D4◆DAMAGE

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.