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Damage

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Damage is the possible, but not guaranteed result of attacking from a monster to a player or vice versa. Damage can be realised by:

  • Melee damage. The attacker is toe-to-toe to the defender. Most weapons are melee weapons;
  • Ranged damage. There is a distance between the attacker and the defender. Bows and Crossbows are often used for ranged damage;
  • Spell damage. The attacker uses spells (from a Skill Tree) against the defender.

Spell damage is always successful. The success of melee and range damage depends from the Attack Rating.

In all case of damage the hitpoints of the defender is decreased. If the defender has no resistances, the hitpoints of the defender is decreased with the same amount as the damage from the attacker is. If the resistance is greater than 0, the amount of taken damage is decreased. If it is less than 0, the amount of taken damage is increased. If the damage is higher than the defender's hitpoints left, the defender dies. Some damage can also be negated with items that provide a Damage reduction bonus such as "Damage Reduced By 7" in which case physical damage will be reduced by 7.

There is a difference between Attacking and damaging. If you attack a monster, it is an attempt to do damage to it. It is not guaranteed that the attack is successful. In case of damage the attack was successful.

Damage intake orderEdit

For damage in the Diablo II engine, the maximum amount available to be dealt in a single hit is 8388608 (223). This number, however, is reduced severely when used in Player Vs Player scenarios.

All damages save poisonEdit

Physical damage is reduced by the PVP penalty of 100% to 17% and reduces the aforementioned 8.38 million damage to 1426063.6 which is often rounded to 1426064 for ease of calculation.

The second method of damage reduction is the Sorceress' skill "Energy Shield" (henceforth ES). At maximum capacity, it can reduce the damage done to life to % which is 71303.2 damage, calculated from the rounded value. Note that the similarities of Phyisical and Elemental/Magical damages end here.

Physical damageEdit

After the ES' effect, Damage Reduction by Integer takes effect, (henceforth DR#) and can reduce, by the limits of the game engine, up to 198 instances of 63 damage reduction. This reduces the 71303.2 to 58,892.2

From there, Damage Reduce by Percentage takes effect, (henceforth DR%) and can further reduce the damage by up to 50%. this takes the damage to a new low of 29414.6 physical damage that hits life as a game engine best case scenario.

Non-poison Elemental damageEdit

Onscreen resists (the resists shown by the Character Screen) can go up to 95% and reduce the damage as such. The 71303.2 damage from the previous instance is reduced to 5% yet again, taking the damage to 3565.16 per hit.

Absorption reduces the damage further, and will be explained by their two different types. Absorbs by percentage, similar to DR% for physical damage, further reduce the damage taken by the non-poison elemental types. The way it works, is that Absorbs up to 40% are effective in reducing the damage by said amount. However, they also heal the same amount, which in turn doubles it's effective value. This reduces, in a perfect scenario, the 3565.16 damage to 20%, which is 713.032 damage per strike as a maximum.

Absorbs by integer can reach a maximum easily above 100,000 if using the character limits, rendering the elemental damage able to HEAL instead of hurt, however, for simplicity's sake, a small integer of 200 will be used. This would reduce the damage further from 713.032 to 513.032, and would heal for 200 as well, which would negate 200 of the damage, reducing the actual damage taken to 313.032.

HOWEVER! Absorbs % and integer absorbs reduce the damage before healing it, but the end result is the same.

3565.16 reduced to 2139.096, a difference of 1426.064 (the number looks familiar, yes?) then is further reduced by the 200 integer absorbs to 1939.096. The heal would then reduce the damage by (1426.064+200) or 1626.064, which comes to 313.032, as seen before.

Poison DamageEdit

Poison damage is unique in the way that it can deal up to 8388608*25 damage per second, the 8.3 million damage per frame. That's a lot of hurt, and a very sickly poison. Maybe Lilith herself concocted this with some help from Rathma and Alkor?

Nonetheless, it's also reduced by the PVP penalty to 1426064 (rounded) per frame, which is still ridiculous. However, it's also reduced similarly by up to 95% onscreen resists, which takes that again down to 71303.2 per frame. There are no poison absorbs, so the damage cannot be absorbed like the other elements.

It can, however, be reduced by time, by various different sources. It reduces the overall damage similar to absorbs, as poison damage is calculated as (XXX damage over XXX seconds) and then it is transcribed as, when the damage value is selected, to (XXX damage per frame for XXX seconds) which would then greatly reduce the damage done.


Magical damageEdit

As the elemental damages from above, it only skips the resistances part and is absorbed by the possible absorbs available. Note that Magic resists are there, but they are, however, unable to be accessed by the game's base drop rates and affixes, which does not allow magical resistance.

Character Attributes
Diablo I Diablo II Diablo III
StrengthDamage
DexterityAttack RatingDefenseBlock
VitalityLife
MagicMana
Resistances
StrengthDamage
DexterityAttack RatingDefenseBlock
VitalityLifeStamina
EnergyManaMana Regeneration
Resistances
StrengthDamageDefense
DexterityDamageDodge
VitalityLife
IntelligenceDamageResistances
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