导读：BND3版块有友提出，随着武僧这一神圣职业的加入，D3是否也会引入相应的“神圣伤害”类型呢？然后，对于拥有多种不同法术的巫师来说，又会有那些伤害类型呢？ 对此 Bashiok 解释说，D3的伤害系统目前还未完成。 引用 Bashiok: Damage types aren't actually关键词：暗黑破坏神3
Damage types aren't actually completely finalized. There's likely to be some additions, maybe some combinations. For instance people may have noticed that a few of the witch doctor skills refer to a damage type called "black magic". All of the monk spells seen relied purely on weapon damage as their base, but that doesn't mean there couldn't be a holy damage type. What we don't want is for players to carry around a ton of different resistance sets to deal with a large number of different types of damages. There's quite a few different ways to go about solving that, but just to be clear we want damage types to serve the gameplay and not require players to have to pursue complex or item-heavy solutions to it.
附： 目前已知的D3伤害类型： Physical－物理伤害 Fire－火焰伤害 Cold－冰冻伤害 Lightning－雷电伤害 Poison－毒性伤害 Arcane－奥术伤害 Black Magic－黑魔法伤害
Bashiok: Let me take this opportunity to clear up one thing, potentially unrelated to whatever the OP said.
There is a continuing idea that we have either said or stand behind the notion that auto-stats are either partially or in-whole being implemented because it makes the game easier to balance. That is completely false.
If manual stat placement was or should become the best system for the game then we would balance for it - bottom line. But the fact is, it isn't the best system. The game needs to be fun, it needs to be awesome. We're not going to cut corners or try to make it easier on ourselves by choosing systems that are less work. In fact I'd say the exact opposite is true. Some of things these guys do requires an insane amount of work, but it makes the game better, and that's why it's nual stats ultimately provide no better or more interesting customization options than other systems, and in fact by removing it we're then able to implement systems which are better and more interesting ways of character customization.
There's a last thread of "well why can't we have everything?" that auto-stat opponents hold to, and the simple answer there is that having a bunch of different systems all just sort of tossed in onto each other is not a clean or fun solution. We want a lot of customization, we'll have a lot of customization, clicking a button to allocate stat points in no way needs to be involved to make that true.