Dr Super Good
Spell Reviewer
- Joined
- Jan 18, 2005
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Statistics
Primary AttributesAll primary attributes improve your ability to take damage. Each class has a primary attribute that improves damage. Primary attributes are mostly gained from auto allocation when gaining levels and from Gear.
Strength
Each point adds to Armor.
Primary attribute of the Barbarian class.
DexterityPrimary attribute of the Barbarian class.
Each point increases Evasion from Dexterity based on a bracket system.
0 <= Dexterity <= 100 : Evasion = Dexterity * 0.10%
100 <= Dexterity <= 500 : Evasion = Dexterity * 0.025% + 7.5%
500 <= Dexterity <= 1000 : Evasion = Dexterity * 0.02% + 10%
1000 <= Dexterity : Evasion = Dexterity * 0.01% + 20%
Primary attribute of the Monk class.
Primary attribute of the Demon Hunter class.
Intelligence0 <= Dexterity <= 100 : Evasion = Dexterity * 0.10%
100 <= Dexterity <= 500 : Evasion = Dexterity * 0.025% + 7.5%
500 <= Dexterity <= 1000 : Evasion = Dexterity * 0.02% + 10%
1000 <= Dexterity : Evasion = Dexterity * 0.01% + 20%
Primary attribute of the Demon Hunter class.
Each point adds 0.1 to all Resistances.
Primary attribute of the Wizard class.
Primary attribute of the Witch Doctor class.
VitalityPrimary attribute of the Wizard class.
Primary attribute of the Witch Doctor class.
Each point adds 10 to Maximum Life.
Primary Attribute of Classes
Each point in the primary attribute of a class boosts damage by 1% of base weapon damage in addition to the normal attribute effect. It is desirable to mass such attributes to take advantage of the double effect.
Defensive Attributes
There are various defensive attributes which affect how durable your character is. The best defensive attribute for a class is usually boosted by the primary attribute for the class. Defensive attributes are mostly gained from gear and primary attributes.
Armor
Evasion
Resistances
Armor
Armor reliably reduces the damage taken from all damage sources by a percentage. Higher Armor scores provide larger damage reduction. Higher level damage sources will reduce the damage reduction from Armor. Armor is mostly gained from gear and the Strength primary attribute.
The formula for damage reduction from Armor:
It is currently unknown if damage target level plays any role in improving damage reduction from Armor. It is only known that the listed damage reduction from the character statistics window is shown for a damage source the same level as the character.
The formula for damage reduction from Armor:
Level = Level of damage source
Armor = Armor score of damage target
Reduction = Percentage damage reduced.
Taken = Percentage damage taken.
Reduction = 100% * ( Armor / ( Armor + ( 50 * Level ) ) )
Taken = 100% * ( ( 50 * Level ) / ( Armor + ( 50 * Level ) ) )
Against a level 60 monster you will need 3000 Armor to reduce damage to or by 50%. Monsters in Inferno difficulty have levels above 60.
Armor = Armor score of damage target
Reduction = Percentage damage reduced.
Taken = Percentage damage taken.
Reduction = 100% * ( Armor / ( Armor + ( 50 * Level ) ) )
Taken = 100% * ( ( 50 * Level ) / ( Armor + ( 50 * Level ) ) )
Against a level 60 monster you will need 3000 Armor to reduce damage to or by 50%. Monsters in Inferno difficulty have levels above 60.
It is currently unknown if damage target level plays any role in improving damage reduction from Armor. It is only known that the listed damage reduction from the character statistics window is shown for a damage source the same level as the character.
Evasion
Evasion is the chance that incoming damage sources cause 0 damage. It is the result of many Evasion sources rolling independently in parallel. A damage source will fail if any Evasion roll passes. More and larger Evasion sources result in a higher Evasion chance. The mechanics of the Evasion rolls prevent a 100% Evasion chance. Evasion chance does improve durability on average but is unreliable so not suitable for low health situations. Evasion is mostly gained from skills and the Dexterity primary attribute.
The formula to calculate Evasion chance from many Evasion sources:
The formula to calculate Evasion chance from many Evasion sources:
Source = An array of Evasion source chances.
n = Number of Evasion sources.
Evasion = Resulting Evasion chance.
Evasion = 1 - ( 1 - Source[0] ) * ( 1 - Source[1] ) * . . . * ( 1 - Source[n-1] )
when n = 2
Evasion = Source[0] + Source[1] - ( Source[0] * Source[1] )
Having 2 Evasion sources of 15% each will give you a 27.75% Evasion chance.
n = Number of Evasion sources.
Evasion = Resulting Evasion chance.
Evasion = 1 - ( 1 - Source[0] ) * ( 1 - Source[1] ) * . . . * ( 1 - Source[n-1] )
when n = 2
Evasion = Source[0] + Source[1] - ( Source[0] * Source[1] )
Having 2 Evasion sources of 15% each will give you a 27.75% Evasion chance.
Resistances
Resistances behave exactly like armor units except the unit scale is 0.1 and only affects a specific type of damage.
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