Weapons
Introduction
Weapons in Diablo III are largely similar to weapons in Diablo II. A few notable differences are enhanced elemental effects (ice, fire, and lighting are seen in the gameplay video), improved weapon statistics display, and an ever-present sell value that saves you a trip to the vendor for pricing information. It is unconfirmed whether durability will be returning, but it is not seen in any of the media released thus far.
Stats
The weapon hover-over now includes more precise damage and attack rate values, and currently displays the following stats for any given weapon:
- Weapon Name
- Weapon Icon
- Weapon Type
- Damage Per Second
- Attacks Per Second
- Damage [low-high]
- (List of properties)
- Sell Value
Weapon Types
The following weapon types have been confirmed as returning in Diablo III. These weapons were seen in gameplay movies, during play demos at Blizzcon, or were mentioned by Blizzard employees. [1]
- Axes -- One-handed and two-handed versions.
- Bows -- Not seen since the 2008 WWI gameplay movie.
- Crossbows -- Not yet confirmed.
- Daggers -- A wand-like mage weapon, distinct from swords in Diablo 3.
- Fist -- Fist weapons are used by Monks for hand-to-hand combat, and can be dual-wielded. They are similar to the Assassin claws from Diablo 2.
- Maces -- One-handed and larger two-handed types are available.
- Orbs -- A Wizard-only item that's held in the off-hand. Not used for blocking; just bonus properties.
- Polearms -- Large two-handed weapons. Barbarian only?
- Shields -- Probably not a weapon in Diablo 3, since no character attacks are known to use them.
- Staves -- Short staves are like larger wands, and can be held one-handed by spell-casters. Longer staves are Monk weapons.
- Spears -- Barbarians only?
- Swords -- One-handed and two-handed have been seen. Some classes can not use 2H swords.
- Throwing -- Not yet confirmed. Possibly they will return in an expansion?
- Wands -- Wizards and Witch Doctors only.
Dual Wielding
Dual wielding returns in Diablo III, for some characters.
The Barbarian is able to dual-wield with seemingly every one-handed weapon he can use. (Though there are a lot of one-handed weapons he can't use; such as wands and short staves that the spell-casters use.) The Barbarian can not, however, dual wield two-handed swords, or use them with a shield as well, in Diablo III.
The Monk can also dual wield, but only with his class-specific fist weapons. He will supposedly have a few skills that can only be used while wielding fist weapons.
The Wizard and Witch Doctor can not dual wield any weapons. It's not yet known if the fifth character can, but as she's expected to be primarily an archer, it seems unlikely.
Bashiok spoke about the theory behind dual-wielding, vs. using a sword/shield or a two-handed weapon, in early September, 2010. [2]
- The general philosophy and intent for the differences between the three main melee types is to make them all viable, but with obvious trade offs. For dual-wield versus two-hander, it’s currently balanced so that it’s essentially an aesthetic choice. If you think it looks cool to run around with a big two-hander, do it, if you get two awesome one-handers, then use those. Obviously that comes down to tuning affixes and such as it’s one item versus two, but that’s the intent and how it is balanced and works in the game right now. Compared to using a shield it should be viable either way, but you’re obviously gaining some survivability with a shield. The drop in damage output should be accurately offset with a better chance to live, ability to take some greater risks, etc.