Get good at D3Reflection

Getting good takes time, but some games will hold your hand and make sure you know how their mechanics work. At D3Reflection, we try not to hold our players hands so much, besides the game's general tips and mechanics which are not telegraphed.

Due to how D3Reflection is being developed, some mechanics are hidden and need figuring out. This start guide is going to cover very general topics so players can stitch the pieces and figure everything not mentioned in-game by themselves.

## **All about item and profile stats**

Diablo 3 is about stats and numbers in progression. How much damage? how many Vitality points? what is your damage reduction?

**Main stat types:**

* Barbarians and Crusaders use **Strength**
* Monks and Demon Hunters use **Dexterity**
* Wizards and Witch Doctors use **Intelligence**

Every point of Main-stat on gear you find increases your outgoing damage by 1%, and decreases your incoming damage by granting you either Armor if Strength, Dodge Chance if Dexterity or All-resistance if Intelligence.

**Vitality** is an important stat. This stat will increase your health pool, your HP.

By clicking "Details" tab on character profile, you can see all sorts of stats based on gear, level and other properties of your character. Hovering over values with the mouse can show what they contribute to. A good balance of resistances from all elements, with proper amount of Armor is a major contributor to being able to survive tough enemies.

**- Armor will only reduce physical damage**

- **Physical resistance** can only be increased by items or skills specifically stating "**+X to Physical resistance**". Various sources of "All resistances" bonuses and Intelligence score **won't affect physical resistance.**

## **How do weapons work?**

A part of becoming stronger depends on some other stats and abilities you have at your service. In D3Reflection, damage done is often elemental and depends on the damage rolls that weapons can roll additionally.

Take this item for example. This is a Fist Weapon for the Monk, the only class that uses these kinds of weapons. We can see that beyond granting us dexterity, some attack speed and Critical Hit damage on attacks, it comes with Lightning damage added. Added to what? well, the base damage of the weapon. Underneath the big 1,780.2 DPS number, every weapon that drops has a total damage range, and comes with a simple physical baked base damage and an attacks per second multiplier of those two values. Some weapons can drop without added damage at all, and would usually include a smaller DPS value of just base damage and an attacks per seconds multiplier on top of it. Do note, some types of 2-Handed weapons can include an attacks per second multiplier of 1.0 or even below.

We see that Lightning damage added is +953-1125. That means **most** of the damage that comes out of this weapon is of Lightning type only. The skills in the game have a specific elemental damage, depending on which class you play. Could be physical type, could be Lightning or Fire or any other of a group of existing elements.

In this case we know that the weapon we find can serve our Lightning based attacks. For Monk, Fists of Thunder is an example of a Lightning attack. You can see the **blue** graphics and the word **Lightning** at the description of the attack. There is even a detailed description of what the attack does, and how much damage does it cause (If you don't have it, make sure to turn on Advanced Tooltips in gameplay menu of the game).

**Note that on D3R not all weapons will roll with additional damage types, since often this system is luck-based.**

Many weapons that are available in the game of all rarities carry a special damage-type of added damage to their basic roll. That said - there's an element that is above all when looking for gear in general - The no-element one.

Take for example this Wizardspike weapon. We see that added to its initial damage roll is "just" +818-981 Damage. This roll is nicknamed "Black damage" by the game's community and is considered the most sought after. Reason is - this damage will be added **to attacks of all elements**, and gives you the freedom to pick skills and skill-runes based on their individual capabilities and not elements.

That said - notice how the effect attached to this weapon is cold based. That means that any globally applied or cold applied damage additions will add up to that effect.

Some Legendary items have pre-baked elements to them, and cannot roll other elements. Shenlong's we showed is one example.

Elemental play is something important to us at D3Reflection, and we seek to always develop character and gameplay identity as much as technically possible.

## **What is stronger? 1-Handed weapon? Two-Handed?**

Some classes like the Monk, Barbarian and Demon Hunter, are able to wield two one-handed weapons, some other classes like Wizard and Witch doctor have off-hands that increase their weapon damage while also granted a large set powerful affixes.

The right combination of weapons will depend on how attack speed can effect your gameplay, or how a high weapon damage can in case of using a two-handed weapon, for example.

Wielding two one-handed weapons will take the median amount of weapon damage from the two. That means that one good weapon with one bad weapon result in a damage output that might not be that great. Much like the retail version, in D3R using two One-Handed weapons will grant you a **passive buff of 15% Increased Attack Speed**.

**- on D3R, your damage number on character profile will only show half of the real amount of damage when dual-wielding weapons**

## **I got to level 70 and everything is difficult, why?**

Patience is the key to early progression in D3Reflection. Killing simple mobs with a bit of time can yield items anywhere between simple upgrades to major character lifts. It is a part of our item roll. Give it time, keep being consistent, and you will get good items to drop for you. Soon enough, you will be finding yourself starting to climb the difficulty ranks of the game.

Always check your **available skills and passives**. See what makes sense to you. Got some gold? try and check the vendors across town hubs, maybe they have some useful items you can buy and get stronger, since their selection of items refreshes on every game creation and matches your level.

Don't forget the **auction house** and community help can always make you progress faster.

## What is considered hard? Endgame difficulty?

 **This is how we lay out our difficulty levels when a player reaches level 70:**

**Normal** - For a fresh character who have just reached level 70 with some poor stats. Mobs will not take much to kill

**Hard** - After collecting a few pieces of 61+ level gear a player should not have a hard time dealing with 'Hard'

**Expert** - For those who have spent some time in Normal & Hard difficulties and have increased their stats all around

**Master** - This is where hits hurt even with decent defensive stats. Players will need to bulk up in order to face 'Master', as elite monsters and bosses will be much more powerful from here going forward.

**Torment 1** - For seasoned and experienced players of D3Reflection. At Torment 1 there is a significant jump in incoming damage and enemy health points

**Torment 2** - Not for casuals. Endgame territory this way.

**Torment 3** - To survive this you are going to need impressive gear, and the ability to know when to run.

**Torment 4** - Only the truly dedicated even attempt this difficulty.

**Torment 5** - You will not survive this.

**Torment 6** - Ultra Violence. Only if you like watching a death screen

## **How long does it take from fresh start to endgame?**

Progression on D3Reflection is **very much** dependent on lucky drops of items. As a reminder, there is no "smart loot" on the server, and all gear dropped is completely randomized. It does not matter which class is used to farm it.

A player is expected to invest 8 to 14 hours of leveling a character from 1 to 70 in a none-seasonal mode. After reaching level 70, very few players are able to farm difficulties above Hard. So, it is expected that a player will spend a few days getting higher quality gear and farm Normal-Hard.

On seasonal mode, leveling process may shrink in length significantly, possibly to 5 hours or less. Often with a few lucky drops in seasonal mode, relatively fresh level 70 characters will be able to farm Hard and even Expert. A few days later, Master and Torment 1 too.

A great weapon can often mean the difference between Hard and Master all by itself. Defensive stats and gear is something players will also have to invest time in to farm, so it is expected to take a few weeks of climbing in stats and getting the right ones on a character.

Casually playing above the level of Torment 1 will require the player to reach higher end combinations of stats on items, and often legendary items that can assist in killing enemies and surviving their attacks.

## How do Gems work? what can drop?

Gems are an integral part of the Diablo 3 experience. They include stats that are added once placed into socketed items that the player wear.

In D3Reflection we have a clear hierarchy for gem drops. The higher level the player, the better common gems will drop:

There are some special monsters that will grand the player 2 grades higher than current one like Goblins and Fallen Altar bosses.

Premium status players get 50% chance on every gem drop to get an additional gem of the same rank.

## **Thorns**

Thorns is a special type of damage that is added either through special passives, or through secondary affixes in items with the following test:

* Ranged and Melee attackers take X damage on hit

Thorns is damage that is enemies receive on hitting the player from a very short distance. We have added a new Thorns mechanic for Crusader, Barbarian and Witch Doctor in D3Reflection, in which picking out the following passive will unlock the possibility to inflict thorns damage on attacking enemies within 50 yards of the player:

* Witch Doctor - Fierce Loyalty
* Barbarian - Tough As Nails
* Crusader - Iron Maiden

Thorns damage is calculated off the main stat of the character, be it Dexterity, Strength or Intelligence.

Any type of critical Hit mechanics are uninvolved in Thorns damage.

## **Stat limitations and way of calculation**

* **Cooldown reduction** is additive to existing amount, but is limited to a maximum of 50% in all cases
* **Area Damage** - mechanics are entirely disabled in D3Reflection. We do not feature an Area Damage splash mechanics
* **For all non-legendary item loot in the game, minimum available level of item base will scale with game difficulty. At player level 70, items will improve from level 60 - 73 affixes at Normal to 69 - 73 at Torment 6.** This does not affect crafting and gambling with Kadala.