For the Paladin Aura, see Thorns. Thorns (a.k.a. Melee and ranged attackers take X damage) are a secondary statistic in Diablo III that can appear on any non-weapon item (although Neanderthal and Nailbiter weapons can roll Thorns as well). Thorns automatically cause damaging hit to any melee or ranged direct attacker. Damage type of this hit is not elemental; if used against players, it takes. See a list of elite affixes and whether they are melee or ranged here: elite affix list.
Damage Reduction is an important attribute for survival in Diablo II. There are a variety of different methods of obtaining damage reduction, and these methods can be simply grouped into several categories: Resist, Numerical Reduction, and Absorb. Numerical Reduction is applied first, then resist, and lastly absorb (blocking works by a separate mechanic).
Don't forget that% dmg takes up an affix while redoing the damage roll doesn't. I've had several times where I decided to give up a percent or two of damage so I could keep a useful affix (like CDR or something else). Class build guides will take care of very specific stats to acquire on gear, but I feel it's important as a Diablo 3 player to understand why we pick the stats we do. Players should be able to experiment with different builds by generally knowing how to support those builds with their gear without needing a precise gearing manual or spreadsheet at hand. Sep 07, 2005 Highest Record Breaking Damage skill on D2 I'm talking about full out skill, that no matter how ineffective they may be, they would do UBER MASSIVE CAPTAIN INSANO GG MIND BOGGLING SHATTERING EXTREME SUPER DUPER MEGA ULTRA damage. Let's list some of the possibilites, shall we? I'm not talking. Apr 14, 2014 Attack speed is not factored at all in weapon dmg, but is for DPS (Damage Per Second). Attack speed will not increase the dmg of your Hammer of the Ancients, but will enable you to spam it faster. You'll see the tooltip for your 'regular melee' attack. (WD only) even at white do around 10 or so. Voodoo dolls ad 1-3 damage to each attack.
Example: A player has 'Reduce fire damage by 10', '50% fire resist' and '20% fire absorb'.
Resistances work by reducing the received damage by a percentage value, so if an attack deals 100 fire damage, and someone has 50% fire resistance, only 50 fire damage is inflicted. Resistances are very important for any character. Many of the deadlier attacks in Normal and Nightmare, such as Mephisto's skull lightning is rendered quite harmless with high resistances, while in Hell difficulty, high resistances are often necessary for a character not to die immediately when encountering the more deadly enemies. For PvP, resistances are often of utmost importance as well.
Of the various resistances, the four elements are often the primary focus. Physical resistance is harder to come by and is most often seen used by high-level characters. Items such as the Stormshield, a unique shield with 35% Physical resistance, are often viewed as standard end equipment by many builds. There is only one item in the game that provides percentage-based magic resistance: the craftedSafety Shield, which adds 5-10% Magic Resistance.
Damage Type | Resist Cap | |
---|---|---|
Natural | Max | |
Physical | 50% | 50% |
Fire | 75% | 95% |
Cold | 75% | 95% |
Lightning | 75% | 95% |
Poison | 75% | 95% |
Magic | 10% | 10% |
The natural cap for elemental resistances can be increased by equipping items that provide +Max Resists. If a character has 200 fire resistance, only 75% will be effective (or up to 95% depending on items), and if a monster has a Conviction Aura that reduces his fire resistance by 75, he will still have 125 fire resistance left. In this case, that will leave the player with exactly the same effective resistance: 75%. Likewise, if a player has 0 fire resistance and is affected by the same aura, he will receive -75% fire resistance, causing him to take additional damage from that element. Negative resistances are never good, and should be avoided at all costs.
Resistances can be affected by several class skills:
If player is affected by any of these skills, his/her resistances will change according to the spell tooltip. Thanks to the resistance cap, a player can never be immune to an element.
Monster Resistances work in exactly the same way as player resistances. However, unlike players, monsters' resistances are not capped, and therefore they can become immune to an element if their resistance is high enough. Monsters become immune to an element when their resistance reaches or exceeds 100. An immunity can be broken by any skill that lowers resistances, with the exception of Cold Mastery, which cannot break cold immunity. However, when a skill breaks an immunity, it only functions at 1/5 effectiveness. This means, for example, that a monster with 100 Physical Resistance that is affected by Amplify Damage will be left with 80 Physical Resistance instead of 0. This works the same way for breaking elemental resistances. Since these skills function at a reduced potency when breaking an immunity, it is possible for a monster to have an unbreakable immunity. This occurs when a monster's resistances reach or exceed 144 Cold, Fire, or Lightning resistance, 120 Physical resistance, or 114 Poison resistance.
Like the name suggests, this reduces damage of a specific damage type by a fixed amount. All damage types can be reduced in this way. There is no cap to how much a player can get in numerical reduction, so in theory it should be possible to acquire so much that one cannot be damaged by a specific damage type. It is hardly practical to do so however, and would likely reduce the quality of gear so much that the killing speed of a character would be severely hurt.
Absorb reduces an amount of the damage received and then heals the player with the absorbed amount. Suffice to say this can be very powerful, if coupled with enough normal resist. Absorbs can be found in numerical- or percentage-based forms. There are four types of absorb: fire, cold, lightning, and magic. Magic absorb absorbs all kinds of elemental damage, as well as magic damage. The Druid skill Cyclone Armor provides the player with numerical absorbs for all three elemental damage types. All absorbs are capped at 40%. In practice, this is essentially the same as another 80% resist applied on top of regular resist for the player, basically enabling the player to reach 99% resist.
How it works:
If the player also has 95% fire resist:
However, the problem is that if the player does not have 60 hp when this attack lands, he will die, as the healing is only applied after the reduction in hp has been made. Still, it can be very useful at times.
While not of the same kind as the above methods, blocking is another great way to reduce your incoming physical damage. When you successfully block an attack, you completely avoid all damage. If the block fails, you take damage as usual and resistances etc. are applied as usual. In order to block, your character must have a shield equipped (except in the case of an Assassin who has Weapon Block). You can increase your chance to block by adding points to Dexterity or by getting certain affixes on your gear. Chance to Block is capped at 75%, and many Class Builds recommend maximizing block for survivability.
Managing Primary (Strength, Dexterity, Intelligence, Vitality) and Secondary (Critical Chance, Critical Damage, Attack Speed, Weapon Damage, Armor, etc.) stats is critical for maximizing your Monk. Below are listed the two stat priorities for both max damage and max survivability.
Weapon Damage > Dexterity > Crit Chance >= Crit Damage > Attack Speed
Resists = Armor > Dexterity = Vitality
Weapon Damage
Increases the damage dealt by skills. Higher top end weapon damage and a smaller damage range will produce stronger attacks.
Dexterity
Multiplies all Monk damage.
Crit Chance
Increases the base chance of obtaining a critical hit. Crit Chance is best stacked with Crit Damage at a ratio of about 1:8. For example, if you have 10% Crit Chance then you should have +80% Crit Damage. As a note, Crit Damage is much easier to obtain than Crit Chance so you may end up with more Crit Damage than is optimal for your amount of Crit Chance.
Crit Damage
Increases the damage done by critical hits. See the Crit Chance definition for more information on how to best stack Crit Damage with Crit Chance.
Attack Speed
Increases the frequency of your attacks and reduces the duration of the combat animation for each attack. A faster attack speed produces more attacks in less time and increases your mobility by reducing the time of combat animations.
Resists
Reduces the amount of damage received from specific types of attacks. Resists are offered for Physical, Cold, Fire, Lightning, Poison, Arcane/Holy, and All damage. Resist All is preferred over individual Resist types.
Armor
Reduces the amount of damage received from all attacks.
Dexterity
Increases Armor rating.
Vitality
Increases your maximum amount of Health.
The following stats are specific to a Monk:
Spirit Regeneration
Increases the amount of Spirit regenerated by second.
Life per Spirit Spent
Provides healing when Spirit is consumed by skills.
Monk Skill Bonus
These bonuses increase the damage of certain Monk skills. The skills that can be modified by skill bonuses found on armor and weapons are listed below:
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