Diablo 3 Attribute Dmg
This is how Critical Strikes contribute to your average damage. Imagine you have 50% Crit Chance and 200% Crit Damage. That means half your strikes are doing normal damage and half are doing 3 times its damage. So if your base damage is 100 and you attack twice you should on average get one normal attack for 100 damage and one critical for 300.
The Base Stats
Strength
-Grants 1 point of armor per point
-Increases damage for barbarians by 1% per point ex: 1337 strength would result in 1337% extra damage; if said barbarian normally hit 100, they would then hit 1437.
Dexterity
-Grants some dodge per point, starting at .1%; grants less at higher levels of dexterity.
-Increases damage for monks and demon hunters by 1% per point.
Intelligence
-Grants .1 point of resistance per point.
-Increases damage for Wizards and Witch Doctors by 1% per point.
Vitality
-Grants 10 points of health per point; increased if character has % health affixes.
-For ever level past 35, vitality grants an extra point of health. ex: at level 36, it will give 11 hp/point, and at lvl 37 it will give 12 hp/point.
Items
DPS
Determined by taking the average of the maximum hit and the minimum hit ((min+max)/2) and multiplying it by the attacks per second.
Damage
Damage on weapons is randomly selected for maximum and minimum values from a pool.
For example, look at this axe:
The axe's minimum damage will range from 2 to 3, and the maximum will range from 3 to 4. At this time I am 99% positive that the minimum damage will NEVER equal the maximum damage, ex: the axe will not roll a 3 for minimum, and a 3 for maximum. If the minimum rolled a 3, them max would have to be 4 (the only remaining number from the range 3-4 including all whole numbers).
Attack Speed
Attack speed in Diablo 3 is displayed in attacks per second. This is constant value for all item types other than select legendaries. It is affected by attack speed affixes. If you desire to know the attack speed in the amount of seconds it take per hit, take the inverse of the attacks per second (1 divide by the attacks per second).
Affixes
Note: like damage and armor, all affixes are randomly selected from a pool for each item (except legendaries) the values for each affix are then also randomly selected from a range of possible values (INCLUDING legendaries).
Additional Damage
Minimum damage: Added to the base minimum rolled by the weapon.
Maximum damage: Added to the base maximum rolled by the weapon.
Damage %: Multiplied by the maximum and minimum damage on the weapon.
For example if you find a weapon that say +31% Damage, such as this:
The 840.2 DPS damage indicated is the damage output after the calculated +31%.
Elemental damage:
Each of the possible elemental damage affixes, if they happen to be rolled onto a weapon, are also rolled from a range of minimum and maximum damage.
Note: The elemental damage is already added to the maximum and minimum damage vales of the weapon when found.
The various types of elemental damage all provide special bonuses when the weapon they are applied to scores a critical hit. Note: this does not affect spells for the witch doctor and wizard, as their damage is already of a specific damage type. An example of a possible exception is spectral blade, which normally deals physical damage.
Arcane: critical hits cause a silence effect, preventing spell casts.
Fire: critical hits cause a fire damage over time effect to be applied to the target.
Cold: critical hits cause the target to be frozen for a short time.
Lightning: critical hits cause the target to be stunned for 2 seconds (?).
Holy: Unknown (extra damage to undead regardless of critical?).
Poison: Unknown (I believe it simply applies a damage over time effect).
Attack Speed
Increases the speed at which attacks are delivered.
Attack speed %: Simply increases the attack speed of the weapon and any skills, resulting speed is the product of original attacks per second * (1 + AttackSpeed%)
On Hit Affects
Life: per offensive damaging attack, gain # in health
Life steal: gain % of damage you deal as health. (put this here to keep it near life on hit)
Life on kill: gain # health per enemy death '
Knockback: % chance to knock target away on attack
Fear: % chance to cause enemy to run away in fear on attack
Stun: % chance to stun enemy on attack
Blind: % chance to blind enemy on attack
Freeze: % chance to freeze enemy on attack
Chill: % chance to chill enemy on attack (note: chills slow attack speed also, slows do not(?))
Slow: % chance to slow enemy on attack
Immobilize: % chance to immobilize on attack
Critical Attacks
Critical attacks are attacks that do 150% of normal weapon damage, or 50% extra. The base critical hit chance is 5%.
Critical hit chance: increases your critical chance by the displayed %.
Critical hit damage: increase your critical hit damage by the %; NOTE: This damage is added to your critical hit damage; ex: if you found an amulet that gave 50% critical hit damage, it wouldn't cause your critical hits to do 175% damage; they would now deal double damage, 200%.
Defensive Stats
Armor
Armor reduces damage taken from all sources, including elemental. Armor is also selected randomly from a range.
Resistances
+ to all resistances adds an equal amount to each of these:
Physical resistance: Reduces physical damage taken.
Arcane resistance: Reduces arcane damage taken (shares a spot with holy resistance on the stat page).
Fire resistance: Reduces fire damage taken.
Cold resistance: Reduces cold damage taken.
Holy resistance: Reduces holy damage taken (shares a spot with arcane resistance on the stat page).
Poison resistance: Reduces poison damage taken.
Dodge
Dodge is a chance to completely avoid damage, increased by dexterity (there is no +dodge affix).
Misc. Stats
Gold find increases the amount of gold found by a set %; if you find gold piles averaging 100 gold, if you gain 25% gold find, they will instead average 125 gold.
Magic find increases the amount of magical items found by a set %; this includes magical (blue) items, rare (yellow) items, and legendary (gold) items.
Gold drop and health orb radius increases the distance from which you can pick up health globes or gold coins.
Class Affixes
There are multiple affixes for skills for each class.
-Reduced skill costs (fury, hatred, arcane power, spirit, mana).
-Increased critical hit chance (3-5%).
-Increased damage.
More Info:
+% crit chance and +%crit damage are universal stats which affect all attacks, so any increase to those statistics raises the crit chance and damage multiplier of all attacks, including spells.
For instance, on the Demon Hunter, if you have the Archery passive and wield a 2H Crossbow, you get +50% crit damage, and your bombs and traps blow up for huge crits, even though the crossbow doesn't have anything to do with them, really. Same goes for Wizards and their spells.
All casting is influenced by +Attack Speed%. Try it yourself, equip a fast 1H weapon and then a slow 2H weapon and try casting some signature spells and other spells like Arcane Orb. The time between shots of both is much longer with the big slow 2H weapon (but they hit harder).
This is somewhat of a design problem, as I see it, because with a fast weapon you can shoot out a bunch of orbs real fast and blow through all your arcane power, but each one won't hit as hard as ones from a slow weapon (a slow weapon of equivalent DPS has a much higher damage range per hit). But your arcane power doesn't regenerate any faster when you wield a fast weapon, so your use of arcane power is less efficient with a fast weapon.
I'm not sure how weapon speed affects channeled spells like disintegrate. Are the ticks further apart but hit harder with a slow weapon? Is arcane power used up faster with a fast weapon? I haven't tested this yet.
As for on-hit effects I know there's a lot of funniness with that, there are lots of threads specifically about +life on hit and spells, and which ones get it and which don't, if and how often or how many times you get it for AOE spells, what % of the effect you get per mob or for different spells or per tick of DOTs or spells with AOE durations, etc.
One last thing, I've gotten tons of help from the Diablo 3 Gold Secrets By Peng Joon guide, it is a premium guide, so there is a small fee for it, but well worth it.
This article discusses in depth how armor values effect damage reductions in Diablo 3. I play a barbarian and I think they can benefit from this information the most, although other classes can benefit just the same. Just to warn you, this article gets mathematically technical.
The graphs below aren't super exact because they don't take into account things like: Buffs, passive abilities, 30% DR for barbs (makes vit more powerful), block, increased mLvl in inferno. So don't live your life by them, but it's good for getting a better handle on how armor, resistance, and vitality work together.
I have witnessed many people explaining to others that armor has diminishing returns. While it is true that the amount of damage reduction goes down as armor goes up, the actual effect of armor on your survivability remains constant.
NOTE: If you don't feel like reading the technical math stuff, just jump down to the TLDNR section where there is a graph showing effective health vs armor.
Terms & Definitions:
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Armor:Armor gives you % damage reduction against all types of damage, not just physical. It is increased by armor value on items, strength (1:1) and certain skills.
I would definately go for some extra agility, knowing that I'm going to be missing out on the 1% dodge from not wearing the medallion first off. Secondly, having 4% block is insaneo.Just remember though, you can only get a maximum of 60% for block/dodge/or parry. Kommentar von ThottbotIts all based on personal preference really. Bracers of defense (rare, dmg 156). But if you look at it this way, the bracers of might and the bracers for the zg set are quite compareable.
Diminishing Returns: The idea that an extra point in something (Armor) yields less return than the points before it. Ex. the 100 point in armor is less effective than the 99th point.
Effective Health: Effective health is the amount of damage it takes to kill you (not to be confused with max health). If you have 1000 max health and 25% damage reduction, you have an effective health of 1333. You can determine your effective health by the following formula: MaxHealth/(1-DamageReduction)
This is where a lot of people get confused. Having 50% damage reduction does not allow you to take 50% more damage, it's a lot more than that. Consider this scenario: You have 1000 max health and 50% damage reduction. A monster is hitting you for 100 unmitigated damage, which only does 50 damage to you because you have 50% DR. It will take that monster 20 hits to kill you (1000 HP / 50 dmg) which means you can actually take 2,000 unmitigated damage (20 hits * 100 dmg). So with 50% DR you have 200% effective health, not 150.
mLvl: Stands for monster level. The level of the monster you're fighting.
DR: Damage reduced (from armor).
Explanation:
DR from Armor = Armor / (Armor+(50*mLvl))
As you can see, there is a constant in the bottom (50*mLvl). Armor is being divided by (Armor + 3000). It will always approach but never reach 1 because Armor can never be greater than or equal to (Armor + positive integer).
Graph illustrating damage reduced as armor increases:
The graph shows that as armor increases, additional points in armor yield less and less DR. Most people call this diminishing returns and explain that the more armor you have the less additional armor is worth. That is wrong. The reason it is wrong is because the effect of each additional point of DR is more powerful than the last. So in order to keep the effectiveness of armor linear, each point must must yield less damage reduction because each point of damage reduction is more effective than the last.
Graph illustrating your effective health as DR increases:
To further illustrate my last point lets look at an example:
-At 70% DR you have an effective health of 333.3%, increase over last = 10.8%
-At 71% DR you have an effective health of 344.8%, increase over last = 11.5%
-At 72% DR you have an effective health of 357.1%, increase over last = 12.3%
..
-At 95% DR you have an effective health of 2000%, increase over last = 333.35%
-At 96% DR you have an effective health of 2500%, increase over last = 500%
If every point in armor gave you the same amount of DR, each point of armor would be more effective than the least. Meaning that the best way to play the game would be to stack as much armor as possible. This is why Blizzard has balanced armor so that its relationship with effective health is linear. Most of you who have played WoW are probably familiar with this concept because they do it with almost all damage reduction stats. As a little side note, you may remember that resilience in WoW was slightly unbalanced so that each additional point in resilience was better than the last (but not by much).
Without further ado, here is the most important graph in the series. This graph shows your effective health as armor increases:
People should also note that the same thing holds true for resistances (and resistances via int). The formulas are basically the same.
DR from resistance = Resistance / (Resistance + (5 * mLvl))
Resistance from int = int * 0.1
Which boils down to, DR from int = int / (int + (50 * mLvL))
Which is the same formula as armor. So yes for int also the effect on survivability is linear.
Diablo 3 Attributes Explained
TLDNR
Every 1000 points of Armor increases your effective health by 1/3 of your max health (with no other DR sources), regardless of how many points you do or do not have in Armor already. The same goes for resistances. Here is a graph showing effective health and DR as armor increases:
How this effects actual game play:
We all have the same question: Which is better for me? It depends on your current stats! (surprise, right?). For example, I play a barb with about 42k HP and 7000 armor. Currently 1 point of vitality is worth a little more than 8 points in armor.
-If Item One has 10 extra vitality and Item Two has 70 extra armor, I will go with Item One.
-If Item One has 10 extra vitality and Item Two has 90 extra armor, I will go with Item Two.
The same probably doesn't hold true for you. So I made it easy. Here is a dashboard you can use to input your current stats and have it tell you how good vitality is vs armor for you. You can also select 'Compare Items' and compare up to 5 items to each other based on their Vitality and Armor stats: http://www.swfcabin.com/open/1337704597
If there's any real use out of the thing I can incorporate +%life and resistances and stuff. But for now it just tells you Armor vs Vitality.
END TLDNR
Final Note on Resistance/Armor: There's a bit more to the whole thing that just that.
First, 1 resistance is basically always better than 1 armor, obviously. And 1 int is worth 0.1 resistance, so 10int > 1 armor.
Second, how good resistance/int is versus armor depends on your current armor and resistance. So don't necessarily stack one to the detriment of the other.
-The more Armor you have the better resistance becomes.
-The more resistance you have the better Armor becomes, relative to each other.
Now comes the question: which is better for me specifically? Well, it should be possible to tell how much armor is worth 1 resistance point. I have put together a matrix with Armor running across the top and Resistance running down the side, find where your armor and resistance intersect and it should tell you how many points of armor equal 1 point of resistance.
Resistance vs Armor Matrix
For me personally, my character's res/armor ratio is about 20. So if I have to choose between 500 armor and 20 resistance, I will choose the armor.
And to the people who are like 'omg what about int?' Well, I don't know how you got this far without realizing you can just take those values and divide them by 10, but here is a matrix showing the value of 1 additional point of int versus 1 additional point of armor.
Diablo 2 Attributes
What about Revenge?
Note: If you're interested in how this affects life leech builds, drop down to where it says LIFE LEECH.
Good question! I actually started looking into armor because I was thinking about revenge and how to get more use out of it. However, I quickly realized that revenge doesn't matter, and in fact no healing abilities do. Here's why:
Revenge heals you for 5% of your max hp. If you have more max hp, then you will be healed for more. Sounds like more vitality = better revenge, right? Wrong. If stack vitality, then revenge will give you a bigger heal. However, if you stack armor revenge will give you a smaller heal but those health points are effectively worth more because of your armor value. Either way though, it will heal you for exactly 5% of your max health which is also the same thing as healing you for 5% of your effective health. But anyways let me show you an example.
This might get hairy but follow along. Sorry I'm not the best at explaining things.
Lets say you have 10k HP and 1000 armor (25% DR). Revenge heals you for 500 (10,000 * 0.05). Which is worth 666.6 effective health (500 / (1-0.25) ). If we increase your vitality by 100, your health becomes 13,500 (10,000 = (100*35) ). Now revenge heals you for 675 hp (13,500 * 0.05), which is worth 900 effective health (675 / (1-0.25) ) when you have 1000 armor (25% DR). At those health and armor levels you can see that 1 point of vitality is worth about 14.1 points of armor. Now instead of increasing your vitality, we increase your armor by 1410 points (14.1 points for each increased point of vitality in the previous example). So you have 10k HP and 2410 Armor (44.6% DR). A revenge still heals you for 500 like in the beginning (10,000 * 0.05), but those 500 health points are worth 900 effective health points (500 / (1 - 0.446) ).
Here is a little worksheet showing that example.
So from this you can see that revenge heals you for 5% of your health, which gives you back 5% of your effective health. So actually all the ratio stuff between armor and vitality is completely unaffected by revenge and you should pay it no mind.
LIFE LEECH
Now what actually IS INTERESTING is the affect of other types of heals on the barb and how armor and vitality impact them, or rather don't. Any kind of heal that isn't based on a % of your max HP gets BETTER with more armor and is completely UNAFFECTED by vitality. This is because while it is healing the same amount, those health points are worth more when you have more armor.
Lets look at the passive skill bloodthirst. It is a barbarian passive that heals you for 3% of the damage you deal. Here is a spreadsheet showing the same example as above, but looking at the effective healing of 1 strike with bloodthirst active.
The moral of the story is this: If you want to try some kind of leeching build using bloodthirst and +life on hit mods, you should definitely stack armor and resistances over vitality to make your heals more effective. Also, I admit I don't have much knowledge of other classes but I assume they have some heals that are static or based on damage dealt. So anyone of any class trying to make a leech build should focus on res/armor over vitality.
Diablo 1 Attributes
For a lot of interesting strategies and stuff for Diablo 3 I recommend getting Diablo 3 Gold Secrets By Peng Joon, there is a small price for it but worth it.