Core Attribute Changes to D3

Whilst developing Diablo III, it became clear that the core stats that they had gone with had become confusing and somewhat ambiguous. In the example that they gave, Willpower increased damage specifically for casters whereas Strength increased weapon damage for non-spellcaster classes. Because a lot of the Monk and Barbarian abilities looked like spells due to their visual effects, these attributes could easily be confused. When the Demon Hunter came into play, one would logically think her damage would be dependent on Dexterity as opposed to Strength.

In addition to the confusion caused by the stats, Blizzard has made it a goal of theirs to increase build diversity within the next game of the series. In Diablo II, everyone knew that you did not waste points into energy, you only put enough points into Strength to use the gear you had planned on, and enough Dexterity for max Block, so the rest could simply be dumped into Vitality for as much health as possible. Blizz wants to stray away from this mentality within D3, and they are going to do just that by creating core stats that apply to all classes and builds. Something else they had left out of the core stats was some sort of Resource stat, similar to how Energy worked in D2. However, by making this stat scale over time (through stats), they will be able to tune it a lot easier.

With the design flaws in mind, the stat system is being changed. The new core attributes are being changed from Strength, Dexterity, Vitality, and Willpower to: Attack, Precision, Vitality, Defense, and Willpower. Here's the rest of the official post on the details for the new stats as well as a short Q&A about the new system.



Official Blizzard Quote:



Attack: Increases damage
- This stat will be a universal damage increasing stat for all classes to prevent confusion about what you should increase to do more damage.
- We realize that ‘Attack’ is less flavorful than ‘Strength’ and ‘Willpower’, but we feel the pros of understanding clearly how to build your character outweigh that con.
- This stat has no secondary effects.

Precision: Increases crit chance
- This will be tuned to be comparable in power to Attack increases for the most part.
- So why have Precision? Mainly so we can play into it with affixes, runes, and traits. Linking effects to crits gives us another hook for designing skills and gives the player options to create ‘crit builds’ that play different than normal attack builds. Examples of the kind of crit effects we 'could' do (not saying we are, these are examples):
- - Cleave crits cause monsters to explode and do damage to those around them.
- - Lifesteal could be an ‘on crit only’ affix.
- This is a more finesse stat, and we’re fine with that. Most people will want Attack by default, but they won’t mind getting precision.
- This stat has no secondary effect.

Vitality: Increases health
- And it's staying that way!
- This stat has no secondary effect (seeing the pattern here?).

Defense: Decreases all damage taken
- This stat is separate from armor and resistances, each of which effects different damage types. This stat effects ‘all’ damage.
- This stat will allow players to control incoming damage rather than increasing health capacity, which is useful to reduce the need for health globes and pots, and allows players to double down on defense for survival focused builds.
- This stat is also useful for PVP, and likely will be valued in the arenas, but isn't tuned to be a 'PVP' only stat.
- This stat has no secondary effects.

Willpower: Affects resource in class-specific ways
- The effects of this stat will change from class to class. It will be our goal to make it roughly equivalently valuable across classes and versus other attributes.
- Basically this stat will give you more access to whatever restricts your resource by default: capacity, regen rate, degeneration rate, generation rate, etc.

This will change and affect several item affixes, but specifically we’ll be making the following changes to address issues with casters under-valuing gear (more below in Q&A), and to clear out attributes that are going away:
- Removing +spell damage affixes
- Adding Bonus % damage for wizard skills (wizard only)
- Adding Bonus % damage for witch doctor skills (witch doctor only)
- Removing Strength
- Removing Dexterity

Q&A

Q: Why do none of the core stats have secondary effects?
A: To focus their intent, making them simple and straightforward to understand. Your core attributes boil down to: damage, crit, health, damage mitigation, and resource.

Q: Since the attributes mostly only have one effect why not name them for that effect? Why not have ‘Damage’, ‘Crit Chance’, ‘Health’, etc.?
A: The main reason is so that we can value the attributes against one another. If you see one item with +15 health and another item with +3 Damage, and those are both core attributes, the general assumption is that the health is the better choice, because the number is bigger. But that may not be the case. By having representational core attributes we can play with the math under the hood so that +3 Vitality is roughly equal to +3 Attack, which makes assessing loot more straight forward.

Also, because common terms like ‘damage’ and ‘health’ are used in a variety of ways, re-using them for core attributes is potentially more confusing than going with symbolic attributes.

And finally, it sounds cooler to make a ‘Vitality’ barbarian than a ‘Health’ barbarian. ;)

Q: Why is +spell damage going away as an affix?
A: Same reason we combined Strength and Willpower into Attack, it was inherently confusing as an attribute.

Q: Why add wizard and witch doctor only damage increase affixes?
A: Casters who don’t rely on weapons need a reason to care about their weapons. The monk, barb, and demon hunter all have the DPS stat that has a big impact on their damage. This was the purpose of +spell damage, so without it the wizard and witch doctor will be missing a damage modifier stat to make up for their lack of need for weapon DPS. We’re adding these stats as weapon focused affixes that will make wizard’s and witch doctor’s care about their weapons. This specifically addresses issues that Diablo II had where some classes could more effectively stack magic find gear than others without hurting their damage output or survivability.

This is one of many, many possible solutions we considered. This one ultimately felt the cleanest and most straightforward.

Q: How will items work that get these new wizard and witch doctor affixes? Will only class specific items get them? In general what’s the philosophy behind class specific items?
A: It is not our intent that classes always use their class specific items, specifically in the weapon department. But, class specific items will be predictable sources for stats good for your class, as we’ll restrict them to only carry affixes your class could want.

However, all affixes you could want will still appear on any weapon your class can use. So Wizards can get swords with '+% to Wizard Skills'. Such items will be more rare, so more melee oriented classes aren’t always getting their weapons ruined by wizard only stats, but it will happen.

Q: But I hate getting items that say ‘Wizard Only’, or ‘Witch Doctor Only’ on them when I could have used them otherwise!
A: Please re-phrase in the form of a question. ;)

Nobody likes getting items that aren’t for them, but it’s the core of the game. Lots of class specific, weird, or flat out crappy items drop in Diablo. That’s part of what makes the really good items, good. Yes, seeing ‘this item is not for you’ effectively written on an item sucks, but it’s a con worth the pro of the class balance it promotes.

Q: Isn’t this a big scary change to make so late in development?
A: It’s not as scary as it sounds, assuming you, gentle reader, aren't frightened. :) The core of game balance is going to happen approaching the final stages of development. Most of this is a re-structuring of how things work, not a reinvention, so impact is somewhat predictable. Many of these changes actually make the balance process easier and more straightforward. We had also already been planning to go over, tune, or improve many of the parts and pieces that this change affects.

Don't misunderstand, this is a fairly big change, but it’s work worth doing for the most important reason of all: we believe it will make the game better.

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