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Attributes

1,120 bytes added, 00:49, 4 February 2011
attribute change debate
==Core Attributes==
The core attributes have undergone significant changes since conception. Originally, each attribute affected more character properties changed 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 December of the classes. On December 20, 2010, all of that changed when D3 Community Manager [[Bashiok]] made an announcement[http://forums.battle.net/thread.html?topicId=27795769376&pageNo=1&sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property. This is the current list:
===Attack===
[[Attack_(Attribute)|Attack]] governs how much [[damage]] a character does in all attacks, physical and magical.<br>
'''Each point of Attack gives:'''
*+x% [[Damage]] Bonus (based on [[Classes|class]])
 
===Precision===
[[Precision_(Attribute)|Precision]] governs the chance that a character will make a [[critical hit]] in all attacks, physical and magical.<br>
'''Each point of Precision gives:'''
*+x% [[Critical hit|Critical Strike]] Chance (based on [[Classes|class]])
 
===Vitality===
[[Vitality]] governs the amount of [[life]] a character has.<br>
'''Each point of Vitality gives:'''
*+x [[Life]] (based on [[Classes|class]])
 
===Defense===
[[Defense]] governs the amount of [[damage]] a character takes from all attacks, physical and magical.<br>
'''Each point of Defense gives:'''
*+x [[Damage]] Reduction (based on [[Classes|class]])
 
===Willpower===
[[Willpower]] governs the amount of [[resource]] a character has.<br>
'''Each point of Willpower gives:'''
*Varies greatly bases on each [[Classes|class]] and its specific [[resource]].
 ==Core Attribute Changes=Retired =The core attributes have undergone significant changes since conception. 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&pageNo=1&sid=3000#0]on the Battle.net forums of the new attribute system in which each core attribute affects a single property. This change wasn't as controversial as the [[#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: ===Pros===* None of the old attributes helped control [[resource]] management. * Easier to make all attributes valuable to all classes. * Before, in some cases it was not obvious what attribute affected a particular skill. * Makes core attributes simple and straightforward to understand. * Makes game balance easier. * Makes valuing item stats easier.   ===Cons===* It wasn't ''that'' confusing, especially with pre-set attributes. * Feels like a dumbing-down of the game. * Having all attributes equally valuable to all classes is not always beneficial. * No character has a primary attribute. * The attribute names are uninspiring.  ===Old Attribute System===
See the respective pages on [[Strength]], [[Dexterity]], [[Vitality]], and [[Willpower]] (renamed from [[Energy]] in [[Diablo II|D2]]) to see what attributes originally looked like.
 
==No Customizable Attributes==
 
The biggest change about attributes in Diablo III is that they will no longer be player-assigned on level up. This means that two "[[naked]]" 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.
::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.
 
==Pre-Set Attribute Argument==
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 [http://forums.diii.net/showthread.php?t=699000 resulted in a 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.
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]
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