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	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=42028</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=42028"/>
				<updated>2011-10-22T05:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain equipment items.  Players can acquire [[Fire]], [[Cold]], [[Arcane]], [[Poison]], and [[Lightning]] resistance, each of which reduces damage from its corresponding damage type.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when your character levels up, the Defense formula has built-in penalties for leveling up which counteract or sometimes exceed the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, 3 Defense, 50 armor, and 5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=42001</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=42001"/>
				<updated>2011-10-21T22:22:26Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain equipment items.  Players can acquire [[Fire]], [[Cold]], [[Arcane]], [[Poison]], and [[Lightning]] resistance, each of which reduces damage from its corresponding damage type.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when your character levels up, the Defense formula has built-in penalties for leveling up which counteract the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, 3 Defense, 50 armor, and 5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=41955</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=41955"/>
				<updated>2011-10-21T00:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain equipment items.  Players can acquire [[Fire]], [[Cold]], [[Arcane]], [[Poison]], and [[Lightning]] resistance, each of which reduces damage from its corresponding damage type.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when your character levels up, the Defense formula has built-in penalties for leveling up which counteract the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, +3 Defense, +50 armor, and +5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=41954</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=41954"/>
				<updated>2011-10-20T22:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain equipment items.  There are five different elements, and five corresponding resistance stats which reduce damage from those elements.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when your character levels up, the Defense formula has built-in penalties for leveling up which counteract the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, +3 Defense, +50 armor, and +5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=41953</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=41953"/>
				<updated>2011-10-20T22:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain armor items.  There are five different elements, and five corresponding resistance stats which reduce damage from those elements.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when your character levels up, the Defense formula has built-in penalties for leveling up which counteract the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, +3 Defense, +50 armor, and +5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=41952</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=41952"/>
				<updated>2011-10-20T22:29:55Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Defense vs. Armor vs. Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain armor items.  There are five different elements, and five corresponding resistance stats which reduce damage from those elements.&lt;br /&gt;
&lt;br /&gt;
While Defense does increase when you level up, the Defense formula has built-in penalties for leveling up which counteract the Defense bonuses.   For the most part, this means that Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, +3 Defense, +50 armor, and +5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Defense&amp;diff=41951</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Defense&amp;diff=41951"/>
				<updated>2011-10-20T22:24:44Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: Many Factual errors.  Image is totally incorrect, as there are separate damage reduction values for Defense and Armor.  The image only shows the damage reduction from Defense.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defense''' is one of the core [[attributes]] for [[characters]] in [[Diablo III]]. It governs the amount of damage a character takes from all attacks, physical and magical. &lt;br /&gt;
&lt;br /&gt;
Defense is '''''not''''' the same thing as [[Armor]]. The terms are confusingly similar in Diablo III, but Armor is what armor items grant. e.g. a buckler might have 8 armor while a tower shield might have 200. Armor helps increase a character's phyiscal damage reduction, while Defense reduces all damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attribute Design==&lt;br /&gt;
All attributes have changed since their original conception. In December 2010 [[Bashiok]] made an announcement about these changes&amp;lt;ref&amp;gt;[http://forums.battle.net/thread.html?topicId=27795769376&amp;amp;pageNo=1&amp;amp;sid=3000#0 Core Attribute Changes]- Battle.net 20/12/10&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Defense: Decreases all damage taken&amp;lt;/b&amp;gt;&lt;br /&gt;
* This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.&lt;br /&gt;
* This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.&lt;br /&gt;
* This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.&lt;br /&gt;
* This stat has no secondary effects.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More details on exactly how Defense will work in Diablo III are not yet known. What is known is that attribute points are not assigned by the player; they are auto-assigned. See the relevant [[Attributes#No Customizable Attributes|section]] in the attributes article.&lt;br /&gt;
* Defense is a secondary attribute governed by [[Diablo II]]'s {{iw|Dexterity Dexterity}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense vs. Armor vs. Resistance==&lt;br /&gt;
&lt;br /&gt;
Defense, Armor, and Resistances are all stats used to reduce damage.&lt;br /&gt;
&lt;br /&gt;
Defense and Armor were used interchangeably in Diablo II, but in Diablo III they mean different things.  The key thing to remember is that in Diablo III, all three of these stats work much like a resistance; they affect damage mitigation, not to/hit (as was the case in Diablo 1 and Diablo 2.) Higher Armor in Diablo 3 does '''not''' mean that your character gets hit less often. It means your character takes less damage per hit. This is one of the major changes to the combat engine in Diablo III, and results in characters taking constant, steady damage, rather than the D2 style of attacks almost always missing, but when one does land it does huge damage.&lt;br /&gt;
&lt;br /&gt;
* Defense is one of the four core character attributes/stats. It applies to all damage. It grows as your character levels up, and can be added as a bonus from items, gems, skills, and more.&lt;br /&gt;
* Armor is a value on all types of armor items. It only reduces damage from physical attacks.&lt;br /&gt;
* Resistance can be found as a bonus on certain armor items.  There are five different elements, and five corresponding resistance stats which reduce damage from those elements.&lt;br /&gt;
&lt;br /&gt;
While defense does increase when you level up, it also has no effect until you acquire a certain amount of it.  This amount increases with level which means that overall, Defense bonuses from level-up are largely superficial.&lt;br /&gt;
&lt;br /&gt;
In terms of damage reduction, +3 Defense, +50 armor, and +5 resistance all give the same damage reduction to their respective damage types, however, mixing Defense with armor or resistance gives greater overall reduction than any one of them on its own.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Defense is a new attribute for Diablo III, comparable to the Armor bonus granted by [[Strength]], though you should note that higher Armor has a very different effect in D3 than it did in D2. See [[Attack_(Attribute)|Attack]] for more details on how Strength changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:attributes]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:Reference]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37401</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37401"/>
				<updated>2011-09-22T04:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them apart from Alabaster deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
 For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
 &lt;br /&gt;
 Number of hits &lt;br /&gt;
 = infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
 = 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
 = 2.5&lt;br /&gt;
&lt;br /&gt;
: :O. Can you explain that formula a bit more? I think you can put these calculations in a separate section on the skill page(like calculations or further reading). You can post on the diii.net wiki forum if you have any more questions.&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]]&lt;br /&gt;
&lt;br /&gt;
::The equation is ∑(x=0,∞) y^x (y=0.6), what he posted is just the simplification in case where 0&amp;gt;y&amp;lt;1. With that said there will never be and infinite number of mobs on the screen, but as a theoretical maximum average damage I think it has a place somewhere on the skill page.--[[User:Brokenstorm|Brokenstorm]] 17:38, 21 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I think it could be useful to have the formula for skill damage on the skill, but I'm not sure this skill is a good candidate for calculations. According to the last info on the official forums (http://us.battle.net/d3/en/forum/topic/3123248970#8), it'll only hit targets in a straight line behind the original target. So in order to get a damage bonus, there are two conditions that has to be in place;&lt;br /&gt;
::::1. You need to get the piercing effect to trigger&lt;br /&gt;
::::2. You need to have a target in line with you and the target behind the target.&lt;br /&gt;
:::Then, and only then, you'll get an increased damage bonus. So this skills has a requirement that isn't just numbers, and thus, in my opinion it'd be wrong to say that this skill averages on 350% Weapon Damage, because it don't. There are also some reports that when it pierces the first target, it'll apply the damage to that target again, giving it a total of 280%, but I'm not too sure about that until I see some hard proof. But that's just me. But all in all, calculations are probably good, as long as there arn't too many if/then involved in the calculation. --[[User:Grapz|Grapz]]&lt;br /&gt;
::::Here's a video of Hungering Arrow.[http://www.youtube.com/watch?v=rzTv2rBoSYc&amp;amp;feature=player_detailpage#t=2m10s]  At 2:11 it pierces a zombie at the top of the screen.  At 2:12 it turns around and attacks it again.  So it remains guided even after piercing.  @Brokenstorm: Simplification in case where 0&amp;gt;y&amp;lt;1?  Don't you mean 0&amp;lt;y&amp;lt;1?  And even so, how could the pierce chance be negative or greater than 1?  @TheWanderer That formula says you have a 100% chance to hit once plus a 95% chance to hit again plus a 95%*95% chance to hit again plus a 95%*95%*95% chance to hit again etc....  On to infinity.  It comes out to 20 hits on average.[[User:Strill|Strill]] 06:24, 22 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monsters==&lt;br /&gt;
The animals category should be renamed beasts.--[[User:Brokenstorm|Brokenstorm]] 17:45, 21 September 2011 (CEST)&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37400</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37400"/>
				<updated>2011-09-22T04:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them apart from Alabaster deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
 For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
 &lt;br /&gt;
 Number of hits &lt;br /&gt;
 = infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
 = 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
 = 2.5&lt;br /&gt;
&lt;br /&gt;
: :O. Can you explain that formula a bit more? I think you can put these calculations in a separate section on the skill page(like calculations or further reading). You can post on the diii.net wiki forum if you have any more questions.&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]]&lt;br /&gt;
&lt;br /&gt;
::The equation is ∑(x=0,∞) y^x (y=0.6), what he posted is just the simplification in case where 0&amp;gt;y&amp;lt;1. With that said there will never be and infinite number of mobs on the screen, but as a theoretical maximum average damage I think it has a place somewhere on the skill page.--[[User:Brokenstorm|Brokenstorm]] 17:38, 21 September 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I think it could be useful to have the formula for skill damage on the skill, but I'm not sure this skill is a good candidate for calculations. According to the last info on the official forums (http://us.battle.net/d3/en/forum/topic/3123248970#8), it'll only hit targets in a straight line behind the original target. So in order to get a damage bonus, there are two conditions that has to be in place;&lt;br /&gt;
::::1. You need to get the piercing effect to trigger&lt;br /&gt;
::::2. You need to have a target in line with you and the target behind the target.&lt;br /&gt;
:::Then, and only then, you'll get an increased damage bonus. So this skills has a requirement that isn't just numbers, and thus, in my opinion it'd be wrong to say that this skill averages on 350% Weapon Damage, because it don't. There are also some reports that when it pierces the first target, it'll apply the damage to that target again, giving it a total of 280%, but I'm not too sure about that until I see some hard proof. But that's just me. But all in all, calculations are probably good, as long as there arn't too many if/then involved in the calculation. --[[User:Grapz|Grapz]]&lt;br /&gt;
::::Here's a video of Hungering Arrow.[http://www.youtube.com/watch?v=rzTv2rBoSYc&amp;amp;feature=player_detailpage#t=2m10s]  At 2:11 it pierces a zombie at the top of the screen.  At 2:12 it turns around and attacks it again.  So it remains guided even after piercing.  @Brokenstorm: Simplification in case where 0&amp;gt;y&amp;lt;1?  Don't you mean 0&amp;lt;y&amp;lt;1?  And even so, how could the pierce chance be negative or greater than 1?  @TheWanderer That formula says you have a 100% chance to hit once plus a 95% chance to hit again plus a 95%*95% chance to hit again plus a 95%*95%*95% chance to hit again etc....  On to infinity.  It comes out to 20 hits on average.&lt;br /&gt;
&lt;br /&gt;
==Diablo III Monsters==&lt;br /&gt;
The animals category should be renamed beasts.--[[User:Brokenstorm|Brokenstorm]] 17:45, 21 September 2011 (CEST)&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37292</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37292"/>
				<updated>2011-09-21T10:58:14Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them apart from Alabaster deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
 For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
 &lt;br /&gt;
 Number of hits &lt;br /&gt;
 = infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
 = 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
 = 2.5&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37291</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37291"/>
				<updated>2011-09-21T10:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
 For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
 &lt;br /&gt;
 Number of hits &lt;br /&gt;
 = infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
 = 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
 = 2.5&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37290</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37290"/>
				<updated>2011-09-21T10:49:50Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include calculated summaries of skill effects?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of 2.5 times. Therefore, you could say that on average, it deals 140% * 2.5 = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;br /&gt;
&lt;br /&gt;
For the conversion from Pierce Chance to number of hits:&lt;br /&gt;
&lt;br /&gt;
Number of hits &lt;br /&gt;
= infinite sum of 0.6^n from n=0 to infinity &lt;br /&gt;
= 1 + 0.6 /( 1 - 0.6) &lt;br /&gt;
= 2.5&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	<entry>
		<id>https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37289</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://di.diablowiki.net/index.php?title=Talk:Main_Page&amp;diff=37289"/>
				<updated>2011-09-21T10:46:41Z</updated>
		
		<summary type="html">&lt;p&gt;Strill: /* Mathematical Analysis Policy? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cant edit this page. Just wanted to say, that the Wizard should be added to the main page with the other 2 classes.&lt;br /&gt;
&lt;br /&gt;
== Typos, etc... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Key Pages for Diablo ''II'' Info&amp;quot; might be misleading... =]&lt;br /&gt;
--[[User:Azymn|Azymn]] 08:47, 28 October 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Can we fix the Diablo 1 link on the main page pointing directly to http://diablo2.diablowiki.net/Diablo_I instead of http://diablowiki.net/Diablo_I ?&lt;br /&gt;
--[[User:Diak|Diak]] 21:50, 18 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor's &amp;quot;Plague&amp;quot; Skill Tree should be changed to &amp;quot;Zombie&amp;quot;, and all the links under the WD should be changed to &amp;quot;--- skills&amp;quot; instead of &amp;quot;--- skill tree&amp;quot;, to mesh with the rest of the page.&lt;br /&gt;
--[[User:Bran Maniac|Bran Maniac]] 23:02, 11 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Oki, fixed :) --[[User:Leord|Leord]] 14:25, 25 September 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Request...==&lt;br /&gt;
Can you please put a link to [[Resistances]] in the Combat section? That page is orphaned and has only ~350 views.--[[User:TheWanderer|TheWanderer]] 23:21, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skill Trees==&lt;br /&gt;
Really need to remove the skill trees from the first page...&lt;br /&gt;
--[[User:TheWanderer|TheWanderer]] 01:30, 11 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mathematical Analysis Policy? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is the right place to ask this, but the Community Portal seems to be empty.  My question is:  Is it acceptable to include analytical summaries of skill effects in certain cases?  For example, [[Hungering Arrow]] has a 60% pierce chance.  That means it hits an average of (infinite sum of 0.6^n from n=0 to infinity) = (1 + 0.6 /( 1 - 0.6) ) times.  Therefore, you could say that on average, it deals 140% * (1 + 0.6 /( 1 - 0.6) ) = 350% Weapon Damage.  You could also do similar calculations for all the other Hungering Arrow runes except Alabaster, since none of them deal AoE damage.&lt;br /&gt;
&lt;br /&gt;
Would it be acceptable to include the calculated average weapon damage in the page for Hungering Arrow?  I understand this kind of analysis isn't possible in some cases without extensive guesswork, (like Alabaster Rune).  However, in some cases it's just single-target damage for each of them so they should be directly comparable.&lt;/div&gt;</summary>
		<author><name>Strill</name></author>	</entry>

	</feed>