012 such equipment is quite rare in the Beta test, with most +damage now delivered by attributes, especially gear with +[[Attack]] stats.&lt;br /&gt;
&lt;br /&gt;
* See the [[Spells#Spell_Damage|Spell Damage]] article for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Health Bar==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bosshealth.jpg|thumb|Boss' health]]&lt;br /&gt;
The display of monster health bars has changed repeatedly during development (as has everything in the [[interface]].) As of the beta test, the display of regular monster health bars can be toggled on/off. Only [[bosses]] and [[champions]] always show their health bars atop the screen, when they are targeted.&lt;br /&gt;
&lt;br /&gt;
Special quest event bosses, such as the [[Skeleton King]] or [[Siegebreaker]] show their health bars in a special scrollwork frame, in the top center of the screen for the duration of the battle, even if the character is not currently targeting the boss, or even on the screen with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Target Outline==&lt;br /&gt;
&lt;br /&gt;
One of the surprise controversies of Blizzcon 2009 was the [[red target outline]]. A new feature just added to the game was a glowing red outline around the monster being pointed at. This outline was meant to help players identify what they were pointing at on the frequently-crowded and chaotic battle screens of Diablo 3. Most players didn't mind or didn't even notice while playing at the show, but for some at Blizzcon, and for many others viewing screenshots and gameplay movies over the Internet, the red outline was bright and too obvious and distracting. &lt;br /&gt;
&lt;br /&gt;
[[File:Red-target-outline5.png|right|thumb|250px|Red target outline seen in PvP Arena, Blizzcon 2010.]]&lt;br /&gt;
This became a minor issue of contention, but the D3 Team never wavered in their opinion that the feature was essential.[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] It seems to have been accepted over time, and has been a non issue during the [[Diablo III beta]].&lt;br /&gt;
&lt;br /&gt;
* See the [[Red Target Outline]] page for much more on this, including numerous [[Blue]] quotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Information Through Graphics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Barb-cleave2.jpg|thumb|300px|Cold [[crits]] freezes the target. (The orange slash is part of the [[Cleave]] skill graphic, not fire.]]&lt;br /&gt;
The visuals tied to damage types are meant to add eye candy, but also to inform the player about events occurring on the screen. As [[Julian Love]] explained during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Bashiok: A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with different damage types?&lt;br /&gt;
&lt;br /&gt;
Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a fiery this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Critical Hit Visuals===&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit2.jpg|thumb|250px|Cold critical hit, with highlighted gore.]]&lt;br /&gt;
[[Critical hits]] inflict extra damage and/or bonus effects (detailed above). Various skills and items can improve the odds of a critical hit, as well as the damage it deals. Other skills or item effects trigger each time a critical hit is scored, creating an interesting and interconnected system of damage bonuses.&lt;br /&gt;
&lt;br /&gt;
Critical hits existed in Diablo II, but they were indicated only by a small sparkle of white light. That concept has been vastly upgraded in Diablo III. Now, when a [[monster]] takes a &amp;quot;crit&amp;quot; there's a dramatic graphical effect, especially if the death is due to crits. Monsters so slain literally explode, shattering into gory chunks that fly across the screen and litter the ground. These animations are customized for whatever type of damage killed them; flames will be seen on the hunks of meat if the critical was fire-based, sparks rise from lightning, etc. Physical damage crits leave huge slicks of blood and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
&lt;br /&gt;
* See the [[critical hits]] page for much more detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth Combat==&lt;br /&gt;
&lt;br /&gt;
The combat in Diablo I and Diablo II was often criticized for being simplistic. Not only could most characters &amp;quot;[[spam]]&amp;quot; the same one or two skills over and over again, this was actually the best way to play, in most situations. Diablo III is attempting to change this mechanic in various ways, most notably the better balance to [[skills]], the way that skill damage scales up with [[attributes]], and the removal of [[skill points]]. &lt;br /&gt;
&lt;br /&gt;
As a general design goal, the [[D3 Team]] wants to make combat much more tactical. Diablo III is still a fast-paced, click-intensive Action RPG, but there should be a bit more strategy required than &amp;quot;click 'til dead.&amp;quot; [[Jay Wilson]] spoke on the shallowness of combat in D2, and his plans to deepen it in D3 [http://www.1up.com/do/previewPage?pager.offset=0&amp;amp;cId=3172030&amp;amp;p=1 with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::The combat model doesn't have a lot of depth in the previous games. It was very much a &amp;quot;one-skill spam&amp;quot; kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side.&lt;br /&gt;
&lt;br /&gt;
::'''1up.com: What makes Diablo 3's combat deeper than its predecessors?'''&amp;lt;br&amp;gt;&lt;br /&gt;
::Jay Wilson: Combat is as deep as the options the designers give themselves. Whenever you add a new capability to a [[monster]] -- potentially something that feels unbeatable -- it's more of an opportunity to expand the depth of your characters so they can respond to those threats. A good example would be if you look at [[Diablo 2]]: There were a couple of problems with just the power of the characters and the way they were made powerful. A player could run faster than any [[monster]], so you could escape just about any threat. You had endless [[health]] and [[resource pool|resource]] -- by resource, I mean [[mana]] -- because of [[potion]]s. And you had the [[Town Portal]], which could instantly get you out of any problem. Those were incredibly powerful mechanics to escape danger and were not class-specific. So every kind of class really had no need for anything like an escape skill or reactionary ability. They simply needed to attack, and if they ever got in over their heads, they simply ran away or drank potions. And it's the same response across the board.&lt;br /&gt;
&lt;br /&gt;
::So one of the things we focused on is that response -- 1) setting up scenarios where the players can't easily get out of danger without the use of class-specific [[skill]]s, and 2) giving them really simple controls to use a broader range of skills without making the game that much more complex to play. I really distinguish the difference between complexity and depth; to me, complexity is adding more buttons, while depth is making a single button more powerful and versatile. So that's always been our goal -- reducing the amount of controls while making each button mean more. So that's one of the reasons we added the Hotbar; it's one of the reasons why we avoided the potion-health system. And when people play the game, they may not notice this next point that much, but we leveled out the movement speed somewhat so that the player moves at a more reasonable rate compared to the monsters. &lt;br /&gt;
&lt;br /&gt;
Most of Jay's design goals from 2008 are evident in the finished game, though changes like the removal of town portals, much slower character foot speed, long cooldowns after using health potions, and more. &lt;br /&gt;
&lt;br /&gt;
The disincentives to spamming the same skill over and over again are not very visible in the beta test, such things are not meant to come strongly into play until higher difficulty levels &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage on Skills==&lt;br /&gt;
&lt;br /&gt;
The damage of all skills and spells in Diablo III are determined by a character's attributes (chiefly Attack) and their weapon damage. This include spells, such as [[Magic Missile]], [[Poison Dart]], and all the rest. This change equalizes equipment needs, as now mage classes need to hunt for big damage weapons just as combat classes always have. &lt;br /&gt;
&lt;br /&gt;
[[Image:Bash.png|thumb|300px|Bash speed and damage stem from item stats and attributes.]]&lt;br /&gt;
Casting speed is also affected by weapon choice, just as attack speed always has been. As a result a Wizard or Witch Doctor can use a large two-handed weapon, and their spell damage will increase, but they will generally suffer a much slower casting rate as a result. The more appropriate mage weapons, such as wands for Wizards and daggers for Witch Doctors, also tend to have appropriate bonus stats, such as + to their resource regen rates, that will never spawn on combat weapons.&lt;br /&gt;
&lt;br /&gt;
[[Off-hand weapons]] are another important factor. Wizards can use [[Orbs]], Witch Doctors can use [[Totems]], and Demon Hunters can use [[Quivers]], all in their off-hand slot along with a regular weapon. These off hand items tend to spawn with very useful bonuses, and as a result a Wizard with a good Orb and a good [[Wand]] will almost always do more damage than the same Wizard with a big damage two-handed weapon. Plus the Wand and Orb will have more useful bonuses.&lt;br /&gt;
&lt;br /&gt;
How well this ratio will balance out in the late game is unknown, but as of the beta, a Wizard or Witch Doctor is always better off with a one-handed weapon and their class-specific off-hand item than they would be with any available two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual wielding and Weapon Damage when using Skills==&lt;br /&gt;
[[Image:Broadaxe.png|thumb|300px|The base raw Damage on a Weapon is NOT the % Weapon Damage that Skills refer to.]]&lt;br /&gt;
When a dual-wielding character performs a skill that is based on % weapon damage, the character will alternate hits with the two equipped weapons. Unlike Diablo 2, Diablo 3 is smart enough to calculate everything individually, bonuses aren't simply added up between two weapons and applied equally with either one.&lt;br /&gt;
&lt;br /&gt;
[[Damage Over Time]], for instance, is calculated individually by whichever weapon delivered the hit, with the &amp;quot;tick rate&amp;quot; of the DoT determined by the attack speed of the weapon that delivered it. Earlier in D3's development, dual wielding was said to grant an inherent bonus to attack speed, but this feature can not be discerned in the beta test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
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{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Combat&amp;diff=52372</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Combat&amp;diff=52372"/>
				<updated>2012-05-29T15:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: This paragraph did not add useful information on combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every class in [[Diablo III]] is a [[DPS]] class; all are capable of prolifically slaying the enemies, whether by spells, skills, brute force, or a clever combination of all three.&lt;br /&gt;
&lt;br /&gt;
Aspects of combat are addressed throughout this wiki. [[Weapons]] and [[skills]] are detailed, monsters are described, [[strategy|strategies]] are promoted, and more. This page covers the basics of combat, and how the game is designed to facilitate it, with numerous quotes from the [[D3 Team]]. Keep in mind that many of these fundamentals have changed during development, and that full details will not be known until after release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
As in previous games in the series, there are numerous types of damage in [[Diablo III]]. Various spells, [[skill]]s, [[runes]], and [[weapons]] channel their destructive might into one (or more) types of damage. Characters and [[monster]]s counter these attacks with equivalent types of resistance and immunities, and players must find the right balance of each if they wish to succeed in their battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:Barb-cold-light.jpg|thumb|300px|Axes with cold and lightning damage show their graphics.]]&lt;br /&gt;
Damage in Diablo III takes the following forms. Every form of damage can count for a [[critical hit]] (caused by various item or skill properties) and when a &amp;quot;crit&amp;quot; is landed, a bonus effect is added along with increased damage. Targets that die to critical hits usually explode in gory and thematically-appropriate fashion.&lt;br /&gt;
&lt;br /&gt;
[[Physical Damage]]:&lt;br /&gt;
* Critical hit: Deals double damage.&lt;br /&gt;
&lt;br /&gt;
[[Arcane Damage]]: Purple in coloration.&lt;br /&gt;
* Critical hit: Arcane crits &amp;quot;silence&amp;quot; targets. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)&lt;br /&gt;
&lt;br /&gt;
[[Cold Damage]]: Blue in coloration.&lt;br /&gt;
* Critical hit: Cold crits freeze targets for 2 seconds. (Duration affected by numerous other factors.)&lt;br /&gt;
&lt;br /&gt;
[[Fire Damage]]: Red in coloration.&lt;br /&gt;
* Critical hit: Fire crits set targets ablaze, adding [[DoT]] to the initial fire damage.&lt;br /&gt;
&lt;br /&gt;
[[Lightning Damage]]: White in coloration.&lt;br /&gt;
* Critical hit: Lightning crits stun targets for 2 seconds. (Duration affected by numerous other factors.)&lt;br /&gt;
&lt;br /&gt;
[[Disease Damage]]: Green in coloration.  (Formerly known as &amp;quot;Toxic.&amp;quot;)&lt;br /&gt;
* Critical hit: Disease crits deal an unknown bonus.&lt;br /&gt;
* Resisted by Poison resistance.&lt;br /&gt;
** Diseased units suffer a damage debuff; they take more damage and deal less.&lt;br /&gt;
&lt;br /&gt;
[[Poison Damage]]: Green in coloration. (Also known as Acid.) (Poison and Disease are similar, but not the same.[http://diablo.incgamers.com/blog/comments/diablo-on-damage-types-and-resistances/])&lt;br /&gt;
* Critical hit: Poison crits deal an unknown bonus.&lt;br /&gt;
* Resisted by Poison resistance.&lt;br /&gt;
** Poisoned units suffer a health debuff; their regeneration and healing is lessened or reversed.&lt;br /&gt;
&lt;br /&gt;
[[Holy Damage]]: White in coloration. (Found mostly on [[Monk skills]].) Extra damage to [[Undead]]?&lt;br /&gt;
* Critical hit: Unknown. &lt;br /&gt;
* Resisted by: Unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Over Time===&lt;br /&gt;
&lt;br /&gt;
The [[DoT]] mechanic is much expanded and complicated in Diablo 3. No longer is the equation simply &amp;quot;X damage per second over Y seconds.&amp;quot; In December 2011, [[Bashiok]] delivered an informative forum post on the subject, which you can read below:[http://diablo.incgamers.com/blog/comments/blue-on-skill-dot-and-tool-tip-simplifications]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Damage===&lt;br /&gt;
&lt;br /&gt;
The actual formula for spell damage is one of the biggest changes to [[combat]] in Diablo III. It's been changed to work much like physical damage does; spells now come with a fairly low base damage, much like weapons, and that value is acted upon by attributes, spells, traits, and equipment bonuses, all of which factor in to the final spell damage.  The ratios and relationships in this have changed repeatedly during development, and the final details are not yet finalized.&lt;br /&gt;
&lt;br /&gt;
Early in Diablo III's development, equipment with +%spell damage was said to be of great importance to mage type characters, who were destined to value it as combat characters do +% weapon damage equipment.  This system evolved during development, and as of January 2012 such equipment is quite rare in the Beta test, with most +damage now delivered by attributes, especially gear with +[[Attack]] stats.&lt;br /&gt;
&lt;br /&gt;
* See the [[Spells#Spell_Damage|Spell Damage]] article for full details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Health Bar==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bosshealth.jpg|thumb|Boss' health]]&lt;br /&gt;
The display of monster health bars has changed repeatedly during development (as has everything in the [[interface]].) As of the beta test, the display of regular monster health bars can be toggled on/off. Only [[bosses]] and [[champions]] always show their health bars atop the screen, when they are targeted.&lt;br /&gt;
&lt;br /&gt;
Special quest event bosses, such as the [[Skeleton King]] or [[Siegebreaker]] show their health bars in a special scrollwork frame, in the top center of the screen for the duration of the battle, even if the character is not currently targeting the boss, or even on the screen with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Target Outline==&lt;br /&gt;
&lt;br /&gt;
One of the surprise controversies of Blizzcon 2009 was the [[red target outline]]. A new feature just added to the game was a glowing red outline around the monster being pointed at. This outline was meant to help players identify what they were pointing at on the frequently-crowded and chaotic battle screens of Diablo 3. Most players didn't mind or didn't even notice while playing at the show, but for some at Blizzcon, and for many others viewing screenshots and gameplay movies over the Internet, the red outline was bright and too obvious and distracting. &lt;br /&gt;
&lt;br /&gt;
[[File:Red-target-outline5.png|right|thumb|250px|Red target outline seen in PvP Arena, Blizzcon 2010.]]&lt;br /&gt;
This became a minor issue of contention, but the D3 Team never wavered in their opinion that the feature was essential.[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] It seems to have been accepted over time, and has been a non issue during the [[Diablo III beta]].&lt;br /&gt;
&lt;br /&gt;
* See the [[Red Target Outline]] page for much more on this, including numerous [[Blue]] quotes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Information Through Graphics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Barb-cleave2.jpg|thumb|300px|Cold [[crits]] freezes the target. (The orange slash is part of the [[Cleave]] skill graphic, not fire.]]&lt;br /&gt;
The visuals tied to damage types are meant to add eye candy, but also to inform the player about events occurring on the screen. As [[Julian Love]] explained during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;Bashiok: A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with different damage types?&lt;br /&gt;
&lt;br /&gt;
Julian: Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a fiery this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Critical Hit Visuals===&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit2.jpg|thumb|250px|Cold critical hit, with highlighted gore.]]&lt;br /&gt;
[[Critical hits]] inflict extra damage and/or bonus effects (detailed above). Various skills and items can improve the odds of a critical hit, as well as the damage it deals. Other skills or item effects trigger each time a critical hit is scored, creating an interesting and interconnected system of damage bonuses.&lt;br /&gt;
&lt;br /&gt;
Critical hits existed in Diablo II, but they were indicated only by a small sparkle of white light. That concept has been vastly upgraded in Diablo III. Now, when a [[monster]] takes a &amp;quot;crit&amp;quot; there's a dramatic graphical effect, especially if the death is due to crits. Monsters so slain literally explode, shattering into gory chunks that fly across the screen and litter the ground. These animations are customized for whatever type of damage killed them; flames will be seen on the hunks of meat if the critical was fire-based, sparks rise from lightning, etc. Physical damage crits leave huge slicks of blood and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
&lt;br /&gt;
* See the [[critical hits]] page for much more detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Depth Combat==&lt;br /&gt;
&lt;br /&gt;
The combat in Diablo I and Diablo II was often criticized for being simplistic. Not only could most characters &amp;quot;[[spam]]&amp;quot; the same one or two skills over and over again, this was actually the best way to play, in most situations. Diablo III is attempting to change this mechanic in various ways, most notably the better balance to [[skills]], the way that skill damage scales up with [[attributes]], and the removal of [[skill points]]. &lt;br /&gt;
&lt;br /&gt;
As a general design goal, the [[D3 Team]] wants to make combat much more tactical. Diablo III is still a fast-paced, click-intensive Action RPG, but there should be a bit more strategy required than &amp;quot;click 'til dead.&amp;quot; [[Jay Wilson]] spoke on the shallowness of combat in D2, and his plans to deepen it in D3 [http://www.1up.com/do/previewPage?pager.offset=0&amp;amp;cId=3172030&amp;amp;p=1 with 1up.com] in December 2008.&lt;br /&gt;
&lt;br /&gt;
::The combat model doesn't have a lot of depth in the previous games. It was very much a &amp;quot;one-skill spam&amp;quot; kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side.&lt;br /&gt;
&lt;br /&gt;
::'''1up.com: What makes Diablo 3's combat deeper than its predecessors?'''&amp;lt;br&amp;gt;&lt;br /&gt;
::Jay Wilson: Combat is as deep as the options the designers give themselves. Whenever you add a new capability to a [[monster]] -- potentially something that feels unbeatable -- it's more of an opportunity to expand the depth of your characters so they can respond to those threats. A good example would be if you look at [[Diablo 2]]: There were a couple of problems with just the power of the characters and the way they were made powerful. A player could run faster than any [[monster]], so you could escape just about any threat. You had endless [[health]] and [[resource pool|resource]] -- by resource, I mean [[mana]] -- because of [[potion]]s. And you had the [[Town Portal]], which could instantly get you out of any problem. Those were incredibly powerful mechanics to escape danger and were not class-specific. So every kind of class really had no need for anything like an escape skill or reactionary ability. They simply needed to attack, and if they ever got in over their heads, they simply ran away or drank potions. And it's the same response across the board.&lt;br /&gt;
&lt;br /&gt;
::So one of the things we focused on is that response -- 1) setting up scenarios where the players can't easily get out of danger without the use of class-specific [[skill]]s, and 2) giving them really simple controls to use a broader range of skills without making the game that much more complex to play. I really distinguish the difference between complexity and depth; to me, complexity is adding more buttons, while depth is making a single button more powerful and versatile. So that's always been our goal -- reducing the amount of controls while making each button mean more. So that's one of the reasons we added the Hotbar; it's one of the reasons why we avoided the potion-health system. And when people play the game, they may not notice this next point that much, but we leveled out the movement speed somewhat so that the player moves at a more reasonable rate compared to the monsters. &lt;br /&gt;
&lt;br /&gt;
Most of Jay's design goals from 2008 are evident in the finished game, though changes like the removal of town portals, much slower character foot speed, long cooldowns after using health potions, and more. &lt;br /&gt;
&lt;br /&gt;
The disincentives to spamming the same skill over and over again are not very visible in the beta test, such things are not meant to come strongly into play until higher difficulty levels &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage on Skills==&lt;br /&gt;
&lt;br /&gt;
The damage of all skills and spells in Diablo III are determined by a character's attributes (chiefly Attack) and their weapon damage. This include spells, such as [[Magic Missile]], [[Poison Dart]], and all the rest. This change equalizes equipment needs, as now mage classes need to hunt for big damage weapons just as combat classes always have. &lt;br /&gt;
&lt;br /&gt;
[[Image:Bash.png|thumb|300px|Bash speed and damage stem from item stats and attributes.]]&lt;br /&gt;
Casting speed is also affected by weapon choice, just as attack speed always has been. As a result a Wizard or Witch Doctor can use a large two-handed weapon, and their spell damage will increase, but they will generally suffer a much slower casting rate as a result. The more appropriate mage weapons, such as wands for Wizards and daggers for Witch Doctors, also tend to have appropriate bonus stats, such as + to their resource regen rates, that will never spawn on combat weapons.&lt;br /&gt;
&lt;br /&gt;
[[Off-hand weapons]] are another important factor. Wizards can use [[Orbs]], Witch Doctors can use [[Totems]], and Demon Hunters can use [[Quivers]], all in their off-hand slot along with a regular weapon. These off hand items tend to spawn with very useful bonuses, and as a result a Wizard with a good Orb and a good [[Wand]] will almost always do more damage than the same Wizard with a big damage two-handed weapon. Plus the Wand and Orb will have more useful bonuses.&lt;br /&gt;
&lt;br /&gt;
How well this ratio will balance out in the late game is unknown, but as of the beta, a Wizard or Witch Doctor is always better off with a one-handed weapon and their class-specific off-hand item than they would be with any available two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual wielding and Weapon Damage when using Skills==&lt;br /&gt;
[[Image:Broadaxe.png|thumb|300px|The base raw Damage on a Weapon is NOT the % Weapon Damage that Skills refer to.]]&lt;br /&gt;
When a dual-wielding character performs a skill that is based on % weapon damage, the character will alternate hits with the two equipped weapons. Unlike Diablo 2, Diablo 3 is smart enough to calculate everything individually, bonuses aren't simply added up between two weapons and applied equally with either one.&lt;br /&gt;
&lt;br /&gt;
[[Damage Over Time]], for instance, is calculated individually by whichever weapon delivered the hit, with the &amp;quot;tick rate&amp;quot; of the DoT determined by the attack speed of the weapon that delivered it. Earlier in D3's development, dual wielding was said to grant an inherent bonus to attack speed, but this feature can not be discerned in the beta test.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52371</id>
		<title>Template:BC</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52371"/>
				<updated>2012-05-29T15:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
| text = &amp;lt;b&amp;gt;Beta Content&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;font-size:70%&amp;quot;&amp;gt;A significant portion of this article deals with development / pre-release / Beta content. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; A request has been made for it to be updated.&amp;lt;/span&amp;gt;&lt;br /&gt;
| image = [[File:Release Date Icon.jpg]]}}&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=File:Release_Date_Icon.jpg&amp;diff=52366</id>
		<title>File:Release Date Icon.jpg</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=File:Release_Date_Icon.jpg&amp;diff=52366"/>
				<updated>2012-05-29T15:01:09Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52361</id>
		<title>Template:Category handler/numbered</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52361"/>
				<updated>2012-05-29T14:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Copy and paste from Wikipedia.  I don't understand this code as of the date and time of this update.  If you can fix it, go ahead.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52360</id>
		<title>Template:Category handler/numbered</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52360"/>
				<updated>2012-05-29T14:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Copy and paste from Wikipedia.  I don't understand this code as of the date and time of this update.  If you can fix it, go ahead.{{#iferror: {{#expr: 1 + {{{data|}}} }} &lt;br /&gt;
| {{{data|}}}   &amp;lt;!--Not a number, return &amp;quot;data&amp;quot; as is--&amp;gt; &lt;br /&gt;
| {{{ {{{data|}}} |}}}   &amp;lt;!--&amp;quot;data&amp;quot; is a number, return that numbered parameter--&amp;gt;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52354</id>
		<title>Template:BC</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52354"/>
				<updated>2012-05-29T14:23:50Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
| text = A significant portion of this article deals with development / pre-release / Beta content.  A request has been made for it to be updated.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Noinclude&amp;gt;  This is a template to identify pages that lack significant edits since the Diablo 3 release.  Articles with development and beta discussion are insightful, but not as important now that the game has been released.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52352</id>
		<title>Template:Category handler/numbered</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Category_handler/numbered&amp;diff=52352"/>
				<updated>2012-05-29T14:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;{{#iferror: {{#expr: 1 + {{{data|}}} }}  | {{{data|}}}   &amp;lt;!--Not a number, return &amp;quot;data&amp;quot; as is--&amp;gt;  | {{{ {{{data|}}} |}}}   &amp;lt;!--&amp;quot;data&amp;quot; is a number, return that numbered parameter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#iferror: {{#expr: 1 + {{{data|}}} }} &lt;br /&gt;
| {{{data|}}}   &amp;lt;!--Not a number, return &amp;quot;data&amp;quot; as is--&amp;gt; &lt;br /&gt;
| {{{ {{{data|}}} |}}}   &amp;lt;!--&amp;quot;data&amp;quot; is a number, return that numbered parameter--&amp;gt;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Namespace_detect&amp;diff=52349</id>
		<title>Template:Namespace detect</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Namespace_detect&amp;diff=52349"/>
				<updated>2012-05-29T14:19:44Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;{{#switch:   {{lc:               &amp;lt;!--Lower case the result--&amp;gt;     &amp;lt;!--If no or empty &amp;quot;demospace&amp;quot; parameter then detect namespace--&amp;gt;     {{#if:{{{demospace|}}}      | {{{demospace...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:&lt;br /&gt;
  {{lc:               &amp;lt;!--Lower case the result--&amp;gt;&lt;br /&gt;
    &amp;lt;!--If no or empty &amp;quot;demospace&amp;quot; parameter then detect namespace--&amp;gt;&lt;br /&gt;
    {{#if:{{{demospace|}}} &lt;br /&gt;
    | {{{demospace}}}&lt;br /&gt;
    | {{#if:{{{page|}}} &lt;br /&gt;
      | &amp;lt;!--Detect the namespace in the &amp;quot;page&amp;quot; parameter--&amp;gt;&lt;br /&gt;
        {{#ifeq:{{NAMESPACE:{{{page}}} }}|{{TALKSPACE:{{{page}}} }}&lt;br /&gt;
        | talk&lt;br /&gt;
        | {{SUBJECTSPACE:{{{page}}} }} &lt;br /&gt;
        }}&lt;br /&gt;
      | &amp;lt;!--No &amp;quot;demospace&amp;quot; or &amp;quot;page&amp;quot; parameters, so detect actual namespace--&amp;gt;&lt;br /&gt;
        {{#ifeq:{{NAMESPACE}}|{{TALKSPACE}}&lt;br /&gt;
        | talk&lt;br /&gt;
        | {{SUBJECTSPACE}} &lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
&amp;lt;!-- Only one of the lines below will be executed --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Respecting empty parameters on purpose --&amp;gt;&lt;br /&gt;
| main        &amp;lt;!--&amp;quot;demospace=main&amp;quot; or {{SUBJECTSPACE}}={{ns:0}}=&amp;quot;&amp;quot;--&amp;gt;&lt;br /&gt;
|           = {{{main| {{{other|}}} }}}&lt;br /&gt;
| talk      = {{{talk| {{{other|}}} }}}&lt;br /&gt;
| user      = {{{user| {{{other|}}} }}}&lt;br /&gt;
| wikipedia = {{{wikipedia| {{{other|}}} }}}&lt;br /&gt;
| file&lt;br /&gt;
| image     = {{{file| {{{image| {{{other|}}} }}} }}}&lt;br /&gt;
| mediawiki = {{{mediawiki| {{{other|}}} }}}&lt;br /&gt;
| template  = {{{template| {{{other|}}} }}}&lt;br /&gt;
| help      = {{{help| {{{other|}}} }}}&lt;br /&gt;
| category  = {{{category| {{{other|}}} }}}&lt;br /&gt;
| portal    = {{{portal| {{{other|}}} }}}&lt;br /&gt;
| book      = {{{book| {{{other|}}} }}}&lt;br /&gt;
| other&lt;br /&gt;
| #default  = {{{other|}}}   &amp;lt;!--&amp;quot;demospace=other&amp;quot; or a new namespace--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;!--End switch--&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Category_handler&amp;diff=52348</id>
		<title>Template:Category handler</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Category_handler&amp;diff=52348"/>
				<updated>2012-05-29T14:19:05Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;{{#if:   {{#ifeq: {{lc: {{{nocat|}}} }} | true   | dontcat    &amp;lt;!--&amp;quot;nocat=true&amp;quot;, don't categorize--&amp;gt;   }}{{#ifeq: {{lc: {{{categories|}}} }} | no   | dontcat   }}{{#switch: {{lc: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:&lt;br /&gt;
  {{#ifeq: {{lc: {{{nocat|}}} }} | true&lt;br /&gt;
  | dontcat    &amp;lt;!--&amp;quot;nocat=true&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  }}{{#ifeq: {{lc: {{{categories|}}} }} | no&lt;br /&gt;
  | dontcat&lt;br /&gt;
  }}{{#switch: {{lc: {{{category2|¬}}} }}&lt;br /&gt;
  | yes&lt;br /&gt;
  | ¬   =   &amp;lt;!--Not defined--&amp;gt;&lt;br /&gt;
  | #default = dontcat   &amp;lt;!--&amp;quot;category2 = no/'defined but empty'/'anything'&amp;quot;--&amp;gt;&lt;br /&gt;
  }}{{#switch: {{lc: {{{subpage|}}} }}&lt;br /&gt;
  | no = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | &lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=no&amp;quot; and on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  | only = &lt;br /&gt;
    {{basepage subpage&lt;br /&gt;
    | dontcat    &amp;lt;!--&amp;quot;subpage=only&amp;quot; and not on a subpage--&amp;gt;&lt;br /&gt;
    | page = {{{page|}}}   &amp;lt;!--For testing--&amp;gt;&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
|   &amp;lt;!--Don't categorise (result was &amp;quot;dontcat&amp;quot; or &amp;quot;dontcatdontcat&amp;quot; and so on)--&amp;gt;&lt;br /&gt;
| &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
  {{#switch:&lt;br /&gt;
    {{#ifeq: {{lc: {{{nocat|}}} }} | false&lt;br /&gt;
    |   &amp;lt;!--&amp;quot;nocat=false&amp;quot;, skip blacklist check--&amp;gt;&lt;br /&gt;
    | {{#ifeq: {{lc: {{{categories|}}} }} | yes&lt;br /&gt;
      |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
      | {{#ifeq: {{lc: {{{category2|}}} }} | yes&lt;br /&gt;
        |   &amp;lt;!--Skip blacklist check--&amp;gt;&lt;br /&gt;
        | {{category handler/blacklist| page = {{{page|}}} }}   &amp;lt;!--Check blacklist--&amp;gt;&lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
  | hide = &amp;lt;!--Blacklist returned &amp;quot;hide&amp;quot;, don't categorize--&amp;gt;&lt;br /&gt;
  | #default  = &lt;br /&gt;
    &amp;lt;!--Check if any namespace parameter is defined--&amp;gt;&lt;br /&gt;
    {{#ifeq: h0#384!5nea+w9 | {{{all| {{{main| {{{talk| {{{user| {{{wikipedia| {{{file| {{{mediawiki| {{{template| {{{help| {{{category| {{{portal| {{{book| {{{other| h0#384!5nea+w9 }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}} }}}&lt;br /&gt;
    | &amp;lt;!--No namespace parameters fed, basic usage--&amp;gt;&lt;br /&gt;
      {{namespace detect&lt;br /&gt;
      | main = {{{1|}}}&lt;br /&gt;
      | file = {{{1|}}}&lt;br /&gt;
      | help = {{{1|}}}&lt;br /&gt;
      | category = {{{1|}}}&lt;br /&gt;
      | portal = {{{1|}}}&lt;br /&gt;
      | book = {{{1|}}}&lt;br /&gt;
      | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
      }}&lt;br /&gt;
    | &amp;lt;!--Namespace parameters fed, advanced usage.&lt;br /&gt;
          If &amp;quot;data&amp;quot; is a number, return the corresponding &lt;br /&gt;
          numbered parameter, else return &amp;quot;data&amp;quot;.  --&amp;gt;&lt;br /&gt;
      {{{all|}}}{{category handler/numbered&lt;br /&gt;
      | 1 = {{{1|}}}&lt;br /&gt;
      | 2 = {{{2|}}}&lt;br /&gt;
      | 3 = {{{3|}}}&lt;br /&gt;
      | 4 = {{{4|}}}&lt;br /&gt;
      | 5 = {{{5|}}}&lt;br /&gt;
      | 6 = {{{6|}}}&lt;br /&gt;
      | 7 = {{{7|}}}&lt;br /&gt;
      | 8 = {{{8|}}}&lt;br /&gt;
      | 9 = {{{9|}}}&lt;br /&gt;
      | 10 = {{{10|}}}&lt;br /&gt;
      | data = &lt;br /&gt;
        &amp;lt;!--Check what namespace, and return the data for it.&lt;br /&gt;
            Respecting empty parameters on purpose.  --&amp;gt;&lt;br /&gt;
        {{namespace detect&lt;br /&gt;
        | main = {{{main| {{{other|}}} }}}&lt;br /&gt;
        | talk = {{{talk| {{{other|}}} }}}&lt;br /&gt;
        | user = {{{user| {{{other|}}} }}}&lt;br /&gt;
        | wikipedia = {{{wikipedia| {{{project| {{{other|}}} }}} }}}&lt;br /&gt;
        | file = {{{file| {{{image| {{{other|}}} }}} }}}&lt;br /&gt;
        | mediawiki = {{{mediawiki| {{{other|}}} }}}&lt;br /&gt;
        | template = {{{template| {{{other|}}} }}}&lt;br /&gt;
        | help = {{{help| {{{other|}}} }}}&lt;br /&gt;
        | category = {{{category| {{{other|}}} }}}&lt;br /&gt;
        | portal = {{{portal| {{{other|}}} }}}&lt;br /&gt;
        | book = {{{book| {{{other|}}} }}}&lt;br /&gt;
        | other = {{{other|}}}  &amp;lt;!--Namespace special or a new namespace--&amp;gt;&lt;br /&gt;
        | page = {{{page|}}}   &amp;lt;!--For testing and demonstration--&amp;gt;&lt;br /&gt;
        }}&lt;br /&gt;
      }}&lt;br /&gt;
    }}&lt;br /&gt;
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}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Ambox/core&amp;diff=52346</id>
		<title>Template:Ambox/core</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Ambox/core&amp;diff=52346"/>
				<updated>2012-05-29T14:17:57Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;&amp;lt;table class=&amp;quot;metadata plainlinks ambox {{#switch:{{{small|}}} | left = mbox-small-left }} {{#switch:{{{type|}}} | speedy     = ambox-speedy | delete     = ambox-delete | content...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;metadata plainlinks ambox {{#switch:{{{small|}}}&lt;br /&gt;
| left = mbox-small-left&lt;br /&gt;
}} {{#switch:{{{type|}}}&lt;br /&gt;
| speedy     = ambox-speedy&lt;br /&gt;
| delete     = ambox-delete&lt;br /&gt;
| content    = ambox-content&lt;br /&gt;
| style      = ambox-style&lt;br /&gt;
| move       = ambox-move&lt;br /&gt;
| protection = ambox-protection&lt;br /&gt;
| notice     &amp;lt;!-- notice = default --&amp;gt;&lt;br /&gt;
| #default   = ambox-notice&lt;br /&gt;
}} {{{class|}}}&amp;quot; style=&amp;quot;{{{style|}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
{{#switch:{{{image|}}}&lt;br /&gt;
| blank    &amp;lt;!-- Fall back to &amp;quot;none&amp;quot;, since deprecated. --&amp;gt;&lt;br /&gt;
| none = &amp;lt;td class=&amp;quot;mbox-empty-cell&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;   &amp;lt;!-- No image. Cell with some width or padding necessary for text cell to have 100% width. --&amp;gt;&lt;br /&gt;
| #default = &lt;br /&gt;
  &amp;lt;td class=&amp;quot;mbox-image&amp;quot;&amp;gt;{{&lt;br /&gt;
  #switch:{{{small|}}}&lt;br /&gt;
  | left = &amp;lt;!-- Don't use the DIV --&amp;gt; &lt;br /&gt;
  | #default = &amp;lt;div style=&amp;quot;width: 52px;&amp;quot;&amp;gt; &lt;br /&gt;
  }}&lt;br /&gt;
  {{#if:{{{image|}}}&lt;br /&gt;
  | {{{image}}}&lt;br /&gt;
  | [[File:{{#switch:{{{type|}}}&lt;br /&gt;
    | speedy     = Ambox speedy deletion.png&lt;br /&gt;
    | delete     = Ambox deletion.png&lt;br /&gt;
    | content    = Ambox content.png&lt;br /&gt;
    | style      = Edit-clear.svg&lt;br /&gt;
    | move       = Ambox move.png&lt;br /&gt;
    | protection = Ambox protection.png&lt;br /&gt;
    | notice          &amp;lt;!-- notice = default --&amp;gt;&lt;br /&gt;
    | #default   = Ambox notice.png&lt;br /&gt;
    }} | {{#switch:{{{small|}}} &lt;br /&gt;
      | left = 20x20px &lt;br /&gt;
      | #default = 40x40px &lt;br /&gt;
      }} |link=|alt=]]&lt;br /&gt;
  }}{{#switch:{{{small|}}}&lt;br /&gt;
  | left = &amp;lt;!-- Don't use the /DIV --&amp;gt;&lt;br /&gt;
  | #default = &amp;lt;/div&amp;gt; &lt;br /&gt;
  }}&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;td class=&amp;quot;mbox-text&amp;quot; style=&amp;quot;{{{textstyle|}}}&amp;quot;&amp;gt; {{{text}}} {{#if:{{{date|}}}&lt;br /&gt;
 |&amp;lt;small&amp;gt;''({{{date}}})''&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&amp;lt;/td&amp;gt;&lt;br /&gt;
{{#if:{{{imageright|}}}&lt;br /&gt;
| {{#ifeq:{{{imageright|}}}|none&lt;br /&gt;
  | &amp;lt;!-- No image. --&amp;gt;&lt;br /&gt;
  | &amp;lt;td class=&amp;quot;mbox-imageright&amp;quot;&amp;gt;{{#switch:{{{small|}}}&lt;br /&gt;
    | left = {{{imageright}}}&lt;br /&gt;
    | #default = &amp;lt;div style=&amp;quot;width: 52px;&amp;quot;&amp;gt; {{{imageright}}} &amp;lt;/div&amp;gt;&lt;br /&gt;
    }}&amp;lt;/td&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;!-- &lt;br /&gt;
Detect and report usage with faulty &amp;quot;type&amp;quot; parameter:&lt;br /&gt;
--&amp;gt;{{#switch:{{{type|}}}&lt;br /&gt;
|   &amp;lt;!-- No type fed, is also valid input --&amp;gt;&lt;br /&gt;
| speedy&lt;br /&gt;
| delete&lt;br /&gt;
| content&lt;br /&gt;
| style&lt;br /&gt;
| move&lt;br /&gt;
| protection&lt;br /&gt;
| notice     = &amp;lt;!-- Do nothing, valid &amp;quot;type&amp;quot; --&amp;gt;&lt;br /&gt;
| #default   = &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;This message box is using an invalid &amp;quot;type={{{type|}}}&amp;quot; parameter and needs fixing.&amp;lt;/div&amp;gt;[[Category:Wikipedia message box parameter needs fixing|{{main other|Main:}}{{FULLPAGENAME}}]]&amp;lt;!-- Sort on namespace --&amp;gt;&lt;br /&gt;
}}&amp;lt;!-- &lt;br /&gt;
Detect and report usage of deprecated &amp;quot;image=blank&amp;quot;:&lt;br /&gt;
--&amp;gt;{{#switch:{{{image|}}}&lt;br /&gt;
| blank = [[Category:Wikipedia message box parameter needs fixing|{{main other|Main:}}{{FULLPAGENAME}}]]&amp;lt;!-- Sort on namespace --&amp;gt;&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:Ambox&amp;diff=52345</id>
		<title>Template:Ambox</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:Ambox&amp;diff=52345"/>
				<updated>2012-05-29T14:16:54Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;{{#ifeq:{{{subst}}}|SUBST  |{{#if:{{{name|}}}   |{{Error|Template {{Tlx|{{{name}}}}} has been incorrectly substituted.}}  }}[[Category:Pages with incorrectly substituted template...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ifeq:{{{subst}}}|SUBST&lt;br /&gt;
 |{{#if:{{{name|}}}&lt;br /&gt;
  |{{Error|Template {{Tlx|{{{name}}}}} has been incorrectly substituted.}}&lt;br /&gt;
 }}[[Category:Pages with incorrectly substituted templates]]&lt;br /&gt;
}}{{#ifeq:{{{small}}}|left&lt;br /&gt;
 |{{Ambox/core&lt;br /&gt;
  |small      = left&lt;br /&gt;
  |type       = {{{type|}}}&lt;br /&gt;
  |image      = {{#if:{{{smallimage|}}}&lt;br /&gt;
   |{{{smallimage}}}&lt;br /&gt;
   |{{{image|}}}&lt;br /&gt;
  }}&lt;br /&gt;
  |imageright = {{#if:{{{smallimageright|}}}&lt;br /&gt;
   |{{{smallimageright}}}&lt;br /&gt;
   |{{{imageright|}}}&lt;br /&gt;
  }}&lt;br /&gt;
  |class      = {{{class|}}}&lt;br /&gt;
  |style      = {{{style|}}}&lt;br /&gt;
  |textstyle  = {{{textstyle|}}}&lt;br /&gt;
  |text       = {{#if:{{{smalltext|}}}&lt;br /&gt;
   |{{{smalltext}}} &lt;br /&gt;
   |{{{text}}} &lt;br /&gt;
  }}&lt;br /&gt;
 }}&lt;br /&gt;
 |{{Ambox/core&lt;br /&gt;
  |type       = {{{type|}}}&lt;br /&gt;
  |image      = {{{image|}}}&lt;br /&gt;
  |imageright = {{{imageright|}}}&lt;br /&gt;
  |class      = {{{class|}}}&lt;br /&gt;
  |style      = {{{style|}}}&lt;br /&gt;
  |textstyle  = {{{textstyle|}}}&lt;br /&gt;
  |text       = {{{text}}}&lt;br /&gt;
  |date       = {{#ifeq:{{FULLROOTPAGENAME}}|Template:{{PAGENAME:{{{name}}}}}&lt;br /&gt;
   |{{#ifeq:{{{date|¬}}}|¬||{{CURRENTMONTHNAME}} {{CURRENTYEAR}}}}&lt;br /&gt;
   |{{{date|}}}&lt;br /&gt;
  }}&lt;br /&gt;
 }}&lt;br /&gt;
}}{{Category handler&lt;br /&gt;
 |main={{Ambox/category&lt;br /&gt;
  |cat={{{cat|{{{category|}}}}}} &lt;br /&gt;
  |all={{{all|}}}&lt;br /&gt;
  |cat2={{{cat2|{{{category2|}}}}}} &lt;br /&gt;
  |all2={{{all2|}}}&lt;br /&gt;
  |cat3={{{cat3|{{{category3|}}}}}} &lt;br /&gt;
  |all3={{{all3|}}}&lt;br /&gt;
  |date={{{date|}}}&lt;br /&gt;
 }}&lt;br /&gt;
 |template={{#ifeq:{{BASEPAGENAME}}|{{SUBPAGENAME}}|&amp;lt;!--We are on a rootpage, not a /doc or /sandbox page--&amp;gt;{{#ifeq:{{{nocat|}}}|true&lt;br /&gt;
    | &amp;lt;!--Don't categorise--&amp;gt;&lt;br /&gt;
    | [[Category:Article message boxes|{{BASEPAGENAME}}]]&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}{{#ifeq:{{FULLPAGENAME}}|Template:{{PAGENAME:{{{name}}}}}&lt;br /&gt;
 |{{#ifeq:{{{doc}}}|no|&lt;br /&gt;
  |[[Category:Article message boxes with automatically transcluded documentation]]{{Documentation}}&amp;lt;!-- Transclude documentation on template page --&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52344</id>
		<title>Template:BC</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Template:BC&amp;diff=52344"/>
				<updated>2012-05-29T14:15:23Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;&amp;lt;Noinclude&amp;gt;  This is a template to identify pages that lack significant edits since the Diablo 3 release.  Articles with development and beta discussion are insightful, but not a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;Noinclude&amp;gt;  This is a template to identify pages that lack significant edits since the Diablo 3 release.  Articles with development and beta discussion are insightful, but not as important now that the game has been released.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| text = A significant portion of this article deals with development / pre-release / Beta content.  A request has been made for it to be updated.}}&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=User:Garvin58&amp;diff=52337</id>
		<title>User:Garvin58</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=User:Garvin58&amp;diff=52337"/>
				<updated>2012-05-29T13:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;Garvin58: Created page with &amp;quot;Just trying to make the internet better.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just trying to make the internet better.&lt;/div&gt;</summary>
		<author><name>Garvin58</name></author>	</entry>

	</feed>