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Combat
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Every class in [[Diablo III]] is a [[DPS]] class; all are capable of prolifically slaying the enemies, whether by spells, skills, brute force, or a clever combination of all three.
Aspects of combat are addressed throughout this wiki. [[Weapons]] and [[skills]] are detailed, monsters are described, [[strategy|strategies]] are promoted, and more. This page covers the basics of combat, and how the game is designed to facilitate it, with numerous quotes from the [[D3 Team]]. Keep in mind that many of these fundamentals have changed during development, and that full details will not be known until after release.
** Diseased units suffer a damage debuff; they take more damage and deal less.
[[Poison Damage]]: Green in coloration. (Also known as Acid.) (Poison and Disease are similar, but not the same.[http://diablo.incgamers.com/blog/comments/diablo-on-damage-types-and-resistances/])
* Critical hit: Poison crits deal an unknown bonus.
* Resisted by Poison resistance.
The actual formula for spell damage is one of the biggest changes to [[combat]] in Diablo III. It's been changed to work much like physical damage does; spells now come with a fairly low base damage, much like weapons, and that value is acted upon by attributes, spells, traits, and equipment bonuses, all of which factor in to the final spell damage. The ratios and relationships in this have changed repeatedly during development, and the final details are not yet finalized.
Early in Diablo III's development, equipment with +%spell damage was said to be of great importance, especially to mage type characters, who were destined to value it as combat characters do +% weapon damage equipment. This system evolved during development, and as of January 2012 such equipment is quite rare in the Beta test, with most +damage now delivered by attributes, especially gear with +[[Attack]] stats.
* See the [[Spells#Spell_Damage|Spell Damage]] article for full details.
===Damage Types Update=Health Bar==
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 never wavered in their opinion that the feature, as Jay Wilson made quite clear during an October, 2009 interviewwas essential. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]It seems to have been accepted over time, and has been a non issue during the [[Diablo III beta]].
==Information Through Graphics==
[[Image:Barb-cleave2.jpg|thumb|300px|Cold [[crits]] freezes the target. (The orange slash is part of the [[Cleave]] skill graphic, not fire.]]
The visuals tied to damage types are meant to add eye candy, but also to inform the player about events occurring on the screen. As [[Julian Love]] explained during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
[[Image:Critical-hit2.jpg|thumb|250px|Cold critical hit, with highlighted gore.]]
==In Depth Combat==
The combat in Diablo I and Diablo II was often criticized for being simplistic. Not only could most characters "[[spam]]" the same one or two skills over and over again, this was actually the best way to play, in most situations. Diablo III is attempting to change this mechanic in various ways, most notably the better balance to [[skills]], the way that skill damage scales up with [[attributes]], and the removal of [[skill points]].
::The combat model doesn't have a lot of depth in the previous games. It was very much a "one-skill spam" kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side.
::'''1up.com: What makes Diablo 3's combat deeper than its predecessors?'''<br>
::Jay Wilson: Combat is as deep as the options the designers give themselves. Whenever you add a new capability to a [[monster]] -- potentially something that feels unbeatable -- it's more of an opportunity to expand the depth of your characters so they can respond to those threats. A good example would be if you look at [[Diablo 2]]: There were a couple of problems with just the power of the characters and the way they were made powerful. A player could run faster than any [[monster]], so you could escape just about any threat. You had endless [[health]] and [[resource pool|resource]] -- by resource, I mean [[mana]] -- because of [[potion]]s. And you had the [[Town Portal]], which could instantly get you out of any problem. Those were incredibly powerful mechanics to escape danger and were not class-specific. So every kind of class really had no need for anything like an escape skill or reactionary ability. They simply needed to attack, and if they ever got in over their heads, they simply ran away or drank potions. And it's the same response across the board.
::So one of the things we focused on is that response -- 1) setting up scenarios where the players can't easily get out of danger without the use of class-specific [[skill]]s, and 2) giving them really simple controls to use a broader range of skills without making the game that much more complex to play. I really distinguish the difference between complexity and depth; to me, complexity is adding more buttons, while depth is making a single button more powerful and versatile. So that's always been our goal -- reducing the amount of controls while making each button mean more. So that's one of the reasons we added the Hotbar; it's one of the reasons why we avoided the potion-health system. And when people play the game, they may not notice this next point that much, but we leveled out the movement speed somewhat so that the player moves at a more reasonable rate compared to the monsters.
Most of Jay's design goals from 2008 are evident in the finished game, though changes like the removal of town portals, much slower character foot speed, long cooldowns after using health potions, and more.
The disincentives to spamming the same skill over and over again are not very visible in the beta test, such things are not meant to come strongly into play until higher difficulty levels
==More Immersive/Difficult CombatWeapon Damage on Skills==
The damage of all skills and spells in Diablo III does not are determined by a character's attributes (chiefly Attack) and their weapon damage. This include [[Town Portals]]spells, life such as [[leechMagic Missile]] is very rare, and [[Healing Potions]Poison Dart] carry a substantial [[cool down]] after each use. These changes (amongst others) were made to improve the combat and immersive feeling of the game. The developers felt that potions, life leech, and town portals were exploited in Diablo II, and were a chief reason for all the game being very easy 99rest.9% of the timeThis change equalizes equipment needs, and unfairly hard (due as now mage classes need to one-hit kills) the other .1%hunt for big damage weapons just as combat classes always have.
==Dual wielding and Weapon Damage when using Skills==
[[Image:Broadaxe.png|thumb|300px|The base raw Damage on a Weapon is NOT the % Weapon Damage that Skills refer to.]]
When performing a dual-wielding character performs a skill that is based on % weapon damage and you are dual wielding, your the character will alternate hits with the two equipped weapons. Unlike Diablo 2, Diablo 3 is smart enough to calculate everything individually, bonuses aren't simply added up between both two weapons that are equippedand applied equally with either one. For example [[Damage Over Time]], if you swing with your right hand for instance, is calculated individually by whichever weapondelivered the hit, than with the "tick rate" of the DoT determined by the next attack you perform will be with your Left-hand speed of the weapon, and that will be used delivered it. Earlier in the %weapon damage calculation. This may give the illusion that D3's development, dual-wielding is inferior was said to 2-handed weapons because you are in essence using a 1-hand weapon grant an inherent bonus to perform the skill (which has lower damage than a 2 hand weapon), however dual-wielding offers a passive 15% attack speed bonus which increases your resource generation as you are attacking more often, as well as but this feature can not be discerned in the added stats granted by equipping a second weaponbeta test.