Diablo 4: All Mechanics Terms Explained - Everything You Need to Know
Video Statistics and Information
Channel: Rhykker
Views: 604,160
Rating: undefined out of 5
Keywords: diablo 4, diablo 4 guide, d4, damage reduction, armor, attack power, attack speed, barrier, basic skills, berserking, bleed, blood orb, bludgeoning, burning, chill, close, control impaired, cooldown, core skill, core stats, crackling energy, critical strike chance, damage buckets, damage over time, dazed, dexterity, distant, dodge, dual-wielding, fear, fortify, frozen, healthy, immobilized, injured, level, life, lucky hit, renown, resistance, slashing, stagger, stealth, tether, thorns, vulnerable
Id: X8IBK9cd60M
Channel Id: undefined
Length: 39min 49sec (2389 seconds)
Published: Mon May 29 2023
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
Note: Rhykker did include timestamps in his video for each of these items, this is a summary I made - it may not be completely accurate, and the video is more comprehensive
All Damage Reduction: Reduces damage from all sources multiplicatively.
Armor: Sum of armor from various gear pieces, reduces physical and non-physical damage.
Attack Power: Rough estimate of damage output.
Attack Speed: Based on weapon speed and bonuses.
Barrier: Temporary defensive layer that absorbs damage.
Basic Skills: Default attacks with no resource cost or cooldown.
Berserking: Barbarian's temporary buff for increased damage and movement speed.
Bleed: Physical damage over time effect.
Blood Orb: Health pickup for necromancers.
Bludgeoning: Damage type dealt by mace weapons for barbarians.
Burning: Fire damage over time effect.
Channeled: Skills activated by holding down the button.
Chill: Condition that reduces enemy movement speed, repeated chilling may freeze.
Close: Refers to enemies in melee range.
Control Impaired: Crowd control effects that limit movement, reduced by control impaired duration reduction.
Cooldown: Skills have cooldowns; reduction stacks multiplicatively.
Core Skill: Second branch of skills in the skill tree; consumes resource and deals more damage than basic skills.
Core Stats: Strength, intelligence, willpower, and dexterity; main stats for each class.
Crackling Energy: Sorcerer mechanic; spawns lightning orbs for additional effects.
Critical Strike Chance: Chance to deal bonus damage; additive bonus.
Critical Strike Damage: Additional damage on critical strikes; additive bonus, multiplicative with other sources.
Crowd Control: Control impairment on player, crowd control effects on enemies.
Crowd Control Duration Bonus: Increases the duration of crowd control effects.
Damage Buckets: Different sources of damage bonuses grouped into buckets; multiplicative between buckets, additive within a bucket.
Damage over Time (DoT): Damage spread over time; buffs affect the base damage, dots can stack or refresh.
Dazed: Control condition that prevents attacks and skill usage.
Dexterity: Increases dodge chance; contributes to damage for rogue and crit chance for barbarian and sorcerer.
Distant: Refers to enemies that are not close.
Dodge Chance: Chance to avoid taking damage; subsequent bonuses are less effective; does not apply to damage over time ticks.
Dual-wielding: Average of attack speed and damage of two weapons.
Fear: Crowd control effect that makes the target run away.
Fortify: Damage reduction mechanic, when Fortify value is equal to or greater than current life; represented by a red glow.
Frozen: Crowd control state that immobilizes the target; shatters when killed.
Healthy: State when current life is over 80% of max life; indicated by a red line around the health globe.
Immobilize: Crowd control effect that prevents movement but allows attacks and abilities.
Immune: State of being impervious to damage and crowd control.
Injured: State when character or enemy has less than 35% of max life.
Intelligence: Grants resistance to all elements and damage for sorcerer; crit chance for rogue.
Key Passive: Final nodes on the skill tree; powerful and build-defining.
Knockback: Instantaneous crowd control effect that pushes the target away from the attacker.
Knockdown: Crowd control condition that makes the target fall down and unable to move.
Level: Increases life, core stats, and grants skill points and Paragon points.
Life: Hit points; decreases when taking damage; increases with leveling, items, and skills.
Lucky Hit: Proc chance for triggering lucky hit effects from skills or items; effects may have their own chance to trigger.
Movement Speed: Maximum bonus capped at 200; includes bonuses from all sources.
Overpower: Chance to apply extra damage called overpower damage when hitting enemies; base damage is 50; scales with current life and fortify; underpowered in the endgame.
Physical Damage: Includes bleeding damage; separate from poisoning damage.
Poisoning: Refers to the damage over time component of poison damage.
Potion Capacity: Determines the number of potion charges that can be stored; can be increased with items or through the renowned system.
Renown: Gameplay system that rewards activities in each region; offers important rewards such as skill points, potion charges, and Paragon points.
Resistance: Reduces damage taken from fire, cold, lightning, poison, and shadow elements; half of the reduction comes from resistance and the other half from armor; stacking resistance becomes less effective; cannot achieve 100% reduction.
Slashing: Weapon damage type used by barbarians; certain skills require slashing weapons.
Slow: Crowd control effect that reduces movement speed.
Stagger: Mechanic used for big enemies like world bosses; filling the stagger bar applies crowd control effects to the enemy for a duration.
Stealth: Condition that makes the character untargetable by enemies.
Strength: Increases armor for all classes; provides additional damage for barbarians and resource generation for rogues.
Stun: Crowd control condition that prevents the enemy from attacking, using skills, or moving.
Taunt: Crowd control effect that forces the target to target the caster.
Tether: Crowd control effect that restricts movement within a specific radius.
Thorns: Damage dealt back to the attacker; doesn't apply to damage over time effects; buffed by core main stat.
Ultimate: Powerful skills with long cooldowns; players can choose to build around them.
Unstoppable: Grants immunity to crowd control and breaks any active crowd control effects; elite monsters become unstoppable after being hit with enough crowd control.
Vulnerable: Condition that increases damage taken by enemies; can be increased for bonus damage; benefits everyone in party play; Rogues are particularly good at building around vulnerability.
Weapon Speed: Refers to the base attacks per second of a weapon; averaged when dual-wielding.
Willpower: Increases healing received, overpower damage, and resource generation for certain classes.
Some notes:
This video was in production for a while and was based on beta and publicly available information, not early access review info. It was designed in a way that I could update outdated info with notes in the description.
A couple notes:
Damage buckets: Damage buckets, as an idea, are a great way to present the concepts of "additive" and "multiplicative" damage. The exact buckets shown in the video are based on outdated info. As per the D4 sorcerer subreddit discord, the current damage buckets are looking like:
Also, I misrepresented diminishing returns on Damage Reduction. It's always good to get more damage reduction. New players just shouldn't expect that they can add "25%+25%+25%+25%" damage reduction and say "hey I should be immune to all damage now."
I love Rhykker but this is all you need: https://youtu.be/f_g9lvCjWkg
Damage buckets were confirmed to be simpler than is outlined here.
I just love that the video is alphabetical. Even with time stamps, there's something so comforting about that.
Let me guess: almost 1 hour of video for something that could be written in a simple list here on reddit?
EDIT: yep
I hope the game has manual on its own to read this stuff. Anyone remember diablo2 big paperback manual, great stuff.
For someone who makes such high-quality content, you'd think he would drop the forced gimmick speaking habits. It sounds like someone trying to make fun of old movie trailer narrators. Makes it super hard to get through his videos.
Good stuff. Helps a casual like me . Thanks