Now that the Diablo alpha is out, we've begun hacking numbers together to see what this game will look like. Because it is so different, there is a lot of changes to make, including the core game mechanics formula. There are a lot of change to look over.
Core Game Updates
Character base hit points are 60 instead of 40
Spell Damage Calculations have changed:
Light Spell Damage: 10 + level + 2x intelligence
Moderate Spell Damage: 15 + level + 3x intelligence
Medium Spell Damage: 20 + 1.5x level + 3x intelligence
Heavy Spell Damage: 30 + 2x level +4 x intelligence
Lethal Spell Damage: 50 + 3x level +5 x intelligence
Attack overage are being removed from the game. There will be so many attacks in the game, and so many attacks that do not use attack overages, they would unnecessarily slow the game down for how little they add. Characters will instead rely more heavily on choosing certain abilities to vary their damage and try to deal wounds.
Critical Hits: Attack rolls that are a natural 20 ignore the target’s damage resistance or elemental resistance.
Dexterity: Now specifies that it adds its full value to accuracy and damage with dexterity weapons. Dexterity is now a requirement for certain weapons.
Strength: Now specifies that it adds its full value to accuracy and damage with strength weapons.
Full Vitality added to damage resistance.
All sanity DCs have increased 4-5 points.
Warrior
Martial Prowess: The Warrior archetype gain the new Martial Prowess ability for free. After they perform a standard action attack or full-round action attack, they can perform a bonus standard action melee attack for free before the end of the turn. They cannot use an attack power as part of this ability.
Heroic Strike is now a standard action
Counterattack now works with shield blocks
Sweeping Strike no longer has an accuracy penalty
Executioner’s Strike now gains the bonus of 3x strength + level, instead of previous bonuses
Heroic Valor’s Extra Attack now only allows a bonus standard action attack with no attack powers.
Grand Weapon Mastery now gives +2 power ratings instead of rending
Barbarian
Bash now deals bonus damage equal to 2x strength
Cleave’s attack penalty reduced to -2 accuracy, from -4
Frenzy no longer gives a dexterity bonus to damage
Stun is now a move action instead of a standard
Whirlwind specifies you cannot end your move in an enemy’s square
Wrath and Fury has completely changed. Now you can use a barbarian offense talent power when you use Martial Prowess or Heroic Valor: Extra Attack.
Critical Mastery has completely change. Now, it lets you score critical hits on an 18-20 with melee weapons.
Barbarian Sword Mastery: now causes bleed
Barbarian Axe Mastery: now generates extra rage
Barbarian Mace mastery: now pushes
Barbarian Polearm Mastery: now gives flanking bonuses for allies
Paladin
Smite is now a move action
Punish now gives bonus damage equal to strength + willpower, and gives +3 block chance instead of 2
Zeal is usable as a standard action and no longer gives accuracy penalties. Instead, it gives bonus accuracy and damage equal to ½ willpower
Slash is usable as a standard action and gains bonus damage equal to willpower.
Improved Zeal now gives you full willpower to accuracy and damage with zeal.
Improved Auras ‘Resist Energy’ now specifies Elemental Resistance
Paladin Sword Mastery: now gives protection per rank of the talent
Paladin Mace Mastery: now gains bonus penetration against undead per rank of the talent
Crusader
Crusader combat training now also gives +2 accuracy with flails
Champion
Double strike no longer has an accuracy penalty, and now deals bonus damage equal to strength if it hits with both attacks
Great Weapon Heave is now a standard action.
Follow Up has completely changed, now allowing you to spend a morale point on activating Heroic Valor or Martial Prowess to get two extra attacks or use a Champion Offense attack power on their bonus attack
Sweeping Charge no longer has an accuracy penalty.
Double Spin is now a standard action and can give up to +8 defense
Impale no longer requires a full-round action, but still requires the target to be flanked or flat-footed.
Heavy Armor Mastery now gives +2 resistance ratings per rank
Archer
Quick Draw: The Archer archetype gain the new Quick Draw ability for free. After they perform a standard action attack or full-round action attack, they can perform a bonus standard action ranged attack for free before the end of the turn. They cannot use an attack power as part of this ability.
Deadly shot is now usable as a standard action
Hemorrhaging Shot now gives bonus bleed equal to ½ dexterity instead of attack overages
Quick Shot is now called Improved Quick Draw. Improved Quick Draw gives two bonus attacks when using quick draw.
Flawless Accuracy now gives +5 penetration instead of rending
Demon Hunter
Demon Hunter offense talents now specifies that all of their abilities effect both hand-crossbows, if the demon hunter is using two hand crossbows.
Fan of Knives can be used as a move action, deals 3x dexterity damage instead of 2x, and causes 5 bleed instead of 2
Spray of Teeth now procs on a natural dice roll of 18 or higher
Nightstalker no longer gives rending, but instead gives +10 damage per rank of the talent
The hit points received from Thrill of the Hunt have doubled.
Chakram now deals 20 base damage with 4x dexterity damage
Amazons
Fire Arrow and Cold Arrow now specifies that they can be used with each attack, including Quick Draw attacks, but the cost must be paid for each attack
Critical Strikes has completely change. Now, it lets you score critical hits on an 18-20 with ranged weapons
Spear Mastery II now allows quick draw to work with spear and javelin attacks.
Jab is usable as a standard action, no longer has an accuracy penalty, and now gives bonus accuracy and damage equal to ½ dexterity.
Rogue
Guided Arrow specifies it works with Quick Draw attacks
Dagger Mastery now allows quick draw to work with dagger attacks
Scoundrel
Trick Shot now specifies flat-footed, instead of denied dexterity
Dagger Mastery now allows quick draw to work with dagger attacks
Hit and Run now works with Quick Draw attacks and is done for free instead of a free action (thus can be done any number of times)
Mage
Burning Blade now costs +5 mana, up to 15
Fire Wall now costs +10 mana, up to 40
Meteor now costs +15 mana, up to 50
Hydra now costs +10 mana, up to 40
Ray of Frost now costs +10 mana, up to 25
Blizzard now costs +20 mana, up to 50
Frozen Orb now costs +20 mana, up to 60, and now moves 3 squares per round instead of 5.
Nova now costs +5 mana, up to 25
Chain Lightning now costs +25 mana, up to 50. It now deals medium lightning damage, instead of heavy
Thunderstorm now costs +30 mana, up to 60
Sorcerer
Spectral Blade now specifies that it uses intelligence as the core weapon attribute, and now specifies it costs 20 mana to cast.
Familiar now costs +15 mana, up to 25
Mirror Image now costs +40 mana, up to 100
Polymorph now costs +20 mana, up to 25
Blur no longer mentions attack overages
Wizard
Disintegrate now costs +20 mana, up to 50. Power lost its rending, now rephrases how the hailfire works to not mention attack overages.
Black Hole now has a mana cost mentioned, and that mana cost is 80
Element Swap now specifies it increases the cost by 50%
Warrior Mage
Warrior Mage Spell and Blade Mastery: Now only gives +2 power ratings of damage to one-handed melee weapons, while giving only +1 effective intelligence to spell damage
Spectral Blade now specifies that it uses intelligence as the core weapon attribute, and now specifies it costs 20 mana to cast.
Heroic Strike is now a standard action
Counterattack now works with shield blocks
Sweeping Strike no longer has an accuracy penalty
The Enchanting Expert and Forge Artifact talents have been overhauled based on the Enchanter job reveals (1-22 patreon content).
Cultist
Mark of Terror now costs +2 mana, up to 5
Grip of Fear now costs +5 mana, up to 10
Banshee Howl now costs +10 mana, up to 20
Self-Loathing now costs +20 mana, up to 30
Mind Numbing Terror now costs +15 mana, up to 25
Weighing Nightmare now costs +40 mana, up to 70
Breath of Diablo now costs +40 mana, up to 80
Chaos Bolt now costs +5 mana, up to 10
Fracture now deals 2 crippling wound points to self
Unholy Ground now costs +10 mana, up to 15
Destructive Enchantment now costs +25 mana, up to 30
Chaos Storm now costs +40 mana, up to 60
Fleshy Growths now cost +10 mana, up to 20
Touch of Destruction now costs +40 mana, up to 60
Power of Baal now costs +50 mana, up to 80
Death Hex costs +10 mana, up to 15
Death Spell now costs +30 mana, up to 60
Lash of Torment now costs +7 mana, up to 10
Blood Dagger now costs +2 mana, up to 5
Toxic Embrace now costs +10 mana, up to 15
Delicious Agony now costs +15 mana, up to 25
Wave of Torment now costs +13 mana, up to 25
Blood Pool now costs +10 mana, up to 30
Presence of Duriel now costs +30 mana, up to 60
Phantom Figures now costs +9 mana, up to 12
Berserk now costs +7 mana, up to 10
Dark Zealotry now cost +7 mana, up to 12
Dark Grasp now costs +15 mana, up to 25
Mass Illusion now costs +20 mana, up to 40
Necromancer
Skeleton Warriors gained +20 hit points and +8 damage
Golem gained +40 hit points, +2 damage resistance, and +6 damage
Golem gained the Unearthly Menace ability, allowing them to taunt on hitting an enemy’s resolve
Golem scaling increased to +5 damage per bonus level
Skeleton Mastery now gives +1/3/5 total bonus levels based on the rank of the talent
Skeleton Archers gained +20 hit points and +8 damage
Skeleton Mages gained +20 hit points and +9 elemental blast damage
Witch Doctor
Zombie dogs gain +10 maximum hit points, and +9 damage
Zombie dog scaling increases to +4 damage per bonus level
Fetishes gained +5 hit points and +15 damage.
Fetish Shaman gained +20 maximum hit points and +8 damage
Gargantuan Zombie gained +30 maximum hit points and +10 damage
Druid
Nature Spirit gained +15 hit points
Plant Creeper gained +15 hit points
Wolf gained +10 maximum hit points and +10 damage
Wolf scaling damage increases to +5
Grizzly Bear gained +20 damage
Bear scaling damage increases to +5
Hierophant
Devoted Civilians gained +15 hit points and +8 damage
Holy Warrior gained +15 hit points and +6 damage
Church Acolyte gained +20 hit points and +8 damage
Mercenary mage gained +10 hit points and +8 damage
Martial Artist
Improved Unarmed: Improved Unarmed will no longer have its own separate attack profile. Instead, martial artists gained bonus damage with unarmed attacks equal to 3+ ½ level.
Cascade of Blows is now a standard action
Heavy Blow is now just a standard action and gains bonus damage equal to 2x strength
Sweeping Strike loses its accuracy penalty
Improved Cascade of Blows now gives 2 additional attacks and all attack gain bonus accuracy and damage equal to ½ dexterity
Unarmed Flurry ranks 2 and 3 now gives bonus attacks with heroic valor
Grand Unarmed Master now gives +3 accuracy, penetration, and power ratings with unarmed attacks
Assassin
Tiger strike has improved to 3x strength bonus damage per combo point
Fists of Fire now deals moderate fire damage for the first point, medium for the second, and medium +10 on the third. The third now damages all targets adjacent to the primary target, instead of in a burst 1.
Dragon claw now gives bonus damage and penetration equal to dexterity
Claws of Thunder increases to moderate spell damage at the first combo point. The third rank does both the line and the burst
Dragon Tail now deals bonus damage equal to strength x combo points spent
Blades of Ice deals moderate cold damage on the first rank, chilled for 2 rounds on the second rank, medium spell damage on the third rank. Failing the Resist Magic check now freezes regardless of the failure rate.
Dragon Flight now deals bonus damage equal to dexterity x combo points spent
Assassin Katar Training no gains +2 power ratings per rank instead of 1.
Lethal Touch no longer gives rending, but now gives +5 penetration
Blade Flurry gained +5 damage
Execute bonus is now 3x dexterity + level
Monk
No changes
Brawler
Aggressive Stance now gives +10 damage to unarmed
Guarded Stance now gives 4 protection on a hit, +5 defense, and 20 protection on an attack power
Counter stance cleave no longer deals half damage
Reckless Stance now gives 2 additional unarmed flurry attacks, and the next attack does not suffer an accuracy penalty
Quick Jab gains bonus damage equal to 2x dexterity
Powerhouse Kick can be used as a standard action and deals 2x strength damage
Uppercut Strike now gains +10 accuracy and damage when used from counter stance
Tackle now works normally with Counter stance
Throat Jab works differently with various forms:
-Aggreesive stance deals +10 mana point drain
-Counter stance gains +10 accuracy
-Reckless stance gives disadvantage on the attack but double mana point drain
Spinning blow can be used as a standard action and has different effects based on the stance
Guarded Stance gives 10 protection per target hit, instead of 20 for 1
Counter stance no longer deals half damage
Improved Brawler Focus: the Improved stances have been improved
-Aggressive stance: unarmed attacks deal +15 damage, and next attack power gains +20 accuracy
-Guarded Stance: Flurry attacks generate 8 protection, stance gives +10 defense, and attack power gives 40 protection
-Counter Stance: next attack power now gives cleaving 3 and advantage
-Reckless Stance: +1 flurry after the attack and next attack gains hailfire 2
-Toss gained +5 damage
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