This is a compendium of information regarding game mechanics as they relate to the Barbarian (and other classes, in part) including a discussion of the skill builds and gear that has worked best in Hardcore mode. This information has been gathered via in-game testing and data mined formulae, and reflects my experiences as a level 60 Barbarian in Hell difficulty on hardcore mode (though most of the information is relevant for softcore play as well).

IMPORTANT NOTE: This is a living document, meaning that it will be updated over time as new information emerges. This is not a place for us to dictate information; if something is incorrect or has changed, please help us maintain this as an accurate, up-to-date reference for all players.

TL;DR Summary

Spreadsheet: to compare mitigation across builds (file -> save as)

Sample Builds: Full Tank, Solo Farming, Party Tank, Bosses, Stun-heavy/Kiting, Very aggressive AOE farming, Pure-Ranged

Stat Priorities: Vitality > Strength > Dexterity (avoid Intelligence)

Gear Priorities: +Armor / +%Armor, +Resistances, + %Health % Damage Reduction, Vitality, Strength

Abbreviations

DR – Damage Reduction

Clvl – Character Level

Mlvl – Monster Level

Str – Strength

Dex – Dexterity

Int – Intelligence

Vit – Vitality

Table of Contents

1. Survivability Mechanics

1.1 Armor

1.2 Resistances

1.3 Dodge

1.4 Block

1.5 Damage Reduction

2. Barbarian Mechanics

2.1 Damage over time

2.2 Dual wielding

2.3 Slows and Snares

3. Builds

3.1 Components of a build

3.2 Vital abilities

3.3 Sample builds for hardcore

4. Gearing Considerations

1. Survivability Mechanics

1.1 Armor

Reduces all incoming damage by a percentage

Increased by items, strength, abilities

1 point of strength = 1 armor

1.1.1 Armor Damage Reduction Formula:



%DR =[Armor/(Armor+Mlvl*50)]*100

Where Mlvl is the level of the monster attacking you

1.1.2 Armor against a level 60 monster

Armor %DR 3,000 50% 4,500 60% 7,000 70% 9,000 75% 12,000 80% 17,000 85% 27,000 90%

1.2 Resistances

Reduces damage of an element by a percentage

Works on physical damage as well as elemental

Increased by items, abilities and intelligence

1 intelligence = 0.1 resistance

1.2.1 Resistance Damage Reduction Formula:



%DR =[Resistance/(Resistance+Mlvl*5)]*100

Where Mlvl is the level of the monster attacking you

1.2.2 Resistance against a level 60 monster

Resist %DR 25 8% 50 14% 75 20% 100 25% 150 33% 200 40% 300 50%

1.3 Dodge

Percent chance to avoid all damage of an attack

Melee, ranged, missile, magic missile and AOE attacks can be dodged

Increased through items, abilities and dexterity



1.3.1 Dexterity to Dodge Conversion

Dexterity does not provide static amounts of dodge like Strength and Intelligence. Instead, the more Dexterity you have the less dodge you will receive.



0-100 dex gives 0.10% dodge per pt. 100-500 dex gives 0.03% dodge per pt. 500-1000 dex gives 0.02% dodge per pt. 1000-8000 dex gives 0.01% dodge per pt.

Resulting in the following:

100 Dexterity gives 10% dodge 500 Dexterity gives 20% dodge 1000 Dexterity gives 30% dodge 2000 Dexterity gives 40% dodge 3000 Dexterity gives 50% dodge

1.3.2 Example Dodge Calculation

Assume: 600 Dexterity, +10% dodge from ability

100 Dexterity @ 0.1% per point = (100*0.1%) = 10.00%

400 Dexterity @ 0.025% per point =(400*0.025%)=10.00%

100 Dexterity @ 0.02% per point =(100*0.02%)=2.00%

Total from Dexterity:(10.00%+10.00%+2.00%)=22%

Combining this with the 10% ability dodge we get

=1-[(1-Total from Dexterity)*(1-Total from Ability 1)]

=1-[(1-22%)*(1-10%)] =30% Total Dodge

1.4 Block

Provides a chance to block an amount of damage from each attack

Three primary shield stats: armor, block chance and block amount

Block test occurs after damage reduction calculation

Magical attacks can be blocked

There has been some speculation on this – if someone can find evidence that this is incorrect, let me know and I’ll update this! -Jom

1.4.1 Blocking Mechanics

Shields provide a line of defense after your armor, resistances and damage reduction is taken into account. If a shield block is rolled, damage you would take is reduced by your shield block amount. If you would take damage less than the shield block amount, you take no damage.

Due to the nature of the damage calculations, armor synergizes very well with blocking. That is, a character with high armor will see more benefit from blocking than a character with very low armor.

1.5 Total Damage Reduction

Combines all sources of damage reduction multiplicatively

When testing for survivability, be sure to calculate both physical and elemental damage

The total damage reduction is an average over time due to block and dodge being random events

1.4.1 Other Damage Reduction Sources

Barbarians and Monks have an innate 30% damage reduction

% armor bonuses are calculated including all static armor adjustments

1.4.2 Basic Formula



Total DR%=100*[1-(1-DR1)*(1-DR2)*(1-DR3)…]

where DRX (e.g. DR1, DR2, etc.) is a source of damage reduction

1.4.3 Basic Formula Example

Assume: 60% DR from armor, a shield with 15% block chance and 1000 block amount, 10% dodge from Dexterity and 20% resistance to all magical damage

Assume: Monster hit deals 5,000 damage

Note: All melee classes receive 30% damage reduction from all sources

Shield Damage Calculation:

Shield DR=15%*1000 = 150 average damage blocked

Physical Damage Reduction:

1) Find Non-avoidance DR: 100*[1-(1-60%)*(1-30%)]=72.00% (1400 damage)

2) Determine Block DR: 150/1400=11% DR

3) Combining it all: 100*[1-(1-72%)*(1-11%)*(1-10%))=77.57% Total Physical DR

Magical Damage Reduction

1) Find Non-avoidance DR: 100*[1-(1-60%)*(1-30%)*(1-20%)]=77.60% (1120 damage)

2) Determine Block DR: 150/1120=13% DR

3) Combining it all: 100*[1-(1-77.60%)*(1-13%)*(1-10%))=82.46% Total Magical DR

1.4.4 Spreadsheet Calculator

Download here

Adjust variables in yellow cells to compare mitigation across different builds

2. Barbarian Mechanics

2.1 Damage over Time

DoT effects from the same ability (e.g. Rend) do not stack

DoT effects from the same ability (e.g. Rend) do not stack DoT effects from multiple abilities can be applied to a single monster at the same time

DoT effects from multiple abilities can be applied to a single monster at the same time Higher attack speeds cause each DoT in a channeled ability to “tick” more frequently – total length of time does not change

to “tick” more frequently – total length of time does not change DoT effects scale from weapon DPS, not weapon damage (i.e. slow, high-damage weapons aren’t necessarily better than fast, low-damage weapons)

2.2 Dual Wielding

Alternates attacks between each weapon

15% attack speed bonus while dual wielding

dual wielding You never attack with both weapons at the same time

Some abilities always use the damage from the main hand weapon

Weapons with the +X attacks per second affix provide the bonus speed to both weapons

2.3 Slows and Snares

Attacks with cold damage slow enemies

Slows do not stack, only the highest is used

3. Builds

3.1 Components of a good build

Some form of mobility/control to prevent being surrounded

“Emergency buttons” for elites/champions/bosses

Percent-based Healing

As much armor/resistances/passive defense as you can fit

3.2 Important Abilities

Revenge

Effect: 30% chance when hit to activate an ability, which when used heals 5% of max HP per enemy hit

As soon as you possibly can, rune this with provocation. The healing this ability provides is enormous, especially against packs of mobs. To top it off, there’s no cooldown.

Ignore Pain

Effect: 65% damage reduction for 5 seconds

You’re virtually unkillable for 5 seconds, on a 30 second cooldown. That means about 15-25% of the time you’re nearly immune to death (depending on rune – either extend time to 7 seconds or gain 20% life steal).

War Cry

Effect: Increases Armor, along with HP, resistances, or dodge

This will fill in any stats you’re missing from your gear. Due to diminishing returns, we want to gain damage mitigation from multiple sources. For instance, if you’re heavy on armor and doge but low on resistances, rune this for resistances. If you’re heavy of armor and resistances, rune this for dodge.

Wrath of the Berserker

Effect: 10% crit, 20% attack speed, 20% dodge, 20% movement speed, (rune for 100% damage or 60% dodge)

Every two minutes you’re a god. Or..nearly so. This is the cornerstone of your champion/elite killing power. It can also be used as an emergency button to escape with, as it breaks frozen and various other debuffs.

Furious Charge: Dreadnought

Effect: Dash forward, healing 8% for every enemy hit

Mobility and healing – this can be used in many builds to kill two birds with one stone.

3.3 Example builds for Hardcore

Note that these builds are the ones I’ve found to work best for hardcore play. In softcore, you can likely get away with quite a bit more damage and less survivability. These are templates to help you as a starting point in building your own build that suits your playstyle – adapt them as you see fit.

Keep in mind that, currently, hardcore Barbarians don’t really have a single build to “rule them all” – certain areas require certain abilities to stay alive. You should almost always be using either Full Tank, Bosses, or Stun-Heavy/Kiting.

3.3.1 Full Tank

Use when: You’re in hardcore, under-geared in softcore, exploring new content, or have a high-DPS friend

You’re giving up a large portion of your damage potential for raw staying power. Ignore Pain, Wrath of the Berserker and Leap all provide very high levels of damage mitigation for elite and champion packs, while frenzy and revenge provide your damage.

If you feel like you’re hurting for more damage, consider swapping Tough as Nails for Berserker Rage and the Wrath of the Berkserker rune for Insanity.

3.3.2 Solo Farming

Use when: You’re well-geared and farming comfortable content quickly (e.g. magic finding)

Relies more heavily on healing than mitigation and kills more quickly than the full tank. You retain Ignore Pain for emergencies, but gain Furious Charge in lieu of Leap for mobility and healing.

Frenzy: Sidearm provides your main source of damage, which is useful for both single-target and AOE damage (the additional projectile can hit your main target, and often does). Wrath of the Berserker: Insanity provides a huge damage amp, especially paired with Berserker Rage.

3.3.4 Party Tank

Use when: You’re in a heavy-DPS group that lacks survivability. Not recommended for Hardcore.

Gives up most of your damage and mobility in exchange for more stunning and group buffs. Build relies on having other damage dealers to do the killing while you keep things busy.

3.3.5 Bosses

Use when: You’re fighting a boss

Due to boss enrage mechanics, it is imperative to kill them quickly. This crux of this build is maintaining a very high attack speed with Frenzy: Smite for frequent stunning, in combination with Wrath of the Berserker + Earthquake. Take the life steal rune on ignore pain instead of revenge, as revenge isn’t terribly attractive against single targets.

3.3.6 Stun-heavy/Kiting

Use when: You’re in tight corridors or areas without room for much maneuverability. Try to funnel mobs into a choke point, then stun them to keep them at a distance.

Gives up some healing from Revenge (you won’t be in the thick of things if you can help it) and takes a number of additional stunning abilities. Primary heal is now Furious Charge: Dreadnought.

Focus on using abilities to generate rage quickly, then spam Seismic Slam: Stagger to keep things stunned and at a distance. Due to the hit-and-run nature of the build, Unforgiving is taken as a passive to keep rage from decaying while you move.

3.3.7 Very aggressive AOE farming

Use when: You vastly over-gear content, are extremely comfortable and want to quickly group-up mobs and AOE them down

Be careful with this one – it provides an immense amount of damage over a short period of time, but gives up quite a bit of mitigation to do so. Ideally, round up a bunch of mobs and burst them down before your power abilities run out.

3.3.8 Pure-Ranged

Use when: Melee attacks simply aren’t an option

This is an interesting variant I’m still testing. This build relies heavily on crits and cooldowns to generate fury, and doesn’t have nearly as much mitigation as other Barbarians would typically have. You’re still more beefy than a Demon Hunter, but try to avoid getting into the thick of things.

Leap: Launch and Ancient Spear: Rage Flip are your escapes, and you keep War Cry and Ignore Pain for emergencies. Practice your stutter-step micro, because you don’t want to be anywhere near monsters for this.

4. Gearing Considerations

In general: Vitality > Strength > Dexterity > Intelligence

Due to the high amounts of resistance available on gear, intelligence is a very poor stat for Barbarians and should be avoided

Armor and Dodge both suffer from diminishing returns – use the spreadsheet to determine which stats provide you with the most mitigation.

+% Health (e.g. gem in helm) is a great way to get your health pool up



To be added: