Diablo III Combat Mechanics Compendium

The purpose of this article is to provide knowledge for powergamers, from powergamers, and to convert casual players into even more powergamers. We like having all relevant information easily available in one place without the need to hack'n'slash through the entire Internet to find it.

While most skill to play a game even as complex as Diablo III can be acquired simply by playing the game, some aspects of it are nearly impossible for a human to comprehend perfectly just by playing. Powergaming is an applied science of theorycrafting, and like any applied science, one must master the theory behind it in order to excel in practice.

The most reliable source we're using when creating this article is testing in the game itself (we both have access to Diablo III beta). Whenever we write about something we can't properly test, we're using as many different sources as is needed to become convinced of its factuality. Once we've convinced ourselves, we can feel comfortable with sharing the knowledge with every other Diablo III fanatic out there.

1 Offense

1.1 Weapon Damage

All damage skills refer to your character's weapon damage. Compared to other games, this was changed from the old paradigm of spell damage being calculated differently from physical damage.

Weapon damage refers to the damage your weapon does after being multiplied by your primary stat and other bonuses, not just the damage that's displayed in the weapon's tooltip. When referring to just the damage on a weapon item's tooltip, we'll use the term base weapon damage. The Damage value on your character screen displays your damage per second (DPS), which is calculated as:

damage per second = weapon damage × attacks per second

To calculate how much damage a hit will do to the target after all modifiers have been taken in account, the following formula can be used. All damage increasing bonuses stack multiplicatively with weapon damage and primary stat modifier.

total damage per hit = (base weapon damage × skill damage) × (1 + primary stat / 100) × (1 + first damage bonus) × (1 + second other damage bonus etc) × (1 + monster vulnerability bonuses)

Example 1: Wendy the Wizard has a wand that deals 33 base weapon damage. In addition, Wendy also has 123 intellect, which increases her damage by 123%, and the Glass Cannon passive skill, which gives her a 15% damage bonus. There are no damage increasing vulnerability effects on the monster so we can ignore that.

The tooltip for Magic Missile says, "Launch a missile of magic energy, causing 110% weapon damage as Arcane."

The total damage for each Magic Missile hit is calculated like this:

33 × 110% × (1 + 1.23) × 1.15 ≈ 93.091 damage per hit

Please note: All the damage and speed modifiers on a weapon are already calcualted and displayed on the tooltip. This includes +x-y damage, +x% damage, and +x% IAS

1.2 Attack Speed

Attack speed, or Attacks per Second (APS) simply means how often your character can use its skills. APS can be converted into time between attacks by dividing 1 by it:

time between attacks = 1 / attacks per second

Most skills work based on your character's attack speed. Notice that the skill tooltip doesn't usually say anything about attack speed, and even though most skills use your attack speed as it is, there are some exceptions.

Example 1: Wendy's wand deals 1.20 attacks per second. She'll be able to shoot one Magic Missile once every 1 / 1.20 ≈ 0.833 seconds.

Please note: All the damage and speed modifiers on a weapon are already calcualted and displayed on the tooltip. This includes +x-y damage, +x% damage, and +x% IAS

1.2.1 Increased Attack Speed

When your attack speed is increased, the math involved gets a little unintuitive. All attack speed modifiers stack additively, not multiplicatively. Your total attacks per second value is calcualted like this:

attacks per second = weapon tooltip attacks per second × (1 + dual wield bonus + other gear and skill attack speed bonuses)

Example 1: Barry the Barbarian is dual wielding weapons with 1.40 attacks per second. For simplicity's sake, we'll use the same speed on each hand. For dual wielding, Barry gets the 15% increased attack speed (IAS) bonus. In addition, Barry has 11% IAS from gear, and 3% from the Enchantress' Focused Mind aura. Barry's total attacks per second value will be:

1.40 × (1 + 0.15 + 0.11 + 0.03) = 1.40 × 1.29 = 1.806 attacks per second

Example 2: In addition to Example 1, Barry also has a stack of Frenzy buff which gives him 75% increased attack speed. The 75% is added to the other modifiers before anything gets multiplied. Barry's new attack speed with Frenzy is:

1.40 × (1 + 0.15 + 0.11 + 0.03 + 0.75) = 1.40 × 2.04 = 2.856 attacks per second

This is only 2.856 / 1.806 ≈ 1.581 times as fast, or rather 58.1% faster than without Frenzy (instead of 75% like the Frenzy skill suggests). When you already have some increased attack speed bonuses active, the further ones don't let you attack as much more often as the percentage shows. This design is required to keep the absolute DPS increase of one IAS the same no matter how much IAS you already have. Otherwise IAS would become the better the more IAS you already have.

1.3 Critical Hits

Critical Hit Chance tells how often your character lands a critical hit instead of a regular hit. If your critical hit chance is 10%, an average of 10% of your attacks are critical hits.

Critical Hit Damage tells how much more damage an attack causes if it's critical. If your critical hit damage is 50%, when you critically hit, the total damage of the attack is increased by 50% (to 150% of the original damage). Critical hit damage bonus is applied after every other damage increasing effect.

1.4 Dual Wielding

Monk, Barbarian, and Demon Hunter can dual wield certain one-handed weapons. When dual wielding, the character takes turns hitting with each hand with most skills. There's an added benefit of gaining +15% Increased Attack Speed bonus to make dual wielding better DPS than simply using single one handed weapon with a shield. Also keep in mind that weapons (also Wizard Orbs and WD Wanga Dolls) tend to have some offensive stats in them, compared to the more defensively oriented shields.

To break this rule, there are some powerful skills, either with a large resource cost or long cooldown, that always calculate damage based on your main hand weapon. Some examples of these are Monk skills Cyclone Strike and Wave of Light. Blizzard is yet to confirm which skills work like this so until then more testing by players is needed.

1.4.1 Attack Speed Transfer

It's easy to think that the DPS of your weapons should be within the 15% DW bonus of eachother or the weaker off-hand starts to contribute negatively to your DPS. The exact percentage is about 74%: If both of your weapons have the same attack speed, but one of them has only 74% DPS compared to the other, the difference cancels out the 15% dual wield IAS bonus and you'd be better off using a shield.

There's an exception to this though: If your off-hand weapon has high enough attack speed, its DPS can be below this threshold and still contribute positively to total DPS. It's easy to imagine like this:

Let's assume the DPS of your off-hand weapon is very close to zero, but its time between attacks is also very close to zero. You'll spend almost all of your time swinging the main-hand weapon that gets the 15% dual wield benefit, and the DPS of the off-hand becomes insignificant.

Dual wield DPS can be calculated like this:

dual wield dps = 1.15 × (main-hand damage + off-hand damage) / ((1 / main-hand attacks per second) + (1 / off-hand attacks per second))

Or alternatively:

dual wield dps = 1.15 × (main-hand damage + off-hand damage) / (main-hand time between attacks + off-hand time between attacks)

1.5 Damage over Time

Haunt is a textbook example of a damage over time skill, DOT for short. When you cast a DOT, it will afflict the target for the specified duration, dealing the specified amount of damage over the whole duration of the skill. The damage is dealt continuously, little by little, but shown as combat text only every half a second, with rounded numbers.

Casting another application of certain DOT by same player on same target doesn't stack, it only refreshes the duration. However same DOTs by different casters do stack on same target.

Example 1: William the Witch Doctor is using the aforementioned Haunt, dealing 575% weapon damage over 15 seconds. William's weapon hits for 500 damage. Over its whole duration, his Haunt will deal 575% × 500 = 2875 damage, or 2875 / 15 = 191.67 dps

1.6 Channeled Skills

When you channel a skill with a continuous effect such as Disintegrate, it will deal damage based on cycles, which are equal in length to your swing speed, that is 1/APS value. The damage is calculated based on those cycles, then spread over the whole cycle duration so that it's dealt to the target continuously instead of once every cycle. Just as with DOTs, damage is shown as combat text every half a second, with rounded numbers.

A thing worth pointing out is that channeled skills deal same dps (when weapon's dps stays constant) over time no matter the weapon's speed. Their cost on the other hand is paid per attack cycle, therefore making faster weapons burn your resources at a higher rate compared to a slow one. As Wizard and Witch Doctor are the main users of channeled spells, and they do not have access to real resource generator abilities like the other classes' Primary Skills, considering weapon speed is of utmost importance for their resource management. This is really no different to any other skills, but people might find the continuous nature of channeled skills confusing.

Example 1: Wendy the Wizard has found a bow with base damage of 43 and 1.40 attacks per second. She has no other damage increasing stats. Wendy starts channeling Disintegrate. During the first 1/1.40 = 0.71 seconds, Disintegrate causes 43 × 155% = 66.65 damage, and you can see the enemy's health bar continuously decreasing during that time instead of jumping down between every cycle.

Wendy continues channeling, and stops after exactly 3.5 seconds from the beginning. During these 3.5 seconds, Wendy has had time for 3.5 × 1.40 = 4.9 Disintegrate cycles, which means the total damage caused by the Disintegrate is 43 × 155% × 4.9 = 326.585

Some channeled skills, such as Rapid Fire, don't have a continuous effect, but instead launch projectiles periodically. Here the principle is otherwise the same, but the damage of every cycle is divided equally among all projectiles launched during that cycle.

Over time, channeled skills work like any other spammable skill. They're simply made work continuously for flavour reasons, so that you can cast those laser beams and flame throwers in bursts of duration of your choosing rather than be restricted by attack speed cycles.

1.7 Skills with cooldowns

The chapters above work perfectly well for spammable 'main attack' type of skills, even in combinations of gainers and spenders. These skills are over time neutral to weapon speed, since with faster weapons you both generate and use resources at a faster pace.

Example 1: Let's look at a rotation with 5 hits of Bash followed by a Hammer of the Ancients.

With a weapon of 100 dps 1 APS thus 100 damage per hit, the above rotation results in 5 × 150% × 100 + 1 × 200% × 100 = 950 damage over 6 seconds, or 950 / 6 = 158 dps.

If we change the speed of the weapon above to 2APS and damage per hit to 50, dps would remain the same at 100. Now a rotation of 5 Bashes and one Hammer takes 3 seconds. Let's calculate the dps for that rotation: (5 × 150% × 50 + 1 × 200% × 50) / 3 = 158 dps.

Example 2: Now that we have established that dps for the Bash × 5 + Hammer rotation is independent of weapon speed, let's see what happens when we add Earthquake to the mix. Let's assume Earthquake follows the same rules as any attack, inheriting APS and weapon damage per hit of your weapon.

Note: this paragraph illustrates a scenario that is incorrect. With the first weapon the player would drop a quake that lasts for 8 seconds in 1 second, continuing his base dps of 158 for the remaining 7 seconds. Earthquake deals 2000% × 100 / 8 = 250 dps over its duration with weapon number one, for a total dps for the 8 second span being 250 + 7/8 × 158 = 388 dps

This is how it really works: Let's change to the faster weapon again. Earthquake numbers become 2000% × 50 / 8 = 125 dps over its duration 2 APS 100 dps weapon, for a total dps for the 8 second span being 125 + 15/16 × 158 = 273 dps

The above has been tested in beta by multiple people including us using Grasp of the Dead. Its weapon damage multiplier shown in tooltip gets multiplied by your APS for the final damage calculation. In other words, the multiplier applies to your dps, not damage per hit value.

There is reason for this is those skills can't be spammed indefinitely so attack speeds and resource management would 'cancel out' resulting in same eventual dps. If skills with cooldown used straight weapon damage they would reap massive benefits from slow 2-handers, rendering the skills either useless for DW or overpowered for 2-handers.

This method should apply to everything from Grasp of the Dead to Earthquake, Leap, Seven-Sided Strike, Rain of Vengeance and even pets!

To go with their neutrality towards hit damage/dps, these skills also seem to have a fixed casting time independent of your APS. This might vary per skill and class, Superstate puts it at 1.2 seconds for most Barbarian abilities that aren't primary spenders or generators.

[source: Superstate @ DiabloIncGamers]
1.8 Pets

Based on the same reasoning and tests as in above chapter, pets also inherit their stats based on your weapon dps, not damage per hit. Refer to the source link for more information, look especially for posts by HardRock and Superstate.

[source: HardRock and Superstate @ DiabloIncGamers]

Pets in this context include everything from Witch Doctor's Zombie Dogs and Gargantuan to other summons such as Mystic Ally, Sentry and Call of the Ancients.

1.9 Elemental Damage Types

When using weapons imbued with elemental damage, for the most part, attacks only cause visual and audio cues towards the kind of element in question. Early in development, there was an idea that critical strikes would cause some special effects, but this is no longer true.

1.9.1 Cold Damage

Cold damage has a chance of applying a snare that slows down the target's movement speed for a short duration of time. Cold damage affixes have a lower damage range compared to others to compensate for this bonus.

1.9.2 Poison Damage

Poison is simply another elemental damage type, with no special effects associated with it. It is not always (but can be) a DOT effect like it always is in Diablo II.

2 Defense

We'll start going through the defensive statistics of Diablo 3 in intuitive order of first rolling for dodge, which has a chance to negate a hit completely. In the end there's blocking, which gives a chance of reducing the eventual damage you would get from a hit by a flat value. Between those all percentage based damage reduction effects take place, stacking multiplicatively.

2.1 Dodge

Dodge gives you a chance to avoid getting hit by an attack altogether. From hit re solution perspective you can think of the dodge check as the first stage. If the dodge is successfull, hit resolution might as well stop right there.

Dodge works on basically everything. You can dodge melee hits, missiles, spells, aoe hits, passive damage from environment, and so on.

Characters have zero base chance to dodge. Neither are there any pure dodge bonuses from gear, so Dexterity is the main source of Dodge for all characters. Characters always have at least some amount of Dexterity, which will convert to a slight chance to dodge. The dodge per dexterity conversion has several thresholds where the conversion rate changes dramatically, possibly encouraging players to reach some of these dodge break points.

Dex range Dodge% per point of Dex
1 - 100 0.100
101 - 500 0.025
501 - 1000 0.020
1001 - 8000 0.010

According to above table, 8000 Dex would result in 100% chance to dodge.

Example 1: Marty the Monk has 321 Dexterity from gear. The first 100 dexterity give him 0.1% chance to dodge each, for 10% overall. The rest fall within the 101-500 boundary, for an addition of 221 × 0.025 = 5.525%

His total chance to dodge would thus be 10% + 5.525% = 15.525%

2.1.1 Dodge stacking

Dodge from different sources stacks with itself multiplicatively. Different sources for this purpose would be for example dodge from Dexterity, and dodge from Mantra of Evasion, you don't get to add these together.

Example 2: Marty activates Mantra of Evasion in addition to his 15.525% Dodge from Dexterity. His total chance to dodge would not be 15% + 15.525% = 30.525%, but rather 1 - ((1-0.15) × (1-0.15525)) = 28.20%

2.2 Damage Reduction

When the character panel refers to Damage Reduction, it only shows what you gain from armor. In this compilation we handle both armor and resistances under the same title since they works almost exactly the same way, and both of then reduce damage.

Armor reduces all damage you would suffer by a percentage. Resistances work the same way, though each for their own designated damage types. Notice that armor works for magical damage as well, and that there is a separate Physical Resistance stat.

It doesn't matter in which order these reductions are applied, since they are all multiplicative.

Total damage reduction = 1 - ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - other DR))
2.2.1 Armor

Each piece or armor your character wears increases your armor by a certain value. Higher level items will provide a higher amount of armor. Wearing a shield will increase your armor by a noticeable margin.

All classes receive extra armor based on their Strength statistic, for 1 armor per 1 point of Str. Many classes also have skills that increase their Armor by either a flat value or percentage.

The way character panel shows damage reduction from armor is against a monster of same level as the player. Hence you will never know your true damage reduction percentage against Inferno monsters by consulting the character screen. Below is the formula used for calculating your damage reduction from armor against a monster of any level.

Damage reduction from armor = Armor / (50 × Monster Level + Armor)

Example 1: Barry the Barbarian is fighting level 63 monsters in Inferno. He has 3000 Armor which equates to 3000 / (50 × 63 + 3000) = 48.7% damage reduction

Example 2: Barry feels he's taking too much damage and equips a shield to increase his armor. The shield gives 1000 extra Armor, putting Barry at 4000 / (50 × 63 + 4000) = 55.9% damage reduction. Much better!

Equipping a shield would also give Barry a chance to block incoming hits.

[source: Bridgeburners @ Armada Gaming]
2.2.2 Resistance
Resistances work exactly the same way as armor, reducing your damage taken from a certain element by a percentage. The source of resistances is slightly different from Armor though, as there are both items with bonus to all resistances, as well as those with increases against only certain types of attacks.

All classes receive bonuses to all resistances from their Intelligence statistic, for 0.1 resistance per 1 point of Int. Formula for resistance calculations below:

Damage reduction from resistance = Resistance / (5 × Monster Level + Resistance)

[source: Bridgeburners @ Armada Gaming] Physical Resistance

There is a separate statistic for physical damage. All classes always have at least some amount of Intelligence to provide bonus all resistances, so there is a small but noticeable reduction to 'normal' physical hits due to this in addition to Armor.

2.2.3 Mêlée Classes

Because Barbarians and Monks are so awesome tend to always be in the face of danger, getting pounded by monsters in order to hit them themselves, they have an additional 30% damage reduction from all sources.

2.3 Block

To have a chance to block, you naturally need to be wearing a shield. There is no innate blocking skill, everything you have is what you get from the shield you have equipped, and possibly from other armor. There are no skills that require the usage of a shield, neither are there abilities that give bonuses to blocking. It's completely up to you if you want the defensive boost from the armor increase and chance to block, versus dual wielding or using a two-handed weapon, Blizzard doesn't want to guide this decision based on available abilities.

2.3.1 Block Chance

For hits that you didn't dodge, you have an additional chance to avoid a portion of the damage if you wear a shield. The highest level craftables, Exalted Grand Dread Shields, can spawn with 10.00-20.00% chance to block. There are several affixes that can increase your block chance.

2.3.1 Block Amount

Just like block chance, the value by which a blocked hit is reduced is greatly dependent of the shield you are using. To use the Grand Exalted Dread Shield as an example again, it can spawn with 2795-3705 block amount. This reduction for blocked value is the final modifier that may be subtracted from a hit, in other words all damage reduction by armor, resistances, and other effects happen before blocking.

2.4 Crowd Control Reduction

This modifier makes you recover from crowd control effects such as fear and stun faster. On normal difficulty level the stated value should work exactly as advertised. If you have 20% CC reduction, it should make the CC last for (1 - 0.20) × Base Duration. This probably stacks like dodge and damage reduction, each further source reducing what is left over from other sources, so 15% and 25% of this stat would leave you with total reduction of 1 - ((1-0.15) × (1-0.25)) = 36.25%.

RESEARCH NEEDED: How exactly it is calculated, and if the effect is diminished on harder difficulties harder difficulties.

2.4.1 Crowd Control Reduction on Monsters

Stun from Ground Stomp has duration of 70% from stated 4 seconds on elite monsters and Skeleton King on beta. Blizzard have stated that crowd control effects will get less effective on harder difficulties. Remains to be tested how much the reduction is on Nightmare, Hell and Inferno.

[beta normal test: Omnicloud @ Armada Gaming]

3 Life

Each class starts the game with 110 Life. This comes from 36 base life, 4 × level = 4 bonus from level, and 10 × 7 bonus from having 7 starting Vitality. Thus the formula for calculating the life of any character is:

Life when player level < 35: = 36 + 4 × Level + 10 × Vitality

Life when player level ≥ 35: = 36 + 4 × Level + (Level - 25) × Vitality

Knowing your pure hit points value isn't usually very useful though, since you'll be wearing armor and benefiting from other damage reducing effects. Often players talk about a value called Effective Hit Points instead.

3.1 Effective Hit Points
Effective Hit Points is a measure of how much unmitigated damage a character would have to suffer to die. For example if your Life is 100 and you have a combined 25% damage reduction from armor, resistances and other sources, your EHP would be 100 / (1 - 0.25) = 133 EHP. A more thorough formula would be:

EHP: = Life / ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - 0.30 if monk or barbarian) × (1 - DR from other source))

If we take the formulas for DR from Armor and Resistances from earlier, and plug them into the above calculation, it becomes

EHP: = Life × ((1 + Armor / (50 × Monster Level)) × (1 + Resistance / (5 × Monster Level)))

This function scales linearly with both Resistances and Armor, meaning each additional X armor will increase your effective health as much as the previous similar addition.

[source for scaling formula: Bridgeburners @ Armada Gaming]

Some people argue that dodge should be included in EHP calculations as another form of damage reduction. This can have merit when dealing with damage sources that simply cannot kill you in meaningful number of hits. As soon as few unavoided hits can threaten your survival, this approach is rendered useless. Dodge and block are important for regulating incoming damage over long periods of time, but cannot be taken into calculations at face value since they work on chance basis, not all the time.

As always with theorycrafting, you should consider your personal situation, and make calculations and predictions based on your exact needs, not because someone somewhere on the internet says "do this".

3.2 Total Life Bonus

This multiplier is applied after all other Life enhancing bonuses. Multiple sources of this modifier stack additively with eachother, so if you have +15% total life from one source and +10% from another, your real life total will be Original Life × (1 + 0.15 + 0.10) = 1.25 × Original Life

3.3 Life per Second

There should not be anything special or difficult going on with this stat. Does exactly what it says.

3.4 Life Steal

Life Steal is reduced to 20% effectivity on Inferno. However it is not affected by which skill you use.

3.5 Life per Kill

Should be nothing special here.

3.6 Life per Hit

Life per Hit modifier is normalized per average expected number of targets hit by the attack. That is, for using aoe skill on multiple monsters, you'll proc this for about as much as for using a single target skill on a single monster. Check the links below for good estimates for Wizards and Barbarian skills, and extrapolate for your own class!

A great way to gain more mileage from your Life per Hit items is to increase your attack speed, making this modifier proc more often. This obviously works for Life Steal too through increased damage, but the flat values of Life per Hit items can be noticeably higher than whatever the percentage from Life Steal items usually provide.

[great research about life per hit for wizards: Dekkar @ Official forums]
[Life on Hit scaling for all Barbarian skills by JarthMader @ Google Docs]
[Life on Hit scaling for all Monk skills by Anonymous @ Google Docs]
3.7 Health Globe Healing Bonus

Should be nothing special here. Healing received from health gloves is increased by the displayed number.

3.8 Bonus to Gold / Globe Radius

Should be nothing special here except the ingame yards are more like feet compared to the player character. We'll add a picture illustrating the distances soon, didn't have any good screenshots from beta for that.

4 Resource

Each class has a unique resource system they use for powering abilities. Demon Hunter even has two resources at her disposal at the same time! The resource pools are varyingly sized, and the means and rate they regenerate also differ.

4.1 Fury

Resource pool: 100, starts at 0 in each game
Degeneration: -2 per second after 10 second delay

Barbarian's primary attacks and most utility skills generate Fury, which is used to pay for his more powerful attacks. Since fury degenerates while not fighting, constant fury generation is important. Hence barbarians can build Fury by striking urns and other objects with their primary skills.

The class starts each game with 0 fury, and the resource begins to diminish at rate of 2 per second 10 seconds after you stop fighting. Fighting encompasses hitting a monster or object with either spender or generator attacks. Even getting hit by monsters yourself generates some fury and stops the degeneration. The key is either dealing or receiving damage, performing attacks on thin air doesn't stop this effect.

4.2 Hatred

Resource pool: 125, starts at maximum in each game
Regeneration: +4 per second

Hatred is the resource involved in Demon Hunter's conventional attacks, like shooting different kinds of arrows. Primary skills generate Hatred, and more powerful attacks are paid for by spending it. Demon Hunter's Hatred grows with time at a rate of 4 Hatred per second, up to a maximum of 125. Unlike Barbarian's Fury and Monk's Spirit, Hatred can be generated by using generator attacks even without a target.

4.4 Discipline

Resource pool: 30, starts at maximum in each game
Regeneration: +1 per second

Discipline is mostly reserved for Demon Hunter's utility skills, like increased mobility and traps. Discipline regenerates passively at a rate of 1 per second. There are no Discipline generating abilities, except Preparation which restores your whole Discipline pool but has a long cooldown, and some skill runes that give a chance to generate Discipline when using the skill.

4.3 Spirit

Resource pool: 150, starts at maximum in each game
Regeneration: +0 per second, can be increased with skills

Monks start each game with a full globe of Spirit. By default, Spirit doesn't regenerate by itself, so attacking with a primary skill is needed to replenish the pool upon depletion. Monks only gain Spirit by hitting enemies, not from breaking destructible objects.

Monk's spirit spender abilities are designed to be more costly than those of other classes. This is balanced by making their generators more versatile in comparison.

The maximum Spirit for Monk is 150 by default, but can be increased to 250 with the Exalted Soul passive skill. By default, monks have zero Spirit regeneration, but have skills to increase it: Chant of resonance, and Mantra of Healing runed with Circular Breathing.

4.5 Mana

Resource pool: Level dependant, starts at maximum in each game
Regeneration: Level dependant (precise calculations will be provided later)

Witch Doctor is the only class to use the traditional caster resource, Mana. His mana pool is numerically larger than the percentage-like meters the other classes have, to give that proper oldschool feel. Since mana pool grows with time, mana costs for WD spells also scale based on character level. Skill calculators show the level 60 costs for each skill. Mana regeneration speed is set so that you keep replenishing your pool faster than spamming the cheapest spells drains it.

4.6 Arcane Power

Resource pool: 100, starts at maximum in each game
Regeneration: +10 per second

Wizard's Arcane Power (AP) regenerates rapidly back to its maximum after use. Her primary skills, labeled Signature Spells, don't cost any AP to cast. They can even be runed to grant you some extra when cast, to facilitate faster recovery of AP.

In addition to gear, maximum Arcane Power can be raised by 20 with the passive skill Astral Presence, and by another 20 by Energy Armor's Energy Tap rune.

5 Adventure

5.1 Movement Speed

Movement Speed bonuses make your character run faster. There are two categories of movement speed bonuses, static and temporary. The static bonus is restricted to 25%, you can't permanently raise your movement speed above that. It is possible with skills slike Sprint though. The passive bonuses stack additively, up to the 25% limit.

Temporary effects like Sprint multiply this passive speed you have by their own modifiers.

Notice that Skills like Vault and Leap don't care about your movement speed since they simply relocate the character from starting point to destination. IAS bonuses however make those abilities perform faster, increasing your overall speed a little.

5.1.2 Movement Speed Reduction

Only the most powerful movement speed reducing effect per target takes place. When its duration runs out, the snare reverts to any potential weaker but longer lasting slowing effects.

5.2 Gold Find

Gold Find is averaged between each group member when playing in a group. Gold Find works linearly, just as you would expect from a percentage based modifier. It won't make gold drop more often, rather increases the size of each gold pile found. This has been tested on beta.

[source: Verity @ DiabloIncGamers]
5.3 Magic Find

Magic Find, just like Gold Find, is averaged between each group member when playing in a group. It is currently unknown exactly how Magic Find bonus works. At least in the low end of spectrum, it probably isn't very far from linear. A lot of people are running around switching to a high MF set just before a boss kill, I guess someone has seen it produce results.

Bashiok gave the following 'answer' when questioned about MF scaling:

Originally Tweeted by Bashiok (Source)

Well I don't think it's a linear scale, if that's what you mean. We might share what it is on our game guide sometime after launch.
5.4 Nephalem Valor

Nephalem Valor is a buff that becomes active for level 60 players when killing Champion or Rare monsters. Champions(blue name) always spawn as a group of 3 to 4 while Rare monsters (yellow name) have randomly generated name and less powerful minions. When you kill these monsters, you get a stacking buff that increases both gold and magic find bonuses by 15% each. As long as you find another such group, the buff keeps refreshing and stacking for higher bonus, for a maximum of 5 stacks.

The motive behind this system is to keep players from switching skills all the time and show some commitment to a build — if you change a skill, your Nephalem Valor bonus drops off. Changing equipment retains the buff though.

[source: DiabloFans.com]
5.4.1 Guaranteed Extra Drops

Before 1.0.3 a 5 stack of Nephalem Valor used to give two extra rare drops from bosses. It has now been changed to one guaranteed extra drop from bosses, and one guaranteed extra rare drop from Champions and Rares to discourage people from quitting the run after a boss is dead, rather roaming around more finding even further elites to kill.

5.5 Experience

You get drastically diminished experience gains from killing monsters lower level than yourself. This was easily noticeable in beta as soon as you levelled over the intended level range for the content, and grinding through levels 10-13 was really slow. On the other hand for monsters of higher level you get some bonus experience. The following table demonstrates how experience gains are adjusted based on character's and monsters'level difference. You get no experience from killing monsters 10 or more levels lower than yourself.

Monster level compared to character level XP gain
3 levels higher and above 125%
2 levels higher 120%
1 level higher 115%
Same level monster 100%
1 level lower 90%
2 levels lower 80%
3 levels lower 70%
4 levels lower 60%
5 levels lower 45%
6 levels lower 30% (no +XP/kill from gear)
7 levels lower 15% (no +XP/kill from gear)
8 levels lower 5% (no +XP/kill from gear)
9 levels lower 1% (no +XP/kill from gear)

[source: HardRock & Superstate @ DiabloIncGamers]
5.5.1 Bonus Experience

As this modifier is a simple multiplier, it doesn't need any extra limits to its working. Just multiply whatever experience you would normally gain by this percentage, you'll get that much extra.

5.5.1 Bonus Experience per Kill

As visible in the above table, you gain experience from killing monsters up to 9 levels lower than yourself and up to 3 levels higher than yourself. Normal experience gains per kill start to dominish heavily when you are 5-6 levels higher than your victims, and this bonus experience per kill from gear stops working on monsters 6 levels lower than you. For monsters less than 6 levels lower than yourself, you gain the full bonus from gear.

6 Base Attributes

The four primary attributes in Diablo 3 are Strength, Intelligence, Dexterity, and Vitality. You cannot distribute points on these per level, they increase automatically each level. Each class as one attribute that is designated as their Primary Attribute, which increases damage done by a percentage. The multiplier is easy to calculate by turning your primary stat straight into percentage modifier. For example 123 Strength for a Barbarian would be a damage bonus of +123%. Overall damage dealt in this case would thus be Original damage × (1 + 1.23) = 2.23 × Original damage. The primary attributes per class are:

Class Primary Attribute
Barbarian Strength
Demon Hunter Dexterity
Monk Dexterity
Witch Doctor Intelligence
Wizard Intelligence

Attribute Starting Value Increase per Level
Primary Attribute 10 +3
Secondary Attributes 8 +1
Vitality 9 +2

6.1 Strength

Strength is the primary attribute for Barbarians, increasing their damage by a percentage. In addition STR gives every class one point of armor per one point of Strength.

6.2 Intelligence

Intelligence is the primary attribute for Wizards and Witch Doctors, increasing their damage by a percentage. In addition INT gives every class 0.1 points of all resistances per one point of INT.

6.3 Dexterity

Dexterity is the primary attribute for Demon Hunters and Monks, increasing their damage by a percentage. In addition DEX gives every class some dodge. The dodge formula isn't as clear as the INT/STR ones. Refer to the Dodge section for more information about that.

6.4 Vitality

Vitality gains will be the same for each class. Straight out of the box, Vitality only gives you more life. There are some skills that work with Vitality though, such as Barbarian passive Nerves of Steel, which increases the barbarian's armor by 100% of his Vitality.

7 Multiplayer Scaling

When playing in party with other characters, monster power heightens to compensate for increased player power. Only monster HP is changed.

Before 11th June 2012 monster damage was also increased for multiplayer games. This was removed in a hotfix since it made DR requirement for melee characters in multiplayer games overly punishing. The increases were 5% per subsequent player on Nightmare, 10% in Hell and 15% on Inferno.


# Players HP% Damage%
1 100% 100%
2 175% 100%
3 250% 100%
4 325% 100%


# Players HP% Damage%
1 100% 100%
2 185% 105%
3 270% 110%
4 355% 115%


# Players HP% Damage%
1 100% 100%
2 195% 110%
3 290% 120%
4 385% 130%


# Players HP% Damage%
1 100% 100%
2 210% 100%
3 320% 100%
4 430% 100%

[source: BradyGames Official Guide]


  1. Spirit can be regenerated from items, too. Which is awesome.

  2. I love this whole blog. You're awesome!

  3. Thanks for the article.
    One question, when you have a bonus damage, let's say a ring that gives +3-5 damage, at which point is 3-5 added? Is that added to the base weapon damage?

    1. This should be added to the base weapon damage.

  4. More questions for you guys:
    - When you get an item that reduces damage by a percentage like http://eu.battle.net/d3/en/item/eternal-union : Reduces damage from melee attacks by 2-4%, is that percentage added to the "other DR" factor? That would mean that a barbarian gets 30% + 2% = 32%? Or is that multiplicative?

    - This item (http://eu.battle.net/d3/en/item/puzzle-ring) has "Add 2% to cold damage", where does the 2% factory in? Is that part of "other damage bonuses"? (so it is added to the bonus obtained from skills, or is it multiplicative?)

    1. Not sure about all of these. We'll test when playing the game isn't taking all available time.

      I would quess all the 'reduces X type of damage' factors from gear are added together to a single modifier that gets multiplied like armor and resistances. These item bonuses and skills like ignore pain would be other major categories in the final multiplication.

  5. Thank you for this info! Great stuff. My question: how does XP gain scale in multiplayer games? What if two players are the same level and killing a mob of that same level? What if one player is lvl 10 killing mobs (with 175% HP) in act 1 while a lvl 25 is killing 1.75x HP mobs in act III? Do they each earn more xp than if they were killing 100% hp mobs in separate games? Or no?

    1. I really have no idea about this, and will probably only look at it at a time I begin levelling another character. Hopefully someone else does this, though it would have been possible already in beta and the information might exist somewhere.

    2. 1) Exp does not sacle in a group, if players are within few display screens range, then exp will split between them.

      2) You can not do different quests or acts in the same game

  6. Thank you for the detailed analysis on combat mechanics. Can you take a look at section 1.7, Skills with cooldowns again? In example 2 with the faster weapon, you show Earthquake's DPS as "2000% × 50 / 8 = 125 dps", where 50 comes from the faster weapon's damage per hit. In the paragraph below the example, however, you say that the skill takes into account your attacks per second and therefore really uses your DPS, not damage per hit. In that case, Earthquake's DPS with a faster weapon should match a slower weapon with the same DPS. A later paragraph reiterates this, so I assume it is correct and the example is just a typo.

    The math in example 1 and 2 are also slightly off. The results give the correct numbers for what the example is trying to convey (minus the above problem with the faster weapon) but you probably don't mean to multiply 250 with 250 in the equations.

    Thank you again for this resource, it is very helpful.

    1. Thank you for the feed back. There were mistakes in the math formulas, changed the 250*250 to just one 250 in the upper paragraph and to 125 in the lower one.

      The damage per hit ones were for illustrating the huge variance in dps one would gain if it handled weapons differently. I added bold text to notify it's just a hypothesis that doesn't correspond to reality.

  7. I would like to comment on the DoT section.
    Currently you could cast multiple DoT of the same skill on a target provided they are being casted with different Int at time.

    For example a very common tactic for Witch Doctor is to cast Locus Swarm (DoT) first, then immediately Soul Harvest (to gain a temporary buff that increase Int), then Locus Swarm again. This way both Locus Swarm will stay on the enemy doing damage.

    I also heard swapping different gears to adjust your Int works but I have not test it out myself, nor it's practical in battle.

  8. I am currently playing a barb and would like to tank as much dmg as possible. From my understanding it would be in the best interest to stack a lot of dex. to completly avoid hits all together where as stacking resist/vit/armor to reduce dmg wouldn't be quite as effective.

    I could have that completely backwards as well. Just would like to hear your thoughts about barbs stacking a lot of dex for dodging of course I will be stacking as much resist/vit/armor trying to get the perfect affixes on gear to help dmg reduction.

    Would also like to thank you for all the wonderful information it shall help quite a lot when gearing and overall enjoyment of the game.

    1. Here's a hypothetical situation for you: You have 30k health. An enemy hits for 20k per swing. You have 90% dodge so you avoid the hits most of the time. Then at some point, the enemy swings twice in a row and you die.

      On the other hand, if that was 90% damage reduction, the enemy would only hit for 2k per swing, and you could take 14 hits in a row without dying. Lots of time to react and get heals.

      Dodge isn't a good stat alone, but if you can stack both damage reduction and dodge (which is easier than stacking just one of them), it'll work out much better. Also, don't forget resistances, which work the same way as armor, and are equally important.

  9. (This is a reply to your comment from May 20, 2012 4:28 PM, but for some reason if I post it as a reply there it disappears)

    Hello and thank you for your work. I still find this section (which is the most important one out of entire article I think) a bit confusing. The 'this is how it really works' paragraph uses the same formula as the 'incorrect' paragraph - to calculate cooldown damage it multiplies weapon damage by skill mod and ignores the attack speed.

    What I get from the remaining part of the paragraph however is that for some skills (distinguished by cooldown?) skill mod is applied to player dps rather than raw weapon damage. If that is the case - spell tooltip is very misleading for relative spell power comparison.

    How do I tell which value is used for a given spell? I play a wizard - what about no cooldown but not quite spammable skills, like Arcane Orb or Meteor? For Wendy the Wizard from first example will a single Orb hit for 33 * 175% ( * int and dmg bonus) or for 33 * 175% * 1.2 ?

    Grasp of dead used in the example has a cooldown on it. However what about skills with similar effect, but without a cd, such as Hydra or Blizzard? Will each heat be multiplied by attack speed or not?

    And a final question - on official forums (not a best way to find info, but haven't found your site until today) most people claim that all damage bonuses are applied multiplicatively. From your site however I get that the 'other damage bonuses' are applied additively? Glass Cannon, Sparkflint and Disrpution glyph on Arcane Torrent would provide (15 + 12 + 15)% bonus rather than 15*12*15? That would make a lot of sense, but again - so many people swear 'it has been tested' that they are multiplied that I am a bit lost.

    Once again thank you for this post, this is very informative (on top of rising up even more questions than I had before, as seen in this post).

  10. Your life formula is off, acording to http://mmo-mechanics.com/swtor/forums/Thread-Diablo-3-formula-list

    Life when player level < 35 = 36 + 4 × Level + 10 × Vitality
    Life when player level ≥ 35 = (level - 25)x

    1. Fixed. Though "(level - 25)x" is simply the last term, for a total of 36 + 4 × Level + (level - 25) × Vitality

  11. I can tell you that the exp gain is not increased per mob in a party. The exp per mob is the same, but the increased killing rate if each player can carry their own share of the HP increase will increase in terms of more mobs killed in a shorter timespan.

  12. Awesome article and just what I've been looking for. I just have one problem; using the formula on damage, I cannot seem to duplicate what my character in-game says. I am using my level 10 wizard as an example, no gear except a club I bought from vendor.

    Intelligence is 37 and the tooltip on the weapon's dps reads 6.6. The weapon's APS is 1.2. So using the formula I calculated the following:

    6.6 × (1+1.37) = 9.04 damage per hit.

    There for dps should be

    9.04 * 1.2 ≈ 10.85 DPS

    However, in-game on my character Damage reads 9.27. Could you tell me what I am doing wrong or did I misunderstand something about chapter 1.1 in your article?

    1. The weapon's DPS already takes its APS into account. Your DPS is calculated as 6.6 × (1 + 0.37) = 9.042 DPS (not damage per hit), and then added with other modifiers such as critical hit chance which is most likely 5%, and crit damage 50%, adding a (1+0.05 × 0.5) modifier to that which results in 9.042 × (1 + 0.05 × 0.5) = 9.26805 DPS which is rounded to 9.27 on your character window.

    2. Ahh, I see, but where does that leave increased attack speed? If, for example I had a belt with +8% attack speed, how do I incorporate that into the calculation? I do see there is a formula for calculating the APS in chapter 1.2.1 but how do the effects to Damage?

    3. Increased attack speed simply increases your DPS by that amount. For example, 8% IAS multiplies your DPS by 1 + 0.8 = 1.08, and if you have two items that both give 8% IAS, they are added together before multiplying, so that your DPS is then multiplied by 1 + 0.8 + 0.8 = 1.16, which means 16% higher DPS.

    4. Sweet... I like the simplicity of it but I am getting conflicting results, depending what item carries the IAS bonus. When it is in a ring or gloves, works exactly how you said it would. However, on a weapon it seems to act slightly differently.

      Here's the example I am running.

      Str 45
      Weapon dps 7.8
      Ring +3% attack speed
      Gloves +4% attack speed

      Critical chance 5%
      Critical damage 50%

      7.8 × 1.07 × 1.45 × (1 + 0.05 + 0.5) = 12.4 Damage

      That matches what I see in-game perfectly. However, when I switched to another weapon, with +4% IAS and 11.6 dps it no longer matches. At first I assumed the weapon's dps would include the IAS but it doesn't seem to.

      11.6 × 1.11 × 1.45 × (1 + 0.05 + 0.5) = 19.14 Damage

      When I run the above calculation it doesn't match in-game, which is 18.52 Damage. If I exclude the 4% IAS from the weapon, I only get 18.45 Damage, which ofc doesn't match either. I noticed similar discrepancy with weapon that have +1-3 lightning damage -type bonuses.

      Am I still missing something?

    5. A weapon's IAS is already included in the weapon's DPS value.

    6. 0.07.. that seems like a rounding error..

      11.645 x 1.07 x 1.45 x (1 + 0.05 x 0.5) = 18.52

    7. May be getting a little bit too number-nerdy here, but this means that either the weapon's base damage or the IAS is determined on at least 3 decimals. Were there any +dmg percentages on the weapon? If not that means that there may be very little differences between weapons that seem the same..

    8. Increased damage on a weapon is also already included in the weapon's DPS.

    9. Why are you guys calculating these manually anyway? Just look at the numbers on the character sheet, which does it for you. :D

      All you need to know is how the values are calculated, which this compendium should explain.

    10. On the character sheet yes, but not when you are in the AH :D

      Not sure why, it seems almost like an oversight but the item tooltips at the AH do not show the effects it has on your gear. You have to sort of wing it when looking for upgrades.

  13. 1. I believe the 'Damage' stat factors in crits.

    2. I believe there's a damage penalty to your off hand, seeing as your damage stat changes if you switch your two weapons.

    1. You should check the Dualwielding chapter, because your second point is not at all correct.

    2. I can't check it right now, but are you saying that your dmg stat does not change if you switch R and L? Because i'm fairly sure it does (did at least)

    3. Oh and props for the guide btw. I'm not hating, just trying to help out.

    4. This was intended as a reply to another comment, which was deleted, so I'll just add it here:

      The Damage stat shows your overall DPS. Using two weapons increases your attack speed by 15%. Swapping left and right weapons doesn't change your Damage value, but it can affect your actual DPS because some skills always use main hand weapon damage (which is why you should have the better weapon in your main hand).

      Dualwielding works so that you hit every second hit with your main hand, and every other with the off-hand, so the only "penalty" is that if you use a too bad weapon in one hand in comparison to the other, your DPS decreases, but if it's about as good as the other hand, your DPS increases (because of the 15% IAS bonus).

  14. It looks like your calculations are off in the EHP section. Specifically, it ignores the fact that armor and resistance are on the bottom of their respective equations. That should mean that armor and resistance contribute less to EHP the more you have of each.

    1. Armor and resistance have diminishing returns concerning the damage reduction percentage they provide. While nearing 100% damage reduction though, each percent gets stronger than the last, this is very apparent when seeing how much damage gets through at 98%, 99% and 100% damage reduction. This 'increasing returns' cancels out the earlier lesser contribution per point, resulting in linear returns for EHP or time to live.

  15. This comment has been removed by the author.

  16. Hi,

    I just did some math, and it seems that the 2nd formula in the EHP calculation is missing the "monk and barbarian" and "other sources" variable.

    It should in fact be:

    EHP: Life × ((1 + Armor / (50 × Monster Level)) × (1 + Resistance / (5 × Monster Level)) x 1/(1 - 0.3 if monk or barbarian)) x 1/(DR from other source))

    Also, it wasn't mentioned in Bridgeburner's thread that the 30% DR for melee characters is calculated together with the other damage reduction values. Is that data taken from some place else? Or was it implied? The tooltips from blizzard can be misleading sometimes, and it would be good if we had some solid data to compare this to.

    1. Yeah, we take shortcuts like that sometimes. The monk/barbarian DR is implied, it works just like any other multiplier, and is taken to account for monks and barbarians whether or not it is explicitly mentioned.

  17. Hello and thank you for an awesome summary. I am currently trying to create a simple spreadsheet for my own use and your formulas are really helpful.

    There is one thing that kinda confuses me, I'd appreciate if you could try to clarify it a bit. There are those few statements in the article:
    - All the damage and speed modifiers on a weapon are already calcualted and displayed on the tooltip.
    - All attack speed modifiers stack additively, not multiplicatively.
    - attacks per second = weapon tooltip attacks per second × (1 + dual wield bonus + other gear and skill attack speed bonuses)

    So, considering that the weapon tooltip (APS) already includes any IAS on the weapon and APS formula is using this tooltip value, does it mean that IAS on weapons acts differently that IAS on other pieces of gear? If I am reading it correctly, that the actual formula is:
    APS: weapon base speed × weapon IAS × (1 + dual-wield bonus + non-weapon IAS on gear + other attack speed bonuses)

    Thanks for your input.

    1. Yes, this is true. The attack speed modifier in weapons comes 'built it' and is multiplied by attack speed modifiers in all other gear which are first added together.

      This is related to the bug that there are two ways to word the modifier on items.

      "Attack speed increased by x%" is meant for armor pieces, and
      "Increases attack speed by x%" is for weapons.

      Currently many armor pieces have the weapon type, "IAS" instead of "ASI", which doesn't work at all if you equip the item. This should be corrected in 1.0.3

  18. there is a mistake in the 1.4.1:

    in this particular phrase :"Let's assume the DPS of your off-hand weapon is very close to zero, but its attack speed is also very close to zero."

    it should be "time between attacks" instead of "attack speed".

    Nice work by the way.

  19. Do you have a source on when loot in generated. In the Magic Find section you mention it generated a few screens away. Does this mean I can run around in +MF gear to create good loot and then switch gear and kill everything?

    1. No source, it was just a rumor.

      People seem to be switching to MF gear just before a kill, like in Diablo 2, I guess they've noticed it works.I really wish it didn't, forces us to keep aa high MF set in bags :(

  20. In section 1.4.1, you list dual-wielding DPS as calculated by the following:

    dual wield dps = 1.15 × (main-hand damage + off-hand damage) / ((1 / main-hand attacks per second) + (1 / off-hand attacks per second))

    However, if I switch the positions of my barbarian's weapons in-game, I get a different result on my in-game DPS stat as measured by the "Damage" section of the character sheet. Your formula doesn't account for this discrepancy; any ideas?

    1. To clarify: let's say I'm wielding a dagger in one hand and a mace in the other. I'll have a different DPS result in-game than if I'm wielding the mace and dagger in the opposite hands.

    2. OK, figured it out - I wasn't taking into effect the barbarian passive that grants increased damage if you're holding a dagger or sword. Now that I'm using two maces at the moment, it doesn't matter what order they're in.

  21. Possible Mistake in Section 1.6 (Channeled Skills):

    I think you made an error in section 1.6 when you stated "A thing worth pointing out is that channeled skills deal same dps over time no matter the weapon speed"

    As you can see from your own example:
    "Wendy continues channeling, and stops after exactly 3.5 seconds from the beginning. During these 3.5 seconds, Wendy has had time for 3.5 × 1.40 = 4.9 Disintegrate cycles, which means the total damage caused by the Disintegrate is 43 × 155% × 4.9 = 326.585"
    Wendy's damage in those 3.5 seconds is dependant on her AS (1.40). If her AS was 2.00 for example, her total damage caused in 3.5 seconds would be 43 x 155% x (3.5 x 2.00) = 43 x 155% x 7.0 = 466.55. In both cases she cast for 3.5 seconds so her DPS in each scenerio would be 326.585 / 3.5 = 93.31 and 466.55 / 3.5 = 133.3 respectively. So actually, AS does increase DPS with channeled spells (If the formula you provided is correct).

    Also, a minor error in that same example:
    "During the first 1.40 seconds, Disintegrate causes 43 × 155% = 66.65 damage". I believe you meant to say that in the first cycle Disintegrate causes 43 × 155% = 66.65 damage. One cycle would actually be 1/1.40 = 0.71 seconds long, not 1.40 seconds long.

    Great article btw. Very helpful. Thank you for the resource : )

    1. It's implied in "A thing worth pointing out is that channeled skills deal same dps over time no matter the weapon speed" that weapon dps stays constant. I'll edit it to be clearer.

      You're correct on the second item, it's about the first cycle, not the first 1.4 seconds.

    2. I am still not really clear on this. It is probably just a misunderstanding of your text.
      You say weapon speed does not change spell dps, which seems not true.

      Take weapon1 (99-101 dmg, 1.0 APS, 100 dps) and weapon2 (49-51 dmg, 2.0 APS, 100 dps):
      Disintegrate would deal (no other modifiers present)
      weapon1: 100 dmg each 1 second = 100 dps?
      weapon2: 100 dmg each 0.5 second = 200 dps?

      Where is my thinking wrong?

    3. Just a misunderstanding. Weapon DPS does affect channeled skill DPS. We're saying that weapon speed does not affect it on top of that, so that a weapon with 100 DPS and 0.5 APS does the same DPS with channeled skills as a weapon with 100 DPS and 1.0 APS. It's very simple in practice, and we're just trying to explain why it works like that.

    4. I do not get the why, then :) where is the mistake here?

      1: Disintegrate cycle duration depends on weapon speed (APS)

      2: In each cycle the spell deal weapon DPS damage

      3: Hence, faster weapon Disintegrate deals the damage faster, resulting in higher spell DPS

      In your examples: 100DPS/0.5APS deals 100dmg/2sec, 100DPS/1APS deals 100dmg/1sec
      which sure is a (double) difference in damage output.

    5. DPS stands for Damage Per Second for a reason. Don't confuse "dmg" with DPS. :D

      100 DPS with 0.5 APS deals 100 damage / 1 sec (100 DPS = 100 damage / 1 sec).

      100 DPS with 1.0 APS deals 100 damage / 1 sec (100 DPS = 100 damage / 1 sec).

      The faster weapon deals damage in shorter cycles, but it deals less damage with each cycle.

    6. Ok, this was not clear from your example in 1.6, as there you say that the cycle length depends on the speed of weapon (those 1/1.40=0.71sec).

  22. How does IAS affect DOTS or is it irrelevant? Should I just use a slow heavy hitting weapon vs a faster weapon with equal dps ratings? My Witchdoctor really wants to know :)

    1. It depends on the skill you're using to do your damage... Some of them only depend on weapon damage (I think blizzard would be an example of this, for a wizard). But some, (again from the wizard class), like Magic missile, are also effected by attack speed. Hold CTRL to see what your skills say, and maybe hold onto both in case you swap out your skills?

  23. I have a couple of quick questions:

    1) Do damage bonuses get ADDED to the weapon's damage range, or are they ROLLED SEPARATELY? Example, say I have a sword that deals 200-300 damage, and a ring that offers +10-20 damage. Is the damage calculation (210-320) or ((200-300)+(10-20))? These would produce the same visible damage ranges, but would mechanically work VERY differently, the latter being much less volatile (especially on characters like mine, with crazy attack speed and a ton of bonus damage range affixes)

    2) What are the Follower stat scaling factors? Which are their main stats, and are there any other notes about their abilities?

    1. I don't have any reason to believe they'd be rolled separately. If they were, the Damage stat on the character window would show different values and someone would've noticed the inconsistency already. Most likely, at first anything that affects minimum damage is summed up and anything that affects maximum damage is summed up, and then it just picks a linearly random value between those.

  24. Couple of Typos to fix up: "Strenght", "Intellicenge" :)

  25. They modified Multiplayer Scaling in a hotfix, see:

  26. Very nice article :) And very usefull !

    In the last section, the values for nightmare and hell difficulties have not been updated following the hotfix (only Inferno one's are).

  27. "Nephalem Valor is a buff that becomes active for level 60 players when killing an elite monster. Elite refers to all of the following: Champion monsters (blue name) who always spawn as a group, Rare monsters (yellow name) who have randomly generated name and can have minions, and Unique monsters who have purple names and are connected to quests and other events."`

    Uniques do not stack NV, and also do not have a guaranteed rare drop anymore (although with 5 NV they frequently do).

  28. By the way, add a link of the monk LoH Values to a guide, here it is:

    1. Thanks for the link! Is it tested by you, or do you know who is the author?

  29. Hey, thanks for the great site!

    Maybe for the sake of making it even a bit more complete: http://d3db.com/skill/i/the-guardians-path could be added to the list of monk skills that increase spirit regeneration. :)

  30. Question, in section 1.1, is the bonus elemental damage that comes with the weapon included in "weapon damage"?

  31. Great site!!!

    Can you help me to simply some things for my little brain, please.

    As a D Hunter, when I am looking at a weapon that has a dps of 900 and a second weapon with a dps of 1100. I ask myself, how much extra Dex will I need to make up the difference of the dps from the 900 to the 1100.

    What is the correct way to look at this?

    I saw no calulations related to break points for (primary stat) Dex related to DPS, is that correct?

  32. Gotta a question,
    In multiplayer when a player with health globe bonus pick a globe do the others benefit from the bonus, do they benefit from their own bonus or they receive no bonus as they didn't pick the globe?