Diablo 4: All Mechanics Terms Explained - Everything You Need to Know

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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.

👍︎︎ 444 👤︎︎ u/Doctor-Paxmor 📅︎︎ May 29 2023 🗫︎ replies

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:

  • Vulnerable
  • Crit Damage
  • Main stat
  • Anything else with an ‘x’ gets its own bucket
  • Everything else with a "+" goes into the same bucket

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."

👍︎︎ 206 👤︎︎ u/Rhykker 📅︎︎ May 29 2023 🗫︎ replies

I love Rhykker but this is all you need: https://youtu.be/f_g9lvCjWkg

👍︎︎ 62 👤︎︎ u/New_Bermuda 📅︎︎ May 29 2023 🗫︎ replies

Damage buckets were confirmed to be simpler than is outlined here.

👍︎︎ 19 👤︎︎ u/vader_seven_ 📅︎︎ May 29 2023 🗫︎ replies

I just love that the video is alphabetical. Even with time stamps, there's something so comforting about that.

👍︎︎ 12 👤︎︎ u/Sabbathius 📅︎︎ May 29 2023 🗫︎ replies

Let me guess: almost 1 hour of video for something that could be written in a simple list here on reddit?

EDIT: yep

👍︎︎ 73 👤︎︎ u/PureImplosion 📅︎︎ May 29 2023 🗫︎ replies

I hope the game has manual on its own to read this stuff. Anyone remember diablo2 big paperback manual, great stuff.

👍︎︎ 3 👤︎︎ u/kunni 📅︎︎ May 29 2023 🗫︎ replies

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.

👍︎︎ 8 👤︎︎ u/TheAesir92 📅︎︎ May 30 2023 🗫︎ replies

Good stuff. Helps a casual like me . Thanks

👍︎︎ 5 👤︎︎ u/BullRoarerMcGee 📅︎︎ May 29 2023 🗫︎ replies
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hey folks this is Riker and today we're going to go over the ABCs of Diablo 4. between four to five lucky hit overpowered Diablo 4 has a lot of different game terms and while many of them do have tool tips explaining what they are what they do those tooltips aren't always there when you need them and even then you're sometimes left with questions or they're lacking important context in this video we're going to go over 60 different game terms what they mean and give any extra info that can help you out in understanding how you can use this game mechanic to your advantage I want this to be your comprehensive glossary for Diablo 4 game mechanics so I'm going to time stamp every single term down in the description and this will all be sorted alphabetically so if you want to just skip ahead you can easily find where well where's fortify I can see where f is and just a note here Diablo 4 is a new game we don't yet know everything about it so if any clarifications or additions or Corrections need to be made I'll do that in the description and if necessary put out another video oh and I'll just have some beta footage rolling in the background so you have something to look at other than um a face so without further Ado let's start with a big one all damage reduction AKA damage reduction from all sources AKA damage reduction as you might guess this reduces damage from all sources and it applies after your damage reduction from armor and resistances as this stat increases additional bonuses become less effective damage reduction does not stack additively but rather multiplicatively this means that if you have one source that gives you 50 damage reduction and then another source also gives you 50 damage reduction you can't just add those two percentages together to get a hundred percent doesn't work that way although you know it would be nice no instead what happens is that each source of damage reduction reduces your damage one at a time so the First Source reduces your damage taken by 50 then the next reduce the remaining damage by 50 percent in this example the math works out for that to be 75 damage reduction rather than a hundred then if you have a third source of damage reduction that would again apply to the remaining damage you're taking so that 25 left that you're taking you're taking half of that so that works out to another 12.5 damage reduction and your total then would be 87.5 damage reduction and this continues on with each additional Source meaning you will never reach 100 damage reduction so as you can see each additional source is increasingly less effective think of it like this you swim halfway across the pool then you swim halfway across the remaining half then you swim halfway across the remaining half and so on and so on you're never gonna actually reach the other end of the pool you're just getting close but every time you're swimming a smaller and smaller and smaller and smaller and tinier tinier distance so damage reduction is definitely important but if you already have a bunch of damage reduction it might not be so important to get another source at least if your option is getting something else more beneficial to you instead and the last note we'll make about damage reduction here is that barbarians just natively have 10 all damage reduction all right that was a big one they won't all be this long oh my that takes us to armor your total armor rating is the sum of the armor from your chest your Helm your pants your boots and your gloves other things can also contribute to your armor such as skulls socketed into jewelry armor applies a flat damage reduction to physical damage that you take including physical damage over time that is a bleed it also partially reduces the amount of non-physical damage that you take specifically 50 percent of the damage reduction from your armor contributes to your damage reduction from non-physical sources however in higher difficulties higher World tiers your armor contributes less and less to non-physical sources this is to simulate how like in Diablo 2 as you go up in difficulty you are getting resistance penalties so at World tier 3 you only get a 30 contribution from your armor and at World tier 4 only a 10 making you very reliant on getting resistances on gear pieces and in other ways now there is a cap on how much damage reduction you can get from armor and that's 85 however the devs expect that you're going to spend most of the game at about 25 damage reduction from armor and eventually over time you'll build up to about 40 percent reduction from armor on average unless you're going for a super tanky build now as you go higher up and level every individual point of armor contributes less and less to your total damage reduction however higher level gear has more armor on it so you don't have to worry about this too much as you level up and as you're just normally playing the game and getting better gear you will see your total damage reduction from armor increase over time but what this means is that if you for instance or for whatever reason don't change your gear for 20 levels then you're going to see your damage reduction from armor actually going down as you continue to level up now there's one last Factor that's going to affect how much damage reduction you get from armor and that's your enemies level in short the higher level your enemy is relative to yourself the less effective your armor is the lower level they are in relation to you the more effective your armor is alright next up we have attack power attack power is not a real number it's not how much damage it deal unlike some other games there's no game mechanic attached to attack power it's just a game giving you a rough estimate of how powerful you are from a damage perspective so if the number goes up you are probably dealing more damage but there's a lot of nuance to that attack power factors in the attacks per second of your weapon or weapons plus your offensive stats that apply to all attacks so things like crit chance and crit damage are factored in since those can always apply in all situations but your damage versus vulnerable targets will not apply because the game can't factor in how often targets are going to be vulnerable long story short overall don't fuss too much about attack power onto attack speed your attack speed is based on your weapons attacks per second plus any attack speed bonuses you may have if you are dual wielding then the game uses the average of your two weapons attacks per second there will never be more than two weapons factored into your attack speed if you are a rogue then you're either attacking with your your ranged weapon or your two melee weapons you're never attacking with all three at once so if it's a ranged attack it's just using the attacks per second of your ranged weapon if it's a melee it's the average of your two melees similarly for barbarian you're either attacking with one of your two-handers in which case it uses the relevant attacks per second of whatever weapon you're using or you're attacking with your two one-handers in which case it uses the average of those too so about attack speed bonuses let's say your weapon deals one attack per second to make it simple and you have a thirty percent attack speed bonus then you will now be attacking with a speed of 1.3 attacks per second attack speed bonuses are additive so if you have two sources of 10 faster attack speed those add together to form a 20 attack speed bonus so you'd go from one attack per second to 1.2 alright on to the bees barrier barriers refer to a temporary defensive layer that you get that will soak damage until it's gone before you start taking damage to your life different classes have different means of generating barriers with some classes being very well specialized towards generating barriers you can make entire builds that revolve around barrier and you'll see barrier represented by a blue glowing Shield over your health Globe similarly barriers on enemies are represented by a blue energy glow around their health bar alright basic skill whatever your class your first skill points will be spent on basic skills these skills will become your default attack and you'll usually only pick one of them they don't cost resource they don't have cooldowns and depending on your class they may actually generate resource for you on to berserk or berserking berserking is a temporary condition that I believe only barbarians can get who knows if there's some unique that gives it to other characters but at a baseline it's a barbarian thing if you're under the effects of Berserk you deal 25 additional damage and your move speed is increased by 15 and this buff lasts up to 5 Seconds many different Barbarian skills Grant berserking and you can make entire builds based on berserk onto bleed or bleeding a bleed effect is a physical damage over time effect that simple so anything that reduces physical damage will work against bleed onto blood orbs a blood orb is a necromancer mechanic necromancers have a variety of ways to spawn blood orbs and these are equivalent to health Globes from Diablo 3. you'll see a blood orb spawn as this Crimson orb on the battlefield if you step over it it'll be consumed and you will instantly heal for 15 of your max life necromancers have different ways to build around blood orbs ways to get different bonuses when they pick up a blood orb or ways to buff the effectiveness of bloodworms onto bludgeoning if you're a barbarian you're gonna see a damaged type listed on your weapon either bludgeoning or slashing bludgeoning damage is the damage type dealt by mace type weapons now damage type is important to barbarians because some skills require weapons or weapon types that deal specific damage and passive skills May buff different damage types now it seems that slashing weapons are more numerous than bludgeoning weapons however barbarians must still fill one of their four Arsenal slots with a two-handed bludgeoning weapon onto burning burning is just fire damage over time bonuses to burning do not buff fire damage but bonuses to fire damage do buff burning some fire skills might apply an initial fire damage and then a burn so bonuses to burning would just affect the dot the damage over time next we have channeled now for most skills you click the button the skill activates you're done if you hold down the button the skill will activate over and over and over but each is a distinct and discreet cast of that skill it'd be no different from you spamming that button as quickly as you can channeled skills are skills that you want to hold the button down these skills will consume an amount of resource per second as long as you're holding down the button and there's generally some advantage to holding down that button as opposed to spamming it chill or chilled this is a condition that reduces an enemy's move speed repeatedly chilling an enemy will freeze it freeze later chill effects are generally applied by Cold damage next we have close and this is a confusing one sometimes the game refers to enemies that are close or enemies that are distant for example you might have a skill that knocks back close enemies this mechanic isn't super clear but it appears these are binary States enemies are either close or they are distant now some people reported that close range is melee but with some testing it seems at that range if it is melee it's actually farther than most people expect if you go to the city of kyovashad and stand on the Waypoint it seems the outer Waypoint circle is roughly the close distance anything within that Circle would be close to you next we have control impaired when you are crowd controlled you are considered control impaired so that means when you're under the effects of either a slow immobilized stun knock back knock down taunt fear tether days chill or freeze the affix control impaired duration reduction will reduce the amount of time you spend in these crowd-controlled states excluding knockback which is an instantaneous effect cool down quite simply some skills have a cool down let's say 10 seconds you have to wait 10 seconds before you can use it again and cooldown reduction will reduce that amount of time cool down reductions Stacks multiplicatively just like damage reduction you cannot get 100 so every additional source of cooldown reduction becomes increasingly less effective core skill now whatever your class the second branch of skills that you unlock on your skill tree these are your core skills these skills consume resource to deliver over more damage than basic skills most builds will use one basic skill and one core skill when you have the resource you cast The Core skill when you don't you cast the basic skill there's of course a lot more Nuance than that and I hope to see builds emerge as well that shake up this formula of one core and one basic core stats the core stats are strength intelligence willpower and dexterity depending on your class and your build some of these stats may be more important to you than others but every class generally has one main stat that they care most about because it's a stat that serves as a multiplier for all their damage strength is for the Barbarian will powers for the Druid intelligence is for the Sorcerer And The Necromancer and dexterities for the Rogue next we have cracklink energy this is a sorcerer mechanic some lightning spells can make crackling energy spawn little Globes of lightning if you walk over a crackling energy you collected and you get a stack of crackling energy and you can have a maximum of 12 stacks these will be denoted by little circle tools above your skill bar as long as you have at least one stack of crackling energy you'll automatically zap any nearby enemies for a small amount of damage and every time this happens it'll consume one of your Stacks there are a lot of interactions with crackling energy it could be a very important mechanic for a lightning build and generally not for the damage itself but for interactions with other skills like you can have a build that makes you regain Mana whenever you pick up crackling energy next we got Critical Strike chance this is a chance to deal bonus damage when you see a yellow damage number that's a crit and that bonus damage is determined by your Critical Strike damage damage Over time however cannot crit so if you're a damage over time based build then you probably don't care about crit chance now everyone has a base amount of crit chance that is equal to five percent and this can be further increased crit chance is an additive bonus so two sources that Grant you five percent increased crit chance will add up to 10 add that to your base 5 and you're up to 15 it is possible to reach 100 crit chance there are no diminishing returns here onto Critical Strike damage the base extra damage of a crit is 50 additional damage within itself crit damage is additive so different sources of crit damage will all add up together so if you have two sources that each give ten percent you get 10 plus 10 plus your base 50 and therefore 70 percent crit damage but that total crit damage is multiplicative with other damage sources this is a good thing this means that crits are always a significant source of extra damage and we're going to talk more about mixing different damage types when we get to D for damage onto crowd control or CC for short when it applies to you it's control impaired when it applies to enemies it's crowd controlled so again slow immobilized stun knock back knock down taunt fear tether days chill or freeze are all crowd control effects so sometimes you have have damage or skills or some mechanic that revolves around enemies being under the effects of crowd control or crowd controlled enemies any of those effects count however you cannot apply crowd control effects to bosses instead when you would try to you fill their stagger meter and we'll talk more about stagger once we reach s then crowd control duration bonus this increases the duration of your crowd control effects excluding knockback which is an instantaneous effect alright damage which seems like it should be straightforward enough but specifically we'll talk about damage buckets this is a key concept that the community has discovered so damage bonuses come from different sources and these sources get grouped into seven different buckets you'll note that so far in this video we've spoken about additive and multiplicative quite a bit and in this case every damaged bucket is a multiplicative bonus with every other damage bucket meaning if bucket 1 gives me double damage and bucket 2 also gives me double damage then those multiply together to quadruple damage four times damage if I then add in a third bucket that also gives double damage that's doubling the four to make eight times more damage big but within a specific bucket all damage sources are additive with each other so in a bucket if two sources give you double damage that is plus 100 damage you add up the plus 100 and the plus 100 to get plus two hundred percent meaning it's triple damage not quadruple if you then add in a third Source within the bucket of another plus 100 damage then it's 100 plus 100 that's plus 300 or quadruple damage rather than eight times damage and the more individual sources within the bucket the greater the diminishing returns so every added source of extra damage contributes less and less and less what this means is that adding more buckets is generally more beneficial than adding more sources within a bucket we can do a whole video on damage buckets but for now this is the simple version anything that says damage from is put into one bucket for example damage from Golem anything that says damage with is another bucket like damage with core skills anything that says damage while is another bucket like damage while healthy anything that says damage versus is another bucket like damage versus stunned then your classes core main stat is its own bucket crit damage is its own bucket and vulnerable damage is its own bucket so basically all you really need to take away from this is that you'll want to be getting damaged bonuses from as many different buckets as possible it's generally more beneficial to diversify your portfolio of buckets before you continue to invest into multiple sources within a single bucket all right next we have damage over time or dot for short instead of dealing damage in a single instance a DOT spreads out damage over a period of seconds the game will generally give you the total damage output and the total time it's not going to tell you the damage per second effects that buff the base damage type of the dot will buff the dot but not vice versa most dots seem to stack with each dot basically just dealing its own damage or being treated as its own thing so hitting an enemy with a DOT twice it's not going to prolong the timer it's not going to override each other it's just going to be two different stacks of the dot and each will expire on its own there's some weird exceptions where sometimes recasting the same dot on an enemy will instead refresh the dot duration basically it just overrides the previous cast of the dot but this seems to be the exception rather than the rule in general it seems fair to assume at a base line the dots stack but always read the skill description just to see if you can glean any extra context all right dazed this is a crowd control condition that makes enemies unable to attack or use skills but still able to move dexterity Dex contributes to your Dodge chance more decks the higher your Dodge chance for rogue Dex gives you more damage and for barbarian and sorcerer Dex gives you more crit chance distant we explained this when we spoke about close basically if you're not close you are distant Dodge chance Dodge chance is a chance to avoid taking damage altogether as you build up Dodge chance every subsequent bonus becomes less and less effective you cannot achieve 100 Dodge chance this is the same like resistance if you're hit with a damage over time effect you cannot Dodge individual damage ticks but you might be able to dodge the initial hit that applied the dot if you're standing in a damaged pool though just don't stand in it that's how you dodge it dual wielded weapon damage while you're dual wielding both the attack speed and and the damage of your two weapons is averaged out it's not going to alternate one or the other or preferentially pick one it just averages them you do retain all affixes however on all your items at any time affixes are not averaged or used situationally if you have plus one to a skill on any of your weapons whether you're using that weapon or not it's always contributing to you fear this is a crowd control effect that makes the target run away for a short duration while under the effects of fear targets cannot attack and they're just gonna try to run away from you fortify okay this is a mechanic you need to Diablo for oh four to five okay if you are fortified you take ten percent less damage how do you become fortified well you become fortified when your four to five value is equal to or greater than your current life how do you get Fortify well certain skills or items can grant fortify but you can never have more fortify than your total life so you can sort of think of fortify as a second life pool but when you take damage you lose an equal amount of life and fortify now your fortify is represented by a thin red glow around the inside of your health Globe not to be confused with the healthy indicator that is a Thin Red Line on the outside of the health club so outside and not glowing that is healthy indicator inside glow that is fortified different skills or items can increase the damage reduction you get from fortify and some classes are better able to build around fortify like Druids and barbarians fortify's damage reduction also applies against barriers so if you are fortified and have a barrier your barrier will take 10 less damage fortify also synergizes with a mechanic called overpower basically more fortify means more overpower damage but we'll talk about overpower later by itself fortify isn't amazing it's just an occasional 10 damage reduction but if you can build around four to five Buffs and also maintain a fortified state by ensuring you are generating four to five faster than your healing then fortify can be really good alright on to Frozen or freeze this is a crowd control State the target is frozen solid unable to move or do anything and if they're killed while in this state they shatter to Pieces meaning they can be resurrected by other monsters something that is frozen is also considered chilled for purposes of Buffs against chilled monsters basically consider Frozen to be 100 chilled chilled is something that you can apply repeatedly to enemies so an enemy that is under a chill effect is some percentage chilled if you keep chilling them that percentage increases increases increases and once it reaches 100 chilled then they are frozen you're feeling an invisible chill meter healthy if you are currently at over 80 of your max life you are considered in the healthy State you'll know if you're in the healthy state or not because you'll have a Thin Red Line around your health Globe when you are healthy some skills for instance let you deal more damage against healthy enemies and there's no easy way to tell when an enemy is healthy so just estimate whenever their health bar is at least four-fifths full immobilize this is another crowd control effect an immobilized Target cannot move but it can still attack or use abilities immune this is a state that you can be in if you are immune you cannot be damaged or crowd controlled and if you are currently crowd controlled your cc is removed injured this is a state that you or an enemy can be in injured characters have less than 35 percent of their Max life you may be able to make a build that revolves around dealing more damage to Injured enemies and again there's no easy indicator for that so just roughly you see that their health bar is down to a third or less than they're injured intelligence this stat gives you 0 point five percent resistance to all elements per point for sorcerer you get more damage per point and for rogue you get more crit chance per Point Key passive key passives are the final nodes on your skill tree every class has a few to choose from and you can only select one key passes are very powerful and tend to be build defining knockback knockback is an instantaneous crowd control effect it knocks someone away from the attacker in the direction of the attack came things that extend or reduce crowd control duration have no effect on knockback since it's instantaneous knock down this is knockback's evil brother this is another crowd control condition and it makes the target fall down and unable to move or act at all you can build around knocking down enemies and dealing more damage to Knocked Down enemies level I mean that's obvious but what does a level give you every level your life increases plus your core stats also increase every level until 50 you get a skill point then after that every quarter level you gain one pair Aragon point so four Paragon per level after level 50. the max level in the game is level 100 meaning you'll gain 200 Paragon points just from leveling and a few other Paragon points from other game systems and again the level difference between you and a monster will apply damage reduction all right life I mean this is simple this is how many hit points you have you take damage your life goes down it reaches zero you die your life naturally increases as you level up plus items and skills can increase your life lucky hit chance and lucky hit effect alright this is a big one that's gonna cause a lot of confusion for a lot of people for those who know what Croc chances lucky hit chance is proc chance that's it simple as that if you don't know what proc chance is then let's dive in every skill that hits an enemy has a base chance to trigger a lucky hit when you hit an enemy a lucky hit does nothing by itself it doesn't do extra damage it doesn't crowd control an enemy what it does is it gives you a chance to trigger a lucky hit effect and you get lucky hit effects from either skills or items or some passives so for instance one lucky hit effect could be when you land a lucky hit you reset the cooldown on one of your skills so let's say you're using a skill that has a 50 lucky hit chance then that means that half the time you hit an enemy you're going to reset the cooldown on your skill in this example of having that as your lucky hit effect again lucky hit does nothing by itself we're just giving an example now here's how things become a little bit more tricky lucky hit effects generally have a chance to trigger of their own so for instance it might be a 10 chance so for that same example it could be unlucky hit you have a 10 chance to reset the cooldown of your skill so following that let's say you're using a skill that has a 50 lucky hit chance and your lucky hit effect is a 10 chance to reduce the cooldown then in practice this means that whenever you hit an enemy there's a five percent chance to trigger that lucky hit 50 of the ten percent or ten percent of the 50 the math works out both ways you're just taking the percentage of the percentage if you have advanced tooltips enabled which please do you will see your lucky hit chance in general more single Target skills will have a higher lucky hit chance than skills that hit multiple enemies at once then gear or passives can further modify your lucky hit chance extra sources of Lucky hit chance add together so four sources of five percent will add up to 20 extra lucky hit chance but that 20 bonus is added to the final number so remember how in our previous example we said that we worked out to five percent of the time we are landing a lucky hit on enemies this would mean you're getting 20 percent more of that final number so the five percent becomes a six percent it doesn't become a 25 lucky hits can be something you either do or don't care about depending on how you build your character movement speed the max movement speed bonus you can get in Diablo 4 is 200 that's where you're capped this includes bonuses from all sources you cannot surpass double speed over power all right there's gonna be another big one new to Diablo 4. whenever you hit an enemy there's a three percent chance for you to apply extra damage called overpower damage so a little bit similar to crits when you see light blue damage numbers those are overpower hits dark orange damage numbers those are crits that also overpowered now the base overpower damage is 50 extra damage then overpower also deals bonus damage that is the sum of your current life not total life plus any fortify you have and you can further buff this overpower damage with different skills and items and willpower inherently Buffs over power damage for all classes however damage over time passive abilities and channeled skills like Whirlwind cannot overpower you cannot normally raise that three percent chance to overpower what you can do is with some skills you can under the right conditions guarantee an overpower hit Tanki builds at stack fortify benefit the most from overpower with the Druid in particular and even the Barbarian having many Tools in order to build around overpower damage but here's the thing about overpower damage as of right now with the way its damage seems to scale primarily based around your life and your fortify and overpower damage bonus it seems as though overpower damage is actually underpowered in the end game it seems like it just adds a flat damage bonus that won't get multiplied by other damage sources and the higher in level you go the more inconsequential all that damage bonuses relative to all your other damage bonuses in early game this flat damage Wellness can be incredibly strong you can probably use a leveling build that benefits tremendously from overpower however I don't expect to see any of the top builds at level 100 the end game ultimate builds using overpower it just doesn't seem like they'll contribute enough damage to make it worth building around overpower now note that I said it seems a lot again the game isn't even out yet and the overpower mechanic isn't fully understood and maybe even for season one they're going to rebalance it if it is underpowered again if any of this info becomes obsolete or incorrect I'll update this video description or I'll release a new video alright physical damage this includes bleeding damage I.E physical damage over time poisoning okay there's poison damage and then there's poisoning damage poisoning damage is the dot so something that Buffs poisoning damage is only buffing the poison damage over time not base poison damage potion capacity very simply this is how many potion charges you can store and this can be increased with items or via Zone progress through the renowned system Renown this is a gameplay system that we're gonna just very Briefly summarize it rewards you for completing different activities within a region Renown is tracked separately for all five regions and it can include very important rewards like skill points potion charges and Paragon points so don't ignore the renowned system resistance all right there are a few different types of resistance fire cold lightning poison and Shadow those are your five elements resistance reduces the amount of damage you take from these sources and it applies to both the dot and non-dot versions of all of these effects your total damage reduction versus any of these elements is made up of 50 half of it comes from your armor and the other half comes from your resistance so if you have 20 fire resistance that reduces the fire damage You Take by 10 with the other contribution coming from half of your armor damage reduction and as you covered when we spoke about armor as you go up in difficulty higher World tears your armor will contribute less to your damage reduction from elements and therefore becomes increasingly important to stack resistance however as you stack resistance additional sources become less effective so you cannot achieve 100 damage reduction this also means that it's going to be better to have one source of resist that gives a lot of resist then multiple sources that give tiny amounts slashing as we explained with bludgeoning slashing is the other weapon damage type that barbarians have access to again some skills require slashing weapons and barbarians must fill one of their four weapon slots with a two-handed slashing weapon slow oh this is another crowd control effect and it reduces move speed for a short time this isn't known for sure yet but it does seem that slow and chill are two separate effects in that chilled enemies are not also under the effects of slow both effects reduce movement speed but technically a chilled enemy does not count as slowed so if you deal extra damage to slowed enemies I don't believe that's going to work against chilled enemies this is not 100 sure however and if we get contradictory evidence again I'll update the description stagger okay some enemies who fight big important enemies like World bosses will be immune to crowd control effects and instead they're gonna have a stagger bar so whenever you hit an enemy with an effect that would otherwise crowd control a different enemy instead of getting crowd controlled you're going to add to their stagger bar that stagger bar will continue to fill and fill and fill and once it reaches its Max the enemy becomes staggered when staggered a boss is considered to be under all crowd control effects and that's for the entire duration of the Stagger which seems to be about 12 seconds additionally World bosses will have unique effects that apply once they are staggered and that could alter the rest of the fight generally in a way that's beneficial to the player so in the case of a Shava for instance the world boss when you stagger her you break off one of her arm blades thereby making the rest of the fight easier stealth this is a condition it seems to mostly be useful for Rogues but again who knows of some unique item we'll let it apply to other classes while you are under the effects of stealth you cannot be directly targeted by enemies if you use an attack or you take damage you lose the stealth condition stealth also might have some duration a number of Rogue abilities revolve around entering stealth or benefiting from stealth strength every point of strength gives you one point of armor for the Barbarian more strength gives them more damage and for rogue more strength gives more resource generation stun or stunned this is another crowd control condition a stunned enemy cannot attack use skills or move taunt taunt is a crowd control effect that forces the target to Target the caster for some amount of time tether tethers the crowd control effect that will stop a creature from walking outside of a given radius so you might see this applied to yourself when an enemy summons some kind of pillar with chains the chain is attached to you and you can still move freely within the radius a specific chain radius around that pillar but but you cannot move outside of it Thorns Thorns is damage that has dealt back to the attacker so if you have thorns and someone hits you they take your Thorns damage Thorne's damage does not apply to attacks that are entirely damage over time effects so if you're hit with a DOT that deals uninitial damage and then a DOT the initial damage will trigger the Thorns but the subsequent ticks of the dot will not Thorne's damage is buffed by your core main stat you can stack Thorne's bonuses as affixes on your gear iron Barb elixirs will grant you bonus Thorns damage for 30 minutes and different skills can use Thorns Thorns builds may be a thing particularly for barbarian and maybe Necromancer ultimate now whatever your class you will eventually unlock the ability to span skill points into ultimate skills or specifically just one ultimate skills generally have very long cooldowns roughly a minute sometimes more sometimes less but they deal big damage or otherwise have very significant effects you don't have to take an ultimate if you do you can only select one ultimate but it's ultimately your choice whether you want to build around an ultimate or not you have to sacrifice a slot on your skill Bar for a very long cooldown I think in the matter we're going to see some builds using ultimates and some that won't Unstoppable Unstoppable makes you immune to crowd control and will instantly break any crowd control that is active on you in my experience it's a really good idea to keep some Unstoppable skill on your skill bar you get hit with a hard CC like a freeze man does it feel good to be able to just instantly pop out of that now Elite monsters will become Unstoppable after they've been hit with enough hard CC's and this is just a balanced thing to prevent them from being permanently crowd controlled you'll know they're Unstoppable because you're going to see above their head a little broken chain icon appear vulnerable all right vulnerable is a condition that can be applied to enemies or enemies can apply to you that lasts for a short duration and by default enemies who are vulnerable or anyone who is vulnerable takes 20 increased damage but with gear or Paragon or skills you can increase the amount of damage you deal versus vulnerable enemies if you are vulnerable you will see on your health Globe this shattered glass texture definitely be wary While You're vulnerable you might want to back out of combat for a bit or pop a defensive skill or a potion if an enemy is vulnerable they'll have a purple glow around their health bar vulnerable is a super useful stat especially in party player versus World bosses because it benefits everyone if that enemy is made vulnerable by just one person everyone gets that 20 or more damage buff every class seems to be able to make a build that revolves around vulnerable but Rogues are especially good at it and as we discussed with the damage buckets vulnerable is its own damage multiplier so if you deal 50 increased damage to vulnerable targets that's always going to be 50 it's not to get clumped in with other damage bonuses and therefore actually be dealing less than 50 additional damage so in practice this means that no matter what your build is it's generally it's almost always beneficial to work in some vulnerable damage unless you are literally never making enemies vulnerable and never playing with anyone else who is making enemies vulnerable weapon speed we kind of already covered this but basically your weapon speed refers to your weapons attacks per second prior to any bonuses when dual wielding these numbers are averaged and your weapon speed serves as the base calculation for your attack speed and lastly willpower willpower grants more healing received per point it gives more overpower damage per point and for Barb and sorcerer it gives more resource generation per point and that is gonna wrap up this video again I'll try to keep things in the description updated with any new information and make future videos if necessary if there are any additional tips related to any of this or any corrections or clarifications that you would like to add feel free to drop them in the comments below or if you have any questions as well feel free to drop them and I'll see if I can address them either as a response directly to your comment or in a future video because do stay tuned for more Diablo 4 guides thanks for watching special thanks to my twitch patreon and YouTube supporters for making these videos possible if you enjoyed this video please share it check out these other videos and subscribe to join Rikers Raiders for more Diablo 4 content foreign [Music]
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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
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