Difference between revisions of "Difficulty"

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[[File:Difficulty-slider-t1.jpg|thumb|400px|Difficulty selection interface.]]
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Difficulty in Diablo 3 and Reaper of Souls has changed greatly over the course of the game. Upon release the game mirrored the previous Diablo titles, with difficulty levels, Normal, Nightmare, Hell, and Inferno, the fourth level new in Diablo 3. Each difficulty level repeated the same content, with the monsters rising in level and ability, and their gold, items, and experience values increasing proportionally.  On top of that players could set their desired [[Monster Power]] level to further customize the difficulty and rewards.
 +
 +
* See the [[Difficulty archive]] for a complete description of difficulty levels as they existed in [[Diablo 3 vanilla]].
 +
 +
This entire system was changed in [[Diablo 3 version 2]] and [[Reaper of Souls]]. The four difficulty levels were removed and replaced with a scaling system where every monster in the game is scaled to the level of the character who created the game. Players can further customize that by selecting a Difficulty level. Raising the difficulty increases monster hit points and damage, while also boosting the exp and gold rewards for monsters, as well as all [[quests]], [[bounties]], [[Cursed Chests]], etc.. Higher difficulty levels also increase the drop rates of [[legendary]] items, and in the [[end game]] there are numerous features unlocked by playing on Torment (or higher) difficulty.
 +
 +
While the progression has changed from tiers to scaling, many game features remain at the same approximate levels. he designed character/monster levels were formerly 1-30 in Normal, 31-50 in Nightmare, 51-60 in Hell, and 60+ in Inferno. Thus something like new Elite Modifiers and a second Elite ability that were formerly added in Nightmare show up in the scaling system when the monsters are around level 30.
 +
 +
 +
==Difficulty Levels==
 +
 +
The difficulty levels are set by the player upon game creation, and each level changes many aspects of the game. The full details can be seen further down this page in the large table. Each level higher in difficulty setting increases the monster hit points and damage, as well as the exp/gold rewards for killing monsters, as well as completing quests, bounties, and side events.
 +
 +
===PC Difficulty Levels===
 +
 +
* [[Normal]]: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
 +
* [[Hard]]: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
 +
* [[Expert]]: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
 +
** Doubled bounty currency rewards for Expert and all higher levels.
 +
* [[Master]]: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
 +
** [[Imperial]] gems may drop instead of Marquise on Master and all higher levels.
 +
* [[Torment I]]: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
 +
** Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.
 +
* [[Torment II]]: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
 +
* [[Torment III]]: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
 +
* [[Torment IV]]: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
 +
* [[Torment V]]: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
 +
* [[Torment VI]]: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus
 +
 +
 +
===Diablo 3 Console Difficulty Levels ===
 +
 +
These are the values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what's seen on the PC in Reaper of Souls.
 +
 +
* Easy: +0% Gold Find, +0% Magic Find, +0% Experience
 +
* Normal: +20% Gold Find, +20% Magic Find, +40% Experience
 +
* Hard: +40% Gold Find, +40% Magic Find, +80% Experience
 +
* Master I: +60% Gold Find, +60% Magic Find, +120% Experience
 +
* Master II: +70% Gold Find, +70% Magic Find, +140% Experience
 +
* Master III: +80% Gold Find, +80% Magic Find, +160% Experience
 +
* Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
 +
* Master V: +100% Gold Find, +100% Magic Find, +200% Experience
 +
 +
 +
 +
==Crafting==
 +
 +
In [[Diablo 3 vanilla]] there were new tiers of [[crafting]] materials for each difficulty level, with white, blue, and yellow [[mats]] for each, plus Fiery Brimstones as an orange material that was only available in Inferno, plus Demonic Essences that only dropped from Elites on Inferno. The entire crafting system was overhauled in [[D3v2]] with materials simplified.
 +
 +
In the new system there are two tiers of crafting mats: level 1-60 and level 61-70.  Each tier has a white, blue, yellow, orange, and 1 special monster-drop-only type of material, and all crafting recipes require some of those materials of the appropriate tier.  Legendary materials also exist, with a few found in Diablo 3 and dozens in Reaper of Souls, almost all of them only dropping once a character reaches level 70.
 +
 +
D3v2 and RoS add many new crafting plans. The lower level ones can drop throughout the game, but most of the new ones will only begin to drop at level 70, and require the Jeweler and/or Blacksmith to be trained up to level 12 in order to learn the plans and produce the new items or gems.
 +
 +
 +
==Gems==
 +
 +
Gems from chipped up through Flawless Squares drop in Diablo 3, starting at about character/monster level 15 and progressing gradually upwards to level 8 gems (flawless squares) with a new type of gem beginning to drop about every 5th monster level. The lack of an [[Auction House]] makes it very difficult to create high level gems, since hundreds and even thousands of Flawless Squares are required to combine up into level 10-15 gems. (Though D3v2 greatly reduced the gold and material cost for gem upgrading.)
 +
 +
This system changes radically in [[Reaper of Souls]], where after the same level 1-8 gem progression overthe course of character/monser level 1-60, things jump up a great deal at level 61. Then Marquise (level 15) begin to drop, with a chance for the next level, Imperial, on Master or Torment difficulty. These higher level gems utterly outclass the lower level gems, and with no level requirement to use them, they make [[twinking]] very easy.
 +
 +
Players just moving into Reaper of Souls from Diablo 3 wind up simply throwing away (vendor selling them for a fraction their previous value) all their sub-Marquise gems, and there's the curious dead zone from gem level 9-14, since these never drop and are very hard to create in Reaper of Souls, since Flawless Squares (gem level 8) only drop from around level 58-60.
 +
 +
 +
==Life Steal==
 +
 +
The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – was formerly reduced on higher difficulty levels. It now is reduced at certain character levels, becoming non-functional at level 70.
 +
 +
* Level 1-59: 100% Life Steal effective.
 +
* Level 60-69: 10% Life Steal effective.
 +
* Level 70: 0% Life Steal effective.
 +
 +
 +
 +
==Elite Modifiers==
 +
 +
[[Elite modifiers]] are are introduced gradually, with more difficult modifiers coming in at higher levels, and random Elites gaining a 2nd, 3rd, and ultimately 4th effect at higher levels. Those proceeded at regular level intervals in Diablo 3 vanilla, with the 2nd boss modifier coming in Nightmare, 3rd in Hell, and 4th in Inferno.  In D3v2 and RoS there are no such tiers, though the various Elite Modifiers and the 2nd, 3rd, and 4th abilities come at levels that approximate the designed progression curve from Diablo 3 vanilla.
 +
 +
* Early Elite Affixes come in from 1-30. These include [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]]. Blizzard has not revealed the exact levels at which the five new Elite abilities become available, but [[Wormhole]] and [[Thunderstorm]] have been seen in the early levels.
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* Around level 30 Elites will gain a second ability, and the affixes formerly found on Nightmare begin to appear. [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]]. It's not certain, but from testing it seems that [[Frozen Pulse]], [[Orbiter]], and [[Poison Enchanted]] become available in this level range.
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* Around level 50 Elites will gain a third ability, and [[Avenger]] and [[Health Link]] begin to appear.
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* Around level 60 Elites gain a fourth random modifier, but all abilities are already in play.
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 +
 +
 +
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==Monster Resistances==
 +
 +
Numerous monster properties vary with difficulty level, with enemies growing more resistant to stuns and other [[crowd control]] effects on higher levels. These effect were previously tied to difficulty tiers. Now they scale up with monster levels, same as hit points and damage. When viewing the following chart, simply substitute the levels for the tiers.  e.g. Normal = 1-30. Nightmare = 31-50, Hell = 51-60, and Inferno = 61-70.
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 +
[[File:Difficulty-scaling-monsters.jpg|center|frame|Minimum values must be exceeded for properties to take effect.]]
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Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [http://diablo.incgamers.com/blog/comments/developer-journal-crowd-control-changes] This information is still relevant, with the tiers spread more gradually around the approximate monster levels, instead of kicking in exactly on the new difficulty tier.
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 +
<blue>How It Works:
 +
 +
* Monsters have a “CC resistance” that is stored on a per-monster basis.
 +
*The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
 +
*Monsters lose 10% of their CC resistance every second that they are not CC’d.
 +
*Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
 +
**35% in Normal
 +
**50% in Nightmare
 +
**65% in Hell
 +
**65% in Inferno
 +
 +
What This Means For the Player:
 +
 +
*From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
 +
 +
*You will never get an “Immune” message due to diminishing returns.
 +
 +
*Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
 +
**As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
 +
 +
*If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
 +
 +
*A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.
 +
</blue>
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 +
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===Difficulty Scaling in Multiplayer===
 +
 +
Monsters gain power and rewards with more players in the same game, regardless of the level of the players, if they are in the same area, etc.  Another player standing in town still causes all enemies in the dungeons to scale up, same as if that player was in the dungeon fighting.  The scaling is dynamic; monsters will increase or decrease their multiplayer scaling only when they spawn, so as other players join or leave the game the properties change dynamically; not for monsters mid-fight, but for monsters that have not spawned yet.
 +
 +
* 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 150%.
 +
* 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 200%
 +
* 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 250%.
 +
 +
 +
 +
==D3v2/RoSW Difficulty Table==
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All difficulty-scaling features in [[Diablo 3 version 2]] and [[Reaper of Souls]] are presented in the following table.
  
 
{|  border="0" cellspacing="0" cellpadding="0"  
 
{|  border="0" cellspacing="0" cellpadding="0"  
| Difficulty Setting  
+
! Difficulty Setting  
| Normal
+
! Normal
| Hard
+
! Hard
| Expert
+
! Expert
| Master
+
! Master
| T1
+
! Torment 1
| T2
+
! Torment 2
| T3
+
! Torment 3
| T4
+
! Torment 4
| T5
+
! Torment 5
| T6
+
! Torment 6
 
|-  
 
|-  
| Monster Health  
+
! Monster Health  
 
| 100%
 
| 100%
 
| 200%
 
| 200%
Line 25: Line 164:
 
| 8590%
 
| 8590%
 
|-  
 
|-  
| Monster Damage
+
! Monster Damage
 
| 100%
 
| 100%
 
| 130%
 
| 130%
Line 37: Line 176:
 
| 2540%
 
| 2540%
 
|-  
 
|-  
| +XP
+
! +XP
 
| -
 
| -
 
| 75%
 
| 75%
Line 49: Line 188:
 
| 1600%
 
| 1600%
 
|-  
 
|-  
| + Gold Find  
+
! + [[Gold Find]]
 
| -
 
| -
 
| 75%
 
| 75%
Line 61: Line 200:
 
| 1600%
 
| 1600%
 
|-  
 
|-  
| + Magic Find
+
! + [[Magic Find]]
 
| -
 
| -
 
| -
 
| -
Line 73: Line 212:
 
| -
 
| -
 
|-  
 
|-  
| 2 Players  
+
! 2 Players  
 
| 10%
 
| 10%
 
| 85%
 
| 85%
Line 85: Line 224:
 
| 1610%
 
| 1610%
 
|-  
 
|-  
| 3 Players  
+
! 3 Players  
 
| 20%
 
| 20%
 
| 95%
 
| 95%
Line 97: Line 236:
 
| 1620%
 
| 1620%
 
|-  
 
|-  
| 4 Players
+
! 4 Players
 
| 30%
 
| 30%
 
| 105%
 
| 105%
Line 109: Line 248:
 
| 1630%
 
| 1630%
 
|-  
 
|-  
| + Legendary Drop
+
! + [[Legendary]] Drop
 
| -
 
| -
 
| -
 
| -
Line 121: Line 260:
 
| 131%
 
| 131%
 
|-  
 
|-  
| + Rift Legendary Drop  
+
! + [[Rift]] Legendary Drop  
 
| 25%
 
| 25%
 
| 25%
 
| 25%
Line 133: Line 272:
 
| 189%
 
| 189%
 
|-  
 
|-  
| Bounty Blood Shards  
+
! [[Bounty]] [[Blood Shards]]
 
| Normal
 
| Normal
 
| Normal
 
| Normal
Line 145: Line 284:
 
| Double
 
| Double
 
|-  
 
|-  
| Imperial Gems  
+
! [[Imperial]] [[Gems]]
 
| -
 
| -
 
| -
 
| -
Line 157: Line 296:
 
| 61+
 
| 61+
 
|-  
 
|-  
| New 70 Legendaries  
+
! New 70 Legendaries  
 
| -
 
| -
 
| -
 
| -
Line 169: Line 308:
 
| Yes
 
| Yes
 
|-  
 
|-  
| Class Sets  
+
! Class Sets  
 
| -
 
| -
 
| -
 
| -
Line 181: Line 320:
 
| 60+
 
| 60+
 
|-  
 
|-  
| Uber Keys &amp; Demonic Organs  
+
! Uber [[Keys]] &amp; [[Demonic Organs]]
 
| -
 
| -
 
| -
 
| -
Line 193: Line 332:
 
| 25%
 
| 25%
 
|-  
 
|-  
| Death's Breath  
+
! [[Death's Breath]]
 
| 15%
 
| 15%
 
| 18%
 
| 18%
Line 205: Line 344:
 
| 77%
 
| 77%
 
|-  
 
|-  
| Legendary Crafting Mats  
+
! [[Legendary Crafting Mats]]
 
| 5%
 
| 5%
 
| 6%
 
| 6%
Line 220: Line 359:
  
 
[[category:basics]]
 
[[category:basics]]
 +
[[category:difficulty]]
 +
[[category:Reaper of Souls]]
 +
[[category:D3v2]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 14:34, 7 April 2014

Difficulty selection interface.

Difficulty in Diablo 3 and Reaper of Souls has changed greatly over the course of the game. Upon release the game mirrored the previous Diablo titles, with difficulty levels, Normal, Nightmare, Hell, and Inferno, the fourth level new in Diablo 3. Each difficulty level repeated the same content, with the monsters rising in level and ability, and their gold, items, and experience values increasing proportionally. On top of that players could set their desired Monster Power level to further customize the difficulty and rewards.

This entire system was changed in Diablo 3 version 2 and Reaper of Souls. The four difficulty levels were removed and replaced with a scaling system where every monster in the game is scaled to the level of the character who created the game. Players can further customize that by selecting a Difficulty level. Raising the difficulty increases monster hit points and damage, while also boosting the exp and gold rewards for monsters, as well as all quests, bounties, Cursed Chests, etc.. Higher difficulty levels also increase the drop rates of legendary items, and in the end game there are numerous features unlocked by playing on Torment (or higher) difficulty.

While the progression has changed from tiers to scaling, many game features remain at the same approximate levels. he designed character/monster levels were formerly 1-30 in Normal, 31-50 in Nightmare, 51-60 in Hell, and 60+ in Inferno. Thus something like new Elite Modifiers and a second Elite ability that were formerly added in Nightmare show up in the scaling system when the monsters are around level 30.


Difficulty Levels

The difficulty levels are set by the player upon game creation, and each level changes many aspects of the game. The full details can be seen further down this page in the large table. Each level higher in difficulty setting increases the monster hit points and damage, as well as the exp/gold rewards for killing monsters, as well as completing quests, bounties, and side events.

PC Difficulty Levels

  • Normal: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
  • Hard: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
    • Doubled bounty currency rewards for Expert and all higher levels.
  • Master: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
    • Imperial gems may drop instead of Marquise on Master and all higher levels.
  • Torment I: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
    • Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.
  • Torment II: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
  • Torment III: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
  • Torment IV: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
  • Torment V: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
  • Torment VI: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus


Diablo 3 Console Difficulty Levels

These are the values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what's seen on the PC in Reaper of Souls.

  • Easy: +0% Gold Find, +0% Magic Find, +0% Experience
  • Normal: +20% Gold Find, +20% Magic Find, +40% Experience
  • Hard: +40% Gold Find, +40% Magic Find, +80% Experience
  • Master I: +60% Gold Find, +60% Magic Find, +120% Experience
  • Master II: +70% Gold Find, +70% Magic Find, +140% Experience
  • Master III: +80% Gold Find, +80% Magic Find, +160% Experience
  • Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
  • Master V: +100% Gold Find, +100% Magic Find, +200% Experience


Crafting

In Diablo 3 vanilla there were new tiers of crafting materials for each difficulty level, with white, blue, and yellow mats for each, plus Fiery Brimstones as an orange material that was only available in Inferno, plus Demonic Essences that only dropped from Elites on Inferno. The entire crafting system was overhauled in D3v2 with materials simplified.

In the new system there are two tiers of crafting mats: level 1-60 and level 61-70. Each tier has a white, blue, yellow, orange, and 1 special monster-drop-only type of material, and all crafting recipes require some of those materials of the appropriate tier. Legendary materials also exist, with a few found in Diablo 3 and dozens in Reaper of Souls, almost all of them only dropping once a character reaches level 70.

D3v2 and RoS add many new crafting plans. The lower level ones can drop throughout the game, but most of the new ones will only begin to drop at level 70, and require the Jeweler and/or Blacksmith to be trained up to level 12 in order to learn the plans and produce the new items or gems.


Gems

Gems from chipped up through Flawless Squares drop in Diablo 3, starting at about character/monster level 15 and progressing gradually upwards to level 8 gems (flawless squares) with a new type of gem beginning to drop about every 5th monster level. The lack of an Auction House makes it very difficult to create high level gems, since hundreds and even thousands of Flawless Squares are required to combine up into level 10-15 gems. (Though D3v2 greatly reduced the gold and material cost for gem upgrading.)

This system changes radically in Reaper of Souls, where after the same level 1-8 gem progression overthe course of character/monser level 1-60, things jump up a great deal at level 61. Then Marquise (level 15) begin to drop, with a chance for the next level, Imperial, on Master or Torment difficulty. These higher level gems utterly outclass the lower level gems, and with no level requirement to use them, they make twinking very easy.

Players just moving into Reaper of Souls from Diablo 3 wind up simply throwing away (vendor selling them for a fraction their previous value) all their sub-Marquise gems, and there's the curious dead zone from gem level 9-14, since these never drop and are very hard to create in Reaper of Souls, since Flawless Squares (gem level 8) only drop from around level 58-60.


Life Steal

The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – was formerly reduced on higher difficulty levels. It now is reduced at certain character levels, becoming non-functional at level 70.

  • Level 1-59: 100% Life Steal effective.
  • Level 60-69: 10% Life Steal effective.
  • Level 70: 0% Life Steal effective.


Elite Modifiers

Elite modifiers are are introduced gradually, with more difficult modifiers coming in at higher levels, and random Elites gaining a 2nd, 3rd, and ultimately 4th effect at higher levels. Those proceeded at regular level intervals in Diablo 3 vanilla, with the 2nd boss modifier coming in Nightmare, 3rd in Hell, and 4th in Inferno. In D3v2 and RoS there are no such tiers, though the various Elite Modifiers and the 2nd, 3rd, and 4th abilities come at levels that approximate the designed progression curve from Diablo 3 vanilla.

  • Around level 50 Elites will gain a third ability, and Avenger and Health Link begin to appear.
  • Around level 60 Elites gain a fourth random modifier, but all abilities are already in play.



Monster Resistances

Numerous monster properties vary with difficulty level, with enemies growing more resistant to stuns and other crowd control effects on higher levels. These effect were previously tied to difficulty tiers. Now they scale up with monster levels, same as hit points and damage. When viewing the following chart, simply substitute the levels for the tiers. e.g. Normal = 1-30. Nightmare = 31-50, Hell = 51-60, and Inferno = 61-70.

Minimum values must be exceeded for properties to take effect.

Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [1] This information is still relevant, with the tiers spread more gradually around the approximate monster levels, instead of kicking in exactly on the new difficulty tier.

How It Works:
  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
    • 35% in Normal
    • 50% in Nightmare
    • 65% in Hell
    • 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an “Immune” message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
    • As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
  • If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.


Difficulty Scaling in Multiplayer

Monsters gain power and rewards with more players in the same game, regardless of the level of the players, if they are in the same area, etc. Another player standing in town still causes all enemies in the dungeons to scale up, same as if that player was in the dungeon fighting. The scaling is dynamic; monsters will increase or decrease their multiplayer scaling only when they spawn, so as other players join or leave the game the properties change dynamically; not for monsters mid-fight, but for monsters that have not spawned yet.

  • 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 150%.
  • 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 200%
  • 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 250%.


D3v2/RoSW Difficulty Table

All difficulty-scaling features in Diablo 3 version 2 and Reaper of Souls are presented in the following table.

Difficulty Setting Normal Hard Expert Master Torment 1 Torment 2 Torment 3 Torment 4 Torment 5 Torment 6
Monster Health 100% 200% 320% 512% 819% 1311% 2097% 3355% 5369% 8590%
Monster Damage 100% 130% 189% 273% 396% 575% 833% 1208% 1752% 2540%
+XP - 75% 100% 200% 300% 400% 550% 800% 1150% 1600%
+ Gold Find - 75% 100% 200% 300% 400% 550% 800% 1150% 1600%
+ Magic Find - - - - - - - - - -
2 Players 10% 85% 110% 210% 310% 410% 560% 810% 1160% 1610%
3 Players 20% 95% 120% 220% 320% 420% 570% 820% 1170% 1620%
4 Players 30% 105% 130% 230% 330% 430% 585% 830% 1180% 1630%
+ Legendary Drop - - - - 15% 32% 52% 75% 101% 131%
+ Rift Legendary Drop 25% 25% 25% 25% 44% 65% 90% 119% 151% 189%
Bounty Blood Shards Normal Normal Double Double Double Double Double Double Double Double
Imperial Gems - - - 61+ 61+ 61+ 61+ 61+ 61+ 61+
New 70 Legendaries - - - - Yes Yes Yes Yes Yes Yes
Class Sets - - - - 60+ 60+ 60+ 60+ 60+ 60+
Uber Keys & Demonic Organs - - - - 25% 25% 25% 25% 25% 25%
Death's Breath 15% 18% 21% 25% 31% 37% 44% 53% 64% 77%
Legendary Crafting Mats 5% 6% 7.2% 8.6% 10.4% 12.4% 14.9% 17.9% 21.5% 25.8%