craezyjim
Diabloii.Net Member
Armor/Defense System in D3
Has there been any indication of how defense from armor will work in D3? Will it work as it did in previous Diablo games where it reduces the chance of monsters to hit you? Or will there be something new?
It is curious that the chance to hit or attack rating stats are not visible on any items or skills so far released (at least last I checked). This makes me think the combat system regarding chance to hit and defense has changed. Perhaps the system is such that defense rating acts to mitigate damage. Attacks always hit, but the amount they hit for is reduced by armor value (essentially, armor = physical damage resistance).
What are the implications of a system like this? In D2 and D1, there were chances for large spikes of damage if multiple monsters suddenly connected. However, I'm not sure that mechanic was inherently a good one. Damage always came in spikes, instead of as a slow drain on your health pool. Spiky damage does not seem to fit well with health globes either...though it does with potions.
Does anyone know how the defense stats will work in D3? Are there drawbacks to changing defense effectively to be a resistance value against physical damage?
Has there been any indication of how defense from armor will work in D3? Will it work as it did in previous Diablo games where it reduces the chance of monsters to hit you? Or will there be something new?
It is curious that the chance to hit or attack rating stats are not visible on any items or skills so far released (at least last I checked). This makes me think the combat system regarding chance to hit and defense has changed. Perhaps the system is such that defense rating acts to mitigate damage. Attacks always hit, but the amount they hit for is reduced by armor value (essentially, armor = physical damage resistance).
What are the implications of a system like this? In D2 and D1, there were chances for large spikes of damage if multiple monsters suddenly connected. However, I'm not sure that mechanic was inherently a good one. Damage always came in spikes, instead of as a slow drain on your health pool. Spiky damage does not seem to fit well with health globes either...though it does with potions.
Does anyone know how the defense stats will work in D3? Are there drawbacks to changing defense effectively to be a resistance value against physical damage?