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===Maximum Defense=== | |||
There's no point in calculating the maximum defense possible, since above a certain level it becomes meaningless, once you've reached the minimum to/hit value for monsters. Instead here are minimum defense values a character needs to lower the monster to/hit to the minimum, automatic level. | |||
{| | |||
! Character Level | |||
! Armor Class | |||
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| valign="middle" | 30 | |||
| valign="middle" | 325 | |||
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| valign="middle" | 35 | |||
| valign="middle" | 315 | |||
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| valign="middle" | 40 | |||
| valign="middle" | 305 | |||
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| valign="middle" | 45 | |||
| valign="middle" | 295 | |||
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| valign="middle" | 50 | |||
| valign="middle" | 285 | |||
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===Maximum To/Hit=== | |||
As with the maximum defense question, there's no point in figuring the highest to/hit, since above a certain level, players will hit with every attack. (Note that 5% of attacks will always miss, as an automatic game value for all monsters.) | |||
{| | |||
! Character Level | |||
! To-Hit% | |||
|- | |||
| valign="middle" | 25 | |||
| valign="middle" | 215 | |||
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| valign="middle" | 30 | |||
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| valign="middle" | 35 | |||
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| valign="middle" | 40 | |||
| valign="middle" | 200 | |||
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| valign="middle" | 45 | |||
| valign="middle" | 195 | |||
|- | |||
| valign="middle" | 50 | |||
| valign="middle" | 190 | |||
===Maximum Blocking/Dexterity=== | |||
The following dexterity values are required to block as many hits as possible. (The amount that will actually be blocked depends on what your character is doing, their blocking speed recovery, and the monster you are facing.) | |||
{| | |||
! Character Level | |||
! Dexterity | |||
|- | |||
| valign="middle" | 25 | |||
| valign="middle" | 170 | |||
|- | |||
| valign="middle" | 30 | |||
| valign="middle" | 160 | |||
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| valign="middle" | 35 | |||
| valign="middle" | 150 | |||
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| valign="middle" | 40 | |||
| valign="middle" | 140 | |||
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| valign="middle" | 45 | |||
| valign="middle" | 130 | |||
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| valign="middle" | 50 | |||
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|} | |} | ||
Revision as of 22:21, 23 April 2009
There are three characters in Diablo, the Rogue, Sorcerer, and Warrior, and three more were added in the Hellfire expansion pack, the Monk, Bard, and Barbarian. This page provides basic information about the characters. This information can also be found on the individual character pages, along with more context and discussion of their relative strengths and weaknesses.
All tables and figures on this page courtesy of Jarulf's Guide.
Starting/Max Stats
The characters in Diablo and Hellfire start off with different stats, and gain different bonuses with each level up. All attributes, life, and mana can be vastly increased with equipment. Each level up also provides 5 attribute points to distribute as you see fit.
- All four attributes, life, and mana are listed with their starting / maximum values.
- Attributes turn golden when they have reached their maximum values; life and mana never turn golden.
- The maximum life and mana values in this table are for a naked character.
- Maximum mana will be adversely affected by activating one of the bad shrines.
- Characters do not gain their life/mana bonus for reaching level 50.
Class | Strength | Magic | Dexterity | Vitality | Life | Mana | Level up Bonus |
---|---|---|---|---|---|---|---|
Warrior | 30 / 250 | 10 / 50 | 20 / 60 | 25 / 100 | 70 / 316 | 10 / 98 | +2 life, +1 mana |
Rogue | 20 / 55 | 15 / 70 | 30 / 250 | 20 / 80 | 45 / 201 | 22 / 173 | +2 life, +2 mana |
Sorcerer | 15 / 45 | 35 / 250 | 15 / 85 | 20 / 80 | 30 / 138 | 70 / 596 | +1 life, +2 mana |
Monk | 25 / 150 | 15 / 80 | 25 / 150 | 20 / 80 | 45 / 201 | 22 / 183 | +2 life, +2 mana |
Bard | 20 / 120 | 20 / 120 | 25 / 120 | 20 / 100 | 45 / 221 | 35 / 231 | +2 life, +2 mana |
Barbarian | 40 / 255 | 0 / 0 | 20 / 55 | 25 / 150 | 70 / 416 | 0 / 0 | +2 life, +0 mana +1% resistance to all |
Max Stats with Equipment
Maximum stats with equipment. Diablo / Hellfire stats listed for the Warrior, Rogue, and Sorcerer (unique rings were added in HF that allowed greater stat boosts than in D1). These figures do not include the two pieces of unique jewelry that move a % of life/mana to each other.
Class | Strength | Magic | Dexterity | Vitality | Life | Mana |
---|---|---|---|---|---|---|
Warrior | 425 / 485 | 225 / 285 | 225 / 285 | 265 / 325 | 796 / 916 | 533 / 568 |
Rogue | 230 / 290 | 245 / 305 | 415 / 475 | 245 / 305 | 681 / 741 | 690 / 718 |
Sorcerer | 220 / 280 | 425 / 485 | 250 / 310 | 245 / 305 | 618 / 618 | 1196 / 1216 |
Monk | 385 | 315 | 375 | 305 | 741 | 728 |
Bard | 370 | 360 | 360 | 340 | 761 | 865 |
Barbarian | 490 | 235 | 280 | 375 | 1091 | 470 |
Attributes
The characters derive different benefits from the points they add to their various attributes. For example, Warriors get more life per vitality point than Sorcerers, who get more mana per magic point than do Warriors. Attribute points from leveling up and elixirs are treated the same as points added by equipment.
- The Barbarian can not add any magic points, but can gain magic from equipment. The mana he derives from his magic points is the same as a warrior's, in that regard.
- The monk suffers an AC penalty when wearing chain or plate armor. This makes it impossible to raise his AC as high as the other characters. His highest AC still comes from high defense plate, but his AC will be much lower than any other character's in the same chain or plate armor equipment. (Though much higher when naked or in light armor).
- Unique armor plate is counted as mail, and unique mail as leather, in this penalty calculation.
- Barbarians only receive half AC from their shields.
Class | from Vitality | from Magic | Armor Class |
---|---|---|---|
Warrior | 2 life per vit | 1 mana per magic | Dex/5 + AC (items) |
Rogue | 1.5 life per vit | 1.5 mana per magic | Dex/5 + AC (items) |
Sorcerer | 1 life per vit | 2 mana per magic | Dex/5 + AC (items) |
Monk | 1.5 life per vit | 1.5 mana per magic | Plate: Dex/5 + AC (items) Mail: Dex/5 + AC (items) + .5 x Clvl Light: Dex/5 + AC (items) + 2 x Clvl Naked: Dex/5 + AC (items) + 2 x Clvl |
Bard | 1.5 life per vit | 1.75 mana per magic | Dex/5 + AC (items) |
Barbarian | 2.5 vit per life | 1 mana per magic | Dex/5 + AC (items) + Clvl / 4 Shield AC counts 50%. |
Max Attainable Attributes
255 magic is required to read higher than level 5 or 6 in most spells. Rogues and Warriors can not attain that in Diablo, but can in Hellfire, with the right equipment.
Class | Max AC (naked) | Max AC (maxed stats) | Max AC | Max to/hit (naked) | Max to/hit (maxed stats) | Max to/hit |
---|---|---|---|---|---|---|
Warrior | 12 | 45 / 57 | 349 / 401 | 80 | 162 / 192 | 392 |
Rogue | 50 | 83 / 95 | 385 / 425 | 175 | 257 / 287 | 487 |
Sorcerer | 17 | 50 / 62 | 350 / 390 | 92 | 175 / 205 | 405 |
Monk | 130 | 175 | 419 | 125 | 237 | 437 |
Bard | 24 | 72 | 413 | 110 | 230 | 565 |
Barbarian | 23 | 56 | 370 | 77 | 190 | 390 |
Maximum Defense
There's no point in calculating the maximum defense possible, since above a certain level it becomes meaningless, once you've reached the minimum to/hit value for monsters. Instead here are minimum defense values a character needs to lower the monster to/hit to the minimum, automatic level.
Character Level | Armor Class |
---|---|
30 | 325 |
35 | 315 |
40 | 305 |
45 | 295 |
50 | 285 |
Maximum To/Hit
As with the maximum defense question, there's no point in figuring the highest to/hit, since above a certain level, players will hit with every attack. (Note that 5% of attacks will always miss, as an automatic game value for all monsters.)
Character Level | To-Hit% | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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25 | 215 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
30 | 210 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
35 | 205 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
40 | 200 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
45 | 195 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
50 | 190Maximum Blocking/DexterityThe following dexterity values are required to block as many hits as possible. (The amount that will actually be blocked depends on what your character is doing, their blocking speed recovery, and the monster you are facing.)
DamageDamage done by players is composed of two parts, character damage and weapon damage. The character damage is based on your character’s stats and can be calculated with the formulas below. To that damage you add the damage of your equipped weapon (or weapons if your Bard is dual wielding). Melee DamageThe following formula are used to determine weapon damage. These formula are fairly arbitrary, and were created to fit the long term character design theories. In other words, the game designers wanted Warriors to do more damage than Rogues, and much more than Sorcerers, with equivalent equipment. So they tweaked these formulas to make that design a reality. If the math is not your favorite thing, refer to the large, "naked character comparison" table below, since it's much easier to understand.
Notes and special circumstances:
As already stated, you add weapon damage to the damage above to get the final damage. Some ”weapons” don’t have any damage listed and are given below. Shield damage only applies if you wear no other weapon and hand/feet damage only applies if you have no other weapon or shield equipped.
Bow DamageThe following formula are used to determine bow damage. Every character but the Rogue suffers a substantial damage penalty when using a bow, on top of the fact that they fire much more slowly and with less accuracy. If the math = do not want, refer to the large "naked character comparison" table below, to see character to character stat comparisons.
Naked Character Damage ComparisonThe following table is an encapsulation of the character damage forumulas presented above. These stats show the damage that level 50 characters with maxed attributes would do with weapons of all types. (Lower level characters will do less damage.) To determine the actual damage with equipment on, you must add the weapon damage and factor in various modifiers to character damage. These figures are not meant to be used to calculate actual damage, though. They're presented to provide a rough comparison of damage between the characters, and to show their various strengths and weaknesses. Note the Sorcerer's utter uselessness with a bow, the Monk's deceptive power with a sword, the Barbarian's utter dominance with all melee weapons, etc.
To HitBeing able to hit your target is of the utmost importance in Diablo and Hellfire. Adding dexterity (and leveling up) helps with this for combat characters, and putting more points into magic (and leveling up) helps with spells. Some characters have hidden bonuses to various types of attack; see below.
Hidden Hit/Block ModifiersHidden to/hit modifiers are always in effect, but are never displayed in the character window.
Blocking and hit recoveryBlocking refers to how much time must pass between hits for another successful block to take place. The blocking animation will not always display when you block successfully, though there is usually a sound heard. Characters can not block while walking. Characters can block while in mid-attack or spell-casting animation, but will not show the blocking animation.
Attack RateHow fast your character swings their weapon (or fires arrows or casts spells) is an enormously important factor in their overall success. The magic number is 0.35 seconds; that's how fast an attack has to be to "stunlock" most monsters. If you can hit them that quickly, with enough damage to break their attack animation, any single target (or 3 targets, for Axe Barbarians, dual wielding Bards, and Staff-wielding Monks) will become helpless before your onslaught. Accuracy counts as well, of course. Swinging does no good if you don't hit, but it's pretty easy to see how the characters were designed by comparing their attack rates.
Hellfire Triple HitsAll three characters added in Hellfire have the ability to hit three targets at once; the one they aim directly at and the monsters immediately to the left and right of the targeted space. This can only be done when properly-equipped -- Monk with staff, Barbarian with axe, Bard while dual-wielding -- and it makes these characters capable of dealing far more damage over time, especially against large groups of enemies. Tactics are required to take advantage of this ability; it's useless if you position yourself so that only one monster can come at you at a time. The easiest way to use this ability is to back into a corner and swing out, diagonally. Standing against a wall and swinging diagonally towards the monsters (instead of parallel to the wall) also works well, as does positioning yourself in a three-wide doorway, of the type that are commonly found on the Hell levels. Another way to use this talent is to stand in single width doorways. These are commonly found in the Church, Cats, Caves, and Crypt. Rather than standing back a space, as a Rogue, Warrior, or Sorcerer would, stand right in the doorway. Monsters will swarm at you, but since there are walls to your sides, they can only come straight on, or diagonally from the left or right. This technique will enable you to clear rooms up to three times as fast as if you waited through the doorway to challenge the monsters one at a time. You must be powerful enough to hit and kill them quickly, of course, since you're potentially exposing yourself to triple the damage as well.
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