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ALL stat types and statuses explained

We take you through one by one how all of your character’s attribute types and statuses work in Diablo 4 so you know how they affect gameplay and your overall power.

In devil 4 your character has a bunch of attributes or stats different than define parameters like its attack damage, its defense against dangers and much more. As an A-RPG game, all of these stats can be affected by the gear you are currently wearing, and if you are a beginning player then you will surely want to know how all the attributes work.

In this entry of our guide we’re going to explain in detail what it does each attribute of your character and how does it affect or you can alter each stat.

main statistics

The main stats are the basic attributes of your character. Each class starts with some attributes more or less high due to his style of play and these statistics are as follows:

  • Level: represents the level of your character and increases with experience. Each level increases your base health and your main stats. Up to level 50 you gain 1 skill point per level, then every quarter level grants 1 legend point.
  • Force: each point grants +1 armor.
  • Intelligence: each point grants +0.05% resistance to all elements.
  • Willpower: each dot grants +0.1% healing received and +0.25% damage per trample.
  • Skill: each dot grants +0.025% dodge chance.

You should know that these main statistics are can rise in different ways; for example, when raising a new character level always you get +1 of each main statistic. Also, armor pieces and jewelry can give you more points in these stats, and activating altars of Lilith will also give you more points in these stats. permanent raises.

offensive stats

The offensive stats come directly from your weapons, gloves and jewelry equipped. These include the following attributes:

  • weapon damage: the base damage of your equipped weapon. Abilities scale their base damage using this value.
  • weapon speed: the base attack speed inherent to your weapon before applying the bonuses.
  • Critical Hit Chance: when an ability deals damage, it has a chance to critically hit. Critical hits deal 50.0% additional damage. Damage over time cannot cause a critical hit.
  • Critical Hit Damage: bonus damage given to skills when they critically hit. It has a base value of 50.0%. Capped 100% against other players.
  • Winding probability: when you cast an ability, it has a chance to trample all the damage it deals. Overruns deal additional damage based on the sum of your current health and fortification. The bonus damage dealt scales with the trample ability. Overtime damage, passive abilities, and channeled abilities cannot trample. Your trample chance cannot be increased as a basic stat, but can be guaranteed by specific effects.
  • Winding Damage: extra damage given to abilities when they trample. Stacks with the bonus damage inherently given to tramples based on your current health and fortification. The bonus damage dealt scales with the trample ability. It has a base value of 50.0%. Capped at 150% against other players.
  • Vulnerability Damage: bonus damage granted against vulnerable enemies. It has a base value of 20.0%.
  • Thorns: Deal damage to attackers when hit directly. Attacks that deal only damage over time are excluded. The damage dealt depends on the skill damage increase of your intelligence.

Basically, all of these stats serve to increase the damage you deal with your abilities of character.

defensive stats

The defensive stats they come from your equipped armor pieces and help you stay alive. These include the following attributes:

  • Max Life: represents your total life. If you lose all your life, you die. You have 40 base health at level 1 and 0 bonus health from other sources.
  • Potion Charges: the total number of potion charges you can have available at one time. Includes the 4 basic potion charges you start with and 0 additional charges (potions can be upgraded).
  • Armor: reduces physical damage taken. This applies to both direct physical damage and bleed damage over time. Non-physical damage taken is partially reduced by your armor contribution.
  • Armor Contribution: the inherent percentage that armor contributes to your base damage reduction against non-physical attacks. The remaining damage reduction is determined by their appropriate elemental resistances.
  • Dodge Chance: when you take direct damage, you have a chance to dodge it. Dodged attacks do not deal damage. As this stat increases, additional bonuses become less effective.
  • Fire resistance: reduces incoming fire damage by 0.2%. This applies to both direct fire damage and burning damage over time. It makes up 50% of your initial fire damage reduction, with the rest coming from armor. As this stat increases, additional bonuses become less effective.
  • Cold resistance: reduces incoming cold damage by 0.2%. It makes up 50% of your initial cold damage reduction, with the rest coming from armor. As this stat increases, additional bonuses become less effective.
  • Lightning resistance: reduces incoming lightning damage by 0.2%. It makes up 50% of your initial lightning damage reduction, with the rest coming from armor. As this stat increases, additional bonuses become less effective.
  • Poison Resistance: reduces incoming poison damage by 0.2%. This applies to both direct poison damage and poison damage over time. It makes up 50% of the initial poison damage reduction, with the rest coming from armor. As this stat increases, additional bonuses become less effective.
  • Shade resistance: reduces shadow damage taken by 0.2%. This applies to both direct shadow damage and shadow damage over time. It makes up 50% of your initial shadow damage reduction, with the rest coming from armor. As this stat increases, additional bonuses become less effective.

utility statistics

The utility statistics They do not directly contribute to your damage or defense, but do contribute to the following attributes or character factors:

  • Max Mana: represents the resource needed to cast spells.
  • Mana Regeneration: You generate 10 mana per second.
  • Speed ​​of movement: You run at 100.0% of base movement speed. You can have a maximum of 125.0% movement speed as a base stat. Temporary benefits may exceed this limit.
  • Cooldown Reduction: reduces the cooldowns of all active abilities.
  • Lucky Strike Chance Bonus: increases the chance of activating lucky strikes with your abilities.

PvP (PvP) Statistics

The PvP (PvP) stats they involve online play against other real players and are the following two:

  • Damage Reduction: Inherent damage reduction granted against other players in PvP. Stacks with all other sources of damage reduction.
  • Armor Contribution: the inherent percentage that armor contributes to your base damage reduction against non-physical attacks in PvP. The remaining damage reduction is determined by its appropriate elemental resistance.

altered states

The altered statesalso called state ailments, are special conditions that can be applied to both your characters and enemies through specific abilities, weapon modifiers, and more. These can be both beneficial as negative.

Here we show you the list of status ailments in Diablo 4:

  • Overwhelm: Deals additional damage based on the sum of your current health and fortification.
  • Stunned: Enemies cannot attack or use abilities, but they can still move.
  • Barrier: barriers absorb damage from all sources up to a specified amount.
  • Frozen: enemies cannot move or attack. Enemies can be frozen by freezing them repeatedly.
  • crackling energy: Periodically damages nearby enemies when picked up.
  • Fortification: characters take 10% less damage. You become fortified when you have more fortification than current health.
  • Frozen: enemies have reduced movement speed. Repeatedly chilling an enemy will freeze them.
  • Injured: characters have less than 35% of their health.
  • Immune: while immune, it cannot take damage and all debuffs are removed and prevented.
  • Unstoppable: while unstoppable, effects that affect control are removed and avoided.
  • Blood Orb: heals you for 15% of your maximum health when picked up.
  • Healthy: characters have more than 80% of their health.
  • Stealth: characters cannot be directly attacked by enemies. Using an attack or taking damage will instantly remove stealth.
  • Vesania: increases your damage by 25% and your movement speed by 30%.
  • Vulnerable: enemies take 20% more damage.


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