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Potion

2,994 bytes added, 12:13, 28 December 2019
Potions in PvP
[[File:Health-potion-tooltip-ros.JPG|thumb|300px|Health potion in Reaper of Souls.]]The role only type of '''potions''' potion in [[Diablo III]] has changed repeatedly during 3 and Reaper of Souls is the development. Early onhealing potion, there were which grants an instant heal of 60% of a character's maximum health and mana potions, just like in Diablo II. Later changes to the game structure and class with a 30 second [[resourcescooldown]] removed [[mana]] potions entirely, while leaving health pots. There were never any rejuvenation potions seenbefore another potion can be consumed.
As Earlier games in the series had multiple quality levels mana potions and rejuvenation potions, and there were multiple quality levels of May 2011, healing potions remain in the game, but they are designed as emergency life savers, not as something characters will sip regularly[[Diablo 3 vanilla]]. Health potions instantly heal a large amount of hit pointsThe potion system was greatly simplified in [[D3v2]] and [[RoS]], but have a long cool down, eight seconds or so as with only one type of Blizzcon 2010potion, which makes them something a character can only count on once whether found at level 1 or twice during an intense fightlevel 70. There were no healing potions available for characters in the Reaper of Souls adds six [[ArenaLegendary Health Potions]] demowhich grant identical healing to a normal potion, but it's not known if this prohibition will apply to the Arena in the final gameadd a bonus defensive effect for 5 seconds.
Most healing needs in Diablo III are meant to be satisfied with [[health globes]].
==Legendary Health Potions==
 
All are Reaper of Souls and [[Torment-only]] item finds, from targets level 61 and higher. See the individual potion pages for fuller details and screenshots.
 
[[Bottomless Potion of the Diamond]]
* Increases Resist All by 50–100 for 5 seconds.
The amount of [[resistance]] is set at the time the potion drops, and does not change thereafter.
 
 
[[Bottomless Potion of Kulle-Aid]]
* Burst through Waller walls for 5 seconds.
The most useful of the legendary potions, this one can be used to escape certain death when boxed in by [[Waller]] walls. Highly sought after in [[Hardcore]].
 
 
[[File:Leg-potion-regeneration.png|frame|Bottomless Potion of Regeneration]]
[[Bottomless Potion of the Leech]]
* Increases Life per Hit by 1500–3000 for 5 seconds.
The amount of [[Life per Hit]] is set when the potion drops, and does not vary afterwards. This amount adds to a character's total Life per Hit from equipment, skills, and [[Paragon Points]].
 
 
[[Bottomless Potion of Mutilation]]
* Increases Life per Kill by 4000–8000 for 5 seconds.
The amount of [[Life per Kill]] is set when the potion first drops, and does not vary afterwards.
 
 
[[Bottomless Potion of Regeneration]]
* Restores extra 25000–45000 Life over 5 seconds.
The amount of life [[regen]] is set at the time the potion drops and does not vary afterwards. This regen stacks on top of a character's other regen from all sources; items, skills, paragon points, etc.
 
 
[[Bottomless Potion of the Tower]]
* Increases Armor by 10% for 5 seconds.
The [[armor]] increase adds on top of a character's total armor value, which is derived from many sources including gear, [[strength]], skills, paragon points, etc. Armor provides mitigation against all forms of damage.
==Potions and Game Balance==
One of the [[D3 Team]]'s main design goals in [[Diablo III]] is to make the game more consistently difficult, or at least challenging. Towards that end, they are going to greatly de-emphasize the role of potions in the game, and force players to obtain [[heal]]ing from [[health globes]]. It's not known if [[NPC]]s will sell potions, or if they will only sell them in limited quantities, but however they are obtained, potions will be less beneficial and less common than they were in [[Diablo II]].
In the [[BlizzCon 2008]] and 2009 demo builds there were no NPCs selling potions (or anything else). Healing potions could be found in the demo, but they were fairly rare. Each healing potion granted a set amount of [[life]] (40 for a [[Barbarian]] at level 8, who had about 150 total life), and filled that much health instantly, as rejuvenation potions do in Diablo II. There was a considerable cooldown time after drinking a potion (before another one could be consumed). In the 2009 demo, this cooldown was around 8 seconds.
==Health potion function remained substantially the same Potion Evolution in the Blizzcon 2010 PvE demo. There were no potions available in the [[PvP]] Arena demo, but it's not known if this will be true for the final game as well.Diablo 3==
The role of '''potions''' in [[Diablo III]] changed repeatedly during the development. Early on, there were health and mana potions of various quality levels, much as we saw in [[Diablo II]]. As development progressed this system was greatly altered by the addition of unique [[resources]] and resource management issues for each class, changes to make the combat system more strategic and less [[spiky]], the addition of [[health globes]], items and skills designed to provide healing and damage mitigation, and much more.
===Health Potions===Health Potions have worked their way back into the gameAs a result of these changes, during development. Early onmana potions were removed entirely, and the team talked about there being no, or very few use of health potions. As was changed from a spammy drinkalot system like Diablo 2's to a sort of Blizzcon 2009emergency button that provided big healing, but came with a lengthy cooldown. Health potions were very rarely seen compared to went from no cooldown (Diablo 2. Although the overpowered demo build characters seldom needed style) to use potionsa moderate cooldown (8 seconds as of Blizzcon 2010), this was definitely an accepted element of keeping a character aliveto the 30 second cooldown upon launch.
[[Jay Wilson]] talked about the concept and execution of health potions during an interview from Blizzcon 2009. [http://pc.ign.com/articles/101/1017305p1.html]
::'''Jay Wilson: '''We did put health potions back in, but they play a very different role. You can't spam them like you used to, you can only use them about once a map. The purpose of those is to take the edge off the loss of health. I don't have health, or I've got half health, do I want to use a health potion, or do I want to risk it? Ooh, I've got 10% health, it's not even a decision. That's a really interesting decision, and it makes potion use a fun part of the game.
::'''''IGN: '''Why not auto-cast a potion if you're down to 10%? ''
::'''Jay Wilson: '''Because it takes the choice away from the player and we wouldn't want to do that. We really want the player to make that choice. So the other side of it is, we deal with some of the harder monsters, like bosses and rares and champions, they don't just drop them like that. They would drop health globes at percentages of their health. Rares in particular are almost guaranteed to drop about every 25%. The other thing we did, because we design everything for cooperative play, if you pick up a health globe and you have a friend nearby, you both get the benefit. So that's something we did to make sure the system didn't favor people who are running forward, melee classes, who used to pull up all the health potions. Now they're actually helping the people in the back.
 
 
 
===Potions in Demos===
 
The function of potions was seen most clearly by players at various public demos of Diablo 3.
 
In the [[BlizzCon 2008]] and 2009 demo builds there were no NPCs selling potions (or anything else). Healing potions could be found in the demo, but they were fairly rare. Each healing potion granted a set amount of [[life]] (40 for a [[Barbarian]] at level 8, who had about 150 total life), and filled that much health instantly, as rejuvenation potions do in Diablo II. There was a considerable cooldown time after drinking a potion (before another one could be consumed). In the 2009 demo, this cooldown was around 8 seconds.
 
At this point there were not yet health globes in the game, so players had to conserve their life with strategic play or use equipment to add [[life steal]], [[life on hit]], or [[regeneration]].
 
Health potion function remained substantially the same in the Blizzcon 2010 PvE demo. There were no potions available in the [[PvP]] Arena demo, which spurred much player speculation as to whether health potions would be disabled during Arena combat. That remains an open question, as the PvP Arena was never added to Diablo 3, and it remains a pending/future feature even after the launch of Reaper of Souls.
 
 
==Potions in Diablo 3 vanilla==
 
Prior to [[Diablo 3 version 2]] streamlining the system, there were multiple levels of health potions, all with level requirements. Players continually found higher levels of potions as they leveled up, which brought an amusing (except for Hardcore) problem. It was not uncommon for players to sell off their stack of lower level potions, forget to set their stack of the next level up to their hotkey, and then get no healing when they stabbed the button in an emergency.
{|
! style="width:64px" |
! Name
! Effect
| [[Image:IconHPotionMinor.png]]
| Minor Health Potion
| Instantly restores 100 250 life.| {{center|-1}}
|-
| [[Image:IconHPotionLesser.png]]
| Lesser Health Potion
| Instantly restores 200 400 life.| {{center|76}}
|-
| [[Image:IconHPotion.png]]
| Health Potion
| Instantly restores 350 550 life.| {{center|1211}}
|-
| [[Image:IconHPotionGreater.png]]
| Greater Health Potion
| Instantly restores 600 1,000 life.| {{center|1716}}
|-
| [[Image:IconHPotionMajor.png]]
| Major Health Potion
| Instantly restores 800 1,600 life.| {{center|2221}}
|-
| [[Image:IconHPotionSuper.png]]
| Super Health Potion
| Instantly restores 1000 2,500 life.| {{center|2726}}
|-
| [[Image:IconHPotionHeroic.png]]
| Heroic Health Potion
| Instantly restores 2250 4,500 life.
| {{center|37}}
|-
| [[Image:IconHPotionResplendent.png]]
| Resplendent Health Potion
| Instantly restores 4250 6,500 life.
| {{center|47}}
|-
| [[Image:IconHPotionRunic.png]]
| Runic Health Potion
| Instantly restores 5500 9,000 life.| {{center|5253}}
|-
| [[Image:IconHPotionMythic.png]]
| Mythic Health Potion
| Instantly restores 8000 12,500 life.| {{center|5758}}
|}
===Other Potions===
===Other===In addition to health and mana potions, early versions of Diablo 3 had other potions that provided short term buffs.
{|
! style="width:64px" |
! Name
! Effect
! Rq LvLDescription
|-
| [[Image:IconPowerPotion.png]]
| Power Potion
| Critical hit chance increased to 100% for 30 seconds.
| {{center|"How many tyrants and fools have traded their lives for one chance at victory? Such power comes with great risk."<br>-}}Warzecha's Treatise on Magical Means
|}
 
==Potions in PvP==
Players have asked how potions will be handled in [[PvP]] play in [[Diablo III]]. This question is not one the [[D3 Team]] have answered yeryet. There were no healing potions in the Blizzcon 2010 PvP demo, but this might not indicate a design decision for the final game.
[[Jay Wilson]] did talk about healing potions in conceptual terms, during a [[BlizzCon]] 2008 Q&A session.[http://www.diii.net/blog/comments/blizzcon-press-conference-with-jay-wilson/]
==Elixirs==
 There are were various types of [[elixir]]s seen early in Diablo III3's development. So far In the deme at Blizzcon 2008 players saw [[Strength]] and [[Dexterity]] elixirs have been seen. As of [[BlizzCon 2008]], these provided a temporary, that each granted substantial bonus for 300 second bonus to that one attributeseconds. Elixirs were not seen in These elixirs had been removed from the game by Blizzcon 2010 demo and it's have not known if they remain in the gamebeen seen since
==Potions in Diablo II==
See the {{iw|Potion Potions page}} in the Diablo II wiki for full details on potion use in Diablo II.
 
 
[[category:potions]]
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