The Base Stats
-Grants 1 point of armor per point
-Increases damage for barbarians by 1% per point ex:
1337 strength would result in 1337% extra damage; if
said barbarian normally hit 100, they would then hit
-Grants some dodge per point, starting at .1%; grants
less at higher levels of dexterity.
-Increases damage for monks and demon hunters by 1% per
-Grants .1 point of resistance per point.
-Increases damage for Wizards and Witch Doctors by 1%
-Grants 10 points of health per point; increased if
character has % health affixes.
-For ever level past 35, vitality grants an extra point
of health. ex: at level 36, it will give 11 hp/point,
and at lvl 37 it will give 12 hp/point.
Determined by taking the average of the maximum hit and
the minimum hit ((min+max)/2) and multiplying it by the
attacks per second.
Damage on weapons is randomly selected for maximum and
minimum values from a pool.
For example, look at
The axe's minimum damage will range from 2 to 3, and the
maximum will range from 3 to 4. At this time I am 99%
positive that the minimum damage will NEVER equal the
maximum damage, ex: the axe will not roll a 3 for
minimum, and a 3 for maximum. If the minimum rolled a 3,
them max would have to be 4 (the only remaining number
from the range 3-4 including all whole numbers).
Attack speed in Diablo 3 is displayed in attacks per
second. This is constant value for all item types other
than select legendaries. It is affected by attack speed
affixes. If you desire to know the attack speed in the
amount of seconds it take per hit, take the inverse of
the attacks per second (1 divide by the attacks per
Note: like damage and armor, all affixes are randomly
selected from a pool for each item (except legendaries)
the values for each affix are then also randomly
selected from a range of possible values (INCLUDING
Minimum damage: Added to the base minimum rolled by the
Maximum damage: Added to the base maximum rolled by the
Damage %: Multiplied by the maximum and minimum damage
on the weapon.
For example if you find a weapon that say +31%
Damage, such as this:
The 840.2 DPS damage indicated is the damage output
after the calculated +31%.
Each of the possible elemental damage affixes, if they
happen to be rolled onto a weapon, are also rolled from
a range of minimum and maximum damage.
Note: The elemental damage is already added to the
maximum and minimum damage vales of the weapon when
The various types of elemental damage all provide
special bonuses when the weapon they are applied to
scores a critical hit. Note:
this does not affect spells
for the witch doctor and wizard, as their damage is
already of a specific damage type. An example of a
possible exception is spectral blade, which normally
deals physical damage.
Arcane: critical hits cause a silence effect, preventing
Fire: critical hits cause a fire damage over time effect
to be applied to the target.
critical hits cause the target to be frozen for a
Lightning: critical hits cause the target to be stunned
for 2 seconds (?).
Holy: Unknown (extra damage to undead regardless of
Poison: Unknown (I believe it simply applies a damage
over time effect).
Increases the speed at which attacks are delivered.
Attack speed %: Simply increases the attack speed of the
weapon and any skills, resulting speed is the product of
original attacks per second * (1 + AttackSpeed%)
On Hit Affects
Life: per offensive damaging attack, gain # in health
Life steal: gain % of damage you deal as health. (put
this here to keep it near life on hit)
Life on kill: gain # health per enemy death "
Knockback: % chance to knock target away on attack
Fear: % chance to cause enemy to run away in fear on
Stun: % chance to stun enemy on attack
Blind: % chance to blind enemy on attack
Freeze: % chance to freeze enemy on attack
Chill: % chance to chill enemy on attack (note: chills
slow attack speed also, slows do not(?))
Slow: % chance to slow enemy on attack
Immobilize: % chance to immobilize on attack
Critical attacks are attacks that do 150% of normal
weapon damage, or 50% extra. The base critical hit
chance is 5%.
Critical hit chance: increases your critical chance by
the displayed %.
Critical hit damage: increase your critical hit damage
by the %; NOTE: This damage is added to your critical
hit damage; ex: if you found an amulet that gave 50%
critical hit damage, it wouldn't cause your critical
hits to do 175% damage; they would now deal double
Armor reduces damage taken from all sources, including
elemental. Armor is also selected randomly from a range.
+ to all resistances adds an equal amount to each of
Physical resistance: Reduces physical damage taken.
Arcane resistance: Reduces arcane damage taken (shares a
spot with holy resistance on the stat page).
Fire resistance: Reduces fire damage taken.
Cold resistance: Reduces cold damage taken.
Holy resistance: Reduces holy damage taken (shares a
spot with arcane resistance on the stat page).
Poison resistance: Reduces poison damage taken.
Dodge is a chance to completely avoid damage, increased
by dexterity (there is no +dodge affix).
Gold find increases the amount of gold found by a set %;
if you find gold piles averaging 100 gold, if you gain
25% gold find, they will instead average 125 gold.
Magic find increases the amount of magical items found
by a set %; this includes magical (blue) items, rare
(yellow) items, and legendary (gold) items.
Gold drop and health orb radius increases the distance
from which you can pick up health globes or gold coins.
There are multiple affixes for skills for each class.
-Reduced skill costs (fury, hatred, arcane power,
-Increased critical hit chance (3-5%).
+% crit chance and +%crit damage are universal stats
which affect all attacks, so any increase to those
statistics raises the crit chance and damage multiplier
of all attacks, including spells.
For instance, on the Demon Hunter, if you have the
Archery passive and wield a 2H Crossbow, you get +50%
crit damage, and your bombs and traps blow up for huge
crits, even though the crossbow doesn't have anything to
do with them, really. Same goes for Wizards and their
All casting is influenced by +Attack Speed%. Try it
yourself, equip a fast 1H weapon and then a slow 2H
weapon and try casting some signature spells and other
spells like Arcane Orb. The time between shots of both
is much longer with the big slow 2H weapon (but they hit
This is somewhat of a design problem, as I see it,
because with a fast weapon you can shoot out a bunch of
orbs real fast and blow through all your arcane power,
but each one won't hit as hard as ones from a slow
weapon (a slow weapon of equivalent DPS has a much
higher damage range per hit). But your arcane power
doesn't regenerate any faster when you wield a fast
weapon, so your use of arcane power is less efficient
with a fast weapon.
I'm not sure how weapon speed affects channeled spells
like disintegrate. Are the ticks further apart but hit
harder with a slow weapon? Is arcane power used up
faster with a fast weapon? I haven't tested this yet.
As for on-hit effects I know there's a lot of funniness
with that, there are lots of threads specifically about
+life on hit and spells, and which ones get it and which
don't, if and how often or how many times you get it for
AOE spells, what % of the effect you get per mob or for
different spells or per tick of DOTs or spells with AOE
One last thing, I've gotten tons of help from the
Diablo 3 Gold Secrets By Peng Joon guide,
it is a premium guide, so there is a small fee for it,
but well worth it.