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Defense

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General InformationEdit

Defense/Armor is a stat for your heroes that indicates how hard it is to land a solid, damaging physical attack on them. The higher this number is, the more protection the hero possesses. Generally, however, it does little in the way of avoiding spells until Diablo III.

Diablo/HellfireEdit

Defense was first seen in Diablo/Hellfire in the form of Armor Class. It is improved by equipping armor and shields, and by upgrading one's Dexterity. It is possible for Armor Class to go into the high 200's, if not the 300's, providing an excellent defense against melee and ranged physical attackers, improved only by choosing to equip a shield for blocking chances.

  • Dexterity contributes to Armor Class at the rate of +1 for every 5 points invested.
  • The Barbarian from Hellfire gains an innate +1 Armor Class for every 4 levels he attains, starting at clvl. 4
  • The Monk from Hellfire gains a bonus to his Armor Class for leveling up, dependent on the type of armor he is wearing for his chest.

Diablo II/Lord of DestructionEdit

In Diablo II, your Defense Rating helps determine your chances of being hit by an attacking enemy. Defense is just a type of physical damage reduce. All types of Armor: Body Armor, Belts, Boots, Gloves, Helms, Shields and Shrunken Heads contributes to your Defense rating. Defense drops to zero while running.

NOTE: Your Strength determines what types of armor you can equip.

NOTE: Your defense rating improves by 1 per 4 dexterity.

Diablo IIIEdit

Defense returns in Diablo III, however, it is renamed to Armor, and the functions are completely different from earlier installments in the series. While one means of increasing that Armor is unchanged, rather than giving the hero an increased chance to avoid enemy attacks, it instead provides damage reduction % against those attacks.

Dexterity also does nothing to improve that Armor rating, unless the player is a Monk with the passive skill, Seize the Initiative, or a Demon Hunter with Awareness. As of Patch 2.1, the system is changed to allow Dexterity to boost Armor (1:1) instead of Dodge.

Strength contributes to the rating instead. This will mean that Barbarians and Crusaders will have an innately high Armor rating just because of their Strength. The damage reduction % suffers from diminishing returns, and the formulae involved depends on the level of the monster attempting to attack the hero, resulting in lower damage reduction the higher the level. Armor damage reduction stacks multiplicatively with that of resistances and plays a part in forming the character's toughness.

In addition to skills and items, one may also gain up to +25% Armor (not multiplicative with other modifiers) from Paragon levels.

WarningsEdit

  • Anyone who is not a Barbarian or a Crusader should forget the idea of stacking Strength to gain an Armor bonus. The reason for this is twofold. Firstly, they must give up their primary stat of choice in order to gain Strength, since as of the pre-expansion patch, items cannot have more than one primary stat. Secondly, affixes that give a bonus to Armor may roll higher than the Strength affixes.
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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