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Attributes

7,851 bytes added, 18:09, 3 March 2016
Strength
{{BC}}Diablo III's core '''Attributes''' in are '''[[DiabloStrength]] 3 consist of '''Strength''', '''[[Dexterity]]''', '''Vitality[[Intelligence]]''', and '''Willpower[[Vitality]]'''. Different classes get different bonuses from these attributes. Each attribute affects multiple values in Diablo III; making points in each attribute valuable to all characters. See the respective character class page for [[Barbarian]]one can be broken down into other, [[Witch Doctor]], [[Wizard]] and the [[Other classes|Upcoming Classes]] for more specific detailsfundamental attributes.
Examples of other attributes are Armor, Crit Chance, and Attack Speed. Many more exist, and they are described in this article. A player's attributes can be increased by their gear or talents. Not all items can have every type of attribute.  ==No Customizable Core Attributes==[[File:New-stats-paperdoll.jpg|thumb|300px|Stats are now incorporated into the inventory/paper doll display.]]This lists the four core attributes and their precise effects, as of patch 1.0.2.<ref>http://blackrabbit2999.blogspot.com/2012/05/diablo-3-game-mechanics-complete-guide.html</ref> ===Strength===[[Strength]] governs how much [[Armor]] a character has and increases [[Barbarian]]'s and [[Crusader]]'s [[damage]] dealt.<br>'''Each point of Strength gives:'''* +1 [[Armor]].* +1% damage for [[Barbarian]]s. ===Dexterity===[[Dexterity]] governs the chance that a character will [[Dodge]] an attack and increases [[Demon Hunter]]'s and [[Monk]]'s [[damage]] dealt.<br>'''Each point of Dexterity gives:'''* +1% damage for [[Demon Hunter]]s and [[Monk]]s.* +''x''% to [[Dodge]] chance:{||-! Dexterity !! Increase per point !! Total dodge chance|-| 1&ndash;100 || +0.1% || ''Dex''&nbsp;&times; 0.1%|-| 101&ndash;500 || +0.025% || (''Dex''&nbsp;–&nbsp;100)&nbsp;&times; 0.025%&nbsp;+ 10.0%|-| 501&ndash;1000 || +0.02% || (''Dex''&nbsp;–&nbsp;500)&nbsp;&times; 0.02%&nbsp;+ 20.0%|-| 1001&ndash;8000 || +0.01% || (''Dex''&nbsp;–&nbsp;1000)&nbsp;&times; 0.01%&nbsp;+ 30.0%|} ===Intelligence===[[Intelligence]] increases a character's [[Resistances]] and increases [[Wizard]]'s and [[Witch Doctor]]'s [[damage]] dealt.<br>'''Each point of Intellect gives:'''* +0.1 to all [[Resistances]].* +1% damage for [[Witch Doctor]]s and [[Wizard]]s. ===Vitality===[[Vitality]] governs the amount of [[Life]] a character has.<br>'''Each point of Vitality gives:'''* +''x'' Life** If player level < 35, ''x''&nbsp;= 10.** If player level ≥ 35, ''x''&nbsp;= ''Level''&nbsp;&minus; 25.At level 60, each point of vitality adds 35 life. This does not include 36 base life and +4 life per level.* Total Life is calculated as follows:** If player level < 35, ''Life''&nbsp;= ''Vitality''&nbsp;&times; 10&nbsp;+ ''Level''&nbsp;&times; 4&nbsp;+ 36** If player level ≥ 35, ''Life''&nbsp;= ''Vitality''&nbsp;&times; (''Level''&nbsp;&minus; 25)&nbsp;+ ''Level''&nbsp;&times; 4&nbsp;+ 36 ==Other Attributes======Armor====Armor reduces all damage done to the player by a percentage, including magical damage.:''Reduction''&nbsp;= (''Armor''/(''Armor''&nbsp;+ ''Mlvl''&nbsp;&times; 50)) &times; 100%,where ''Mlvl'' is the level of the attacking monster. ====Resistances====Resistances reduce all damage of a certain type (Physical, Cold, Fire, Lightning, Poison, or Arcane/Holy) done to the player by a percentage. It is comparable to Armor, though each point is worth ten times as much.:''Reduction''&nbsp;= (''Resistance''/(''Resistance''&nbsp;+ ''Mlvl''&nbsp;&times; 5)) &times; 100%,where ''Mlvl'' is the level of the attacking monster. ====Critical Hit Chance====When a player attacks, they have a chance of hitting with a significantly higher damage than usual. This chance is their "crit" chance. Players have a base of 5% crit hit chance, with a crit damage of 150% normal damage. Items with +Critical Hit Chance can be found. ====Critical Hit Damage====This is the amount of damage that a critical hit does. The base is 150% of normal damage. Items with +Critical Hit Damage can be found. ==Core Attribute Changes==The core attributes have undergone significant changes since conception. The Diablo 3 beta had a fifth attribute named willpower, which no longer exists.
The biggest change about attributes ===Attribute changes in Diablo III is that they are not player-customized. Unlike D1 and D22012===On Janruary 19, attributes are automatically designated when a character levels up. As a result all level 50 (for instance) Wizards will have the same strength2012, dexterity, willpower, and vitality as each other. That said, no two characters will ever have identical stats or use their stats in the same way, since [[items|equipmentDiablo III]] and Game Director [[rune|skill runesJay Wilson]] and other notmade a lengthy blog post on various upcoming system changes[http://us.battle.net/d3/en/blog/4325959/Systems_Changes-yet-revealed features will add bonuses and otherwise modify attributes and character play styles1_19_2012#blog] in Diablo III. These changes included a complete overhaul on the attribute system.
Though Blizzard has [[Strength]] and [[Dexterity]] made several public statements defending this change, it remains one of a comeback while [[Vitality]] stayed the same. A new attribute was introduced to the more controversial topics during game development- [[Intelligence]]. Stats that came with the old attributes have been moved onto item affixes. See below for more coverage of this issue+[[Armor]] and +Physical Resist is taking over [[Defense]] and +[[Critical Hit|Chance to critically hit]] will replace [[Precision]].
[[Itemization]] was the main reason behind the attribute overhaul. With the old attribute system, almost every item was useful to every class. For example, Barbarian's equipment was as useful when used by the Wizard and vice-versa (except for the class-based items). The new attributes specifically targets stats at classes to reduce item overlap and diversify the item pool. In addition, character stats are now displayed on the inventory interface.
===Attribute Bonuseschanges in 2010===Each Originally, each attribute affects affected more character properties in Diablo III than in [[Diablo I|D1 ]] or [[Diablo II|D2]]. This is was part of the [[D3 Team]]'s design goal; to make all of the attributes useful to all of the classes. On December 20, 2010, that changed when D3 Community Manager [[Bashiok]] made an announcement[http://forums.battle.net/thread.html?topicId=27795769376&pageNo=1&sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property.
This change wasn't as controversial as the [[Attributes#No Customizable Attributes|pre-set attribute]] announcement, but Bashiok's post did generate a lively [http://diablo.incgamers.com/forums/showthread.php?t===Strength===Strength governs how much damage you do and how high your armor rating is788501 26-page debate]in the forums. Whether Bashiok made several points in favor of the effect of each point change, and several less-favorable points were made in Strength on the secondary attributes is the same for every character class forum. The debate is unclear as of yet.distilled here:
'''1 point of Strength gives:'''====Pros====*+x% None of the old attributes helped control [[Meleeresource]] management.* Easier to make all attributes valuable to all classes.* Before, in some cases it was not obvious what attribute affected a particular skill.* Makes core attributes simple and [[Ranged]] [[Physical]] Damage Bonusstraightforward to understand.* Makes game balance easier.*x% Armor BonusMakes valuing item stats easier.*+x% Block AmountNo character has a primary attribute.
===Dexterity=Cons====Dexterity governs your chance to critically strike * It wasn't ''that'' confusing, especially with pre-set attributes.* Feels like a target, and so doing more damagedumbing-down of the game. Dexterity influences your chance * Having all attributes equally valuable to dodge an attack and lowers the chance that your all classes is not always beneficial.* No character will be interrupted by getting hithas a primary attribute.* The attribute names are uninspiring.
'''1 point of Dexterity gives:'''===Old Attribute System===*+x% See the respective pages on [[Critical hit|Critical StrikeAttack]] Chance*+x% Dodge Chance*Higher Dexterity lowers chance you will be interrupted by getting hit, [[Precision]], [[Defense]] and [[Vitality]] (didn't change) to see how the attributes used to look like in the beta (before the attribute changes in 2012).
===Vitality==={|Vitality governs the amount of life your character has and how fast its | [[Image:Character_sheet_2010.jpg|thumb|250px|[[manaBlizzCon]] 2010 when str/dex/vit/will were last seen.▼]] regenerates| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]|}
'''1 point of ===Even Older Attribute System===See the respective pages on [[Strength#Development|Strength]], [[Dexterity#Development|Dexterity]], [[Vitality#Development|Vitality gives:'''*+x Life*]], and [[Willpower]] (renamed from [[Energy]] in [[ManaDiablo II|D2]] Regeneration of +x per second) to see what attributes originally looked like.
===Willpower=No Customizable Attributes==Willpower governs The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two "[[naked]]" characters of the amount same class and of spell the same level will have the exact same attack, precision, vitality, defense, and willpower, as well as the same hit points, resource value, damage bonus , and extra health the consumption etc. Except that a they won't, since differences in their [[skills]], [[skillrunes]], and [[traits]], not to mention [[equipment]], including [[charms]]/[[health globetalisman]] , will grant your charactermake them very different.
'''1 point Though this seems a settled issue as of Willpower giveslate 2010, it was highly-controversial when it was first revealed, back in late 2009. Jay Wilson explained it, as best he could in those days long before charms, the talisman, gems, or traits had been revealed. [http:'''*+x% Spell Damage Bonus*+x% [[Health Globe]//g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/] Bonus
<blue>Jay Wilson: Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice. Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system.
==Pre-Set Attribute Argument==With that being said, we do have another system we’re working on. The specific intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.</blue>
==Pre-Set Attributes Removed==Much digital ink has been spilled on this issue, since it was revealed at Blizzcon, in October 2008. (The first word came from an interview by Diii.net, and immediately resulted in a [http://forums.diii.net/showthread.php?t=699000 resulted in a 30-page forumthread] thread.) Some portion of that hew and cry was spurred by an initial misunderstanding; reporters assumed items would still have strength, dexterity, and other attribute requirements (they do not), but even with that issue clarified shortly after, the topic of pre-set attributes has remained a contentious one.
There are a variety of arguments on each side of the issue. The debate was nicely encapsulated in an [[On the Drawing Board]] column about pre-set attributes, from which the following bullet points are taken: [http://www.diii.net/blog/comments/on-the-drawing-board-4-preset-attributes]
===Pros===
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.
 
* Attributes were largely irrelevant in D2, since all characters with the same build used identical equipment and stat allocation. {{iw|Category:D2_strategy Typical D2 guide}} advice, "Enough strength for your heaviest item, then all the rest into vitality."
 
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.
 
* Prevents twinking and other exploits by low level characters.
 
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.
 
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.
 
* It boosts the importance of items, since those and skills are what differentiates characters.
 
* High level characters can use the items they find, since they won't, for example, be built with far too little strength for that cool new item they just found.
 * It respects traditional RPG philosophy of archetype characters meaning in the sense of how a physical and mental ability of a class is supposed to be depending on its role. A Barbarian with ''very high '' Willpower or a Wizard with ''too much '' Strength really makes no sense from roleplaying perspective in a fantasy game. * It completely eliminates those bad situations when people find a better items with more points in stat X and realize that they have one or more unnecessary invested points ''right now'' in stat X just because of these new items and due to this - those points ''could be '' relocated in other stat for better purpose (stronger character). Maybe later on they will need those ''permanently invested points'' in stat X, but not ''right now''. The problem is that it will never end, until they will find all items perfect and reroll their characters.* Rerolling is fun but rerolling ''because of'' messed stats is not fun.
===Cons===
 
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.
 
* We won’t be noobs forever. Why gimp a major aspect of game play individuality when it won't be necessary once gamers have some experience?
 
* No Attributes = No skill required. If players want to mainline strength and ignore vitality because they're good enough to survive with fewer hit points, or vice versa so they can play with a weaker, specialized build, why take away that option?
 
* Rerolling is fun. Making new characters is a hallmark of the Diablo series. This isn't WoW where one high level character takes months to build, and then lasts forever with respecs.
* What about [[hardcore]]? Hardcore characters want/need to be built very differently than softcore, since death is forever.
* What about ===Blizzard's Response===The [[hardcoreD3 Team]]? HC chars want/need never issued a formal, multi-point rebuttal, but they have commented on this issue a few times, being careful not to be built very differently than SCgive away their plans for stat customization via systems, such as gems, traits, since death is foreverand the talisman, that they weren't yet ready to reveal.[ [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]]
==Blizzard's Response== The [[D3 Team]] has not issued a formal, multi-point rebuttal, but they have commented on this issue a few times. ::'''<blue>Jay Wilson:''' For the most part attribute spending in Diablo II was a great way, when you didn’t know how to play the game, to break your character. Most people didn’t know where to put them and when they found out the answer was always kind of weird like "Put 5 points in Energy and then all the rest of the points in Vitality." [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview</]blue>
The longest comment came from D3 Community Manager [[Bashiok]] who offered a detailed argument in a forum post in December 2008. [http://www.diii.net/blog/comments/the-next-gen-attributesystem/]
<blue><b>Loss of character customization:</b><br>With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had.
<b>Odd character builds::With </b><br>Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the current skill system, runesgame, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customizationwe will ensure that it doesn't get "tuned out" of the game. .. If there is, bottom line, we’ll add more. We’re Manual attributes were not going what made them possible in Diablo II. The ability to release a game we’re not happy with, make these types of characters relies solely on the complexity and a lack diversity of the the options available to steer your character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize not that they come in the form of a character than Diablo II had"+" button.
Odd character builds<b>Less feeling of level up achievement: </b><br>The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.
::Similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get "tuned out" of the game. ...Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a "+" button. Less feeling of level up achievement:::The loss of a feeling of a leveling achievement is actually something we recognize and intend to address. <b>We've always assigned our own points in Diablo games:</b><br>::The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons.</blue>
Though this issue continues to emerge in comments and forum posts, the Diablo 3 team has shown no inclination to undo their changes to this aspect of the game.
==References==
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