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=Damage Types=
As in previous games in the series, there are numerous types of damage in [[Diablo III]]. Various spells, [[skill]]s, [[skillrunes]], and weapons channel their destructive might into one (or more) types of damage. Characters and [[monster]]s counter these attacks with equivalent types of resistance and immunities, and players must find the right balance of each if they wish to succeed in their battles.
Damage in Diablo III takes the following forms. Every form of damage can count for a [[critical hit]] (caused by various item or skill properties) and when a "crit" is landed, a bonus effect is added along with increased damage.
[[Physical]] Damage:
* Critical hit: Deals double damage.
[[Arcane]] Damage: Purple in coloration.
* Critical hit: Arcane crits "silence" targets. (Silenced targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minions.)
[[Cold]] Damage: Blue in coloration.
* Critical hit: Cold crits freeze targets for 2 seconds.
[[Fire]] Damage: Red in coloration.
* Critical hit: Fire crits set targets ablaze, adding [[DoT]] to the initial fire damage.
[[Lightning]] Damage: White in coloration.
* Critical hit: Lightning crits stun targets for 2 seconds.
[[Disease]] Damage: Green in coloration. (Formerly known as "Toxic.")
* Critical hit: Disease crits deal an unknown bonus.
* Resisted by Poison resistance.
** Diseased units suffer a damage debuff; they take more damage and deal less.
[[Poison]] Damage: Green in coloration.
* Critical hit: Toxic (poison) crits deal an unknown bonus.
* Resisted by Poison resistance.
** Poisoned units suffer a health debuff; their regeneration and healing is lessened or reversed.
[[Holy]] Damage: White in coloration. (Found mostly on [[Monk skills]].) Extra damage to [[Undead]]?
* Critical hit: Unknown.
==Damage Types Update== Blizzard's [[@Diablo]] Twitter feed added some clarification about damage types in posts made in early December 2010.[http://diablo.incgamers.com/blog/comments/diablo-on-damage-types-and-resistances/] <blockquote>any change in Diablo III takes the following formsrange of damage types to include holy, shadow, voodoo or anything else to match the classes? —Scyberdragon<br>Damage types will likely change some but are currently Physical, Fire, Lightning, Cold, Poison, Disease, Arcane, and Holy. Every form of —Diablo<br><br>Whats the difference between poison and disease damage can count for ?—WickedBubba<br>Disease has a [[critical hit]] damage debuff (both intake and output), and poison has a health debuff (caused by various item or skill propertiesregen/heal) . Subject to change of course.—Diablo<br><br>Is there much difference between poison and when disease? They’re both internal maladies that hurt over a "crit" is landedperiod of time.—Grug<br>Fairly significant in their difference, but both countered with a bonus effect is added along with increased damagesingle resistance. Damage/resists aren’t design complete though.—Diablo</blockquote>
=Health Bar=
[[Image:Bosshealth.jpg|thumb|left|Boss' health]] In the Blizzcon 2008 build monsters' health bar were displayed in the centre of the screen above the opponent's head, but this has since been changed for various reason, not least it was distracting. The regular monsters' bar is now displayed at the bottom of the screen. The bar for uniques and bosses, (seen in the image on the left) was and remains in the top right of the screen.
One of the surprise controversies of Blizzcon 2009 was the [[red target outline]]. A new feature just added to the game was a glowing red outline around the monster being pointed at. This outline was meant to help players identify what they were pointing at on the frequently-crowded and chaotic battle screens of Diablo 3. Most players didn't mind or didn't even notice while playing at the show, but for some at Blizzcon, and for many others viewing screenshots and gameplay movies over the Internet, the red outline was bright and too obvious and distracting.
[[File:Red-target-outline5.png|right|thumb|250px|Red target outline seen in PvP Arena, Blizzcon 2010.]]
This became a minor issue of contention, but the D3 Team is very strongly behind the inclusion of the feature, as Jay Wilson made quite clear during an October, 2009 interview. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]
::'''Jay Wilson: '''I consider it absolutely essential for target selection. We tried tons of other systems, and that’s the one that worked really well. The complaint we get is that it makes the monsters pop out from the world, and our response is that’s exactly what it’s supposed to do.
This feature [http://diablo.incgamers.com/forums/showthread.php?t=783237 remained controversial] when it was seen in Blizzcon 2010 gameplay footage, though virtually no fans who have actually played the game have any complaints about it. It just stands out more noticeably in still images.
=Information Through Graphics=
[[Image:Barb-cleave2.jpg|thumb|300px|Cold [[crits]] freezes the target. (The red slash is part of the [[Cleave]] skill graphic, not fire.]]
::'''Julian: '''Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a fiery this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.
==Critical Hit Visuals==
[[category:basics]]
[[category:combat]]