Difference between revisions of "Life"

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The '''Life''' globe on the lower-left screen represents the amount of health or hit points your character has based on the overall [[Vitality]] stat from your character base stats and extra permanent Vitality points acquired through weapons, armor gear, and + vitality runes.
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[[Image:Health.gif|frame|left|The Health bulb in Diablo III.]]
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Life is the general term for a character's health source in Diablo 3 and Reaper of Souls.  Life differs from "[[hit points]]" chiefly in how the game refers to the terms, and fans often use the words interchangeably.
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In-game bonuses and [[Paragon Points]] can add to [[vitality]] and/or Life%, which are factored in with other potential bonuses from skills to determine a character's total hit points. Characters want to add to their hit points via vitality and life%, and which bonus adds more hit points depends on a character's total vitality. For instance, a character with 1000 vitality would gain equivalent bonuses from +100 vitality or +10% life, and the bonuses modify each other; higher vitality means more gain from each % of added life, and vice versa.
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[[Toughness]] is determined by a character's hit points, as well as various forms of damage mitigation, chiefly [[Armor]] and [[Resistances]]. Most characters will gain more survival benefit from increasing their damage mitigation<ref>[http://diablo.incgamers.com/blog/comments/diablo-3-survival-healing-vs-toughness-vs-hit-points Toughness vs hit points] - Wyatt Cheng article, 19/04/2014</ref> than by boosting their hit points, though inexperienced players often misunderstand this and gain a false sense of security from higher hit points.
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==Pain and Healing==
  
 
A [[character]] loses Life through being hit by [[melee]], [[ranged]] and [[magic]]al attacks, but can also be affected by traps and objects bound to the physics engine behaviour.
 
A [[character]] loses Life through being hit by [[melee]], [[ranged]] and [[magic]]al attacks, but can also be affected by traps and objects bound to the physics engine behaviour.
  
Life can be replenished with [[Health Globe]]s that randomly drop when [[monster]]s are killed. You just need to walk over these globes to replenish life over time. Other means are [[Potion|Healing Potions]], Elixirs, rejuvenation potions, [[shrine]]s, and magical items with +replenish life.
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Hit points can be replenished with [[Health Globe]]s that drop when [[monster]]s are killed. You just need to walk over these globes to gain hit points back in large chunks. Other means to refill your life are [[Potion|Healing Potions]], life [[regeneration]] from gear or [[Paragon Points]], healing wells, healing skills, gear that adds life when dealing damage or killing targets, and more.
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==References==
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<references/>
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{{Template:Items navbox|normal}}
  
 
[[Category:Character]]
 
[[Category:Character]]
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[[category:combat]]
 
[[Category:Reference]]
 
[[Category:Reference]]

Latest revision as of 09:46, 19 June 2014

The Health bulb in Diablo III.

Life is the general term for a character's health source in Diablo 3 and Reaper of Souls. Life differs from "hit points" chiefly in how the game refers to the terms, and fans often use the words interchangeably.

In-game bonuses and Paragon Points can add to vitality and/or Life%, which are factored in with other potential bonuses from skills to determine a character's total hit points. Characters want to add to their hit points via vitality and life%, and which bonus adds more hit points depends on a character's total vitality. For instance, a character with 1000 vitality would gain equivalent bonuses from +100 vitality or +10% life, and the bonuses modify each other; higher vitality means more gain from each % of added life, and vice versa.

Toughness is determined by a character's hit points, as well as various forms of damage mitigation, chiefly Armor and Resistances. Most characters will gain more survival benefit from increasing their damage mitigation[1] than by boosting their hit points, though inexperienced players often misunderstand this and gain a false sense of security from higher hit points.


Pain and Healing[edit | edit source]

A character loses Life through being hit by melee, ranged and magical attacks, but can also be affected by traps and objects bound to the physics engine behaviour.

Hit points can be replenished with Health Globes that drop when monsters are killed. You just need to walk over these globes to gain hit points back in large chunks. Other means to refill your life are Healing Potions, life regeneration from gear or Paragon Points, healing wells, healing skills, gear that adds life when dealing damage or killing targets, and more.


References[edit | edit source]

  1. Toughness vs hit points - Wyatt Cheng article, 19/04/2014