24
edits
Changes
General revision and spiffing up.
[[File:New-stats-paperdoll.jpg|thumb|300px|Stats are now incorporated into the inventory/paper doll display.]]
This lists the four core attributes and their precise effects, as of patch 1.0.2.<ref>http://blackrabbit2999.blogspot.com/2012/05/diablo-3-game-mechanics-complete-guide.html</ref>
===Strength===
[[Strength]] governs how much [[Armor]] a character has and increases [[Barbarian]]'s [[damage]] dealt.<br>
'''Each point of Strength gives:'''
*+1 to [[Armor]].*+1% to damage for [[Barbarian]]'s damage.
===Dexterity===
[[Dexterity]] governs the chance that a character will [[Dodge]] an attack and increases [[Demon Hunter]]'s and [[Monk]]'s [[damage]] dealt.<br>
'''Each point of Dexterity gives:'''
*+1% to damage for [[Demon Hunter]]'s damage.*+1% to and [[Monk]]'s damage. *+''x''% to [[Dodge]] chance:{||-! Dexterity !! Increase per point !! Total dodge chance|-| 1 - –100 gives || +0.1% || ''Dex'' × 0.1% per dexterity|-| 101 - –500 gives || +0.025% || ''Dex'' × 0.025% + 7.5%|-| 501 - –1000 gives || +0.02% || ''Dex'' × 0.02% + 10%|-| 1001 - –8000 gives || +0.01% Simply: If you have >1000 dexterity, +dodge is 30% + (dex - 1000)*(|| ''Dex'' × 0.01)% + 20%|}
===Intelligence===
[[Intelligence]] governs the amount of [[Life]] increases a character gains from 's [[Health GlobesResistances]] and increases [[Wizard]]'s and [[Witch Doctor]]'s [[damage]] dealt.<br>
'''Each point of Intellect gives:'''
*+0.1 per point to all [[Resistances]].*+1% to damage for [[Witch Doctor]]'s damage.*+1% to and [[Wizard]]'s damage.
===Vitality===
[[Vitality]] governs the amount of [[Life]] a character has.<br>
'''Each point of Vitality gives:'''
* +''x'' Life**If player level < 35: +, ''x'' = 10 Life per vitality.**If player level ≥ 35: +(level - , ''x'' = ''Level'' − 25) Life per vitality. Thus at At level 60, each point of vitality adds 35 life. This does not include 36 base life and +4 life per level.* Total Life is calculated as follows:*Formulas: X = * If player level < 35, ''Life, V '' = ''Vitality and L = Level: X = V*'' × 10 + L*''Level'' × 4 + 36 X ** If player level ≥ 35, ''Life'' = V*''Vitality'' × (L-''Level'' − 25) + L*''Level'' × 4 + 36
==Other Attributes==
====Armor====
Armor reduces all damage done to the player by a percentage, including magical damage.
:''Reduction'' = (''Armor''/(''Armor'' + ''Mlvl'' × 50)) × 100%,
where ''Mlvl'' is the level of the attacking monster.
====Resistances====
Resistances reduce all damage of a certain type (Physical, Cold, Fire, Lightning, Poison, or Arcane/Holy) done to the player by a percentage. It is comparable to Armor, though each point is worth ten times as much.
:''Reduction'' = (''Resistance''/(''Resistance'' + ''Mlvl'' × 5)) × 100%,
where ''Mlvl'' is the level of the attacking monster.
====Critical Hit Chance====
When a player attacks, they have a chance of hitting with a significantly higher damage than usual. This chance is their "crit" chance. Players have a base of 5% crit hit chance, with a crit damage of 150% normal damage. Items with +Critical Hit Chance can be found.
==Core Attribute Changes==
The core attributes have undergone significant changes since conception. The Diablo 3 beta had a fifth attribute named willpower, which no longer exists.
===Attribute changes in 2012===
[[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.
===Attribute changes in 2010===
* No character has a primary attribute.
* The attribute names are uninspiring.
===Old Attribute System===
| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]
|}
===Even Older Attribute System===
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.
==No Customizable Attributes==
<blue>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.
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.</blue>
==Pre-Set Attributes Removed==
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 resulted in a [http://forums.diii.net/showthread.php?t=699000 resulted in a 30-page forumthread]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.
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]
===Pros===
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.
* 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, "Enough strength for your heaviest item, then all the rest into vitality."
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.
* Prevents twinking and other exploits by low level characters.
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.
* It boosts the importance of items, since those and skills are what differentiates characters.
* 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.
* 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.
* 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.
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.
===Cons===
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.
* 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?
* 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?
* 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.
* What about [[hardcore]]? HC chars Hardcore characters want/need to be built very differently than SCsoftcore, since death is forever.
===Blizzard's Response===
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/]]
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.
<b>Odd character builds: </b><br>
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 "tuned out" 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 "+" button.
==References==
<references/>
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