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		<updated>2026-04-05T18:13:16Z</updated>
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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Helltrapper&amp;diff=76681</id>
		<title>Helltrapper</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Helltrapper&amp;diff=76681"/>
				<updated>2014-08-03T04:33:57Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Helltrapper-icon.jpg|left]]&lt;br /&gt;
[[File:Helltrapper-db.jpg|thumb|320px|Helltrapper.]]&lt;br /&gt;
[[Helltrapper]] is a [[legendary hand crossbow]] that can be found in Diablo 3 and Reaper of Souls. This item can only be equipped by the [[Demon Hunter]], and will very rarely drop for any other class. This item can be equipped with a shield or quiver in the off hand slot, or Demon Hunters can dual-wield two hand crossbows.&lt;br /&gt;
&lt;br /&gt;
The [[Smart Drop]] system ensures that hand crossbows will usually roll with [[dexterity]], or at least never roll with [[strength]] or [[intelligence]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Helltrapper properties==&lt;br /&gt;
&lt;br /&gt;
This item's [[legendary affix]] grants a 7-10% chance for a a [[Spike Trap]], [[Caltrops]] or [[Sentry]] to appear upon target hit. As Demon Hunters are constantly hitting targets, this means that those three trap-like skills will be constantly appearing in the midst of combat. None of the effects are so powerful as to make any real difference in the overall play, but they can be a helpful novelty during combat. If you equip one or more of those skills, the spawns from Helltrapper can take the rune(s) from those skills; for example, the Sentry from Helltrapper can spawn a fire chain with Chains of Torment.&lt;br /&gt;
&lt;br /&gt;
* All stats listed in the database scale up to the level of this item when dropped.&lt;br /&gt;
* See the sample screenshots below to see how this item will roll at level 70.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
'''Helltrapper: Legendary hand crossbow'''&lt;br /&gt;
* Minimum Item Level: 15&lt;br /&gt;
&lt;br /&gt;
'''Item stats at level 70:'''&lt;br /&gt;
* 808.0–876.0 DPS&lt;br /&gt;
* 126 - (884-969) Damage&lt;br /&gt;
* 1.60 Attacks per Second&lt;br /&gt;
&lt;br /&gt;
Primary Attributes&lt;br /&gt;
* {{c_blue|One of 7 Magic Properties (varies)}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Arcane Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Poison Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Holy Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Lightning Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Fire Damage}}&lt;br /&gt;
** +(858-1049)-(1028-1304) {{c_blue|Cold Damage}}&lt;br /&gt;
* +(626-750) {{c_blue|Dexterity}}&lt;br /&gt;
* {{c_blue|+2 random primary affixes }}&lt;br /&gt;
&lt;br /&gt;
Secondary Affixes:&lt;br /&gt;
* (7-10)% {{c_orange|chance on hit to summon a [[Spike Trap]], [[Caltrops]] or [[Sentry]].}}&lt;br /&gt;
* {{c_blue|+1 random secondary affix}}&lt;br /&gt;
&lt;br /&gt;
{{C_gold|''&amp;quot;This crossbow is a miracle of mechanical innovation, though its builder &amp;lt;br&amp;gt;remains unknown. In addition to firing ordinary quarrels, the Helltrapper may &amp;lt;br&amp;gt;also fire specialized ammunition delivering caltrops, explosive spiked  mines,&amp;lt;br&amp;gt; and even self-expanding turrets.&amp;quot; —The Craft of War by Diadra the Scholar''}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Salvages into: '''&lt;br /&gt;
* Level 1-60: 1 [[Fiery Brimstone]]&lt;br /&gt;
* Level 61-70: 1 [[Forgotten Soul]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Examples==&lt;br /&gt;
&lt;br /&gt;
Several examples of this item equipped on level 70 characters can be seen below. View hundreds more [http://diablonut.incgamers.com/item/helltrapper samples of the Helltrapper] via DiabloNut's armory.&lt;br /&gt;
&lt;br /&gt;
[[File:Helltrapper-nut1.jpg|center|thumb|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|weapons1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
[[category:Legendary]]&lt;br /&gt;
[[category:Legendary Weapons]]&lt;br /&gt;
[[category:Legendary Hand Crossbows]]&lt;br /&gt;
[[category:Hand Crossbows]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Pox_Faulds&amp;diff=76680</id>
		<title>Pox Faulds</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Pox_Faulds&amp;diff=76680"/>
				<updated>2014-08-03T04:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: Added detail on how PF poison dmg works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pox-faulds-icon.jpg|left]]&lt;br /&gt;
[[File:Pox-faulds-db.jpg|thumb|250px|Pox Faulds.]]&lt;br /&gt;
[[Pox Faulds]] is a [[legendary pants]] that can be found in Diablo 3 and Reaper of Souls.  This item can only be found and equipped by any class, though the special bonus heavily favors use by melee fighter type characters.&lt;br /&gt;
&lt;br /&gt;
The [[Smart Drop]] system ensures that these pants will usually roll with the [[mainstat]] appropriate to the class that finds it. Belts can roll with +skill bonuses as well, and these will also usually get Smart Loot'ed to appropriate skills for your class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pox Faulds properties==&lt;br /&gt;
&lt;br /&gt;
This item has a [[legendary affix]] that adds a useful amount of damage over time to targets nearby. The damage from the pants isn't a game changer, but it can help a lot with steady damage to a large number of nearby enemies.&lt;br /&gt;
&lt;br /&gt;
The poison damage granted by Pox Faulds acts as a static spell, casting a poison cloud over a fixed area (much as [[Ghom]] does). The spell has a 10-second cooldown before another poison cloud can be generated.&lt;br /&gt;
&lt;br /&gt;
* All stats listed in the database scale up to the level of this item when dropped.&lt;br /&gt;
* See the sample screenshots below to see how this belt will roll at level 70.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
'''Pox Faulds: Legendary pants'''&lt;br /&gt;
* Minimum Item Level: 12&lt;br /&gt;
* Armor: 33–38&lt;br /&gt;
&lt;br /&gt;
Primary Affixes:&lt;br /&gt;
* {{c_blue|One of 2 Magic Properties (varies)}}&lt;br /&gt;
** {{c_blue|Regenerates 1 Life per Second}}&lt;br /&gt;
** {{c_blue|Regenerates 2–3 Life per Second}}&lt;br /&gt;
* {{c_blue|+3 random primary affixes }}&lt;br /&gt;
&lt;br /&gt;
Secondary Affixes:&lt;br /&gt;
* {{c_orange|When 3 or more enemies are within 12 yards, you release &amp;lt;br&amp;gt;a vile stench that deals 240–320% weapon damage as Poison&amp;lt;br&amp;gt; every second for 10 seconds to enemies within 15 yards.}}&lt;br /&gt;
* {{c_blue|+1 random secondary affix}}&lt;br /&gt;
&lt;br /&gt;
{{C_gold|''Made from the treated skin of plague victims.''}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Salvages into: '''&lt;br /&gt;
* Level 1-60: 1 [[Fiery Brimstone]]&lt;br /&gt;
* Level 61-70: 1 [[Forgotten Soul]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item Examples==&lt;br /&gt;
&lt;br /&gt;
Several examples of this item can be seen below. View more [http://diablonut.incgamers.com/armory/item.php?id=1064 samples of the Pox Faulds] via DiabloNut's armory.&lt;br /&gt;
&lt;br /&gt;
[[File:Pox-faulds-nut1.jpg|center|thumb|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
Screenshots of the pants in action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Legendary_executioner1.jpg|In-game.&lt;br /&gt;
File:Legendary_executioner2.jpg|Alternate view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox|armor1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:items]]&lt;br /&gt;
[[category:Armor]]&lt;br /&gt;
[[category:Legendary]]&lt;br /&gt;
[[category:Legendary Armor]]&lt;br /&gt;
[[category:Legendary Pants]]&lt;br /&gt;
[[category:Pants]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Paragon_experience_charts&amp;diff=62269</id>
		<title>Paragon experience charts</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Paragon_experience_charts&amp;diff=62269"/>
				<updated>2013-01-24T00:14:46Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: /* Experience Charts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Experience Charts===&lt;br /&gt;
&lt;br /&gt;
A basic table showing the 1-100 level experience requirements. The figures show how much experience is required to gain the next Paragon level, not the cumulative total. Paragon level 100 requires slightly more XP than levels 1 through 17 combined.&lt;br /&gt;
[[File:Paragon-levels-exp-chart.jpg|center|Increasing experience required to gain each Paragon level.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A handy pie chart giving a proportional view of the total Paragon Level experience gain.&lt;br /&gt;
&lt;br /&gt;
[[File:Paragon-levels-exp-pie-chart.png|center|thumb|800px|Paragon levels on a pie chart.]]&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/xKo5Y.jpg| Source]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Statistics]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=61441</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Attributes&amp;diff=61441"/>
				<updated>2012-12-05T23:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: /* Dexterity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BC}}&lt;br /&gt;
Diablo III's core '''Attributes''' are '''[[Strength]]''', '''[[Dexterity]]''', '''[[Intelligence]]''', and '''[[Vitality]]'''. Different classes get different bonuses from these attributes. Each one can be broken down into other, more fundamental attributes.&lt;br /&gt;
&lt;br /&gt;
Examples of other attributes are Armor, Crit Chance, and Attack Speed. Many more exist, and they are described in this article.&lt;br /&gt;
&lt;br /&gt;
A player's attributes can be increased by their gear or talents. Not all items can have every type of attribute. &lt;br /&gt;
&lt;br /&gt;
==Core Attributes==&lt;br /&gt;
[[File:New-stats-paperdoll.jpg|thumb|300px|Stats are now incorporated into the inventory/paper doll display.]]&lt;br /&gt;
This lists the four core attributes and their precise effects, as of patch 1.0.2.&amp;lt;ref&amp;gt;http://blackrabbit2999.blogspot.com/2012/05/diablo-3-game-mechanics-complete-guide.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
[[Strength]] governs how much [[Armor]] a character has and increases [[Barbarian]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Strength gives:'''&lt;br /&gt;
* +1 [[Armor]].&lt;br /&gt;
* +1% damage for [[Barbarian]]s.&lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
[[Dexterity]] governs the chance that a character will [[Dodge]] an attack and increases [[Demon Hunter]]'s and [[Monk]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Dexterity gives:'''&lt;br /&gt;
* +1% damage for [[Demon Hunter]]s and [[Monk]]s.&lt;br /&gt;
* +''x''% to [[Dodge]] chance:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Dexterity !! Increase per point !! Total dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;100 || +0.1% || ''Dex''&amp;amp;nbsp;&amp;amp;times; 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| 101&amp;amp;ndash;500 || +0.025% || (''Dex''&amp;amp;nbsp;–&amp;amp;nbsp;100)&amp;amp;nbsp;&amp;amp;times; 0.025%&amp;amp;nbsp;+ 10.0%&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;1000 || +0.02% || (''Dex''&amp;amp;nbsp;–&amp;amp;nbsp;500)&amp;amp;nbsp;&amp;amp;times; 0.02%&amp;amp;nbsp;+ 20.0%&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;8000 || +0.01% || (''Dex''&amp;amp;nbsp;–&amp;amp;nbsp;1000)&amp;amp;nbsp;&amp;amp;times; 0.01%&amp;amp;nbsp;+ 30.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
[[Intelligence]] increases a character's [[Resistances]] and increases [[Wizard]]'s and [[Witch Doctor]]'s [[damage]] dealt.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Intellect gives:'''&lt;br /&gt;
* +0.1 to all [[Resistances]].&lt;br /&gt;
* +1% damage for [[Witch Doctor]]s and [[Wizard]]s.&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
[[Vitality]] governs the amount of [[Life]] a character has.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Each point of Vitality gives:'''&lt;br /&gt;
* +''x'' Life&lt;br /&gt;
** If player level &amp;lt; 35, ''x''&amp;amp;nbsp;= 10.&lt;br /&gt;
** If player level ≥ 35, ''x''&amp;amp;nbsp;= ''Level''&amp;amp;nbsp;&amp;amp;minus; 25.&lt;br /&gt;
At level 60, each point of vitality adds 35 life. This does not include 36 base life and +4 life per level.&lt;br /&gt;
* Total Life is calculated as follows:&lt;br /&gt;
** If player level &amp;lt; 35, ''Life''&amp;amp;nbsp;= ''Vitality''&amp;amp;nbsp;&amp;amp;times; 10&amp;amp;nbsp;+ ''Level''&amp;amp;nbsp;&amp;amp;times; 4&amp;amp;nbsp;+ 36&lt;br /&gt;
** If player level ≥ 35, ''Life''&amp;amp;nbsp;= ''Vitality''&amp;amp;nbsp;&amp;amp;times; (''Level''&amp;amp;nbsp;&amp;amp;minus; 25)&amp;amp;nbsp;+ ''Level''&amp;amp;nbsp;&amp;amp;times; 4&amp;amp;nbsp;+ 36&lt;br /&gt;
&lt;br /&gt;
==Other Attributes==&lt;br /&gt;
====Armor====&lt;br /&gt;
Armor reduces all damage done to the player by a percentage, including magical damage.&lt;br /&gt;
:''Reduction''&amp;amp;nbsp;= (''Armor''/(''Armor''&amp;amp;nbsp;+ ''Mlvl''&amp;amp;nbsp;&amp;amp;times; 50)) &amp;amp;times; 100%,&lt;br /&gt;
where ''Mlvl'' is the level of the attacking monster.&lt;br /&gt;
&lt;br /&gt;
====Resistances====&lt;br /&gt;
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.&lt;br /&gt;
:''Reduction''&amp;amp;nbsp;= (''Resistance''/(''Resistance''&amp;amp;nbsp;+ ''Mlvl''&amp;amp;nbsp;&amp;amp;times; 5)) &amp;amp;times; 100%,&lt;br /&gt;
where ''Mlvl'' is the level of the attacking monster.&lt;br /&gt;
&lt;br /&gt;
====Critical Hit Chance====&lt;br /&gt;
When a player attacks, they have a chance of hitting with a significantly higher damage than usual. This chance is their &amp;quot;crit&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
====Critical Hit Damage====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Core Attribute Changes==&lt;br /&gt;
The core attributes have undergone significant changes since conception. The Diablo 3 beta had a fifth attribute named willpower, which no longer exists. &lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2012===&lt;br /&gt;
On Janruary 19, 2012, [[Diablo III]] Game Director [[Jay Wilson]] made a lengthy blog post on various upcoming system changes[http://us.battle.net/d3/en/blog/4325959/Systems_Changes-1_19_2012#blog] in Diablo III. These changes included a complete overhaul on the attribute system.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] and [[Dexterity]] made a comeback while [[Vitality]] stayed the same. A new attribute was introduced to the game - [[Intelligence]]. Stats that came with the old attributes have been moved onto item affixes. +[[Armor]] and +Physical Resist is taking over [[Defense]] and +[[Critical Hit|Chance to critically hit]] will replace [[Precision]].&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
===Attribute changes in 2010===&lt;br /&gt;
Originally, each attribute affected more character properties in Diablo III than in [[Diablo I|D1]] or [[Diablo II|D2]]. This 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&amp;amp;pageNo=1&amp;amp;sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property.&lt;br /&gt;
&lt;br /&gt;
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=788501 26-page debate]in the forums. Bashiok made several points in favor of the change, and several less-favorable points were made in the forum. The debate is distilled here:&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
* None of the old attributes helped control [[resource]] management.&lt;br /&gt;
* Easier to make all attributes valuable to all classes.&lt;br /&gt;
* Before, in some cases it was not obvious what attribute affected a particular skill.&lt;br /&gt;
* Makes core attributes simple and straightforward to understand.&lt;br /&gt;
* Makes game balance easier.&lt;br /&gt;
* Makes valuing item stats easier.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
* It wasn't ''that'' confusing, especially with pre-set attributes.&lt;br /&gt;
* Feels like a dumbing-down of the game.&lt;br /&gt;
* Having all attributes equally valuable to all classes is not always beneficial.&lt;br /&gt;
* No character has a primary attribute.&lt;br /&gt;
* The attribute names are uninspiring.&lt;br /&gt;
&lt;br /&gt;
===Old Attribute System===&lt;br /&gt;
See the respective pages on [[Attack]], [[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).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Character_sheet_2010.jpg|thumb|250px|[[BlizzCon]] 2010 when str/dex/vit/will were last seen.▼]]&lt;br /&gt;
| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Even Older Attribute System===&lt;br /&gt;
See the respective pages on [[Strength#Development|Strength]], [[Dexterity#Development|Dexterity]], [[Vitality#Development|Vitality]], and [[Willpower]] (renamed from [[Energy]] in [[Diablo II|D2]]) to see what attributes originally looked like.&lt;br /&gt;
&lt;br /&gt;
==No Customizable Attributes==&lt;br /&gt;
The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two &amp;quot;[[naked]]&amp;quot; characters of the same class and of the same level will have the exact same attack, precision, vitality, defense, and willpower, as well as the same hit points, resource value, damage, and etc.  Except that they won't, since differences in their [[skills]], [[skillrunes]], and [[traits]], not to mention [[equipment]], including [[charms]]/[[talisman]], will make them very different.&lt;br /&gt;
&lt;br /&gt;
Though this seems a settled issue as of late 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://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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. &lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Set Attributes Removed==&lt;br /&gt;
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 30-page forum 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.&lt;br /&gt;
&lt;br /&gt;
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]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Manual setting is no longer needed, as there are no stat requirements on [[item]]s any more.&lt;br /&gt;
* It's beginner friendly. New players won't ruin their characters with poor stat allocation.&lt;br /&gt;
* 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, &amp;quot;Enough strength for your heaviest item, then all the rest into vitality.&amp;quot;&lt;br /&gt;
* Enables easier/better game balancing for the developers, since they can know about how powerful characters will be.&lt;br /&gt;
* Prevents twinking and other exploits by low level characters.&lt;br /&gt;
* World of Warcraft uses auto-attributes, and it's the most popular RPG ever.&lt;br /&gt;
* No need for attribute [[respec]]s, which would otherwise have to be incorporated since skill respecs will be.&lt;br /&gt;
* It boosts the importance of items, since those and skills are what differentiates characters.&lt;br /&gt;
* 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.&lt;br /&gt;
* It respects traditional RPG philosophy of archetype characters 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.&lt;br /&gt;
* It completely eliminates 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 those points ''could be'' relocated in other stat for better purpose. 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.&lt;br /&gt;
* Rerolling is fun but rerolling ''because of'' messed stats is not fun.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Reduced Character Variety. Unusual and non-cookie cutter builds need to allocate their attributes differently.&lt;br /&gt;
* 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?&lt;br /&gt;
* 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?&lt;br /&gt;
* 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.&lt;br /&gt;
* What about [[hardcore]]? Hardcore characters want/need to be built very differently than softcore, since death is forever.&lt;br /&gt;
&lt;br /&gt;
===Blizzard's Response===&lt;br /&gt;
The [[D3 Team]] never issued a formal, multi-point rebuttal, but they have commented on this issue a few times, being careful not to give away their plans for stat customization via systems, such as gems, traits, and the talisman, that they weren't yet ready to reveal.[ [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;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 &amp;quot;Put 5 points in Energy and then all the rest of the points in Vitality.&amp;quot;&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;&amp;lt;b&amp;gt;Loss of character customization:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Odd character builds:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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 &amp;quot;tuned out&amp;quot; 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 &amp;quot;+&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Less feeling of level up achievement:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;We've always assigned our own points in Diablo games:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
[[category:basics]]&lt;br /&gt;
[[category:character]]&lt;br /&gt;
[[category:statistics]]&lt;br /&gt;
[[category:attributes]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Shrine&amp;diff=59259</id>
		<title>Shrine</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Shrine&amp;diff=59259"/>
				<updated>2012-10-19T17:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: Corrected names, reorganized shrines by patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Are you looking for shrines in {{iw|D1_Shrines Diablo I Shrines}} or {{iw|Shrines Diablo II Shrines}}?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shrines''' are randomly-located, randomly-spawned objects that characters can click to receive temporary buffs.  Shrine effects pass to all players in the area when they are first triggered. All shrine benefits last for 2 minutes, and characters can benefit from multiple different shrines at once. Shrine bonuses do not stack, and second shrine of the same type will simply reset the benefit time to the full duration.&lt;br /&gt;
&lt;br /&gt;
The original version of the game included four shrine types:&lt;br /&gt;
* [[Enlightened Shrine]] - +25% bonus to [[Experience]]. Until v1.0.5, Enlightened shrines did not appear in [[Inferno]].&lt;br /&gt;
* [[Fortune Shrine]] - +25% bonus to [[Magic Find]] and [[Gold Find]]. This bonus stacks on top of other MF/GF bonuses from equipment, [[Nephalem Valor]] stacks, and [[Paragon]] levels. It will not exceed the max MF/GF cap, though.&lt;br /&gt;
* [[Frenzied Shrine]] - Increases attack speed and critical damage bonus by 25%. &lt;br /&gt;
* [[Protection Shrine]] - Reduces all damage taken by 25%.&lt;br /&gt;
&lt;br /&gt;
Two more shrine types were added in v1.0.5:&lt;br /&gt;
* [[Empowered Shrine]] – Increased [[resource]] regeneration and reduced [[cooldowns]]. (Added in [[Patch 1.0.5]].) For [[Demon Hunter]]s, this shrine ''only'' increases [[Hatred]] regeneration; it does not change [[Discipline]] regeneration.&lt;br /&gt;
* [[Fleeting Shrine]] – Increased movement speed and adds 25 yards to [[gold]] and [[health orb]] pickup [[radius]]. (Added in [[Patch 1.0.5]].)&lt;br /&gt;
&lt;br /&gt;
==Shrine General Information==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shrinebuff.jpg|thumb|right|150px|A [[Demon Hunter]] with a shrine buff.]]Shrines do not appear on the mini map or main map.  They are labelled when moused over. Once they are clicked a message will appear on screen notifying the player of the buff.  Party members within the vicinity will also receive the buff and message.  Shrine buffs are displayed just above the belt interface, with an icon that shows the buff and the time remaining.&lt;br /&gt;
&lt;br /&gt;
Shrines are randomly generated. Although there are specific points at which a shrine may appear one won't always appear and the type is also random. Shrines do not regenerate, and each shrine can only be used once per game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Shrines Through the Ages==&lt;br /&gt;
&lt;br /&gt;
In Diablo I, shrines appeared as black wooden constructions with white crosses on them, candles burning on both sides. When the player clicked on them, the shrine would become disfigured and slightly demonic with a sword appearing near the base.&lt;br /&gt;
&lt;br /&gt;
In Diablo II, shrines came in a large variety but were a bit more primal and not as tied to the real-life imagery of religion. In the early game, the player would stumble upon a shrine that consisted of skulls and bones sitting upon the top of a pike, with stones gathered around the base on the ground. When the player clicked on it, they effectively &amp;quot;desecrated&amp;quot; the shrine, destroyed it, giving the bonus.&lt;br /&gt;
&lt;br /&gt;
However, in Diablo III, shrines were natively &amp;quot;desecrated&amp;quot; and the player purified them by interacting with them. The character [[class]]es of Diablo III were attempting to undo the damage done by the carelessness of the Diablo II characters.  The &amp;quot;desecrated&amp;quot; lable was dropped from all shrines during development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Previous Development==&lt;br /&gt;
&lt;br /&gt;
The developers initially planned Shrines to function much differently in Diablo III than they did in the previuos games in the series. Bold statements about not providing just a short term random bonus were made, but ultimately the Diablo III team couldn't find a better implementation style, and went with a repeat of the format we saw in Diablo I and Diablo II, though the D3 shrines have some different effects.&lt;br /&gt;
&lt;br /&gt;
* Information and blue quotes about shrines during development can be seen on the [[Shrine archive]] article.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|struc}}&lt;br /&gt;
&lt;br /&gt;
[[category:shrines]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Shrine&amp;diff=59258</id>
		<title>Shrine</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Shrine&amp;diff=59258"/>
				<updated>2012-10-19T17:37:00Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: Added DH note to Empowered shrine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Are you looking for shrines in {{iw|D1_Shrines Diablo I Shrines}} or {{iw|Shrines Diablo II Shrines}}?''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shrines''' are randomly-located, randomly-spawned objects that characters can click to receive temporary buffs.  Shrine effects pass to all players in the area when they are first triggered. All shrine benefits last for 2 minutes, and characters can benefit from multiple different shrines at once. Shrine bonuses do not stack, and second shrine of the same type will simply reset the benefit time to the full duration.&lt;br /&gt;
&lt;br /&gt;
* [[Desecrated Shrine]] - Reduces all damage taken by 25%.&lt;br /&gt;
* [[Empowered Shrine]] – Increased [[resource]] regeneration and reduced [[cooldowns]]. (Added in [[Patch 1.0.5]].) For [[Demon Hunter]]s, this shrine ''only'' increases [[Hatred]] regeneration; it does not change [[Discipline]] regeneration.&lt;br /&gt;
* [[Enlightened Shrine]] - +25% [[Experience]]. (This shrine did not appear in [[Inferno]] prior to v1.0.5.)&lt;br /&gt;
* [[Fleeting Shrine]] – Increased movement speed and adds 25 yards to [[gold]] and [[health orb]] pickup [[radius]]. (Added in [[Patch 1.0.5]].)&lt;br /&gt;
* [[Fortune Shrine]] - +25% bonus to [[Magic Find]] and [[Gold Find]]. This bonus stacks on top of other MF/GF bonuses from equipment, [[Nephalem Valor]] stacks, and [[Paragon]] levels. It will not exceed the max MF/GF cap, though.&lt;br /&gt;
* [[Frenzied Shrine]] - Increases attack speed and critical damage bonus by 25%. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shrine General Information==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shrinebuff.jpg|thumb|right|150px|A [[Demon Hunter]] with a shrine buff.]]Shrines do not appear on the mini map or main map.  They are labelled when moused over. Once they are clicked a message will appear on screen notifying the player of the buff.  Party members within the vicinity will also receive the buff and message.  Shrine buffs are displayed just above the belt interface, with an icon that shows the buff and the time remaining.&lt;br /&gt;
&lt;br /&gt;
Shrines are randomly generated. Although there are specific points at which a shrine may appear one won't always appear and the type is also random. Shrines do not regenerate, and each shrine can only be used once per game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo Shrines Through the Ages==&lt;br /&gt;
&lt;br /&gt;
In Diablo I, shrines appeared as black wooden constructions with white crosses on them, candles burning on both sides. When the player clicked on them, the shrine would become disfigured and slightly demonic with a sword appearing near the base.&lt;br /&gt;
&lt;br /&gt;
In Diablo II, shrines came in a large variety but were a bit more primal and not as tied to the real-life imagery of religion. In the early game, the player would stumble upon a shrine that consisted of skulls and bones sitting upon the top of a pike, with stones gathered around the base on the ground. When the player clicked on it, they effectively &amp;quot;desecrated&amp;quot; the shrine, destroyed it, giving the bonus.&lt;br /&gt;
&lt;br /&gt;
However, in Diablo III, shrines were natively &amp;quot;desecrated&amp;quot; and the player purified them by interacting with them. The character [[class]]es of Diablo III were attempting to undo the damage done by the carelessness of the Diablo II characters.  The &amp;quot;desecrated&amp;quot; lable was dropped from all shrines during development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Previous Development==&lt;br /&gt;
&lt;br /&gt;
The developers initially planned Shrines to function much differently in Diablo III than they did in the previuos games in the series. Bold statements about not providing just a short term random bonus were made, but ultimately the Diablo III team couldn't find a better implementation style, and went with a repeat of the format we saw in Diablo I and Diablo II, though the D3 shrines have some different effects.&lt;br /&gt;
&lt;br /&gt;
* Information and blue quotes about shrines during development can be seen on the [[Shrine archive]] article.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|struc}}&lt;br /&gt;
&lt;br /&gt;
[[category:shrines]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Basics]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Sharpshooter&amp;diff=56199</id>
		<title>Sharpshooter</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Sharpshooter&amp;diff=56199"/>
				<updated>2012-07-24T06:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconSharpshooter.png|left]]&lt;br /&gt;
'''Sharpshooter''' is a [[Demon Hunter passive]] skill unlocked at [[clvl|Level]] 50, which grants a bonus to the Demon Hunter's critical hit chance that gradually increases and will reset once a successful [[critical hit]] has been made.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Sharpshooter&amp;lt;/skill&amp;gt;&lt;br /&gt;
{{c_slate|''&amp;lt;skill flavor=&amp;quot;yes&amp;quot; class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Sharpshooter&amp;lt;/skill&amp;gt;''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Design==&lt;br /&gt;
''Hide this section unless there is some design information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Synergies==&lt;br /&gt;
Every Demon Hunter attack benefits from [[Sharpshooter]] (unless they cannot critically hit).&lt;br /&gt;
==Advantages and Disadvantages==&lt;br /&gt;
The biggest advantage to Sharpshooter is in boss battles, because of the following facts:&lt;br /&gt;
* Sharpshooter can increase critical hit chance to a maximum of 100%.&lt;br /&gt;
* Sharpshooter doesn't reset until 1 second ''after'' a critical hit.&lt;br /&gt;
* All Demon Hunter bows can fire more than 1 attack per second.&lt;br /&gt;
* Boss battles typically involve lag before the battle begins.&lt;br /&gt;
As a result of these factors, a Demon Hunter using Sharpshooter is essentially guaranteed two critical hits (if not more) at the start of a boss battle.&lt;br /&gt;
&lt;br /&gt;
The biggest disadvantage to Sharpshooter is that its added benefit decreases as base critical hit chance increases (since the time between critical hits decreases, meaning the added boost drops as well).&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
{{Passive history notes}}&lt;br /&gt;
===Beta===&lt;br /&gt;
Sharpshooter was not seen until it showed up in the Diablo III [[beta]] as a level 28 passive. It was bumped to level 29 in [[Beta Patch 13]], and when passives were reorganized for [[Beta Patch 14]], Sharpshooter was moved up to level 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=8009110#post8009110 HardRock's Demon Hunter Passive Skills] — IncGamers 6th Sep 2011&lt;br /&gt;
* [http://us.battle.net/d3/en/class/demon-hunter/passive/ Demon Hunter Passive Skills] — Blizzard's Official Diablo III Site&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill navbox Diablo III|DH}}&lt;br /&gt;
&lt;br /&gt;
[[category:Passive skills]]&lt;br /&gt;
[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Demon Hunter passives]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Critical_hit&amp;diff=56198</id>
		<title>Critical hit</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Critical_hit&amp;diff=56198"/>
				<updated>2012-07-24T05:54:35Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: /* Raising Damage Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Critical hits''' are special types of hits dealt to [[monster]]s (and other players in [[PVP]]). Monsters that die from critical hits usually explode in an especially gruesome [[Death#Special_Death_Animations|death animation]], adding visual fun to the killing bonuses, or are otherwise blasted with the full force of the [[physics]] system, sending them caroming overhead and out of the camera's view.&lt;br /&gt;
&lt;br /&gt;
Critical hits deal a base 50% bonus damage in Diablo 3. The damage '''''and''''' the percent change of scoring a critical hit can both be increased by various skills and equipment. &amp;lt;ref&amp;gt; {{cite web | url = http://blues.incgamers.com/Posts/1/1/4/10/7462/deadly-strikecritical-strike#postId_20442 | title = Bashiok on Critical Hits | accessdate = 2010-08-24 | quote = We have Critical Strikes. When you crit it does 50% more damage. Your chance to crit and increase above the 50% are both variable with skills, items, etc.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Hit Terms==&lt;br /&gt;
There are a few crit hit related gameplay terms that are used as variables on [[item]]s, [[skill]]s and other gameplay effects. It's important to know the difference between them:&lt;br /&gt;
* '''Critical Hit''' / '''Crit''' - The actual event when a critical hit lands. Increased damage and an added effect, depending on the school of damage used.&lt;br /&gt;
* '''Critical Hit Chance''' / '''Crit Chance''' - Chance of landing a critical strike.&lt;br /&gt;
* '''Critical Hit Damage''' / '''Crit Damage''' - The actual damage dealt when a Critical Hit has landed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Critical Hits in Diablo III==&lt;br /&gt;
[[File:Crits.jpg|right|thumb|300px|Crits displayed in yellow text.]]&lt;br /&gt;
When the game was first announced in 2008, it was revealed that crits would have a varying effect. In the early developmental phase, they were as following:&lt;br /&gt;
&lt;br /&gt;
* '''Physical Damage: '''Deals double damage. Might also knockback, but not confirmed.&lt;br /&gt;
* '''Arcane Damage:''' Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)&lt;br /&gt;
* '''Cold Damage: '''Critical hits from cold damage freeze targets for 2 seconds.&lt;br /&gt;
* '''Fire Damage:''' Critical hits from fire damage set targets ablaze, dealing additional damage per second.&lt;br /&gt;
* '''Lightning Damage: '''Critical hits from lightning damage stun targets for 2 seconds.&lt;br /&gt;
* '''Toxic Damage:''' Critical hits from toxic (poison) damage had an unknown bonus. Extra damage over time?&lt;br /&gt;
&lt;br /&gt;
However, this entire system was scrapped, and critical hits became hits that did (at their base) 150% extra damage. There are no special secondary effects to critical hits in Diablo III, as was planned. Why these were removed is anyone's guess, as it makes elemental damage rather homogeneous on gear, although cold damage does still [[slow]] monster movement speed momentarily.&lt;br /&gt;
As shown to the right (if the player chooses to display them on the [[interface]]), critical hits are displayed in large yellow numbers which float above the [[monster]] after they take a crit.&lt;br /&gt;
&lt;br /&gt;
===Crit Damage and Chance===&lt;br /&gt;
[[File:CHD.jpg|left|thumb|300px|CHD raised through a [[weapon]] and [[gem]].]]&lt;br /&gt;
Critical Hit Chance ('''CHC''') and Critical Hit Damage ('''CHD''') can be raised in a number of ways.&lt;br /&gt;
First and foremost is from items. Many items will grant the player an increased chance to crit. These incremental increases are percentage-based, but also a flat value. So if a player has 5% chance to crit, and they get an [[amulet]] that offers an additional 5% chance to crit, their overall chance to crit will be 10%. CHC is, then, addititive and not multiplicative.&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
&lt;br /&gt;
===Raising Damage Values===&lt;br /&gt;
&lt;br /&gt;
Values for CHD are raised through items, [[skill]]s, and [[passive]] abilities.&lt;br /&gt;
&lt;br /&gt;
CHD can roll [[affix]]es on specific item types, being the following:&lt;br /&gt;
&lt;br /&gt;
* 1-handed weapons.&lt;br /&gt;
* 2-handed weapons.&lt;br /&gt;
* Gloves&lt;br /&gt;
* Rings&lt;br /&gt;
* Amulets&lt;br /&gt;
* [[Follower]] Specials&lt;br /&gt;
* Certain [[Legendary]] items in odd slots.&lt;br /&gt;
&lt;br /&gt;
In addition, socketing any weapon with an [[Emerald]] adds additional CHD, ranging from 10% for a Chipped gem to 100% for a Radiant Star gem.&lt;br /&gt;
&lt;br /&gt;
CHC can be found on the following items:&lt;br /&gt;
&lt;br /&gt;
* Bracers&lt;br /&gt;
* Helm&lt;br /&gt;
* Ring&lt;br /&gt;
* Glove&lt;br /&gt;
* Amulet&lt;br /&gt;
* Off-Hand items (such as a [[shield]] or [[mojo]])&lt;br /&gt;
* Certain [[Legendary]] items in odd slots.&lt;br /&gt;
&lt;br /&gt;
Many [[skill]]s and [[passive]] abilities also add relevant bonuses, such as (for CHC) the [[Barbarian]] passive [[Weapons Master]] will increase CHC by 10% when wielding an axe. Similarly, the [[Demon Hunter]] passive [[Archery]] adds 50% CHD when wielding a [[crossbow]], but adds 10% CHC when wielding a [[hand crossbow]].&lt;br /&gt;
&lt;br /&gt;
===Balancing CHD versus CHC===&lt;br /&gt;
&lt;br /&gt;
On average, the extra base damage (''i.e.'', excluding skills and stats) from critical hits works out to (''CHD%'' * ''CHC%''). Thus, the optimal strategy for increasing total CHD is to increase whichever stat gives the larger gain, percentage-wise, over its previous value. For example, consider a player with a 25% chance to crit for 60% extra damage, who must choose whether to add 10% to CHD or 5% to CHC.&lt;br /&gt;
* Base CHD = 0.6 * 0.25 = '''15%''' extra damage&lt;br /&gt;
* Adding 10% CHD (an increase of 1/6 over previous CHD): 0.7 * 0.25 = '''17.5%''' extra damage&lt;br /&gt;
* Adding 5% CHC (an increase of 1/5 over previous CHC): 0.6 * 0.3 = '''18%''' extra damage&lt;br /&gt;
Adding 5% CHC is preferable in this case.&lt;br /&gt;
&lt;br /&gt;
==Development Archives==&lt;br /&gt;
&lt;br /&gt;
The following is information archived from when Diablo III was in development. The information is not current, but it is retained for historical value. It is worth noting that shattering of a frozen monster still occurs in the game, apropos to what happened in D2.&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit1.jpg|frame|Critical hit reduces a monster to a puddle.]]&lt;br /&gt;
Exactly how critical hits work and how much damage they deal isn't yet entirely understood. This is partially due to the fact that the game remains under development and that the features are in flux, but it's also due to critical hits doing a lot of different things in [[Diablo 3]]. In previous games in the series critical hits were simple; they doubled physical damage. In D3, the biggest change is that critical hits work on all types of damage. Not just physical, or [[melee]], but various types of spell damage as well, and apparently they can trigger from elemental damage on weapons as well.&lt;br /&gt;
&lt;br /&gt;
The basic critical hit bonus is still +100% damage, but various skills increase the damage of critical hits, while others increase the odds of critical hits scoring, or cause other effects to trigger when a critical hit is scored. How these will all interact remains to be seen.&lt;br /&gt;
&lt;br /&gt;
===Critical Deaths===&lt;br /&gt;
[[Monster]]s that die to a critical hit get a special &amp;quot;critical death&amp;quot; animation, which is extra gory. A few examples can be seen in screenshots on this page. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit2.jpg|frame|Cold critical hit, with highlighted gore..]]&lt;br /&gt;
These were demonstrated during a panel at [[BlizzCon 2008]], an excerpt from which [http://www.gametrailers.com/player/41498.html can be seen here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Critical Hit Skills==&lt;br /&gt;
This is a partial list, since the game is still under development and skill descriptions and functions are bound to evolve over time. Looking at what sorts of skills add or otherwise interact with critical hits can be illustrative, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
The [[Barbarian]] has a number of skills that increase the % damage of his critical hit, and a few interesting skills that boost other properties (such as fury generation rate and defense) when he scores critical hits. There aren't any known skills (yet) that increase his chances to score critical hits, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Juggernaut Skills====&lt;br /&gt;
* [[Juggernaut_Skill_Tree#Inspiration|Inspiration]] &amp;quot;increases critical hit damage by 3% and increases the damage of added hits by 5% for 15 seconds.&amp;quot; It's not known what this description means by &amp;quot;added hits.&amp;quot; The bonus to critical hit damage seems very small too. Just 3%?  Would that make the total bonus +103% damage? Or do Barbarians have some value other than +100% for critical hit?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Battlemaster Skills====&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Battle_Rage|Battle Rage]] is a buff that temporarily (15 seconds) increases damage by 100% and critical hit damage by 30%.&lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Hammer_of_the_Ancients|Hammer of the Ancients]] boosts critical hit damage when using this active skill. &lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Critical_Attacks|Critical Attacks]] this passive skill boosts critical hit damage by 20%. This skill apparently boosts all critical hit damage for the Barbarian, even that inflicted by non-special attacks, and skills from other skill trees.&lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Deliberate_Defense|Deliberate Defense]]. &amp;quot;On a critical hit, +10% armor for 15 seconds.&amp;quot; This skill is a sign of how integral Blizzard wants to make critical hits to the game. This one boosts the defense when a critical hit is scored. It would seem to directly incentivize standing toe to toe with enemies and smacking them in the face; the more critical hits you score, the less likely they are to hit you back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Berserker Skills====&lt;br /&gt;
* [[Berserker_Skill_Tree#Savage|Savage]]: This passive skill &amp;quot;Increases [[Fury]] generation 30% for 8 seconds after scoring a critical hit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor===&lt;br /&gt;
No critical hit bonuses from [[Witch Doctor]] skills are yet known. This isn't a sign that there aren't any, though. It's just due to the WD only having 11 skills on display at [[BlizzCon 2008]], while the [[Wizard]] and [[Barbarian]] had more than 50 each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
Most [[Wizard]] skills seen at [[BlizzCon 2008]] displayed the bonus provided by a critical hit of that type of damage (cold, lightning, etc), but there were fewer skills that actually boosted or affected the frequency of his critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arcane Skill====&lt;br /&gt;
No skills in this tree listed bonuses related to critical hits as of October 2008.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Conjuring Skill====&lt;br /&gt;
No skills in this tree listed bonuses related to critical hits as of October 2008.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Storm Skills====&lt;br /&gt;
* [[Storm_Skill_Tree#Thunderstruck|Thunderstruck]]:  Increases the critical hit chance of all lightning spells by X%. The bonuses listed on this passive skill as of BlizzCon (October 2008) started at 5% and increased 5% per skill rank. It's not known what the base bonus to critical hit is, for the [[Wizard]]. This skill might increase it from 0%, or Wizards might have an inherent bonus based on their [[Clvl]], or attributes, or there might be bonuses to be had from equipment.&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Frost_Nova|Frost Nova]].  Projectiles have an additional 25% chance of a critical hit.  Frost Nova doesn't deal very high damage, and it has a very long 12 second cool down time, so the attraction of critical hits here is clearly from the cold. (Critical hits from cold damage freeze targets.)&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Deep_Freeze|Deep Freeze]]: Increases the critical hit chance of all cold spells. This passive spell adds 5% chance at Rank 1, and more at higher ranks.&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Lethal_Energy|Lethal Energy]]: Increases the chance to score critical hits with [[melee]] and [[spell]] attacks. Grants a 5% bonus at rank 1.  This seems like a very powerful skill, if it indeed works for all spells, including those in other trees. It's a fairly high level skill though, and would require a substantial investment into the Storm skill tree to enable it, but it might still be worth it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III Critical Hit Items==&lt;br /&gt;
Nothing is yet known about this. It seems likely that bonuses to the damage and/or likelihood of critical hits will be found on equipment, but how common or rare such bonuses will be remains totally unknown. It's certainly something the D3 Team will work on during development and balancing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo I and II Critical Hits==&lt;br /&gt;
Critical hits in [[Diablo II]] were a major factor in the game, but only worked with physical damage. Critical strike was called &amp;quot;[http://diablo2.diablowiki.net/Special_Modifiers#Deadly_Strike Deadly Strike]&amp;quot; on weapons, where it occurred on quite a few unique items, set items, and {{iw|Runewords runewords}}. (But not magical or rare.) A number of character skills boosted critical strike as well. All of the [[Barbarian]]'s [http://diablo2.diablowiki.net/Barbarian_Combat_Masteries weapon masteries] conveyed critical strike bonuses, as did the [[Amazon]]'s [http://diablo2.diablowiki.net/Amazon_Passive_and_Magic_Skills#Critical_Strike Critical Strike], and the [[Assassin]]'s [http://diablo2.diablowiki.net/Assassin_Shadow_Disciplines#Claw_Mastery Claw Mastery].&lt;br /&gt;
&lt;br /&gt;
In [[Diablo I]] critical hits are a hidden bonus for the [http://diablo2.diablowiki.net/Warrior#Stats_and_Attributes Warrior] and [http://diablo2.diablowiki.net/Barbarian_(Diablo_I)#Stats_and_Attributes Barbarian] characters. They gain a 1% chance to deal double damage with each Clvl they gain. At level 20 they deal double damage 20% of the time, at level 30 they do it 30% of the time, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;div class='references-small'&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Statistics]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Critical_hit&amp;diff=56197</id>
		<title>Critical hit</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Critical_hit&amp;diff=56197"/>
				<updated>2012-07-24T05:47:30Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: /* Balancing CHD versus CHC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Critical hits''' are special types of hits dealt to [[monster]]s (and other players in [[PVP]]). Monsters that die from critical hits usually explode in an especially gruesome [[Death#Special_Death_Animations|death animation]], adding visual fun to the killing bonuses, or are otherwise blasted with the full force of the [[physics]] system, sending them caroming overhead and out of the camera's view.&lt;br /&gt;
&lt;br /&gt;
Critical hits deal a base 50% bonus damage in Diablo 3. The damage '''''and''''' the percent change of scoring a critical hit can both be increased by various skills and equipment. &amp;lt;ref&amp;gt; {{cite web | url = http://blues.incgamers.com/Posts/1/1/4/10/7462/deadly-strikecritical-strike#postId_20442 | title = Bashiok on Critical Hits | accessdate = 2010-08-24 | quote = We have Critical Strikes. When you crit it does 50% more damage. Your chance to crit and increase above the 50% are both variable with skills, items, etc.}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Critical Hit Terms==&lt;br /&gt;
There are a few crit hit related gameplay terms that are used as variables on [[item]]s, [[skill]]s and other gameplay effects. It's important to know the difference between them:&lt;br /&gt;
* '''Critical Hit''' / '''Crit''' - The actual event when a critical hit lands. Increased damage and an added effect, depending on the school of damage used.&lt;br /&gt;
* '''Critical Hit Chance''' / '''Crit Chance''' - Chance of landing a critical strike.&lt;br /&gt;
* '''Critical Hit Damage''' / '''Crit Damage''' - The actual damage dealt when a Critical Hit has landed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Critical Hits in Diablo III==&lt;br /&gt;
[[File:Crits.jpg|right|thumb|300px|Crits displayed in yellow text.]]&lt;br /&gt;
When the game was first announced in 2008, it was revealed that crits would have a varying effect. In the early developmental phase, they were as following:&lt;br /&gt;
&lt;br /&gt;
* '''Physical Damage: '''Deals double damage. Might also knockback, but not confirmed.&lt;br /&gt;
* '''Arcane Damage:''' Critical hits from arcane damage silence targets for 4 secs. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)&lt;br /&gt;
* '''Cold Damage: '''Critical hits from cold damage freeze targets for 2 seconds.&lt;br /&gt;
* '''Fire Damage:''' Critical hits from fire damage set targets ablaze, dealing additional damage per second.&lt;br /&gt;
* '''Lightning Damage: '''Critical hits from lightning damage stun targets for 2 seconds.&lt;br /&gt;
* '''Toxic Damage:''' Critical hits from toxic (poison) damage had an unknown bonus. Extra damage over time?&lt;br /&gt;
&lt;br /&gt;
However, this entire system was scrapped, and critical hits became hits that did (at their base) 150% extra damage. There are no special secondary effects to critical hits in Diablo III, as was planned. Why these were removed is anyone's guess, as it makes elemental damage rather homogeneous on gear, although cold damage does still [[slow]] monster movement speed momentarily.&lt;br /&gt;
As shown to the right (if the player chooses to display them on the [[interface]]), critical hits are displayed in large yellow numbers which float above the [[monster]] after they take a crit.&lt;br /&gt;
&lt;br /&gt;
===Crit Damage and Chance===&lt;br /&gt;
[[File:CHD.jpg|left|thumb|300px|CHD raised through a [[weapon]] and [[gem]].]]&lt;br /&gt;
Critical Hit Chance ('''CHC''') and Critical Hit Damage ('''CHD''') can be raised in a number of ways.&lt;br /&gt;
First and foremost is from items. Many items will grant the player an increased chance to crit. These incremental increases are percentage-based, but also a flat value. So if a player has 5% chance to crit, and they get an [[amulet]] that offers an additional 5% chance to crit, their overall chance to crit will be 10%. CHC is, then, addititive and not multiplicative.&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
&lt;br /&gt;
===Raising Damage Values===&lt;br /&gt;
&lt;br /&gt;
Values for CHD are raised through items, [[skill]]s, and [[passive]] abilities.&lt;br /&gt;
&lt;br /&gt;
CHD can roll [[affix]]es on specific item types, being the following:&lt;br /&gt;
&lt;br /&gt;
* 1-handed weapons.&lt;br /&gt;
* 2-handed weapons.&lt;br /&gt;
* Gloves&lt;br /&gt;
* Rings&lt;br /&gt;
* Amulets&lt;br /&gt;
* [[Follower]] Specials&lt;br /&gt;
* Certain [[Legendary]] items in odd slots.&lt;br /&gt;
&lt;br /&gt;
In addition, when an [[Emerald]] is socketed into a weapon (be it one or two-handed), then the player will also gain additional CHD, varying by the quality/rank of the gem.&lt;br /&gt;
&lt;br /&gt;
CHC can be found on the following items:&lt;br /&gt;
&lt;br /&gt;
* Bracers&lt;br /&gt;
* Helm&lt;br /&gt;
* Ring&lt;br /&gt;
* Glove&lt;br /&gt;
* Amulet&lt;br /&gt;
* Off-Hand items (such as a [[shield]] or [[mojo]])&lt;br /&gt;
* Certain [[Legendary]] items in odd slots.&lt;br /&gt;
&lt;br /&gt;
Many [[skill]]s and [[passive]] abilities also add relevant bonuses, such as (for CHC) the [[Barbarian]] passive [[Weapons Master]] will increase CHC by 10% when wielding an axe.&lt;br /&gt;
&lt;br /&gt;
===Balancing CHD versus CHC===&lt;br /&gt;
&lt;br /&gt;
On average, the extra base damage (''i.e.'', excluding skills and stats) from critical hits works out to (''CHD%'' * ''CHC%''). Thus, the optimal strategy for increasing total CHD is to increase whichever stat gives the larger gain, percentage-wise, over its previous value. For example, consider a player with a 25% chance to crit for 60% extra damage, who must choose whether to add 10% to CHD or 5% to CHC.&lt;br /&gt;
* Base CHD = 0.6 * 0.25 = '''15%''' extra damage&lt;br /&gt;
* Adding 10% CHD (an increase of 1/6 over previous CHD): 0.7 * 0.25 = '''17.5%''' extra damage&lt;br /&gt;
* Adding 5% CHC (an increase of 1/5 over previous CHC): 0.6 * 0.3 = '''18%''' extra damage&lt;br /&gt;
Adding 5% CHC is preferable in this case.&lt;br /&gt;
&lt;br /&gt;
==Development Archives==&lt;br /&gt;
&lt;br /&gt;
The following is information archived from when Diablo III was in development. The information is not current, but it is retained for historical value. It is worth noting that shattering of a frozen monster still occurs in the game, apropos to what happened in D2.&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit1.jpg|frame|Critical hit reduces a monster to a puddle.]]&lt;br /&gt;
Exactly how critical hits work and how much damage they deal isn't yet entirely understood. This is partially due to the fact that the game remains under development and that the features are in flux, but it's also due to critical hits doing a lot of different things in [[Diablo 3]]. In previous games in the series critical hits were simple; they doubled physical damage. In D3, the biggest change is that critical hits work on all types of damage. Not just physical, or [[melee]], but various types of spell damage as well, and apparently they can trigger from elemental damage on weapons as well.&lt;br /&gt;
&lt;br /&gt;
The basic critical hit bonus is still +100% damage, but various skills increase the damage of critical hits, while others increase the odds of critical hits scoring, or cause other effects to trigger when a critical hit is scored. How these will all interact remains to be seen.&lt;br /&gt;
&lt;br /&gt;
===Critical Deaths===&lt;br /&gt;
[[Monster]]s that die to a critical hit get a special &amp;quot;critical death&amp;quot; animation, which is extra gory. A few examples can be seen in screenshots on this page. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina.&lt;br /&gt;
&lt;br /&gt;
[[Image:Critical-hit2.jpg|frame|Cold critical hit, with highlighted gore..]]&lt;br /&gt;
These were demonstrated during a panel at [[BlizzCon 2008]], an excerpt from which [http://www.gametrailers.com/player/41498.html can be seen here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Critical Hit Skills==&lt;br /&gt;
This is a partial list, since the game is still under development and skill descriptions and functions are bound to evolve over time. Looking at what sorts of skills add or otherwise interact with critical hits can be illustrative, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
The [[Barbarian]] has a number of skills that increase the % damage of his critical hit, and a few interesting skills that boost other properties (such as fury generation rate and defense) when he scores critical hits. There aren't any known skills (yet) that increase his chances to score critical hits, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Juggernaut Skills====&lt;br /&gt;
* [[Juggernaut_Skill_Tree#Inspiration|Inspiration]] &amp;quot;increases critical hit damage by 3% and increases the damage of added hits by 5% for 15 seconds.&amp;quot; It's not known what this description means by &amp;quot;added hits.&amp;quot; The bonus to critical hit damage seems very small too. Just 3%?  Would that make the total bonus +103% damage? Or do Barbarians have some value other than +100% for critical hit?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Battlemaster Skills====&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Battle_Rage|Battle Rage]] is a buff that temporarily (15 seconds) increases damage by 100% and critical hit damage by 30%.&lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Hammer_of_the_Ancients|Hammer of the Ancients]] boosts critical hit damage when using this active skill. &lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Critical_Attacks|Critical Attacks]] this passive skill boosts critical hit damage by 20%. This skill apparently boosts all critical hit damage for the Barbarian, even that inflicted by non-special attacks, and skills from other skill trees.&lt;br /&gt;
&lt;br /&gt;
* [[Battlemaster_Skill_Tree#Deliberate_Defense|Deliberate Defense]]. &amp;quot;On a critical hit, +10% armor for 15 seconds.&amp;quot; This skill is a sign of how integral Blizzard wants to make critical hits to the game. This one boosts the defense when a critical hit is scored. It would seem to directly incentivize standing toe to toe with enemies and smacking them in the face; the more critical hits you score, the less likely they are to hit you back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Berserker Skills====&lt;br /&gt;
* [[Berserker_Skill_Tree#Savage|Savage]]: This passive skill &amp;quot;Increases [[Fury]] generation 30% for 8 seconds after scoring a critical hit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Witch Doctor===&lt;br /&gt;
No critical hit bonuses from [[Witch Doctor]] skills are yet known. This isn't a sign that there aren't any, though. It's just due to the WD only having 11 skills on display at [[BlizzCon 2008]], while the [[Wizard]] and [[Barbarian]] had more than 50 each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wizard===&lt;br /&gt;
Most [[Wizard]] skills seen at [[BlizzCon 2008]] displayed the bonus provided by a critical hit of that type of damage (cold, lightning, etc), but there were fewer skills that actually boosted or affected the frequency of his critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arcane Skill====&lt;br /&gt;
No skills in this tree listed bonuses related to critical hits as of October 2008.&lt;br /&gt;
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====Conjuring Skill====&lt;br /&gt;
No skills in this tree listed bonuses related to critical hits as of October 2008.&lt;br /&gt;
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====Storm Skills====&lt;br /&gt;
* [[Storm_Skill_Tree#Thunderstruck|Thunderstruck]]:  Increases the critical hit chance of all lightning spells by X%. The bonuses listed on this passive skill as of BlizzCon (October 2008) started at 5% and increased 5% per skill rank. It's not known what the base bonus to critical hit is, for the [[Wizard]]. This skill might increase it from 0%, or Wizards might have an inherent bonus based on their [[Clvl]], or attributes, or there might be bonuses to be had from equipment.&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Frost_Nova|Frost Nova]].  Projectiles have an additional 25% chance of a critical hit.  Frost Nova doesn't deal very high damage, and it has a very long 12 second cool down time, so the attraction of critical hits here is clearly from the cold. (Critical hits from cold damage freeze targets.)&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Deep_Freeze|Deep Freeze]]: Increases the critical hit chance of all cold spells. This passive spell adds 5% chance at Rank 1, and more at higher ranks.&lt;br /&gt;
&lt;br /&gt;
* [[Storm_Skill_Tree#Lethal_Energy|Lethal Energy]]: Increases the chance to score critical hits with [[melee]] and [[spell]] attacks. Grants a 5% bonus at rank 1.  This seems like a very powerful skill, if it indeed works for all spells, including those in other trees. It's a fairly high level skill though, and would require a substantial investment into the Storm skill tree to enable it, but it might still be worth it.&lt;br /&gt;
&lt;br /&gt;
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==Diablo III Critical Hit Items==&lt;br /&gt;
Nothing is yet known about this. It seems likely that bonuses to the damage and/or likelihood of critical hits will be found on equipment, but how common or rare such bonuses will be remains totally unknown. It's certainly something the D3 Team will work on during development and balancing.&lt;br /&gt;
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&lt;br /&gt;
==Diablo I and II Critical Hits==&lt;br /&gt;
Critical hits in [[Diablo II]] were a major factor in the game, but only worked with physical damage. Critical strike was called &amp;quot;[http://diablo2.diablowiki.net/Special_Modifiers#Deadly_Strike Deadly Strike]&amp;quot; on weapons, where it occurred on quite a few unique items, set items, and {{iw|Runewords runewords}}. (But not magical or rare.) A number of character skills boosted critical strike as well. All of the [[Barbarian]]'s [http://diablo2.diablowiki.net/Barbarian_Combat_Masteries weapon masteries] conveyed critical strike bonuses, as did the [[Amazon]]'s [http://diablo2.diablowiki.net/Amazon_Passive_and_Magic_Skills#Critical_Strike Critical Strike], and the [[Assassin]]'s [http://diablo2.diablowiki.net/Assassin_Shadow_Disciplines#Claw_Mastery Claw Mastery].&lt;br /&gt;
&lt;br /&gt;
In [[Diablo I]] critical hits are a hidden bonus for the [http://diablo2.diablowiki.net/Warrior#Stats_and_Attributes Warrior] and [http://diablo2.diablowiki.net/Barbarian_(Diablo_I)#Stats_and_Attributes Barbarian] characters. They gain a 1% chance to deal double damage with each Clvl they gain. At level 20 they deal double damage 20% of the time, at level 30 they do it 30% of the time, etc.&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;div class='references-small'&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:Statistics]]&lt;br /&gt;
[[category:combat]]&lt;br /&gt;
[[category:reference]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Dark_Cloud&amp;diff=54805</id>
		<title>Dark Cloud</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Dark_Cloud&amp;diff=54805"/>
				<updated>2012-06-28T04:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: Doesn't retain damage, but total still goes up a bit (45/375 = extra 12%)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Cloud  is a rune effect in [[Rain of Vengeance]], a [[Hatred]]-spending [[Demon Hunter skill]].&lt;br /&gt;
&lt;br /&gt;
This rune effect lowers damage per arrow (from 75% to 35%) while increasing the duration of the rain from 5 to 12 seconds.  In theory, this increases the total damage by about 12%.&lt;br /&gt;
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==Skill Rune Effects==&lt;br /&gt;
Refer to the [[Rain of Vengeance rune effects]] article for thorough descriptions of all five rune effects in this skill, including screenshots, videos, and strategy tips.&lt;br /&gt;
 &lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill subcat=&amp;quot;Bow skill&amp;quot; class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Dark Cloud&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==Media==&lt;br /&gt;
&lt;br /&gt;
The basic skill emulates the &amp;quot;massive wave of arrows&amp;quot; type attack that's popular in medieval and martial arts films, with various demonic/magical modifications from the skill runes.  You can see all six functions in the movie below. Turn it up to 1080HD, and play it full screen for the best visuals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;2oEYtDJGRHc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this video was obtained via data mining with an emulator. It was not released by Blizzard and there will likely be some modifications to the runestone effects in the final game.&lt;br /&gt;
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==Development==&lt;br /&gt;
&lt;br /&gt;
Prior to the skill revision in February 2012, this rune effect was enabled by the [[Indigo Rune]], granting the following effect with a level 7 runestone:&lt;br /&gt;
{{Demon Hunter Skillrune Dark Cloud}}&lt;br /&gt;
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[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Demon Hunter rune effects]]&lt;br /&gt;
[[category:runes]]&lt;br /&gt;
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{{Skill navbox Diablo III|DH|archery}}&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Rain_of_Vengeance&amp;diff=54804</id>
		<title>Rain of Vengeance</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Rain_of_Vengeance&amp;diff=54804"/>
				<updated>2012-06-28T04:37:58Z</updated>
		
		<summary type="html">&lt;p&gt;Vanadin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconRainVengeance.png|left]]&lt;br /&gt;
'''Rain of Vengeance''' (known as [[Rain of Arrows]] prior to August 2011) is an Archery [[Demon Hunter skill]] unlocked at [[clvl|Level]] 30.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
[[File:Diablo_III_Logo.jpg|thumb|200px|Rain of Vengeance in action.]]&lt;br /&gt;
The Demon Hunter fires into the air, and the area around her gets pelted by a rain of arrows that blot out the sun.  This is a massive AoE effect, with arrows hitting randomly all around the area for several seconds. It's used unlike any other Demon Hunter skills, without any sort of direct targeting or control. Also, unlike any other active Demon Hunter skill, it has no effect at all on [[Hatred]] or [[Discipline]] levels.&lt;br /&gt;
&lt;br /&gt;
==Skill Rune Effects==&lt;br /&gt;
The following is a very quick summary. See the [[Rain of Vengeance rune effects]] page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. &lt;br /&gt;
 &lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill subcat=&amp;quot;Bow skill&amp;quot; class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Dark Cloud&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Beastly Bombs&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Stampede&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Anathema&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot; rune=&amp;quot;Flying Strike&amp;quot;&amp;gt;Rain of Vengeance&amp;lt;/skill&amp;gt;&lt;br /&gt;
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===Notes===&lt;br /&gt;
* The [[Demon Hunter]] must have a [[bows|bow]], [[crossbows|crossbow]], or [[Hand Crossbows|hand xbow]] equipped to use Rain of Vengeance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skill Design==&lt;br /&gt;
The basic skill emulates the &amp;quot;massive wave of arrows&amp;quot; type attack that's popular in medieval and martial arts films, with various demonic/magical modifications from the skill runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Synergies==&lt;br /&gt;
The following [[Demon Hunter passives]] provide a benefit to Rain of Vengeance, runed or not:&lt;br /&gt;
{{skill description header}}&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Thrill of the Hunt&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;skill class=&amp;quot;DemonHunter&amp;quot;&amp;gt;Steady Aim&amp;lt;/skill&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
'''Rain of Vengeance''' (as [[Rain of Arrows]]) was first seen at the [[July 2011 Press Event]], where it was a level 29 skill. In August 2011, the name was changed to the cooler-sounding Rain of Vengeance.&lt;br /&gt;
&lt;br /&gt;
===Beta===&lt;br /&gt;
When the [[beta]] started in September 2011, Rain of Vengeance stayed at level 29. The skill system was once again overhauled for the [[Beta Patch 13]], and Rain of Vengeance was classified as an Archery skill and moved to level 26. For [[Beta Patch 14]], it was moved up to level 30.&lt;br /&gt;
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===Previous Versions===&lt;br /&gt;
See [[Rain of Arrows]] for the original version of this skill.&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
==Trivia==&lt;br /&gt;
''Hide this section unless there really is some trivia about the skill. Add the skill to the [[:Category:Easter Eggs|Easter Eggs]] category as well if the article contains Easter Egg information.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Media==&lt;br /&gt;
Rain of Vengeance can be seen in action on video here:&lt;br /&gt;
* [http://www.youtube.com/watch?v=2oEYtDJGRHc You Tube version from an emulator during the beta].&lt;br /&gt;
&lt;br /&gt;
You can find pictures in the Diablo III screenshot and picture gallery:&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/search.php?keywords=Rain+of+Vengeance&amp;amp;cat=all '''Rain of Vengeance''' specific gallery contents]&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 1&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 2&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 3&lt;br /&gt;
Image:Diablo_III_Logo.jpg|Skill use 4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] — IncGamers 1st Aug 2011&lt;br /&gt;
* [http://diablo.incgamers.com/forums/showthread.php?p=8009356#post8009356 HardRock's Demon Hunter Skills and Their Rune Effects] — IncGamers 6th Sep 2011&lt;br /&gt;
* [http://us.battle.net/d3/en/class/demon-hunter/active/ Demon Hunter Active Skills] — Blizzard's Official Diablo III Site&lt;br /&gt;
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{{Skill navbox Diablo III|DH|archery}}&lt;br /&gt;
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[[category:Demon Hunter skills]]&lt;br /&gt;
[[category:Active skills]]&lt;/div&gt;</summary>
		<author><name>Vanadin</name></author>	</entry>

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