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Created page with "'''Elemental''', in Diablo III terms, refers to a damage or resistance type. An '''element''' itself refers to forces of nature (and sometimes supernatural phenomenon), namel..."
'''Elemental''', in [[Diablo III]] terms, refers to a damage or resistance type. An '''element''' itself refers to forces of nature (and sometimes supernatural phenomenon), namely ''fire'', ''ice/cold'', and ''lightning''. There are other damage types, such as arcane, but those are not elemental.
==Elemental Damage and Secondary Effects==
Elemental damage can come from a variety of sources. Some [[class]]es have elemental damage built into their [[skills]] or [[spells]], such as the [[Wizard]] with skills such as [[Meteor]] (fire damage), or [[Electrocute]] (cold damage). Some skills and spells may increase the utility or overall potency of a specific elemental type through [[rune]]s. There are also [[proc]]s or sources of indirect damage that can grant elemental properties, such as the Wizard's [[Storm Armor]] that sends out spikes of electricity to attackers.
Every class can gain elemental damage through [[item]]s, most likely through [[weapons]], and also through [[enchanting]] their gear. If an item has a [[socket]], then the player can also socket a weapon with a [[gem]] that may grant or increase a specific elemental type of damage.
Finally, there may be [[buff]]s such as [[shrines]] that grant temporary elemental damage to attacks for the player.
===Monster Elemental Damage===
The player is not the only one who may use elemental damage. Many monsters can as well, particularly [[Champion]] monsters that are imbued with a [[boss modifier]] that grants and increases the damage done of a certain elemental type. As an example, a champion may be granted the modifier [[Frozen]] which inflicts cold damage, and also slows attackers who are affected.
Some monsters may even have a specific type of element as their default source of damage, similar to the {{iw|Vampire Vampire}} monster type in [[Diablo II]] that dealt fire damage with a variety of spells.
===Secondary Effects===
Intrinsic secondary effects for elemental damage exist in much the same way as in Diablo II where, for instance, a cold attack will also slow movement speed or even freeze an opponent.
The same holds true in Diablo III with the caveat that elemental damage [[crit]]ical hits also have another effect. When a cold damage crits, as an example, it will also freeze the enemy for a short amount of time, and a lightning crit will stun them.
It is expected that such secondary effects like [[stun]] will have a reduced duration for the [[arena]] PVP battles.
==Elemental Resistance==
Elemental [[resistance]] is a [[stat]] in Diablo III that allows the player to mitigate the damage of a specific element.
Resistance has changed a bit from what was seen in [[Diablo II]], chiefly the damage from an elemental type will be reduced by a certain amount according to a rating system (like [[Attack Rating]]), instead of dealing in flat percentages.
Similar to elemental damage, resistances can also be gained through items, but normally through [[armor]] and not weapons, and perhaps some [[gem]]s as well. Also similar to damage, resistance can be gained through [[buff]]s or [[skill]]s such as the [[Monk]]'s [[Resist Aura]].
===Lowering Enemy Resistance===
[[Immunity]] played a large role in the end game of Diablo II, and players had to find ways to lower monster resistance in order to damage it with a specific elemental (or physical) type. While immunities are not expected to appear in Diablo III, there will be enemies who have high resistances against certain types of damage.
In these cases, skills such as the [[Enchantress]] [[follower]]'s skill "Lower Resist" would be invaluable. It is possible as well that some [[traits]] may assist the player in lowering resistance.
* See more [[reference]]s.
[[category:reference]]
==Elemental Damage and Secondary Effects==
Elemental damage can come from a variety of sources. Some [[class]]es have elemental damage built into their [[skills]] or [[spells]], such as the [[Wizard]] with skills such as [[Meteor]] (fire damage), or [[Electrocute]] (cold damage). Some skills and spells may increase the utility or overall potency of a specific elemental type through [[rune]]s. There are also [[proc]]s or sources of indirect damage that can grant elemental properties, such as the Wizard's [[Storm Armor]] that sends out spikes of electricity to attackers.
Every class can gain elemental damage through [[item]]s, most likely through [[weapons]], and also through [[enchanting]] their gear. If an item has a [[socket]], then the player can also socket a weapon with a [[gem]] that may grant or increase a specific elemental type of damage.
Finally, there may be [[buff]]s such as [[shrines]] that grant temporary elemental damage to attacks for the player.
===Monster Elemental Damage===
The player is not the only one who may use elemental damage. Many monsters can as well, particularly [[Champion]] monsters that are imbued with a [[boss modifier]] that grants and increases the damage done of a certain elemental type. As an example, a champion may be granted the modifier [[Frozen]] which inflicts cold damage, and also slows attackers who are affected.
Some monsters may even have a specific type of element as their default source of damage, similar to the {{iw|Vampire Vampire}} monster type in [[Diablo II]] that dealt fire damage with a variety of spells.
===Secondary Effects===
Intrinsic secondary effects for elemental damage exist in much the same way as in Diablo II where, for instance, a cold attack will also slow movement speed or even freeze an opponent.
The same holds true in Diablo III with the caveat that elemental damage [[crit]]ical hits also have another effect. When a cold damage crits, as an example, it will also freeze the enemy for a short amount of time, and a lightning crit will stun them.
It is expected that such secondary effects like [[stun]] will have a reduced duration for the [[arena]] PVP battles.
==Elemental Resistance==
Elemental [[resistance]] is a [[stat]] in Diablo III that allows the player to mitigate the damage of a specific element.
Resistance has changed a bit from what was seen in [[Diablo II]], chiefly the damage from an elemental type will be reduced by a certain amount according to a rating system (like [[Attack Rating]]), instead of dealing in flat percentages.
Similar to elemental damage, resistances can also be gained through items, but normally through [[armor]] and not weapons, and perhaps some [[gem]]s as well. Also similar to damage, resistance can be gained through [[buff]]s or [[skill]]s such as the [[Monk]]'s [[Resist Aura]].
===Lowering Enemy Resistance===
[[Immunity]] played a large role in the end game of Diablo II, and players had to find ways to lower monster resistance in order to damage it with a specific elemental (or physical) type. While immunities are not expected to appear in Diablo III, there will be enemies who have high resistances against certain types of damage.
In these cases, skills such as the [[Enchantress]] [[follower]]'s skill "Lower Resist" would be invaluable. It is possible as well that some [[traits]] may assist the player in lowering resistance.
* See more [[reference]]s.
[[category:reference]]