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  • Guide: Ancient and Primordial Legendary Items. Guide: Ancient & Primal Legendary Diablo 3 Items

    Guide: Ancient and Primordial Legendary Items. Guide: Ancient & Primal Legendary Diablo 3 Items

    Diablo 3 is rich in various interesting objects with very good affixes (characteristics) and in this article we will try to collect information about all the significant parameters, as well as their maximum values. We hope you find this information useful in your travels around the world of Sanctuary or when trading at the auction.

    Attention! Legendary items do not count towards the tables! Because they may have exclusive unique characteristics and a patch has not yet been released that enhances legendary items. Information will be added later.

    Also considerthat the total values \u200b\u200bare given for the case with two wearing rings, excluding precious stones. The totals for dual wielding and other variants are shown separately.

    Basic characteristics

    Dual wielding gives the maximum increase in all basic characteristics.
    Item type Agility Intelligence Force Vitality
    Weapon 350 350 350 350
    Left hand 178 178 178 178
    Shield 200 200 200 200
    Ring 178 178 178 178
    Amulet 302 302 302 302
    Shoulders 200 200 300 200
    Helmet 200 300 200 200
    Pants 200 200 200 300
    Gloves 300 300 200 200
    Chest armor 200 200 200 300
    Bracers 200 200 200 200
    Boots 300 200 200 200
    Belt 200 200 300 200
    Demon Hunter - Cloak 178 178 178 258
    Barbarian - Powerful Belt 178 178 258 178
    Monk - Spiritual Stone 178 258 178 178
    Warlock - Voodoo Mask 178 258 178 178
    Sorcerer's Hat 178 258 178 178
    Sum (dual wielding) 3,158 3,158 3,158 3,158
    Sum (weapon and left hand) 2,986 2,986 2,986 2,986
    Sum (weapon and shield) 3,008 3,008 3,008 3,008

    Health characteristics

    A barbarian with a dual wielding can have a maximum damage to health conversion value, higher than that of other classes. All this is due to the presence of this characteristic on the Mighty belts (class item Barbarian), while ordinary belts cannot have such a bonus. The maximum value of converting damage to health for the Barbarian is 9%.If you use a dual weapon with sockets, where one Star Amethyst will be inserted, you can achieve the maximum health regeneration bonus on impact - 4,431 health per hit.
    Item type Health Orb Bonus Replenishment of health Kill health Health on impact Health with Spirit consumption Drain Health% % Health
    Weapon - - 2,878 959 64 3 -
    Left hand 5,977 234 - - - - 9
    Shield 12,794 342 - - - - 16
    Ring 5,977 234 985 328 - - 9
    Amulet 5,977 410 1,971 657 - - 14
    Shoulders 12,794 342 - - - - 12
    Helmet 12,794 342 - - - - 12
    Pants 12,794 342 - - - - -
    Gloves 12,794 342 - - - - -
    Chest armor 12,794 599 - - - - 12
    Bracers 12,794 342 - - - - -
    Boots 12,794 342 - - - - -
    Belt 12,794 342 - - - - 12
    Demon Hunter - Cloak 5,977 410 - - - - 9
    Barbarian - Powerful Belt 5,977 234 - - - 3 9
    Monk - Spiritual Stone 5,977 234 - - 30 - 9
    Warlock - Voodoo Mask 5,977 234 - - - - 9
    Sorcerer's Hat 5,977 234 - - - - 9
    Sum (dual wielding) 120,283 3,871 9,697 3,231 158 6 80
    Sum (weapon and left hand) 126,260 4,105 6,819 2,272 94 3 89
    Sum (weapon and shield) 133,077 4,213 6,819 2,272 94 3 96

    Auxiliary characteristics

    Don't forget what you get additional 20% of the probability of finding magic items (Magic Find) and gold (Gold Find) of your Companion... In the case of playing in a group with other people, your probability of finding magic items and gold shared among all group members, i.e. if your bonus to the probability of finding magic items is 90% MF, and there are 2 more people in your group, then each will have a bonus of 30% MF.
    Item type Search for magic items% Gold search% Experience Travel speed Orb / Gold Pickup Radius Reduced level requirements Nests
    Weapon - - 24 - - 18 1
    Left hand 18 20 24 - - - 1
    Shield 20 25 24 - - - 1
    Ring 18 20 22 - - - 1
    Amulet 40 40 24 - - - 1
    Shoulders 20 25 24 - 7 18 -
    Helmet 20 25 24 - 7 18 1
    Pants 20 25 24 - 7 18 2
    Gloves 20 25 24 - 7 18 -
    Chest armor 20 25 24 - 7 18 3
    Bracers 20 25 24 - 7 18 -
    Boots 20 25 24 12 7 18 -
    Belt 20 25 24 - 7 18 -
    Demon Hunter - Cloak 18 20 24 - 7 16 3
    Barbarian - Powerful Belt 18 20 24 - 7 16 -
    Monk - Spiritual Stone 18 20 24 - 7 16 1
    Warlock - Voodoo Mask 18 20 24 - 7 16 1
    Sorcerer's Hat 18 20 24 - 7 16 1
    Sum (dual wielding) 236 280 332 12 56 N / A 12
    Sum (weapon and left hand) 254 300 332 12 56 N / A 12
    Sum (weapon and shield) 256 305 332 12 56 N / A 12

    Attack Stats - Damage Modifiers

    Cold damage belowthan from other types of damage, because dealing cold damage - you reduce the speed of enemies.
    Note: Dual wielding provides a 15% bonus to attack speed not listed in the table.
    Item type Damage% Crit chance% Critical Damage% Attack speed% Unit to min. damage Unit to max. damage Unit Elemental Damage Unit to cold damage
    Weapon 50 - 100 11 - - 667 399
    Left hand - 8.5 - 15 - - - -
    Shield - 10 - - - - - -
    Ring - 4.5 35 9 27 27 - -
    Amulet - 8.5 65 9 27 27 - -
    Shoulders - - - - - - - -
    Helmet - 6 - - - - - -
    Pants - - - - - - - -
    Gloves - 10 50 9 - - - -
    Chest armor - - - - - - - -
    Bracers - 6 - - - - - -
    Boots - - - - - - - -
    Belt - - - - - - - -
    Demon Hunter - Cloak - - - - - - - -
    Barbarian - Powerful Belt - - - - - - - -
    Monk - Spiritual Stone - 4.5 - - - - - -
    Warlock - Voodoo Mask - 4.5 - - - - - -
    Sorcerer's Hat - 4.5 - - - - - -
    Sum (dual wielding) 100 39.5 385 58 81 81 1334 798
    Sum (weapon and left hand) 50 48 285 62 81 81 667 399
    Sum (weapon and shield) 50 49.5 285 47 81 81 667 399

    Defensive characteristics

    Note: Special monsters are bosses, champions, unique and rare monsters. Basically, all are not ordinary enemies.
    Item type Armor Blocking% Reduced Melee Attack Damage% Ranged Attack Damage Reduction% Reduced damage from attacks of special monsters% Thorns Decrease effective. control%
    Weapon - - - - - - -
    Left hand - - - - - 979 -
    Shield 397 9 6 6 7 2,544 14
    Ring 240 - - - - 979 14
    Amulet 360 - 4 4 - 1,712 14
    Shoulders 265 - - - - 2,544 -
    Helmet 397 - - - - 1,454 14
    Pants 397 - - - - 1,454 -
    Gloves 265 - - - - 1,454 -
    Chest armor 397 - 6 6 7 2,544 -
    Bracers 265 - 6 6 - 1,454 -
    Boots 265 - - - - 1,454 -
    Belt 265 - - - - 2,544 -
    Demon Hunter - Cloak 397 - - 6 - 2,544 -
    Barbarian - Powerful Belt 265 - - - - 2,544 -
    Monk - Spiritual Stone 397 - - - - 1,454 14
    Warlock - Voodoo Mask 397 - - - - 1,454 14
    Sorcerer's Hat 397 - - - - 1,454 14
    Sum (dual wielding) 3,488 - 16 16 7 18,572 70
    Sum (weapon and left hand) 3,488 - 16 16 7 19,551 70
    Sum (weapon and shield) 3,885 9 22 22 14 21,116 70

    Resistance

    Monks who accumulate one type of resistance, as well as have additional resistance to all elements on all objects, are able to achieve the resistance value to all elements in the amount of 1620 (using the "Absolute Harmony" skill)
    Item type All kinds Phys. damage Cold Fire Lightning Poison Arcane magic
    Weapon - - - - - - -
    Left hand - - - - - - -
    Shield 80 60 60 60 60 60 60
    Ring 70 50 50 50 50 50 50
    Amulet 70 50 50 50 50 50 50
    Shoulders 80 60 60 60 60 60 60
    Helmet 80 60 60 60 60 60 60
    Pants 80 60 60 60 60 60 60
    Gloves 80 60 60 60 60 60 60
    Chest armor 80 60 60 60 60 60 60
    Bracers 80 60 60 60 60 60 60
    Boots 80 60 60 60 60 60 60
    Belt 80 60 60 60 60 60 60
    Demon Hunter - Cloak 70 50 50 50 50 50 50
    Barbarian - Powerful Belt 70 50 50 50 50 50 50
    Monk - Spiritual Stone 70 50 50 50 50 50 50
    Warlock - Voodoo Mask 70 50 50 50 50 50 50
    Sorcerer's Hat 70 50 50 50 50 50 50
    Sum (dual wielding) 850 630 630 630 630 630 630
    Sum (weapon and left hand) 850 630 630 630 630 630 630
    Sum (weapon and shield) 930 690 690 690 690 690 690

    Impact effects

    Special characteristics that cause various effects on opponents when hitting them.
    Note: All types of two-handed weapons can have a maximum chance of causing these effects - 5.1%.
    Item type Probability...
    stun% discard% slow down% immobilize% to freeze %
    Weapon 2.6 2.6 2.6 2.6 2.6
    Left hand 2.6 2.6 2.6 2.6 2.6
    Shield 2.6 2.6 2.6 2.6 2.6
    Ring - - - - -
    Amulet - - - - -
    Shoulders - - - - -
    Helmet - - - - -
    Pants - - 5.1 - -
    Gloves 5.1 - - - -
    Chest armor - - - - -
    Bracers - 5.1 - - -
    Boots - - - 5.1 -
    Belt - - - - 5.1
    Demon Hunter - Cloak - - - - -
    Barbarian - Powerful Belt - - - - 5.1
    Monk - Spiritual Stone - - - - -
    Warlock - Voodoo Mask - - - - -
    Sorcerer's Hat - - - - -
    Sum (dual wielding) 10.3 10.3 10.3 10.3 10.3
    Sum (weapon and left hand) 10.3 10.3 10.3 10.3 10.3
    Sum (weapon and shield) 10.3 10.3 10.3 10.3 10.3

    Item type Probability...
    cause bleeding% horrify% cause rigor% blind%
    Weapon 35 2.6 2.6 2.6
    Left hand 35 2.6 2.6 2.6
    Shield 35 2.6 2.6 2.6
    Ring - - - -
    Amulet - - - 5.1
    Shoulders - - 5.1 -
    Helmet - 5.1 - -
    Pants - - - -
    Gloves - - - -
    Chest armor - - - -
    Bracers - - - -
    Boots - - - -
    Belt - - - -
    Demon Hunter - Cloak - - - -
    Barbarian - Powerful Belt - - - -
    Monk - Spiritual Stone - 5.1 - -
    Warlock - Voodoo Mask - 5.1 - -
    Sorcerer's Hat - - 5.1 -
    Sum (dual wielding) 70 10.3 10.3 10.3
    Sum (weapon and left hand) 70 10.3 10.3 10.3
    Sum (weapon and shield) 70 10.3 10.3 10.3

    Resources

    Use your inner strength to regenerate resources faster.
    Item type Recovery ... Maximum stock ...
    spirit hate mana magical energy energy at crits concentration mana rage
    Weapon 2.5 1.33 14 10 15 10 150 15
    Left hand - 1.17 11 10 15 10 119 -
    Shield - - - - - - - -
    Ring - - - - - - - -
    Amulet - - - - - - - -
    Shoulders - - - - - - - -
    Helmet - - - - - - - -
    Pants - - - - - - - -
    Gloves - - - - - - - -
    Chest armor - - - - - - - -
    Bracers - - - - - - - -
    Boots - - - - - - - -
    Belt - - - - - - - -
    Demon Hunter - Cloak - 1.17 - - - 10 - -
    Barbarian - Powerful Belt - - - - - - - 15
    Monk - Spiritual Stone 2.5 - - - - - - -
    Warlock - Voodoo Mask - - 11 - - - 119 -
    Sorcerer's Hat - - - 10 15 - - -
    Sum (dual wielding) 7.5 3.83 50 30 45 30 419 45
    Sum (weapon and left hand) 5 3.67 39 30 45 30 388 30
    Sum (weapon and shield) 5 2.5 25 20 30 20 269 30

    Characteristic of the weapon "Attacks per second"

    And one more plate useful in everyday life, reflecting all the existing values \u200b\u200bof an important parameter of any weapon - "Attacks per second", ie. how many attacks per second you can inflict using this type of weapon. As you know, in Diablo 3 there are several types of weapons, moreover, there are two-handed and one-handed, and the spread of the affix value between the extreme values \u200b\u200bis as much as 0.7 attacks per second!
    Note: This characteristic depends on the affix +% to attack speed, i.e. if you find a one-handed spear (the base speed of one-handed spears in the game is 1.2 attacks per second) and it has an affix of + 8% to attack speed, then you will see a value equal to 1.3 (in fact, 1.296, the values \u200b\u200bare rounded by the game to hundredths).
    Item type Attacks per second (APS)
    One-handed weapon
    Mace / Spear1.2
    Ax / Mighty Weapon1.3
    Sword / Ceremonial Knife / Wand / Fist Weapon1.4
    Dagger1.5
    Hand Crossbow1.6
    Two-handed weapon
    Mace0.9
    Polearm0.95
    Mighty / Ax / Staff1.0
    Daibo / Sword / Crossbow1.1
    Bow1.4

    Translated and updated: demer (www.site)
    English version: d3rmt.com


    It's no secret that almost all of the legendary items in Diablo 3 are junk right now. Finally, with patch 1.0.4, this situation will change. We study new characteristics and get acquainted with new products. How do you like level 63 legendaries?)

    Soon after Diablo III was released, many of you commented on legendary items. Most of the reviews were pretty harsh - but fair. The legendary items that exist in the game at the moment, for the most part, look like rare items, whose name is simply highlighted in a different color. You pointed this out to us and we decided to take action.

    We've worked tirelessly to make legendary items truly legendary. There are new Legendaries coming in Update 1.0.4, and today I will tell you about the upcoming changes.

    Let's see what did not suit you and us the most, and what we did to ease the situation.

    Legendary items should give a sense of uniqueness

    Many players have rightly noted that legendary items do not give a sense of uniqueness. Diablo II had many famous items that everyone dreamed of getting their hands on. These items were called unique. Now they are called legendary, but while working on them, we tried to keep the word "unique" in our head. Given the exceptional rarity of legendary items, and the fact that they are highlighted with a special color, we feel that they should come with a sense of something special. When you find a legendary item, you shouldn't get the feeling that it is just some kind of ordinary sword. Legendary items must have their own story. Legendary items should be associated with some vivid image - for example, a powerful sorcerer creates this item in a secret section of his library and weaves special magic into it all day long.

    Some of this feeling can arise if you equip an item and see that it looks unique and not like all other items. Artists are literally tied in a knot to make legendary items look truly epic in update 1.0.4. But we will return to this a little later.

    And to make legendary items even more unique, we've built spells into some of them. Now over 50 items have their own spells! Here is some of them.

    Now players will be able to take revenge on rare and elite monsters, because monster affixes will appear on legendary items. This is just an example.

    With this, you can force the monsters to fight each other, similar to the skill of a spellcaster.

    In them, you will not only look cool, but you will also be able to leave a trail of fire and lure monsters into this trap.

    Before Now

    A pillar of light rushes from heaven to earth, and a real angel comes to your aid! A worthy ally.

    There are also just cool things. Everyone wants to be like Khom. When you put on these pants, a cloud of gas will surround you, and nearby enemies will definitely feel it!

    Before Now

    With this sword, you may be able to summon a demon for help. But this demon is not as simple as it seems! It has the “Fire Chains” affix, and these chains link you to the demon. Ho ho!

    More options for character development
    Since legendary items are unique, we can add various parameters to them that cannot be added to regular items. One of the main goals of Diablo III in general, and the skill and rune system in particular, is to offer a variety of character development options. And this is where legendary items will help.

    In Update 1.0.4, we'll be adding a few items to match a specific skill set. Thus, it will be possible to try new options for character development. The point is for the player to look at the object and think: "Why not?" These items may not provide the maximum damage bonus, but they will help you take a different look at your class and find the right playstyle.

    Some would like to play as the Barbarian Thrower. Good idea! Here you are.


    A popular suggestion is that the sorcerer can fight in close combat. Presumably, this rod will not remain unclaimed.

    Of course, many sorcerers like to summon various creatures ... and this item will help them! In update 1.0.4, the sorcerer's pets will be enhanced, and we think that this item will be useful to more than one sorcerer.

    The choice should be interesting
    Responsibility comes with power. There are affixes in the game that can upset the balance if you wear too many items with such affixes. How to make sure that you do not break the wood?

    A good example is Golden Skin. It increases the amount of gold dropped from opponents by 100%. In addition, with each hit, with a certain probability, gold will drop out of opponents. Not bad, right? However, there will be no key stats on Golden Skin. Instead, "leather of gold" (!) Will have resistances, as well as other affixes that reduce the damage taken. This way, you will have several options for how to benefit from this subject. You will have to look for other items with the desired characteristics if you want to get your hands on all this shiny gold. Calculating characteristics on objects is not an easy task, and it is always interesting to solve it.

    Respect for elders
    Diablo III brings many items from previous games in the series. However, they often do not resemble their predecessors, except for the name. Perhaps it was wrong - many items were useless. We scrupulously looked at how the current legendary items correspond to their "ancestors", not in vain they bear this or that name. In some cases, we even made such items better than the original.


    New mittens are like good old mittens. They enhance the skills associated with cold, and add a rather big bonus to cold damage.

    We honored the original: now all arrows fired from the crossbow, with some probability, can ignore the enemy's defense.

    They must be powerful
    We deliberately weakened some affixes of legendary items so as not to upset the game balance. But in the end, the items just became useless. For example, if the item is level 50, then the first affix will always be level 50, the second - 47, and the third - 43. This was done to compensate for the presence of guaranteed affixes and to introduce an element of randomness into item generation. However, we have come to the conclusion that this is not necessary. We're fine if legendary items are powerful. Thus, we decided to remove penalties when generating affixes. Let's say a level 50 legendary item has a guaranteed power affix. Previously, in such a situation, the item would add an amount of strength, similar to a level 45 item. Now guaranteed affixes will be generated in accordance with the item level.

    In addition, legendary items could be at maximum level 62, which means that it was almost impossible to find weapons with good damage. Now the situation has changed. We decided to introduce a ton of new legendary items into the game, and they can be level 63. This means they have a chance for the best affixes in the game.

    In update 1.0.4, two-handed weapons will also be improved. Of course, this also applies to legendary items.

    Here's a good example.

    Before Now

    The rest
    Here, these are the major changes to legendary items coming in update 1.0.4. But there are a few more important points.

    Only forward!We remind you that the changes will only affect those items that will be mined after the release of Update 1.0.4. This also applies to unidentified items (as they are generated when dropped). Since we decided to make very serious changes, we cannot equalize old items and new ones with 100% accuracy. If you re-generate affixes on objects, then some objects may become worse, and some - better.

    Some things still don't change.Some items are already good enough that they don't need to be improved. For example, a command helmet. It will not be changed in update 1.0.4.

    What about kits?Items from the set, the name of which is highlighted in green, are actually legendary (they just have set bonuses in addition). This includes everything we've said about legendary items. In addition, some set bonuses will be changed - they will become more significant. Many of the set items will also be level 63.

    New kit names.Since the bonuses for the set of existing items will remain the same, new sets will have new names (this also applies to the items in the set). Thus, it will be possible to distinguish between items obtained before and after the release of the update.

    Crafted Legendary Items.If you already have a sketch of a legendary item and this item will be subject to changes, then you do not have to mine or buy a new sketch of the same item. After the release of Update 1.0.4, you will be able to create modified items using the old sketch.

    Thank you for your feedback! We're very interested in what you have to say about the new Legendary items coming in Update 1.0.4. Stay tuned for the next 1.0.4 patch notes - we'll be posting them regularly.

    Yes, and more!
    I am very proud of the way in which everyone worked together on these changes. This was our common cause. When we first discussed how to improve legendary items, the artists really liked your ideas, and they went all out. And the items turned out just super! You will see some of these transformations in the video. And it also shows new affixes that, with some probability, are triggered on impact.

    : until your heroes receive bonuses from sets, their damage is increased by 750%, and the damage taken is reduced by 4% for each ancient item used... We decided to prepare a quick overview and tell you about the differences between Legendary, Ancient and Primordial items in case you recently decided to take a break from searching for items and return to the game after a break.

    In general, Ancient and Primordial items are more powerful variants of Legendary items. They are almost identical to the legendary ones with the only difference that the numerical values \u200b\u200bof their base indicators (like damage and armor), as well as properties that are not expressed as a percentage, are determined in a higher range (this applies to both minimum and maximum values).

    Ancient and pristine ancient objects

    • Item specific stats will usually be best matched to the hero class you were playing when you received the item.
    • Among the items from the sets you can come across both ancient and pristine ancient items.
    • You cannot use more than one item with the same name (even if one of them is ancient and the other is not).
    • The values \u200b\u200bof the indicators, expressed as a percentage, do not increase (this applies, for example, to attack speed, an increase in the effectiveness of skills or the probability of a critical strike / critical damage).

    Ancient items

    • Ancient items can only be obtained by heroes who have reached level 70, and only on the "Torment" difficulty levels.
    • Ancient items that have fallen to the ground are highlighted in orange, just like regular legendary items.
      • You will only know if an object is ancient after you recognize it.
      • Tooltips for identified ancient items are highlighted with an orange border (or green for set items). Also in the description of such objects it is indicated that they belong to the category of the ancients.
    • You can get such items in any way: by killing monsters, opening chests and horadrim treasures, buying equipment from Kadala and combining items in the Kanai cube. They can also be crafted by a blacksmith and jeweler.

    Primordial ancient objects

    • Primordial Ancients obtained from loot are now marked with a red beam of light and flicker.
    • Primordial Ancient Items can be obtained in the same ways as regular Legendary items: obtained from Horadrim treasures, purchased from Kadala, or crafted using Kanai's Cube. But first, you need to clear at least one great level 70 portal yourself!
    • These items are rarer than regular Ancients, and have ideal numbers for all mods, including legendary ones.

    Primordial ancient objects and approach to their creation

    Primordial Ancient Items were created for players who have already provided their heroes with equipment or completed a seasonal campaign, but would like to continue playing. These items will also come in handy for players who do not participate in seasons, but have already collected excellent sets of equipment and are now engaged in raising the level of improvement and improving the gems of legendary quality. We wanted to keep the hunt for items exciting and that interacting with Kadala goes beyond buying a full set of Ancient items with Blood Shards. Primordial Ancient Items will allow the most stubborn players to perfect their development options, but they are not necessary for a successful game.

    We hope we managed to clarify all the issues related to ancient and pristine objects. Go ahead in search of prey!

    With the release of Patch 2.3, Diablo 3 has more legendary items than ever. And although the chance of their dropping was increased a long time ago, knocking out the much desired Crucible from the demons is hardly easier. The addition of Cuba Kanai also brings another source of Legendaries to the game alongside Kadala, but which one is better?

    Legendary items may come across even more often in Diablo 3 than in World of Warcraft, but the end-game goal in both games is the same: to get more loot, which will be better than equipped items.

    WoW wants to correct us and says: "Getting loot is prettier", while Diablo 3 chuckles and replies: "You can only dream of my transmogrification system." But while WoW leads players along the One True Path of Progression to get the best gear, Diablo 3 offers several ways to get Legendaries to choose from.

    As you know, players will find the “best” solution for everything. There are two main methods for obtaining a specific Legendary item in Diablo 3, and next we will dig into the calculations behind each to determine which method is the best depending on what you are trying to obtain.

    Tables for theorycraft

    The tables are especially closely related to theorycraft when it comes to gear selection. While Diablo 3 doesn't have a traditional database like Wowhead due to the randomness of stats on items, you can still use tables to figure out drop rates and drop rates.

    Scrolling through the subreddits by Diablo classes, you will often come across this table, although, in my opinion, its alternative version is a little more useful, since it contains comparisons not only of the proportions of the drop or the required amount of bloody fragments, but also the approximate number of death breaths required.

    And since it is based on the first table, it also corrects information about some items. For example, the Summoner Spikes armor set used to be multi-class, but with the release of patch 2.3 it began to drop only for Crusaders. A later version of the table corrects this slight difference in patches along with other changes, which, in turn, has a mute effect on the beats.

    The easiest indicator to understand is the Legendary drop rate, which reflects the likelihood that the item will be exactly what we are looking for in the event of a Legendary drop.

    It is calculated by dividing the "weight" of the desired legendary item by the sum of all the "weights" of the legendary items of the same type. Item types can represent huge categories of equipment that multiple classes use, such as shoulder pads; or they can only combine class items, like voodoo masks (which can only be equipped by a sorcerer). The "weight" of an item, in fact, means its rarity: the lower it is, the less often this item comes across.

    You've probably noticed that you, for example, come across more gidbinns and "Last Breaths" among ceremonial knives than much-coveted star metal kukris. Looking at the Raw Data pillar, you will notice that the gidbinn has a "weight" of 100, while the star metal kukri is the rarest ceremonial knife with a "weight" of only 25.

    So let's take ceremonial knives as an example. I want a dagger dart (DC) to complete my build with an evil carnival mask, so I want to know what is the chance that when the ceremonial knife drops out, I will get exactly the CD?

    To do this, take the “weight” of CD equal to 50, and divide it by the total “weight” of ceremonial knives equal to 575 - we get 0.0869, or 8.69% chance.

    Now let's take into account that Kadala's things follow the same calculations, but her categories are larger. Ceremonial knives belong to the category of one-handed weapons, and therefore, when throwing bones at Kadala, we also need to take into account all the other one-handed weapons that a sorcerer can use. The final "weight" becomes 3325:

    Ceremonial Knives \u003d 575
    - One Handed Axes \u003d 550
    - Daggers \u003d 350
    - One Handed Maces \u003d 650
    - Spears \u003d 200
    - One-handed swords \u003d 1000

    Therefore, the chance of getting a dagger-dart (with a "weight" of 50), out of all the choice of one-handed weapon available to the sorcerer, is 50/3325 or 1.50%.

    To consolidate the material, let's calculate the chance of getting an evil carnival mask. Since voodoo masks, like ceremonial knives, are class items, the drop rate for this particular mask will be the same - 50/550 or 9.09%.

    But voodoo masks are also a subspecies of helmets, which, however, are slightly smaller than the one-handed weapon from the previous example. Thus, Kadala's chance of getting an evil carnival mask is approximately 3.70%.

    Calculating the cost of items

    Now that we've covered the basics of drop odds, we can calculate the average cost. Of course, the main nuance is that it is average cost, and, accordingly, it is not a fixed amount of bloody shards or breath of death, which you spend guaranteed get the item.

    You might get lucky and get the item you're looking for in the first few tries, or you might only get the Legendary you want at the end of the season.

    The formula for the calculation is as follows: 100 / chance of dropping from Kadala * Item price from Kadala * 10.

    Since our chances of dropping are obtained as a percentage, they have an inherent factor of "out of 100 attempts", and therefore, we will reverse the fraction to find out how many attempts out of 100 we will need on average to get the required legendary.

    Of course, each attempt will cost Kadala a certain amount of Blood Shards, so we multiply the final 100 attempts by the cost of the tier in which we were trying to get the item.

    The drop rates we looked at earlier were based on the fact that the item in question was originally legendary. Kadala does not guarantee that you will receive a legendary: she can fill your entire inventory with junk - literally and figuratively - and she won't care. She has a 10% chance to give you a legendary item, which ultimately gives us another multiplier in addition to the variables already available.

    Thus, if I am trying to get a dagger-dart, then on average I will have to spend a little less than 50,000 blood shards (calculations will be as follows: 100 / 0.0150 (Kadala chance) * 75 blood shards * 10 \u003d 49,875 blood shards). In comparison, this is 57 times more shards than I have collected with my heroic seasonal character so far. Well, it will be for you! This price is negligible compared to the cost of the Star Metal Kukri, which will cost you an average of 99,750 Shards!

    The evil carnival mask has a higher chance - twice as high as that of a dagger-dart! Everything is even better, the price in bloody shards for a helmet is only 25 units, which is three times less than the price for a one-handed weapon. Therefore, on average, it will take you about 6,750 shards to get an evil carnival mask.

    Kanai please don’t be stingy with your weapons

    Another method of obtaining the desired legendary items appeared with patch 2.3 and the addition of Cuba Kanai to the game. One of the recipes, Cain's Hope, converts a Level 70 Rare item into a Legendary item of the same type.

    Unlike Kadala, this type of item will be narrowly focused, and therefore, if you put a rare voodoo mask, you will receive a legendary voodoo mask at the exit. Due to this, this method is well suited for obtaining weapons, because instead of rolling the dice for the entire spectrum of one-handed weapons available to you, the game will choose, for example, only from one-handed swords.

    The only drawback of the method is its cost - 25 breaths of death. The calculation of the average cost for the breath of death will be the same as in the case of the bloody shards, but since we are guaranteed to get a legendary on the output, we do not need to multiply everything by the chance of dropping a legendary item.

    The formula will be as follows: 100 / drop chance * 25 (fixed number of breaths of death).

    It will take an average of 275 breaths of death to obtain an evil carnival mask (with a 9.09% chance), while on a dagger-dart you will need to spend about half an attempt - 288 breaths of death. If you gamble among the smaller categories like two-handed staffs, then, for example, "Soo Wong" you will have even less breaths of death - 163 pieces on average.

    Conclusion: Kadala vs. Kanai

    Kadala is good for getting armor, especially if you're just starting out with a set. For example, shoulder pads for any class will cost an average of 2,000 Blood Shards or less. Trying to get class armor for other gear slots - for example, a helmet for a sorcerer, sorcerer, or monk - is a little more risky, but still not as reckless as trying to beat Kadala a good weapon.

    Specific items like weapons and class gear are best obtained from Kanai, as you will either roll the dice for a small category or for a limited list of items.

    For example, there are seven legendary two-handed maces, but a sorcerer can equip only five of them. Kanai's main problem with gambling is the general rarity of an item for its inherent category. This means that the sorcerer's chances of getting the Crucible are not at all 1 in 5: the “weight” of this legendary mace means that you still have to spend on average about 375 breaths of death.

    Rings and amulets are not profitable to obtain by any of the methods. Since there are few class jewelry to shorten the list of available rings and amulets, they will be expensive for Kanai.

    Kadala is also not particularly generous with jewelry, because rings cost 50 bloody shards, and amulets as much as 100. Really rare items, like the Crucible, will also cost a lot when using any of the above methods.

    Items are scattered all over the place after the battle.

    As you play Diablo III, you will have a wide variety of gear to drop into your hands. Each killed monster with a certain probability will leave behind armor or weapons. Trophies can be stored in each chest and lie under each corpse.

    If you see an object on the ground, select it and pick it up. It will sparkle to get your attention, and for some time you will be able to see its name. So you will know exactly what you are going to acquire.

    Equipment and items

    Weapon (swords, bows, magic wands, etc.) determines the damage you deal - an indicator of how lethal your attacks are. The higher the damage value, the more likely you will deal a fatal blow to opponents. By upgrading your weapons, you will kill enemies faster and be able to deliver more serious blows to even the most dreadful creatures invading Sanctuary. The amount of damage dealt can be found in the characteristics section of the character menu (on PC and Mac - "C", on Xbox 360 and Xbox One - "BACK", on PlayStation®3 and PlayStation®4 - “SELECT”).

    Having replenished your arsenal, you can compare the new weapon with the one that is already equipped. To do this, select the weapon in the character menu: a description of the changes that will occur if you equip this item will appear.

    Used armor (helmets, shields and armor sets) affects your armor score. Your resistance to impact depends on it. The higher this indicator, the less damage you will receive. By improving your armor, you will not only look more protected, but you will also almost forget about those attacks that could destroy you instantly. The armor stat can be found in the character menu.

    Dual and two-handed weapons

    When choosing skills to match your equipment (or vice versa), you often have to face a difficult choice - to use a two-handed weapon, a one-handed weapon with an off-hand item, or (if you are playing as a monk, barbarian or demon hunter) dual wielding? It all comes down to your character development option and preferred playstyle.

    Below is a list of what you need to consider when making a choice in favor of one or another option.

    • If you choose 2 weapons, then the attack speed will increase by 15%. This parameter increases your damage per second.
    • When using 2 weapons, you make strikes with each weapon in turn. Damage dealt will be based on the weapon being hit, not the arithmetic average of the weapons. Thus, the damage dealt per hit will be less than that of a two-handed weapon.
    • Bonuses from each equipped weapon are summed up (for example, if one weapon gives an increase of +20 to strength, and the other - +22 to strength, then in total you will have +42 to strength). Oftentimes, carrying a weapon in each hand will have more bonuses (and more gems to use) than using a two-handed weapon.
    • A weapon in each hand contributes to a higher attack speed. Therefore, you will be able to replenish the resource faster than using a two-handed weapon.
    • When using two-handed weapons, you will be able to deliver much more powerful blows (compared to one-handed). Skills that do significant weapon damage (for example, 200% weapon damage) will do more damage (including critical). Thus, you can destroy the enemy in a matter of blows.

    Generally, dual weapon promotes high attack speed and quick resource replenishment, and also allows you to use more gems and get more bonuses to characteristics. Abilities that can trigger on impact also trigger more frequently when carrying a weapon in each hand. Two-handed weapon allows you to deal high damage and make powerful critical hits. It is also best used with frequent use of area damage skills.

    Equipment - basic indicators

    Not every weapon or armor suits every hero. As skills are inherent only to certain classes (a sorcerer, for example, will never master the sweeping blows of a barbarian, and a barbarian will not learn to command the undead), in the same way they use only suitable equipment.

    Most of the equipment has restrictions on the level of heroes. If your hero's level is not high enough, you simply will not be able to use certain weapons for the time being. For example, a 3rd-level barbarian cannot fight with an ax that requires 8th-level experience.

    In addition, the use of some equipment is determined by the class of the hero. For example, certain types of small arms are suitable exclusively for demon hunters, while powerful heavy weapons can only be handled by barbarians. Each hero has unique equipment suitable exclusively for his class. It is specially tailored to the owner and improves one or more of his skills.

    Each piece of equipment has a certain stock strength, which shows how long it will last in battle before finally breaking down and becoming unusable. From the use of equipment, the level of durability decreases slightly, from the received damage - more, and when a character dies, the durability of all his items is noticeably reduced.

    To find out the current and maximum value of the durability of an item, select it in your inventory (displayed as follows: Durability: 52/60).

    If the durability of an item is zero, its use will no longer have a positive effect. City merchants can repair damaged items - but, of course, not for free.

    Item quality

    There is another distinctive feature of items that can be noticed even before you pick them up from the ground or buy them from a merchant. The name and type of the item are displayed with text in different colors, which indicates their quality.

    • Conventional items - their names are written in white. This is usually the weakest equipment with a minimum level requirement and with a minimum of special properties (or none at all).
    • Magical items - their names are written in blue. They are less common than usual and, as a rule, surpass them in characteristics. Magic items always have at least one special property.
    • Rare items - their names are written in yellow. They are not easy to find, but they are usually much more useful. Rare items always have several useful properties.
    • Items from sets - their names are written in green. They are similar to rare ones, but each of them is part of a specific set of equipment (for example: sword + shield + helmet). Using several items from one set additionally strengthens the character. If you are playing on Torment I difficulty or above, any such item may be part of ancient kit - with incredibly strong performance. Ancient and ordinary items for sets can be easily combined, that is, if you collect a set of items of different ages, you will still receive a bonus from the set. In case of successful completion of the great portal primordial ancient item from the set. Like other ancient items, these powerful pieces of equipment have higher characteristics, but their primary and secondary properties have been selected in such a way as to unleash the full potential of the item.
    • Legendary - their names are written in orange. They are so powerful and so rare that some consider them a myth. So if you are lucky enough to find such an item - rejoice! And if you play on Torment I difficulty or higher, any Legendary item dropped by you may be ancient - with even stronger performance. If you successfully complete the Great Rift Level 70 alone, you will have a chance to get primal ancient legendary thing. Like other ancient legendary items, this mythical equipment has higher characteristics, while its main and secondary properties are optimally selected. In general, such items are among the most coveted finds for the heroes of Sanctuary.

    Found legendary items and items from sets need to be recognized in order to unlock their additional properties. Finds that you have not yet recognized are marked in your inventory with a question mark. On PC, to recognize an item, right-click on it or use the Book of Cain icon on the minimap: all items in your inventory will be automatically recognized. On consoles, highlight an item in your inventory.

    In addition to additional bonuses to the main characteristics, equipment can have other properties - the game has weapons that drain life from enemies, boots that increase running speed, armor that accelerates health regeneration, and items with other mysterious properties.

    Consumables

    In addition to equipment that will serve you faithfully until you decide to change or sell it, you will find various consumables in the game that will help you survive in Sanctuary. Some of these items can be purchased, while others are rare and can only be found on the battlefield. Here are some examples of consumables:

    Potions are mystical fluids that instantly heal you, restoring a certain amount of health depending on their power. There is talk of the existence of more powerful healing potions, which, in addition, have a positive effect on other indicators of heroes.

    The magical nature of potions does not allow you to use them one by one. After you drink one potion, you need to wait a little (the so-called "cooldown") before you can use the next one.

    Dyes are used to change the color of your armor. One bottle of dye is consumed for one piece of armor. Thus, in order to completely repaint your gear, you will need several bottles.

    Search for magic items

    Magic items are essential to better deal with monsters in Diablo III (especially at higher difficulty levels). Therefore, it is good when you find them often and in large quantities. Your search rate for magic items is shown in your inventory.

    What does this parameter actually give?

    High probability of finding magic items allows you to find things higher quality... Moreover, this applies only to items obtained after defeating the enemy (i.e., this parameter does not in any way affect items obtained from chests, vases, weapon racks, etc.). He also does not affect the quantity items. It is the likelihood that the item will be magical and will be more useful than with a lower parameter value increases.

    When an object falls out of a defeated enemy, the game randomly determines the quality of the object, referring to the list with quality options and the number of affixes. In this case, there is a "drawing" for each property, and as a result you get a specific item. The probability of finding magic items just affects the result of these "jokes".

    For example, if a monster has a 4% chance of dropping a rare item with six affixes, and your search parameter for magic items is 50%, then the chance of an item dropping increases to 6%.

    The quality of items changes as follows:

    • legendary item
    • rare item with 6 affixes
    • rare item with 5 affixes
    • rare item with 4 affixes
    • rare item with 2 affixes
    • rare item with 1 affix
    • magic item

    In accordance with the above example, if in the case of a "drawing" an item of higher quality could not be obtained, then the generator of items can create an item of lower quality (and so on in a chain). For example, if an item with 6 affixes could not be obtained, an item with 5 affixes will be "played", then with 4, etc. The probability of finding magic items affects each such play. If an item with 5 affixes can drop from the same monster with a 10% chance, and your search parameter for magic items is 50%, then the probability of a drop of the specified item increases to 15%.

    Triggering

    What is triggering? it the effect, which with some probability can be triggered when you hit or use a certain skill. Some weapon properties and passive skills can also trigger.

    For example, such effects include a weapon property that allows you to knock back enemies. Since this effect has some chance to work, you will not knock enemies back with every blow.

    Actuation coefficient determines how often the corresponding effect will trigger. Many effects are triggered every time you use skills: their trigger factor is 1. A skill with a lower factor with less likely will trigger.

    For example, equipping this weapon, you attack one enemy using the Magic Arrow skill (its trigger coefficient is 1). Compare this to the result of using the Energy Vortex skill under the same conditions (its trigger rate is much lower), and you will notice that the knockback is triggered at different rates.

    Why reduce the response rate? Some skills, such as Vortex of Energy, hit multiple targets or continue to deal damage over a long period of time, so there are many opportunities for effects to trigger. Skills of this type, designed to deal damage to many targets (area damage), usually have a lower proc rate so that other skills are not inferior to them in efficiency and are no less interesting to use.