Core tab

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Core Tab for a Barbarian.

The Core Tab is one of the four tabs of properties that can be boosted by Paragon points. The first Paragon point and every fourth point thereafter are assigned to this tab, and can be spent in one of the four properties. The Mainstat and Vitality fields are the only two of the 16 Paragon Points properties that do not hit a hard cap at 50, and all Paragon points earned above 800 are assigned only to the Core Tab.

  • Mainstat: +5 per point, no hard cap.
  • Vitality: +5 per point, no hard cap.
  • Movement Speed, +0.5% per point, maxing out at +25% with 50 points.
  • +Maximum Resource: (Amount differs between the classes; details below.)

The Core Tab when first revealed was much simpler had just just the four attributes, each of which added 5 points per Paragon point spent.

Paragon Points[edit | edit source]

In the Paragon 2.0 system, each level grants a new Paragon Point, alternating between the four tabs. The first Paragon Point must be spent in the Core Tab, the second in the Offense Tab, and so on, until all tabs have 200 points and all the fields are maxed out at 50 points at Paragon 800. Points above that are awarded only to the Core Tab, where the Mainstat, and Vitality bonuses are the only two that do not max out at 50 points and can be boosted forever.

Core Tab[edit | edit source]

The Core Tab has the only two bonuses that do not max out at 50 points. Movement Speed is also an odd one, since the property has a hard cap at 25% from Items + Paragon Points. Thus a character with 20% Movement Speed from gear would only gain another 5% from Paragon Points, and any boost over that would be wasted. (This is why it's best to enchant movement speed off of items, for a more useful bonus that won't be rendered redundant by Paragon Points.)

Offense Tab[edit | edit source]

Critical hit Chance was reduced from .2% to .1% per point during PTR testing, lowering the maximum from 10% to 5%. Prior to that, ChC was clearly the best stat to boost.

  • Attack Speed: +.2% per point, for a maximum of +10% at 50 points.
  • Cooldown Reduction: +2% per point, for a maximum of +10% reduction at 50 points.
  • Critical Hit Chance, +.10% per point, for a maximum of 5% at 50 points.
  • Critical Hit Damage, +1% per point, for a maximum of 50% at 50 points.

Defense Tab[edit | edit source]

The Defense tab shifted a bit during development. The initial version on the PTR had Life, Armor, Dodge, and Resist All. Dodge was subsequently removed entirely from Paragon Point bonuses.

  • Life. Increases +.50% Life per point, to a maximum value of +25% Life.
  • Armor. Increases +.50% Armor per point, to a maximum value of +25% Armor.
  • All Resistance: +5 per point, with a maximum of 250.
  • Life Regeneration, +165.1 per point, for a maximum of +8252 life per second.
    • Originally +33 per point with a maximum of +1650, before Patch 2.1 boosted it as part of the general healing and combat engine changes.[1]

Utility Tab[edit | edit source]

Big boost to Life on Hit in Patch 2.1 on the PTR.

The Utility Tab changed several times during testing. In the initial iteration during PTR testing it held Magic Find, Gold Find, +maximum resource, and Movement Speed. Paragon point options were shuffled between the tabs and some were removed or replaced during development.

The current stats in the live game are:

  • Area Damage: +1% per point, max of +50%.
  • Resource Cost Reduction: 0.2% per point, maximum of 10% cost reduction.
  • Life on Hit: 82.5 per point, maxing out at 4125.
    • Originally set to 16.5 per point, with a 50 point cap of 825. This stat was boosted considerably during Patch 2.1 on the PTR, as part of the general healing and combat engine changes.[2]
  • Gold Find: +1% per point for a maximum of +50%.
    • Gold Find boosted by gear or Paragon Points switched from additive to multiplicative in Patch 1.0.6, granting much higher Gold Find on higher difficulty levels and making points here worth the expense for many gold-poor players.

Paragon points in the Core tab as of Gamescom 2013, with the initial system design.