Difference between revisions of "Arcane Power"

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'''Arcane Power''' is the [[resource pool|resource]] used by for the [[Wizard]] for casting her spells. It was revealed in an interview with [[Jay Wilson]] after the [[Artisan]] reveal in GamesCom 2010.
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'''Arcane Power''' is the [[resource]] used by for the [[Wizard]] for casting [[Wizard Skills|her spells]]. It was revealed as the replacement for [[Instability]] by [[Jay Wilson]] at GamesCom, in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]
  
==Background==
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See the [[Instability]] page for much more information about that resource, and information about why Diablo III Wizards do not use mana.
Arcane Power works very much alike to the Rogue's Energy from World of Warcraft, where there is a preset amount of resource that recovers very fast. It allows the wizard to effectively never run out of the Arcane Power, therefore she can use spells at anytime without hindrance. It cannot be increased statistically, but various skills in the Skill Trees can empower it.
 
  
[[Mana]] was the standard resource that people thought the Wizard would use for using her spells, it even had skills in the various trees that empowered it in various ways. It was later replaced with [[Instability]], that would allow the wizard to never run out of resource and to her provide with a choice, which is to be safer or to hit harder. This proved too much, as when wizard became unstable she would take double damage from all sources and only had an increased critical chance to show for it. It has since been replaced with arcane Power.
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==Arcane Power Basics==
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The Wizard's Arcane Power resource works like a very fast-filling mana globe, that can not be increased in amount. Her amount of AP is set, and skills and items only serve to make the globe refill more quickly. This should allow the Wizard to cast low level spells without pause, while higher level spells will drain the globe more quickly, and thus have to be used more sparingly.
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==The Wizard's Design==
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The basic play style of the [[Wizard]] in Diablo III is meant to be as a [[glass cannon]]. The character is able to attack constantly, but is not strong or durable, and must avoid taking much damage from enemies. Instability attempted, unsuccessfully, to create this by making her "more blasty and more vulnerable."  Jay Wilson established that when talking about their goals for wizard design goals in October 2009. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]
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::'''Jay Wilson: '''Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the Witch Doctor we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He's got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting.
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::For the wizard, when she’s out of mana she just dies. And that’s not fun. So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that’s a cool gameplay pull there.
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Arcane Power sounds like it enables this by giving a resource pool that's never really empty, but that will run down if big, powerful skills are used rapidly. Thus wizards in Diablo III should always be able to cast some of their lower level spells, but will have to be more selective with using the bigger, more AP-expensive spells.
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==Arcane Power Revealed==
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Arcane Power is newly-revealed and there are yet very few details about it. All that's known about this resource is what Jay Wilson said about it in August, 2010. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]
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::'''Jay Wilson: '''For the Wizard, we could not get a version of Instability that we liked. The last version involved buff and debuff that would hit the wizard whenever she went unstable. And it was a pretty severe buff. It doubled all her damage taken while increasing her critical hit damage. And it just didn’t affect how people played. They didn’t notice it, and when they did it didn’t change what they were doing. That’s not the point of a resource. It needs to be managed to change the way that you play.
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::So now it’s called [[Arcane Power]] and it’s not dissimilar to mana, in a lot of ways. It regenerates very quickly, but it doesn’t grow over time. It’s a flat amount. A lot of passive skills that enhance it.
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==Influences==
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Arcane Power sounds very much alike to the Rogue's Energy resource from [[World of Warcraft]]. In that game the Rogue character has preset amount of a resource that recovers very quickly, allowing for constant attacks.
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[[category:Basics]]
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[[category:Wizard]]
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[[category:Resources]]
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[[category:Statistics]]
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[[category:Magic]]
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[[category:Character]]

Revision as of 14:18, 14 September 2010

Arcane Power is the resource used by for the Wizard for casting her spells. It was revealed as the replacement for Instability by Jay Wilson at GamesCom, in August, 2010. [1]

See the Instability page for much more information about that resource, and information about why Diablo III Wizards do not use mana.


Arcane Power Basics

The Wizard's Arcane Power resource works like a very fast-filling mana globe, that can not be increased in amount. Her amount of AP is set, and skills and items only serve to make the globe refill more quickly. This should allow the Wizard to cast low level spells without pause, while higher level spells will drain the globe more quickly, and thus have to be used more sparingly.


The Wizard's Design

The basic play style of the Wizard in Diablo III is meant to be as a glass cannon. The character is able to attack constantly, but is not strong or durable, and must avoid taking much damage from enemies. Instability attempted, unsuccessfully, to create this by making her "more blasty and more vulnerable." Jay Wilson established that when talking about their goals for wizard design goals in October 2009. [2]

Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the Witch Doctor we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He's got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting.
For the wizard, when she’s out of mana she just dies. And that’s not fun. So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later. Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. "Do I want to make myself more vulnerable in exchange for being more blasty." And that’s a cool gameplay pull there.

Arcane Power sounds like it enables this by giving a resource pool that's never really empty, but that will run down if big, powerful skills are used rapidly. Thus wizards in Diablo III should always be able to cast some of their lower level spells, but will have to be more selective with using the bigger, more AP-expensive spells.


Arcane Power Revealed

Arcane Power is newly-revealed and there are yet very few details about it. All that's known about this resource is what Jay Wilson said about it in August, 2010. [3]

Jay Wilson: For the Wizard, we could not get a version of Instability that we liked. The last version involved buff and debuff that would hit the wizard whenever she went unstable. And it was a pretty severe buff. It doubled all her damage taken while increasing her critical hit damage. And it just didn’t affect how people played. They didn’t notice it, and when they did it didn’t change what they were doing. That’s not the point of a resource. It needs to be managed to change the way that you play.
So now it’s called Arcane Power and it’s not dissimilar to mana, in a lot of ways. It regenerates very quickly, but it doesn’t grow over time. It’s a flat amount. A lot of passive skills that enhance it.


Influences

Arcane Power sounds very much alike to the Rogue's Energy resource from World of Warcraft. In that game the Rogue character has preset amount of a resource that recovers very quickly, allowing for constant attacks.