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Difficulty

8,494 bytes added, 20:39, 6 September 2012
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[[Diablo III]] will have has four difficulty levels unlike in : [[Normal]], [[Nightmare]], [[Diablo 1Hell]] , and [[Diablo 2Inferno]] where there were only three. The names for As in the previous games in the first three series, each difficulty levels have not changed. The difficulty levels in Diablo III are as follows: '''Normal'''level repeats the same content (with a few minor changes), while scaling up all the skills, items, monsters, '''Nightmare'''experience rewards, '''Hell'''gold drops, '''Inferno'''and everything else to maintain a challenge appropriate to the character level.
[[The fourth difficulty level, Inferno]] , is the a new difficulty level added feature in Diablo III that is aimed at max-level characters for , adding a much more challenging [[end-game content]] experience to the Hell difficulty that was the upper limit in Diablo II. While Inferno was a popular feature when first announced, the actual implementation of it has proven controversial and spawned numerous changes and tweaks in the weeks and months after Diablo III's release.
==Official CommentsDifficulty Progression== While most difficulty increases occur gradually, such as monsters steadily increasing their hit points and damage output, there are some preset changes between the difficulty levels.   ===Crafting Materials=== The [[material]] an item [[salvage]]s into depends on the item's level, not the difficulty level it's dropped on. There is a high correlation between higher level monsters and higher level items, but it is not absolute, and even in Act Four of Inferno the monsters will regularly drop items that are below level 60, and will thus salvage into Hell materials.  Normal difficult:* Items from level 1-29 will craft into [[Subtle Essence]] or [[Fallen Tooth]].  Nightmare difficulty:* [[Page of Training]] and [[Page of Jewelcrafting]] drop in Nightmare. These are required for gem upgrades and blacksmithing recipes of approximately Nightmare level.*Items from level 30-49 will craft into [[Shimmering Essence]] or [[Lizard Eye]].  Hell difficulty:* [[Tome of Training]] and [[Tome of Jewelcrafting]] drop in Hell. These are required for gem upgrades and blacksmithing recipes of approximately Hell level.* Items from level 50-60 will craft into [[Wishful Essence]] or [[Encrusted Hoof]].** Level 60 jewelry and Follower-special items will craft into Inferno level materials.  Inferno Difficulty:* Monsters and objects in Inferno may drop [[Tome of Secret]].* Items at level 61 and higher will craft into [[Exquisite Essence]] or [[Iridescent Tear]]. ** Level 60 jewelry and Follower-special items will salvage into Inferno level materials.** Legendary items of level 60 or higher will salvage into [[Fiery Brimstone]].   ==Gem Drops== [[Gems]] are not strictly segregated by difficulty level, the way the tomes and books of training are. Gems are first seen dropping in mid-Act 2 of normal difficulty, when chipped gems begin to show up. The quality of gems progresses steadily as players advance through the difficulty levels, with a rough correspondence to the pages and books of jewelcrafting that are required to upgrade them. By Inferno only Square and Flawless Square gems drop. Flawless Squares are the highest quality of gem that ever drops, and higher qualities must be crafted with the [[Jeweler]]. One annoyance that's persisted until at least patch v1.0.5 is that Square quality gems require a [[Tome of Jewelcrafting]] to upgrade, and while square quality gems drop constantly in Inferno, Tomes of Jewelcrafting do not drop past Hell. Thus players in Inferno must return to Hell and farm for tomes to upgrade their gems. (Though it's much easier and quicker to simply buy stacks of the Tomes in the Auction House.)   ===Boss Modifiers== [[Boss modifiers]] are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], [[Jailer]], and [[Frozen]] were gradually removed/moved to higher monster levels. These are now found later in Act One, and by Act Two all the possible Normal difficulty boss modifiers may be encountered. Normal Difficulty modifiers. Bosses and Champions will have only one of the following:* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].  Nightmare difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected from the pool of all previous modifiers, plus these new ones:* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].  Hell difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the total pool:* [[Avenger]] and [[Health Link]]. ** ([[Invulnerable Minions]] was initially enabled in Hell, but was removed from the game in v1.0.4.)  [[Inferno]] does not add any additional Boss Modifiers, but all Bosses and Champions spawn with 4 modifiers, which can create combinations not seen previously. All boss modifiers are sorted into three classes, which limits their combinations in various ways. For instance, only one of the four Class One modifiers can spawn on a given enemy. These include [[Knockback]], [[Jailer]], [[Nightmarish]], and [[Vortex]]. Thus no monster can ever have two of these modifiers. See the [[Boss_Modifiers#Modifier_Grouping|Modifier Grouping]] info on the Boss Modifiers page for full details.  ==Life Steal== The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – is reduced on higher difficulty levels: * Normal: 100%* Nightmare: 70%* Hell: 40%* Inferno: 20%    ==Monster Difficulty== Numerous monster properties vary by difficulty level, with enemies growing more resistant to stuns and other [[CC]] effects on higher difficulties. [[File:Difficulty-scaling-monsters.jpg|center|frame|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. [http://diablo.incgamers.com/blog/comments/developer-journal-crowd-control-changes] <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>  ==Inferno Issues== While initially planned as a "flat" difficulty level, where the monsters in Act One would have been approximately as challenging and rewarding as those in Act Four, the [[D3 Team]] modified Inferno during development and ultimately made it scale up in challenge.  Since most characters will reach the max level of 60 while still in Hell, all character progression in Inferno is based on improved items, and this has led to much complaint and debate about the difficulty of Inferno, as it seems a hard "[[gear check]]" to many players. This feeling of being unable to progress further without better equipment, and of the extreme difficulty of finding such equipment in Diablo III's random item generation system, fueled much controversy and a number of game tweaks in the weeks after Diablo III's release. Patches v1.0.3 and v1.0.4 includes numerous [[nerfs]] to monster difficulty and improvements to monster drop rates in Inferno. The balancing process is ongoing.   ==End Game Difficulty Development==
[[Jay Wilson]] talked about his desire to ramp up the difficulty and complexity later in the game in a December 2008 interview with 1up.com.[http://www.1up.com/do/previewPage?cId=3172030]