Methodology
The community-documented Diablo IV bucket model behind D4 DAMAGE: multiplier groups, crit and vulnerable, armor curves, plus sources and the [VERIFY] policy.
The bucket model
base = weaponDamage × skillMultiplier bucket₁ = 1 + mainStat ÷ 1000 (primary attribute) bucket₂ = vulnerable ? 1 + 0.20 + vulnBonus : 1 [baseline 20% VERIFY] bucket₃ = isCrit ? 1 + critBonus : 1 bucket₄ = 1 + Σ additive bonuses (core, close, CC'd, etc.) hit = base × bucket₁ × bucket₂ × bucket₃ × bucket₄
Damage buckets multiply; bonuses inside a bucket add. That single fact explains most build math in Diablo IV — and why additive affixes underperform multiplicative ones late in a build. Bucket boundaries have shifted between seasons; this model is parameterized and flagged [VERIFY] rather than asserted.
Toughness model
armorDR = armor ÷ (armor + K × enemyLevel) K editable [VERIFY] resDR = resistance-based, same shape EHP = life ÷ (1 − armorDR) ÷ (1 − resDR) (+fortified pool)
Paragon model
Flat per-level XP input by default (scaling curves vary by level band and season mechanics); enter an average cost per level for the range you're climbing.
Sources
Community theorycrafting (maxroll, Icy Veins, r/diablo4 threads disputing planner numbers) informs the model shape; nothing on this site is presented as Blizzard-official. Links and drift notes: changelog.
The [VERIFY] policy
Every constant carries a flag and the dataset a review date (currently 2026-10-08). Patch-day flow: test in-game → adjust model constants → bump date → changelog.
AI-assist disclosure
Pages drafted with AI assistance, reviewed by the operator before publishing. All math is deterministic, auditable client-side code.