Difference between revisions of "To hit"
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In previous Diablo games and in many other ARPGs, to/hit is a stat that determines the chances of a attack landing on a monster or a player. Diablo 2 called this stat "Attack Rating" and it was determined by a combination of numerous factors including Dexterity, character level, monster level, item bonuses, skill bonuses, defense, and more. | In previous Diablo games and in many other ARPGs, to/hit is a stat that determines the chances of a attack landing on a monster or a player. Diablo 2 called this stat "Attack Rating" and it was determined by a combination of numerous factors including Dexterity, character level, monster level, item bonuses, skill bonuses, defense, and more. | ||
− | + | The Diablo 3 system seems more "logical" to most fans, since the way that very high armor means not getting hit at all seems silly in some games. In Diablo 2 for instance, a high level character with heavy armor could stand motionless in the midst of a dozen low level enemies and only be hit by 5% of their attacks. A character can do the same in Diablo III and not take enough damage to matter (since high defense = damage mitigation), but at least the low level enemies aren't endlessly swinging at a stationary object and hitting nothing. | |
Latest revision as of 15:10, 22 January 2013
To/hit is not a property that exists in Diablo 3. Rather than hits having a chance to hit (or not) Diablo 3 handles this basic game system with damage and damage mitigation. Thus players raise their Armor or Resistances to reduce the damage they take from attacks, and raise their mainstat and critical hit to increase the damage they deal out.
Bashiok gave a basic overview of the system pre-release, and this system remained unchanged throughout development, since the words are accurate post-release.[1]
To/Hit in Diablo 2[edit | edit source]
In previous Diablo games and in many other ARPGs, to/hit is a stat that determines the chances of a attack landing on a monster or a player. Diablo 2 called this stat "Attack Rating" and it was determined by a combination of numerous factors including Dexterity, character level, monster level, item bonuses, skill bonuses, defense, and more.
The Diablo 3 system seems more "logical" to most fans, since the way that very high armor means not getting hit at all seems silly in some games. In Diablo 2 for instance, a high level character with heavy armor could stand motionless in the midst of a dozen low level enemies and only be hit by 5% of their attacks. A character can do the same in Diablo III and not take enough damage to matter (since high defense = damage mitigation), but at least the low level enemies aren't endlessly swinging at a stationary object and hitting nothing.
References[edit | edit source]
- ↑ Bashiok explains defense and to/hit - Bashiok, 8th February, 2011