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Attributes

1,579 bytes added, 18:27, 18 February 2012
Attribute changes
'''Attributes''' in [[Diablo III]] consist of '''[[Attack_(Attribute)|AttackStrength]]''', '''[[PrecisionDexterity]]''', '''[[VitalityIntelligence]]''', and '''[[DefenseVitality]]'''. Each attribute affects a single property in Diablo III. See the respective character class pages for [[Barbarian]], [[Witch Doctor]], [[Wizard]], [[Monk]], and the [[Demon Hunter]] for more specific details.
Although attributes are automatically-placed in Diablo III, [[passive skills]] and the ability to [[socket]] very high level [[gems]] should allow for as much or more character variety as was possible in [[Diablo II]], where attributes could be placed wherever a player desired.
==Core Attributes==
[[File:Interface-char-beta-sml.jpg|thumb|300px|Clvl 13 Wizard in the Diablo 3 beta.]]The core attributes changed once again in December January of 20102012. This list is current as of the Diablo 3 beta build[[Beta Patch 12]], October 2011February 2012.
===AttackStrength===[[Attack_(Attribute)|AttackStrength]] governs how much [[damageArmor]] a character does in all attacks, physical has and magicalincreases [[Barbarian]]'s [[damage]] dealt.<br>'''Each point of Attack Strength gives:'''*+x% to [[DamageArmor]] Bonus (based on .*+x to [[Classes|classBarbarian]])'s damage.
===PrecisionDexterity===[[PrecisionDexterity]] governs the chance that a character will make a [[critical hitDodge]] an attack and increases [[Demon Hunter]] in all attacks, physical 's and magical[[Monk]]'s [[damage]] dealt.<br>'''Each point of Precision Dexterity gives:'''*+x% to [[Dodge]] chance.*+x to [Critical hit|Critical Strike[Demon Hunter]] Chance (based on 's damage.*+x to [[Classes|classMonk]])'s damage.
===DefenseIntelligence===[[DefenseIntelligence]] governs the amount of [[damageLife]] a character takes gains from all attacks, physical [[Health Globes]] and increases [[Wizard]]'s and magical[[Witch Doctor]]'s [[damage]] dealt.<br>'''Each point of Defense Intellect gives:'''*+x to [[DamageLife]] Reduction (based on gained from [[Classes|classHealth Globes]]).*+x to [[Witch Doctor]]'s damage.*+x to [[Wizard]]'s damage.
===Vitality===
[[Vitality]] governs the amount of [[lifeLife]] a character has.<br>
'''Each point of Vitality gives:'''
*+x to [[Life]] (based on [[Classes|class]]).
===Character Window Display===
 
The character sheet in Diablo III is greatly improved and evolved from that which was seen in Diablo I or Diablo II. It's more visual, with color coding and the important numbers a larger size. There is also a pop out side view window that displays virtually every character stat a player could want to track, including things like gold and magic find %, attacks per second, critical hit chance, damage reduction, and much more.
==Core Attribute Changes==
The core attributes have undergone significant changes since conception. Originally  ===Attribute changes in 2012===On Janruary 19, 2012, each attribute affected more character properties in Diablo III than in [[Diablo I|D1]] or [[Diablo II|D2]]. This was part of the [[D3 TeamIII]]'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 Game Director [[BashiokJay Wilson]] made an announcementa lengthy blog post on various upcoming system changes[http://forumsus.battle.net/thread.html?topicId=27795769376&pageNo=1&sid=3000d3/en/blog/4325959/Systems_Changes-1_19_2012#0blog]in Diablo III. These changes included a complete overhaul on the Battleattribute system.net forums of  [[Strength]] and [[Dexterity]] made a comeback while [[Vitality]] stayed the same. A new attribute system in which each core attribute affects a single propertywas introduced to the game - [[Intelligence]]. Stats that came with the old attributes have been moved onto item affixes. +[[Armor]] and +Physical Resist is taking over [[Defense]] and +[[Critical Hit|Chance to critically hit]] will replace [[Precision]].
This change wasn't as controversial as the [[#No Customizable Attributes|pre-set attributeItemization]] announcementwas the main reason behind the attribute overhaul. With the old attribute system, but Bashiokalmost every item was useful to every class. For example, Barbarian's post did generate a lively [http://diablo.incgamers.com/forums/showthread.php?t=788501 26equipment was as useful when used by the Wizard and vice-page debate]in versa (except for the forumsclass-based items). Bashiok made several points in favor of The new attributes specifically targets stats at classes to reduce item overlap and diversify the changeitem pool. In addition, and several less-favorable points were made in character stats are now displayed on the foruminventory interface. The debate is distilled here:
===Attribute changes in 2010===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 [[Attributes#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.
* No character has a primary attribute.
====Cons====
* It wasn't ''that'' confusing, especially with pre-set attributes.
* Feels like a dumbing-down of the game.
===Old Attribute System===
See the respective pages on [[Attack]], [[Precision]], [[Defense]] and [[Vitality]] (didn't change) to see how the attributes used to look like in the beta (before the attribute changes in 2012). {|| [[Image:Character_sheet_2010.jpg|right|thumb|250px|[[BlizzCon]] 2010 when str/dex/vit/will were last seen.▼]]| [[Image:Interface-char-beta-sml.jpg|thumb|250px|Clvl 13 Wizard in the Diablo 3 beta (2011) before the stat overhaul.▲]]|}  ===Even Older Attribute System===See the respective pages on [[Strength#Development|Strength]], [[Dexterity#Development|Dexterity]], [[Vitality#Development|Vitality]], and [[Willpower]] (renamed from [[Energy]] in [[Diablo II|D2]]) to see what attributes originally looked like.
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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.</blue>
 
==Pre-Set Attributes Removed==
 
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.
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