Diablo 3 Battle Grooming

Source: Internet
Author: User

Every class in Diablo III is a DPS class; All is capable of prolifically slaying the enemies, whether by spells, skills, brute force, or a clever combination of te Chniques.

Aspects of combat is addressed throughout this wiki. Weapons and skills are detailed, monsters is described, strategies is promoted, and more. This page covers the basics of combat, and how the game was designed to facilitate it.

Combat is simplified in Diablo III, with skills factoring in weapon damage, attack rate, main stat, critical hits damage an D Critical hit chance as the chief factors. All elemental types of damage be calculated the same as physical damage, and there is no real to hits factor, nor is there Much variety between weapon types, with no special bonuses, such as blunt weapons dealing higher damage to the undead (as Is the case in Diablo 1 and Diablo 2.)

Contents
  • 1 Damage Types
  • 2 Critical hit Effects
    • 2.1 Damage over time
    • 2.2 Spell Damage
    • 2.3 Spell Damage from equipment
  • 3 Health Bar
  • 4 Target Outline
  • 5 information Through Graphics
  • 6 in Depth Combat
Damage Types[edit]

While damage types were a major feature during Diablo III ' s development, this aspect of combat is simplified before Relea SE and all variety between different damage types is removed from the game. The graphics remain different, but players often refer to the different elemental types as "red damage," "Green damage" an D so forth, since the color variations is purely cosmetic. Jay Wilson explained this on regards to poison damage shortly after release:[1]

How does the witch doctor posion mechanics work, does they reset when added i.e. like the warrior Rend.–sebduckerPoison in D3 does isn't act like D2. It ' s not a guaranteed dot. If a skill has a DoT reapplying refreshes duration unless noted. Some Skills has dot mechanics, and Some of those skills use poison damage, but poison damage does isn't DOT by default. I ' ll Repeat:poison damage does don't work like D2. It does not apply a persistent effect, it's a type of damage like fire or holy. –jaywilson

All elemental damages is calculated just as if they were physical damage, with a character ' s main stat, weapon damage, an D Skill damage adding up no matter what types of damage they is. For instance, a Wizard might use a wand with Arcane damage to cast Meteor (fire damage), and while the resulting attack wo Uld look like the Meteor skill, it wouldn ' t is fire or arcane damage on any effective the. It ' s just damage, exactly as if the wand had physical or fire or lightning damage.

Critical hit Effects[edit] Axes with cold and lightning damage show their graphics.

During development, each type of damage is going to create a special bonus effect when a critical hits was scored. This feature is removed from the game shortly before release when all damage types were simplified. The only remaining effect is visual; Monsters-die-to-poison damage leave gas-smoking green corpses, monsters-die-to-lightning appear charred black an D Crispy, fire damage would set corpses on fire, etc. These effects is amplified when monsters die to a critical hits of that damage type, and they explode in flames, or lightn Ing-crackling chunks, etc.

All very pretty, but without any strategic function in Diablo Iii.

As in previous games in the series, there is numerous types of damage in Diablo Iii. Various spells, skills, runes, and weapons channel their destructive might to one (or more) types of damage. Characters and monsters counter these attacks with equivalent types of resistance and immunities, and players must find th E Right balance of all if they wish to succeed in their battles.

The following lists the damage types and their critical hit effects, but these is purely visual without any special funct Ion.

Physical Damage:no Special graphic.

    • Critical hit deaths-explode in novas of blood and gore.

Arcane damage:purple in coloration. Dead Monsters with glow and a purple light.

    • Critical hits were going to "silence" targets, which would has prevented summoners from resurrect or casting buffs on Mon Sters. This feature is removed during development.

Cold Damage:blue in coloration. Targets may chilled and slowed, and would turn blue and may shatter upon death.

    • Critical hits were set to freeze targets before this feature was removed.

Fire damage:red in coloration, often with flames. Dead enemies may appear blackened or charred.

    • Critical hits with fire were set to deal a DoT effect adding fire damage, but this feature is removed.

Lightning Damage:white-blue in coloration. Dead enemies would appear crisped and dried up.

    • Critical hits were set to stun targets before this feature was removed. During pre-release testing skills such as electrocute were highly effective due to their ability to repeatedly stun Enemie S.

Holy Damage:white in coloration, this Damage type was not found on weapons, but was dealt by some Monk skills.

    • Critical hits were set to provide a AoE heal to friendly nearby targets, before that feature is removed from the game.
      • Resisted By:arcane resistance is tabbed for resisting Holy damage. This was only a factor in PvP, since no monsters deal holy damage.

Disease Damage:green in coloration. Formerly known as "Toxic" this damage would turn enemies green and cause puffs of green to rise from their corpses.

    • resisted by Poison resistance.
      • Diseased units were set to suffer a damage debuff; They take more damage and deal less, but this is removed during game development.

Poison Damage:green in coloration. (Acid damage is poison.) (Poison and disease is similar, but not the same. [2])

    • Poison does not "Poison" targets with a DoT effect. It ' s just another type of direct damage in Diablo 3.

Damage over time[edit]

The DoT mechanic is much expanded and complicated in Diablo 3. No longer is the equation simply "X damage per second over Y seconds." In December, Bashiok delivered a informative forum post on the subject, which can read Below:[3]

The tick rate of channeled skills was currently scaled by your weapon speed. This have the side effect of making the resource cost go up, which we ' re okay with. It's consistent with the philosophy, faster speed weapons consume and more resource and may does more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility As you want, so the "mobility" and "overkill" advantages of faster weapons is eroded with channeled abilities ' re left and is increased mana cost for increased damage.

DoT is no longer associated with a particular damage types, and it comes mostly from skill effects.

Spell Damage[edit]

Spells is just another word for "skills," one usually applied to mage-type attacks. This was purely a language convention in Diablo III, with all skills calculating their damage in much the same fashion, whe Ther they is executed with a sword or a fireball. For instance, compare-classic Diablo skills in their function as of Patch 1.05:

Wizard ' s Meteor:

    • Summon an immense Meteor this plummets from the sky, causing 260% weapon damage as fire to all enemies it crashes into. The ground it hits is scorched with molten fire, deals 60% weapon damage as fire over 3 seconds.

Barbarian ' s Frenzy

    • Swing for 110% weapon damage. Frenzy attack speed increases by 15% and each swing. This effect can stack up to 5 times for a total bonus of 75% attack speed.

Note that the descriptions is essentially identical, with the damage entirely based as a percentage of weapon damage.

Spell Damage from Equipment[edit]

Early in Diablo III's development, equipment with +%spell damage is of great importance to mage type characters, who were Destined to value it as combat characters do +% weapon damage equipment. This system is modified during development and all sort of +%spell damage is phased out of the game. All skills is now boosted by the same properites; Weapon damage, passive skills, and item modifiers.

Boss Health display.
    • See the Spell Damage article for full details.

Health Bar[edit]

The display of monster health bars has changed repeatedly during development (as have everything in the interface.) The final system was arrived at by the beta test, with character, pet, and monster health bars able to toggle on or off in The Options menu. Most players play with health bars visible, and while it makes for less pretty screenshots, most players value the Informa tion display over aesthetics.

Normal Monsters show their hits points directly over their heads in the battle. Bosses of all types, from Champions up to Act Bosses, display as seen to the right, with a normal small health bar over th EIR head, but a big one with their name atop the center of the screen.

These sorts of large displays is always visible during special boss fights in "closed rooms." Thus no matter how near or far these bosses is from your character, players all know exactly how many hits points they Have. Such bosses also show up with a special icon on the minimap.

Target Outline[edit]

One of the surprise controversies of Blizzcon was the red target outline. A new feature just added to the game is a glowing red outline around the monster being pointed at. This outline is meant to help players identify what they were pointing at on the frequently-crowded and chaotic battle SC Reens of Diablo 3. Most players didn ' t mind or didn ' t even notice when playing at the show, but players who only saw the RTO in screenshots or videos found it distracting.

Red target outline seen in PvP Arena, Blizzcon 2010.

This became a minor issue of contention, but the D3 Team never wavered in their opinion that the feature was essential[4] And fans had no problem with it once the beta began and then moved into release.

    • See the Red Target Outline page to much more on this, including numerous Blue quotes.

information Through Graphics[edit]

The visuals tied to damage types is meant to add eye candy, but also to inform the player about events occurring on the S Creen. As Julian Love explained during Blizzcast #8, in March 2009. [5]

Bashiok:a lot of the effects the factor the abilities the characters is using, so fire and arcane A nd all this stuff, but in the world of Diablo it seems like there be very specific magic types that exist ... it is actual Ly a pretty broad spectrum, but was there any limitation there to what can does with different damage types?

Julian:yeah in fact that's a common input that I'll receive is the Hey this guy's a fiery this or whatever and can we make The fire look green? And that's where the sort of the designer in me have to kind of come out and say, wait a minute if we do fire green all of a Sudden it's a bit of a miscommunication in terms of the gameplay. And so there are a bit of constraint there that in one point I ' m trying to make things look as epic as they can, but at th E same time they has to is really clear to the player so this they ' re not confused this you know, green fire might mean p Oison. Then there's the other part of it which it's really easy in my department to make a big mess. We can just clobber the screen with so many effects, that's just can ' t see the game anymore. So those is really the constraints we really work with most.

In Depth Combat[edit] Cold damage from an axe. {The Red-orange slash is the Cleave skill graphic.

The combat in Diablo I and Diablo II were often criticized for being simplistic. Not only could most characters "spam" the same one or both skills over and over again, this is actually the most effective The-to-play, in the most situations. Diablo III is attempting to change this mechanic in various ways.

In terms of skills, the developers want more skills to being viable in the end game. The case and it's created by several factors:

    • Better balance to skills to allow more play style variety.
    • Skill damage scales up with attributes and other equipment.
    • No skill points.

As a general design goal, the D3 Team worked to make combat feel more tactical. Their biggest change was the removal of potions as a major game mechanic. Healing potions remain, but they provide only a partial heal and has a long cooldown after each use. Players must heal themselves with health orbs, with skills, and with equipment bonuses.

Jay Wilson spoke on the This design goal early in development with 1UP.com in December 2008.

What makes Diablo 3 ' s combat deeper than its predecessors?

Jay Wilson:combat is as deep as the options the designers give themselves. Whenever add a new capability to a monster--potentially something that feels unbeatable--it's more than an opportuni Ty to expand the depth of your characters so they can respond to those threats.

A good example would be if your look at Diablo 2:there were A couple of problems with just the power of the characters And the They were made powerful. A player could run faster than any monster, so you could escape just about any threat. You had endless health and resource – by resource, I mean mana – because of potions. And you had the town Portal, which could instantly get to any problem. Those were incredibly powerful mechanics to escape danger and were not class-specific. So every kind of class really had no need for anything like an escape skill or reactionary ability. They simply needed to attack, and if they ever got on over their heads, they simply ran away or drank potions. And it ' s the same response across the board.

So one of the things we focused on was that response--1) Setting up scenarios where the players can ' t easily get out of D Anger without the use of class-specific skills, and 2) giving them really simple controls to use a broader range of skills Without making the game that's much more complex to play. I really distinguish the difference between complexity and depth; To me, complexity was adding more buttons, while depth was making a single button more powerful and versatile. So this ' s always been our goal--reducing the amount of controls while making each button mean more.

The most of Jay's design goals from evident on the finished game, though changes like the removal of town portals, Mu Ch Slower character foot speed, long cooldowns after using the health potions, and more.

-See more At:http://www.diablowiki.net/combat#sthash.vly2ezz4.dpuf

Diablo 3 Battle Grooming

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.