17,263
edits
Changes
ADVERTISEMENT
From Diablo Wiki
Combat
,no edit summary
==Damage Types==
While damage types were a major feature during Diablo III's development, this aspect of combat was simplified before release and all variety between different damage types was removed from the game.. The graphics remain different, but players often refer to the different elemental types as "red damage," "green damage" and so forth, since the color variations are purely cosmetic. Jay Wilson explained this in regards to poison damage shortly after release:[http://diablo.incgamers.com/blog/comments/jay-wilson-explains-poison-damage-in-diablo-iii]
<blue><font color="#FFFFFF">How do the witch doctor posion mechanics work, do they reset when added i.e. like the warrior rend. –sebducker</font>
Poison in D3 does not act like D2. It’s not a guaranteed dot. If a skill has a DoT reapplying refreshes duration unless noted. Some skills have DOT mechanics, and some of those skills use poison damage, but poison damage does not DOT by default. I’ll repeat: poison damage does not work like D2. It does not apply a persistent effect, it’s a type of damage like fire or holy. –JayWilson</blue>
All elemental damages are calculated just as if they were physical damage, with a character's [[main stat]], weapon damage, and skill damage adding up no matter what types of damage they are. For instance, a Wizard might use a wand with Arcane damage to cast Meteor (fire damage), and while the resulting attack would look like the Meteor skill, it wouldn't be fire or arcane damage in any effective way. It's just damage, exactly as if the wand had physical or fire or lightning damage.
==Critical Hit Effects==
[[Image:Barb-cold-light.jpg|thumb|300px|Axes with cold and lightning damage show their graphics.]]
During development, each type of damage was going to create a special bonus effect when a [[critical hit]] was scored. This feature was removed from the game shortly before release when all damage types were simplified. The only remaining effect is visual; monsters that die to poison damage leave gas-smoking green corpses, monsters that die to lightning appear charred black and crispy, fire damage will set corpses on fire, etc. These effects are amplified when monsters die to a critical hit of that damage type, and they explode in flames, or lightning-crackling chunks, etc.
All very pretty, but without any strategic function in Diablo III.
As in previous games in the series, there are numerous types of damage in [[Diablo III]]. Various spells, [[skill]]s, [[runes]], 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.
[[Physical Arcane Damage]]:Purple in coloration. Dead monsters with glow with a purple light.* Critical hit: Deals double damagehits were going to "[[silence]]" targets, which would have prevented summoners from resurrect or casting buffs on monsters. This feature was removed during development.
[[Arcane Cold Damage]]: Purple Blue in coloration. Targets may be chilled and slowed, and will turn blue and may shatter upon death.* Critical hit: Arcane crits "silence" targets. (Silenced hits were set to freeze targets can not cast some spells, such as a [[Skeletal Summoner]] or [[Goatman Shaman]] resurrecting fallen minionsbefore this feature was removed.)
[[Cold Fire Damage]]: Blue Red in coloration, often with flames. Dead enemies may appear blackened or charred.* Critical hit: Cold crits freeze targets for 2 seconds. (Duration affected by numerous other factorshits with fire were set to deal a [[DoT]] effect adding fire damage, but this feature was removed.)
[[Fire Lightning Damage]]: Red White-blue in coloration. Dead enemies will appear crisped and dried up.* Critical hit: Fire crits hits were set to stun targets ablaze, adding before this feature was removed. During pre-release testing skills such as [[DoTElectrocute]] were highly effective due to their ability to the initial fire damagerepeatedly stun enemies.
[[Lightning Holy Damage]]: White in coloration, this damage type is not found on weapons, but is dealt by some Monk skills.* Critical hithits were set to provide an AoE heal to friendly nearby targets, before that feature was removed from the game.** Resisted by: Lightning crits stun targets Arcane resistance is tabbed for 2 secondsresisting Holy damage. (Duration affected by numerous other factorsThis is only a factor in PvP, since no monsters deal holy damage.)
[[Disease Damage]]: Green in coloration. (Formerly known as "Toxic.")* Critical hit: Disease crits deal an unknown bonusthis damage will turn enemies green and cause puffs of green gas to rise from their corpses.
* Resisted by Poison resistance.
** Diseased units were set to suffer a damage debuff; they take more damage and deal less, but this was removed during game development. [[Poison Damage]]: Green in coloration. (Acid damage is poison.) (Poison and Disease are similar, but not the same.[http://diablo.incgamers.com/blog/comments/diablo-on-damage-types-and-resistances/])* Poison does not "poison" targets with a [[DoT]] effect. It's just another type of direct damage in Diablo 3.
<blue>The tick rate of channeled skills is currently scaled by your weapon speed. This has the side effect of making the resource cost go up, which we’re okay with. It’s consistent with the philosophy that faster speed weapons consume more resource but may do more damage. Channeled skills might still be better with slower weapons though because on a channeled skill, you have as much mobility as you want, so the “mobility” and “overkill” advantages of faster weapons are eroded with channeled abilities, so all you’re left with is increased mana cost for increased damage.</blue>
DoT is no longer associated with an particular damage types, and it comes mostly from skill effects.
===Spell Damage===
===Spell Damage from Equipment===
Early in Diablo III's development, equipment with +%spell damage was of great importance to mage type characters, who were destined to value it as combat characters do +% weapon damage equipment. This system was modified during development and all sort of +%spell damage was phased out of the game. All skills are now boosted by the same properites; weapon damage, passive skills, and item modifiers.
[[File:Monster-health-bar1.jpg|thumb|Boss health display.]]
* See the [[Spells#Spell_Damage|Spell Damage]] article for full details.
==Health Bar==
==Target Outline==
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 players who only saw the RTO in screenshots and gameplay movies over the Internet, the red outline was bright and too obvious and or videos found it 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 never wavered in their opinion that the feature was 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 fans had no problem with it once the [[Diablo III beta]]began and then moved into release.
* See the [[Red Target Outline]] page for much more on this, including numerous [[Blue]] quotes.
==Information Through Graphics==
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]
<blue>Bashiok: A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with different damage types?
<br>
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.</blue>
==In Depth Combat=Critical Hit Visuals=== [[Image:Critical-hit2.jpg|thumb|250px|Cold critical hit, with highlighted gore.]][[Critical hits]] inflict extra damage and/or bonus effects (detailed above). Various skills and items can improve the odds of a critical hit, as well as the damage it deals. Other skills or item effects trigger each time a critical hit is scored, creating an interesting and interconnected system of damage bonuses. Critical hits existed in Diablo II, but they were indicated only by a small sparkle of white light. That concept has been vastly upgraded in Diablo III. Now, when a [[monster]] takes a "crit" there's a dramatic graphical effect, especially if the death is due to crits. Monsters so slain literally explode, shattering into gory chunks that fly across the screen and litter the ground. These animations are customized for whatever type of damage killed them; flames will be seen on the hunks of meat if the critical was fire-based, sparks rise from lightning, etc. Physical damage crits leave huge slicks of blood and give a battlefield a lovely post-massacre patina.
In terms of skills, the developers want more skills to be viable in the end game. This is the case and it's created by several factors:
<blue><font color="#FFFFFF">What makes Diablo 3's combat deeper than its predecessors?</font>Jay Wilson::The combat model doesn't have a lot of depth in Combat is as deep as the options the previous gamesdesigners give themselves. It was very much Whenever you add a "onenew capability to a monster --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 potentially something that, and through most of the Normal difficulty, feels unbeatable -- it's going more of an opportunity to be like that. But as you go into Nightmare and Hell difficulties, I think that expand the more serious player will appreciate a game that's a little deeper on the combat-mechanic sidedepth of your characters so they can respond to those threats.
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.