This thread is a compendium for information regarding base game mechanics and barbarian specific game mechanics.
PLS READ: Read about skills and game mechanics before you post a question. All info is linked to the first post. Follow the links you are interested in.
!!!! After 1.04 some damage numbers are changed but the game mechanics and most of the skills are still completely correct.!!!!
- Stat Weigth System-Beta
- dots do not use dps but main hand weapon damage --> slow 2 hander best choice
- Wrath of the Berserker makes CC imune
- EQ as a dot does only use main hand weapon damage for damage calculation
- Two Handed Weapon Setup in the Spotlight
Primal Fury - The primary Fury Generator
Drop the Hammer! - Hard Hitting Fury Spender
Scream, at the top of your Lungs....The barbarian shouts
Race to Hell - barbarian mobility skills
In the Heat of Battle - The situational barbarian skills
The uneven Pack -Ancient Spear, Ground Stomp, Weapon Throw
Ancient Rage -the mighty high cooldown skills
The Inner Beast -barbarian passive skills
Base Game Mechanics
In the later part of this post.
Advanced Game Mechanics
Stat Weigth System-Beta/ Comparing Items
Bul-Kathos Armory - Gearing for High End/Inferno
Basic How To: Make a Character Build
The Art of War: Showcase
Beyond the gates of Hell: INFERNO a quick look at the pinacle of D3
Hit and Run
3/3 Build Approach
Two Handed Weapon Setups
Of Topic: Rhaloz's short stories
Talking to Strangers
Base Game Mechanics
Armor reduces all incoming damage by a certain percentage. Armor can be increased by items with armor and the attribute strength. Every point of strength gives one point of armor. Skills and spell can increase the total amount of armor too.
%damage reduction = [Armor/(Armor+Clvl*50)]*100 Clvl= Character lvl
The Clvl is not the lvl of the player but the lvl of the monster attacking you. This is important as the may monster lvl in act 4 inferno is lvl 65.
Armor against Lvl 60 monster
Resistance against X
Resistance against one element reduces the damage of the element by a certain percentage. Resistance can be increased by items with +Resistance against X and the attribute intelligence. Every point intelligence increases resistance by 0.1. The damage reduction follows the same math as armor but with different absolut numbers. Resistance and armor work multiplicative.
%damage reduction = [Resistance/(Resistance+Clvl*5)]*100 Clvl= Character lvl
The Clvl is not the lvl of the player but the lvl of the monster attacking you. This is important as the max monster lvl in act 4 inferno is lvl 65.
Dodge is a percentage chance to avoid all damage of an an attack. You can dodge melee, ranged and magical missile. It was stated that ground based (area) attacks can also be dodged (need confirmation). Dodge increases through dexterity.
DEX to dodge:
0 - 100 gives 0.1%
100 - 500 gives 0.025%
500 - 1000 gives 0.02%
1000 - 8000 gives 0.01%
Skills can increase dodge. Different sources of dodge do get multiplied for total dodge.
Example: 200 dex ->12,5% dodge ; Mantra of evasion: 15%
Together: 0.875*0.85=0.74375 hit chance --> ~25.6% dodge
Shields hold three basic stats. Armor, block chance and block amount.
Armor is added to your armor mitigation. Every melee and ranged attack has the block chance to be blocked up to the block amount of damage. If the attack holds more damage as the shield can block the additional damage will hit you. The block test happens after the damage reduction through armor and other sources. High armor works very good with blocking. Because of this it is a very good defense option for barbarian.
Total Damage Reduction
For Information or comparing different builds and setups it is often useful to calculate the total damage reduction of your character. Different sources of damage reduction are added multiplicative. Be aware to only use defense mechanics that work against the damage typ/ attack typ you are interested in. This total damage reduction is a median over time as effects as block or dodge are random events.
drx= Source of damage reduction
The barbarian Hoggar has 70% armor mitigation, a shield with 20% block and 10% dodge through dexterity. As a barbarian he also gains 30% damage reduction against every source.
Compared to physical melee damage:
With the assumption that the full damage can be blocked with the shield we see that Hoggar gets only 15% damage from physical melee attacks.
Compared to magic damage dot:
Hoggar is not well prepared to fight magic damage and only achieves 79% damage reduction. He gets ~40% more damage from magic dots than from melee strikes.
Attack Speed in diablo 3 is normally presented as "Attacks per second". The faster your weapon is the more attacks per second can be achieved. This does directly affect skills and spells.
Direct hit attacks like Bash have a shorter animation and can be used faster.
Dots do not get influenced by speed at all.
Channeled skills like Whirlwind or Ray of Frost "tick" more often and produce more damage. This does also increase the amount of resources the spell needs as it becomes "faster".
If your character uses two one handed weapon he gets a unique attack speed bonus of 15%.
There are two main categories for attack speed. One is the modified weapon speed. The base weapon speed increased by all speed increasing affixes on the weapon. The second is the sum of all other attack speed increasing factors, even the dw bonus. Those two speed modifiers are multiplied for the overall speed.
Example: Hoggar the barbarian wields two 1.3 aps axes with each increased speed by 20% on the weapon. He also has 10% speed on other items and he uses Frenzy (+75%) to attack.
Actual Weapon speed: 1.3*1.2=1.56
Overall Speed: 1.56*(1+0.1+0.15+0.75)=3.12 attacks per second with maximal Frenzy stack.
Dot speed test by Nubtro:
Besides attacks with cold damage many other skills can inflict a snare effect on your enemy.
Right now we know three snare lvl: 30%, 60% and 80%.
Different snare effects do not stack only the strongest counts.
Critical hits are hits with increased damage. The critical hit chance is the percentage chance to score a critical hit with any attack, the base value is 5%. The critical damage is the damage critical his deliver compared to the non critical damage of the attack. The base critical damage is 150%. Both, critical hit chance and critical hit damage can be increased through skills and items. Most classes have several active or passive skills that use critical hits as trigger for additional effects like extra damage or resource generation.
end of first segment.