Difference between revisions of "Area Damage"

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[[File:Area-damage-paragon1.jpg|thumb|300px|Area Damage via Paragon points.]]
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[[File:Area-damage1.png|
Area Damage (also called Splash Damage) is a 20% chance of all attacks dealing X% damage to nearby enemies. This means that every time a character hits an enemy, all nearby enemies have a 20% chance of taking some % of the base attack damage.
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thumb|300px|Area Damage via Paragon points.]]
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Area Damage or '''AD '''(initially called Splash Damage) is a 20% chance of all attacks dealing X% damage to nearby enemies. This means that every time a character hits an enemy, all enemies within 10 yards have a 20% chance of taking some % of the base attack damage.
  
The likelihood of Area Damage can not be increased above 20%. What can be boosted, by Paragon Points and by item affixes, is the % of damage dealt per splash.  This can be raised up to 50% (1% per point) by Paragon Points, and by 5-20% per item affix. Area Damage affixes can be found on many items, including [[weapons]], [[rings]], [[amulets]], [[gloves]], [[shoulders]], and off-hand items ([[quivers]], [[mojos]], [[sources]]).
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The likelihood of Area Damage can not be increased above 20%. What can be boosted, by Paragon Points and by item affixes, is the % of damage dealt per splash.  A variety of item slots can grant up to 20% Area Damage each, including [[weapons]], [[rings]], [[amulets]], [[gloves]], [[shoulders]], and off-hand items ([[quivers]], [[mojos]], [[sources]]), for a total possible value of well over 100%. (See maximum values below.)
  
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[[Paragon Points]] can be used to add 1% Area Damage per point, up to a maximum of 50%. This figure adds to the AD% value from items.
  
==Splash Damage Utility==
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* As of [[Patch 2.0.4]] There are no class skills that boost Area Damage, either by frequency or output.
  
This property seems appealing to many players, but it's not considered very valuable by those with experience using it. It's not useless and it triggers very often; characters with fast attacks against large groups of enemies will score thousands of Area Damage [[procs]] in even a short game, and all that damage will add up to a perceptible impact. Every hit checks Splash Damage against everything in range, thus a single attack that hit 10 enemies in a cluster would deal the normal hit damage to all of them, and also (in theory) run a Area Damage check from each against all the other. That's 10 x 9 = 900 Area Damage checks, and at 20% hit rate that's approximately 180 Splash Damage hits.
 
  
The limiting factor is that critical damage is not incorporated into the Splash Damage, thus all splashes are fairly small amounts of damage, compared to the +300% and higher critical hit damage most end game characters are dealing. As currently utilized, Splash Damage is not considered powerful enough to base character strategy around.
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==Area Damage Function and Utility==
  
For a hypothetical example, a skill like [[Sweeping Wind]] that deals 20% damage 100% of the time is equivalent in damage output to 100% Splash Damage that hits 20% of the time, and:
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This property was not very useful when first tested[http://diablo.incgamers.com/blog/comments/splash-damage-in-reaper-of-souls-boom-or-bust] during the [[Reaper of Souls]] Beta test, since [[critical hit damage]] was not included. At that point the AD only [[proced]] from the base damage, which made it inadequate.  
# Achieving 100% Area Damage requires a lot of gear + Paragon Points
 
# Sweeping Wind and other such skills Crit damage, boosting the damage 4x or 5x for well-geared characters.
 
  
That said, some players are fans of the property and swear by it.  It's possible that builds or play styles will be found that utilize high Splash Damage very effectively, especially if uncommon Reaper of Souls legendary items add unknown bonuses to the property.
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This changed during testing, and when the modifier went live in [[D3v2]] and in [[RoS]] it included critical hit damageThus a character with 50% Area Damage who dealt 1,000,000 damage with a crit would deal 500,000k damage to every nearby target that successfully proced the 20% chance to take AD.  
  
[[File:Area-damage-tooltip1.jpg|center|thumb|600px|Area Damage display.]]
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AD is devastating against large groups, especially with procing with AoE attacks, since the chances for it to work increase dramatically. For instance, if an attack hits 10 enemies in a bunch, all 10 will proc AD against the other 9. Thus a single attack that hits 10 enemies would generate 90 AD checks (10 enemies x 9 AD checks each), potentially creating a much larger total amount of AD damage than the initial attack itself generated.
  
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===Area Damage Key Facts===
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* All direct damage and [[Damage over Time]] attacks trigger Area Damage procs on other targets within 10 yards.
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* The damage radius goes from the target hit, not from the player doing the hitting. (Thus it works as well for ranged as for melee attackers.)
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* AD does not proc from pets or minions, from [[Sweeping Wind]], from [[Thorns]] damage, or from legendary items that proc extra hits after the initial blow.
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* AD does not proc from itself. Each hit of AD will not trigger additional AD in an endless diminishing cascade.
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* AD never [[crits]], though it is a % of the total hit damage, including crit hits. (AD damage always displays white, never yellow.)
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** Since AD can be raised over 100% damage from gear and Paragon Points, you can get AD values bigger than your initial hit.
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* Targets do not check AD on themselves. Thus AD provides no potential bonus when hitting a single enemy.
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* Targets in range (10 yards) can take Area Damage from multiple sources.
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** Thus if you hit 10 enemies with a big splash attack, all 10 will proc AD to the other 9, potentially generating massive shared damage.
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*** For the damage display the game adds up multiple impacts of AD taken simultaneously. This can result in the AD number being much larger than the actual hit value, when there are many enemies in close proximity.
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**** For example, take a character with 50% AD who hit 5 enemies with a single splash attack. All 5 targets would proc AD on each other. If all 4 procs (20% chance from each) were successful on a single enemy, it would take 200% AD, double the damage of the initial hit.)
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Maximizing AD is not generally a wise strategy, as in many item slots (especially weapons, gloves, and jewelry) other affixes (such as [[ChD]], [[ChC]], or [[mainstat]]) will deliver a better damage increase. After all, AD only triggers 20% of the time, and its damage is derived from the normal damage. But a good amount of AD can be quite useful, especially when fighting large groups of enemies.
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==Area Damage Maximum Item Values==
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[[File:Area-damage-tooltip1.jpg|thumb|400px|Area Damage tooltip in the Character stats window.]]
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The maximum possible values per item slot:
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* Helm: 20% ([[Leoric's Crown]] only.)
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* Shoulders: 20%
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* Amulet: 20%
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* Gloves: 20%
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* Ring: 20% (Per ring.)
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* Off-hand: 20%
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* Weapon: 24% (Can be doubled by dual wielding.)
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The maximum possible from gear is 144% without dual wielding, or 148% with dual wielding. Up to 20% more can be added from [[Leoric's Crown]] legendary helm, for a maximum of 164% or 168% dual-wielding. Plus up to 50% from Paragon Points.
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==Media==
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Area Damage demonstrated in a slow motion video.[http://us.battle.net/d3/en/forum/topic/12032383478]
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<youtube>Oaictp3KPic</youtube>
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<gallery>
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File:Area-damage-paragon1.jpg|Area Damage via Paragon Points.
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</gallery>
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==References==
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* [http://diablo.incgamers.com/blog/comments/splash-damage-in-reaper-of-souls-boom-or-bust Reaper of Souls beta Area Damage testing/.
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* [http://us.battle.net/d3/en/forum/topic/12032383478?page=3 Comprehensive Diablo 3 Area Damage guide].
  
 
[[category:Loot 2.0]]
 
[[category:Loot 2.0]]
 
[[category:Paragon]]
 
[[category:Paragon]]
 
[[category:Strategy]]
 
[[category:Strategy]]
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[[category:combat]]
 
[[category:items]]
 
[[category:items]]
 
[[category:affixes]]
 
[[category:affixes]]

Revision as of 07:55, 4 May 2014

Area Damage via Paragon points.

Area Damage or AD (initially called Splash Damage) is a 20% chance of all attacks dealing X% damage to nearby enemies. This means that every time a character hits an enemy, all enemies within 10 yards have a 20% chance of taking some % of the base attack damage.

The likelihood of Area Damage can not be increased above 20%. What can be boosted, by Paragon Points and by item affixes, is the % of damage dealt per splash. A variety of item slots can grant up to 20% Area Damage each, including weapons, rings, amulets, gloves, shoulders, and off-hand items (quivers, mojos, sources), for a total possible value of well over 100%. (See maximum values below.)

Paragon Points can be used to add 1% Area Damage per point, up to a maximum of 50%. This figure adds to the AD% value from items.

  • As of Patch 2.0.4 There are no class skills that boost Area Damage, either by frequency or output.


Area Damage Function and Utility

This property was not very useful when first tested[1] during the Reaper of Souls Beta test, since critical hit damage was not included. At that point the AD only proced from the base damage, which made it inadequate.

This changed during testing, and when the modifier went live in D3v2 and in RoS it included critical hit damage. Thus a character with 50% Area Damage who dealt 1,000,000 damage with a crit would deal 500,000k damage to every nearby target that successfully proced the 20% chance to take AD.

AD is devastating against large groups, especially with procing with AoE attacks, since the chances for it to work increase dramatically. For instance, if an attack hits 10 enemies in a bunch, all 10 will proc AD against the other 9. Thus a single attack that hits 10 enemies would generate 90 AD checks (10 enemies x 9 AD checks each), potentially creating a much larger total amount of AD damage than the initial attack itself generated.


Area Damage Key Facts

  • All direct damage and Damage over Time attacks trigger Area Damage procs on other targets within 10 yards.
  • The damage radius goes from the target hit, not from the player doing the hitting. (Thus it works as well for ranged as for melee attackers.)
  • AD does not proc from pets or minions, from Sweeping Wind, from Thorns damage, or from legendary items that proc extra hits after the initial blow.
  • AD does not proc from itself. Each hit of AD will not trigger additional AD in an endless diminishing cascade.
  • AD never crits, though it is a % of the total hit damage, including crit hits. (AD damage always displays white, never yellow.)
    • Since AD can be raised over 100% damage from gear and Paragon Points, you can get AD values bigger than your initial hit.
  • Targets do not check AD on themselves. Thus AD provides no potential bonus when hitting a single enemy.
  • Targets in range (10 yards) can take Area Damage from multiple sources.
    • Thus if you hit 10 enemies with a big splash attack, all 10 will proc AD to the other 9, potentially generating massive shared damage.
      • For the damage display the game adds up multiple impacts of AD taken simultaneously. This can result in the AD number being much larger than the actual hit value, when there are many enemies in close proximity.
        • For example, take a character with 50% AD who hit 5 enemies with a single splash attack. All 5 targets would proc AD on each other. If all 4 procs (20% chance from each) were successful on a single enemy, it would take 200% AD, double the damage of the initial hit.)

Maximizing AD is not generally a wise strategy, as in many item slots (especially weapons, gloves, and jewelry) other affixes (such as ChD, ChC, or mainstat) will deliver a better damage increase. After all, AD only triggers 20% of the time, and its damage is derived from the normal damage. But a good amount of AD can be quite useful, especially when fighting large groups of enemies.


Area Damage Maximum Item Values

Area Damage tooltip in the Character stats window.

The maximum possible values per item slot:

  • Helm: 20% (Leoric's Crown only.)
  • Shoulders: 20%
  • Amulet: 20%
  • Gloves: 20%
  • Ring: 20% (Per ring.)
  • Off-hand: 20%
  • Weapon: 24% (Can be doubled by dual wielding.)

The maximum possible from gear is 144% without dual wielding, or 148% with dual wielding. Up to 20% more can be added from Leoric's Crown legendary helm, for a maximum of 164% or 168% dual-wielding. Plus up to 50% from Paragon Points.


Media

Area Damage demonstrated in a slow motion video.[2]


References