Diablo III

Of the Tabletop, and other, lesser varieties.

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Re: Diablo III

Postby Izawwlgood » Tue Jun 19, 2012 3:28 pm UTC

I'm a fan of every fix. For example, lashers were nerfed.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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Re: Diablo III

Postby Xeio » Tue Jun 19, 2012 4:20 pm UTC

http://www.diablofans.com/blizz-tracker/topic/227302-patch-103-now-live/

Patch notes if you can't see the client. Some nice changes (in addition to the ones that were previewed for items).

If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
OH THANK GOD.
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Re: Diablo III

Postby Chen » Tue Jun 19, 2012 4:27 pm UTC

Has anyone tried it out to see what the damage nerfs are like? And was the IAS nerf as per the leaks (i.e., 50%). I can't read the patch notes from work.

I gotta wonder what this is going to do to prices. If ilvl 63 stuff is available everywhere and Acts 2-4 are easier, I presume gear that was somewhat valuable (say things with 100ish of a stat plus some other useful bonuses) are going to become far less valuable than the great stuff (150ish of a stat plus misc). I also assume weapons are going to become even more abundant and anything below 1000 dps unless it has absolutely awesome stats is going to be practically worthless. I mean its almost that way now so I can only imagine that getting worse.

Did they modify Blacksmith crafting in any way aside from leveling him that they mentioned in the preview? I've been making a lot of 6 property chest pieces and I'm going to kick myself if they reduced the cost on those.
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Re: Diablo III

Postby Xeio » Tue Jun 19, 2012 4:38 pm UTC

Patch notes says everything up to level 59 was reduced in crafting price by at least half. So it depends on the level of the item that you're talking about? :P
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Re: Diablo III

Postby Drumheller769 » Tue Jun 19, 2012 4:51 pm UTC

Can anyone copy and paste patch notes for those of us who have them blocked at work?
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Re: Diablo III

Postby Chen » Tue Jun 19, 2012 4:52 pm UTC

Xeio wrote:Patch notes says everything up to level 59 was reduced in crafting price by at least half. So it depends on the level of the item that you're talking about? :P


I meant the top level 60, 6 property items (I think they're ilvl 62) so I guess it didn't affect those then which is nice. I guess it would be kinda crazy if they did. They're about 200k in mats and gold to create them now and so far out of the dozen or so I've made I think about 3 were complete flops, a couple I broke even on and the rest were profit (several of which were over a million). I suspect those recipes will continue to rise in value as gold inflates since they create ilvl 62 items at a pretty fixed cost.
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Re: Diablo III

Postby Aaeriele » Tue Jun 19, 2012 5:03 pm UTC

Patch Notes wrote:In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix


Oh, screw you too Blizzard.
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Re: Diablo III

Postby Chen » Tue Jun 19, 2012 5:50 pm UTC

Aaeriele wrote:
Patch Notes wrote:In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix


Oh, screw you too Blizzard.


Hmm that forces health regen gear or the templar on you. With neither I can't imagine it'd actually be beatable unless they add some health wells or make him drop health globes after taking enough damage.
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Re: Diablo III

Postby JudeMorrigan » Tue Jun 19, 2012 6:17 pm UTC

Chen wrote:[Hmm that forces health regen gear or the templar on you. With neither I can't imagine [the Siegebreaker]'d actually be beatable unless they add some health wells or make him drop health globes after taking enough damage.

Blizzard thought of that. The full patch notes for those who'd like them:
Spoiler:
Diablo III patch 1.0.3 is now live in Europe! Check out the full patch notes below to learn about all the latest changes.

Important: Please note that you will not be prompted to download patch 1.0.3 until the patch is live in your home region. If you are logging in from an American or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is Europe, you will be unable to log into the Americas or Asia using Global Play after patch 1.0.3 is live until those regions have also patched.

Diablo III Patch 1.0.3 - v.1.0.3.10057

The latest client patch notes can be found here.
Hotfixes made in addition to changes in patch 1.0.2c can be found here.

Table of Contents

General
Battle.net
Classes
Items
Crafting
Followers
Bosses
Monsters
Bug Fixes


General

To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies



Battle.net

General
Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
Chat settings and preferences will now be saved whenever you log out
Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
Bug Fixes
Using the /who command in a heavily populated chat channel should no longer cause the client to crash
The "Invite to Party" button should no longer become grayed-out if a player:
Declines a party invite
Requests a party invite and then declines it
Accepts a party invite, but immediately then leaves the party
The character screen should now always display the display the correct act and quest information
If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."



Classes

Barbarian
Active Skills
Ignore Pain
Skill Rune – Contempt for Weakness
The amount of damage reflected will now cap at the player's maximum Life
Overpower
Skill Rune – Crushing Advance
The amount of damage reflected will now cap at the player's maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected
Weapon Throw
Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
Passive Skills
Relentless
Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
Demon Hunter
Active Skills
Cluster Arrow
Skill Rune - Dazzling Arrow
Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
Grenades
Skill Rune - Stun Grenades
Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
Bug Fixes
Caltrops
Skill Rune – Jagged Spikes
Effect will now only stack up to 10 times on a single target
Elemental Arrow
Skill Rune – Nether Tentacles
Tentacles will now only hit each target once
Monk
General
Monks can now use spears, two-handed weapons, and two-handed swords
Active Skills
Serenity
Skill Rune – Instant Karma
The amount of damage reflected will now cap at the player's maximum Life
Seven-Sided Strike
Skill Rune - Sustained Attack
Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
Mantra of Retribution
Damage will now cap based on the maximum Life of the target
Bug Fixes
Near Death Experience
Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
Witch Doctor
Active Skills
Summon Zombie Dogs
Skill Rune – Leeching Beasts
Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
Wizard
Active Skills
Diamond Skill
Skill Rune – Mirror Skin
The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
Magic Weapon
When activated, a buff icon will now appear that displays the amount of time remaining
Meteor
Skill Rune - Star Pact
Now deals damage as Arcane instead of Fire
Passive Skills
Paralysis
Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)



Items

General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers
High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
The new approximate drop rates are as follows:
Hell - Act III and Act IV
iLvl 61: 9%
iLvl 62: 1.9%
iLvl 63: 0%
Inferno - Act I
iLvl 61: 17.7%
iLvl 62: 7.9%
iLvl 63: 2.0%
Inferno - Act II
iLvl 61: 18.6%
iLvl 62: 12.4%
iLvl 63: 4.1%
Inferno - Act III and Act IV
iLvl 61: 24.1%
iLvl 62: 16.1%
iLvl 63: 8.0%
Please see the Patch 1.0.3 Design Preview for more information and specific details
Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
The Staff of Herding can no longer be salvaged or dropped
Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Weapons and Armor
"Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
Manticore now has one additional bonus affix
User Interface
Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
Tooltips for items on the ground will now show comparison stats
Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
Bug Fixes
Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
Fixed a bug with linking items with socketed gems in chat
Fixed a bug where vendors would occasionally not have any items for sale
Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size



Crafting

General
The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
Blacksmith
The gold cost to level the Blacksmith has been reduced by 50%
The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
Base levels now require 1 page/tome, down from 5
Milestone levels now require 2 pages/tomes, down from 5
The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
Weapon crafting costs have been reduced
The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
Jeweler
The gold and material cost to combine gems ranks 2-8 has been reduced
Combinations for these ranks now only require 2 gems, down from 3
The gold cost to combine each rank of gems is now as follows:
Rank 2 - Flawed: 10 gold (down from 500 gold)
Rank 3 - Regular: 25 gold (down from 750 gold)
Rank 4 - Flawless: 40 gold (down from 1250 gold)
Rank 5 - Perfect: 55 gold (down from 2000 gold)
Rank 6 - Radiant: 70 gold (down from 3500 gold)
Rank 7 - Square: 85 gold (down from 7500 gold)
Rank 8 - Flawless Square: 100 gold (down from 20,000 gold)



Followers

General
Bug Fixes
Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
Enchantress
Skills
Mass Control
Radius reduced from 15 yards to 8 yards
If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
Skill will now correctly target enemies in all circumstances



Bosses

General
Bosses have had their pathing improved
The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
Skeleton King
Abilities
Will now summon Skeletal Archers in Hell and Inferno difficulties
The Warden (mini-boss)
General
Now has Fast and Molten affixes, in addition to Jailer
In Inferno difficulty, the Warden will also gain the Desecrator affix
Butcher
Bug Fixes
Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
Ghom
Abilities
Gas Cloud
Radius of Gas Cloud has been slightly reduced
Slowing effect has been removed
The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
Maghda
Bug Fixes
Punish Dust projectiles can no longer be reflected
Zoltun Kulle
General
Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
Abilities
Ceiling Collapse
Can now be cast at a player from any range
Fireball
Fireball attack now moves slower
Can now be cast at a player from any range
Teleport
Will now Teleport and run away from the player less often
Will now occasionally Teleport to the player
Belial
General
Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
Bug Fixes
Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
Siegebreaker
General
Overall damage has been reduced
No longer vulnerable to Confuse and Charm effects
Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
Now enrages after 4 minutes
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Cydaea
Abilities
Spiderlings
Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
Rakanoth
General
In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Izual
General
Health pool has been increased
The number of Oppressors that join the fight has been reduced from 4 to 2
Will no longer target Followers or Tyrael as frequently
Abilities
Base Attacks
Base attack damage has been lowered
No longer does Cold damage on top of base attacks
Charge
Charge damage has been reduced
Knockback has been removed
Will Charge slightly more often, but will only target players
Frozen Bombs
Frozen Bomb damage has been reduced
Bombs will now explode faster
Only 8 Bombs will now spawn around the player rather than 12
Bombs will spawn at Izual's feet less often
Frost Explosion
Frost Explosion damage has been reduced by 70%
Duration of freeze has been increased
Damage dealt to players while frozen will now break the effect
Players can now use defensive cooldown while frozen
Players can no longer avoid being frozen by doing high amounts of amount to Izual
Bug Fixes
Izual will no longer spawn twice if a player skips his introductory cut-scene
Diablo
Bug Fixes
Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
Fixed a bug that was causing pets to not attack Shadow Clones



Monsters

General
Champions, Rares, and Uniques have had their pathing improved
Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
Colossal Golgor base damage has been reduced
Herald of Pestilence tentacle attack damage has been reduced
Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
Succubus monsters will now run away less and for a shorter distance
The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
Bloodclan Warriors no longer knockback when buffed and attack slightly slower
Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
Bug Fixes
Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players
Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
Fixed a bug where Sandwasp projectiles could sometimes become invisible



Bug Fixes

General
The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
Fixed a bug where The Lyceum in the Southern Highlands was not appearing
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
Fixed a position desync bug (aka "rubberbanding") that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
Several performance improvements have been made to both the PC and Mac client
Auction House
Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
Items with class-specific affixes should now display the class restriction properly
It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
The data displayed in each auction house tab should now properly reset when logging out

If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
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Re: Diablo III

Postby Deva » Tue Jun 19, 2012 6:19 pm UTC

Posted the patch notes below. Applied some formatting. (Finished at nearly identical times.)
Spoiler:
General
- To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Hollow.
-Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
-The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies

Battle.net

General

- Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
- The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
- Chat settings and preferences will now be saved whenever you log out
- Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session

Bug Fixes

- Using the /who command in a heavily populated chat channel should no longer cause the client to crash
- The "Invite to Party" button should no longer become grayed-out if a player:
- - Declines a party invite
- - Requests a party invite and then declines it
- - Accepts a party invite, but immediately then leaves the party
- The character screen should now always display the display the correct act and quest information
- If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."

Classes

- Barbarian

- - Active Skills
- - - Ignore Pain
- - - - Skill Rune – Contempt for Weakness
- - - - -The amount of damage reflected will now cap at the player's maximum Life
- - - Overpower
- - - - Skill Rune – Crushing Advance
- - - - - The amount of damage reflected will now cap at the player's maximum Life
- - - - - The tooltip has been updated to represent that both melee and ranged damage are reflected
- - - - Weapon Throw
- - - - - Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)

- - Passive Skills
- - - Relentless
- - - - Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)

- Demon Hunter
- - Active Skills
- - - Cluster Arrow
- - - - Skill Rune - Dazzling Arrow
- - - - - Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
- - - Grenades
- - - - Skill Rune - Stun Grenades
- - - - - Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)

- - Bug Fixes
- - - Caltrops
- - - - Skill Rune – Jagged Spikes
- - - - - Effect will now only stack up to 10 times on a single target
- - -Elemental Arrow
- - - -Skill Rune – Nether Tentacles
- - - - -Tentacles will now only hit each target once

- Monk

- - General
- - - Monks can now use two-handed axes, two-handed maces, and two-handed swords

- - Active Skills
- - - Serenity
- - - - Skill Rune – Instant Karma
- - - - -The amount of damage reflected will now cap at the player's maximum Life
- - - Seven-Sided Strike
- - - - Skill Rune - Sustained Attack
- - - - -Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
- - - Mantra of Retribution
- - - - Damage will now cap based on the maximum Life of the target

- - Bug Fixes
- - - Near Death Experience
- - - - Fatal damage absorbed by Serenity will no longer trigger Near Death Experience

- Witch Doctor

- - Active Skills
- - - Summon Zombie Dogs
- - - - Skill Rune – Leeching Beasts
- - - - - Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)

- Wizard

- - Active Skills
- - - Diamond Skill
- - - - Skill Rune – Mirror Skin
- - - - -The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
- - - Magic Weapon
- - - - When activated, a buff icon will now appear that displays the amount of time remaining
- - - Meteor
- - - - Skill Rune - Star Pact
- - - - - Now deals damage as Arcane instead of Fire

- - Passive Skills
- - - Paralysis
- - - - Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)

Items

- General

- - + Attack Speed bonus values on weapons and armor have been reduced by 50%
- - - This change does not apply to quivers
- -High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
- - - The new approximate drop rates are as follows:
- - - - Hell - Act III and Act IV
- - - - - iLvl 61: 9%
- - - - - iLvl 62: 1.9%
- - - - - iLvl 63: 0%
- - - - Inferno - Act I
- - - - - iLvl 61: 17.7%
- - - - - iLvl 62: 7.9%
- - - - - iLvl 63: 2.0%
- - - - Inferno - Act II
- - - - - iLvl 61: 18.6%
- - - - - iLvl 62: 12.4%
- - - - - iLvl 63: 4.1%
- - - - Inferno - Act III and Act IV
- - - - - iLvl 61: 24.1%
- - - - - iLvl 62: 16.1%
- - - - - iLvl 63: 8.0%
- - - Please see the Patch 1.0.3 Design Preview for more information and specific details
- - Repair costs have been increased for item levels between 53 and 63
- - Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
- - The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
- - The Staff of Herding can no longer be salvaged or dropped
- - Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
- - Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
- - Weapon racks will no longer drop weapons 100% of the time
- - Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed

- Weapons and Armor

- - "Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
- - Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
- - - For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
- - Manticore now has one additional bonus affix

- User Interface

- - Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
- - Tooltips for items on the ground will now show comparison stats
- - Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
- - When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
- - When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab

- Bug Fixes

- -Items level 50 and above will now display their item level in the tooltip
- -Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
- - Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
- - - Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
- - Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
- - Fixed a bug with linking items with socketed gems in chat
- - Fixed a bug where vendors would occasionally not have any items for sale
- - Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
- - Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
- - Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size

Crafting

- General

- - The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%

- Blacksmith

- - The gold cost to level the Blacksmith has been reduced by 50%
- - The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
- - - Base levels now require 1 page/tome, down from 5
- - - Milestone levels now require 2 pages/tomes, down from 5
- - The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
- - Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
- - The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
- - Weapon crafting costs have been reduced
- - The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced

- Jeweler

- - The gold and material cost to combine gems ranks 2-8 has been reduced
- - - Combinations for these ranks now only require 2 gems, down from 3
- - - - The gold cost to combine each rank of gems is now as follows:
- - - - - Rank 2 - Flawed: 10 gold (down from 500 gold)
- - - - - Rank 3 - Regular: 25 gold (down from 750 gold)
- - - - - Rank 4 - Flawless: 40 gold (down from 1250 gold)
- - - - - Rank 5 - Perfect: 55 gold (down from 2000 gold)
- - - - - Rank 6 - Radiant: 70 gold (down from 3500 gold)
- - - - - Rank 7 - Square: 85 gold (down from 7500 gold)
- - - - - Rank 8 - Flawless Square: 100 gold (down from 20,000 gold)

Followers

- General

- - Bug Fixes

- - -Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI

- Enchantress

- -Skills

- - - Mass Control
- - - - Radius reduced from 15 yards to 8 yards
- - - - If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
- - - - Skill will now correctly target enemies in all circumstances

Bosses

- General

- - Bosses have had their pathing improved
- - The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced

- Skeleton King

- - Abilities
- - - Will now summon Skeletal Archers in Hell and Inferno difficulties

- The Warden (mini-boss)

- - General
- - - Now has Fast and Molten affixes, in addition to Jailer
- - - In Inferno difficulty, the Warden will also gain the Desecrator affix

- Butcher

- - Bug Fixes
- - - Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended

- Ghom

- - Abilities
- - - Gas Cloud
- - - - Radius of Gas Cloud has been slightly reduced
- - - - Slowing effect has been removed
- - - - The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
- - - - In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly

- Maghda

- - Bug Fixes
- - - Punish Dust projectiles can no longer be reflected

- Zoltun Kulle

- -General
- - - Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
- - Abilities
- - - Ceiling Collapse
- - - - Can now be cast at a player from any range
- - - Fireball
- - - - Fireball attack now moves slower
- - - -Can now be cast at a player from any range
- - - Teleport
- - - - Will now Teleport and run away from the player less often
- - - - Will now occasionally Teleport to the player

- Belial

- - General
- - - Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
- - Bug Fixes
- - - Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances

- Siegebreaker

- - General
- - - Overall damage has been reduced
- - - No longer vulnerable to Confuse and Charm effects
- - - Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
- - - Now enrages after 4 minutes
- - - In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix

- Cydaea

- - Abilities
- - - Spiderlings
- - - - Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
- - - - In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often

- Rakanoth

- - General
- - - In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes

- Izual

- - General
- - - Health pool has been increased
- - - The number of Oppressors that join the fight has been reduced from 4 to 2
- - - Will no longer target Followers or Tyrael as frequently

- - Abilities
- - - Base Attacks
- - - - Base attack damage has been lowered
- - - - No longer does Cold damage on top of base attacks
- - - Charge
- - - - Charge damage has been reduced
- - - - Knockback has been removed
- - - - Will Charge slightly more often, but will only target players
- - - Frozen Bombs
- - - - Frozen Bomb damage has been reduced
- - - - Bombs will now explode faster
- - - - Only 8 Bombs will now spawn around the player rather than 12
- - - - Bombs will spawn at Izual's feet less often
- - - Frost Explosion
- - - - Frost Explosion damage has been reduced by 70%
- - - - Duration of freeze has been increased
- - - - Damage dealt to players while frozen will now break the effect
- - - - Players can now use defensive cooldown while frozen
- - - - Players can no longer avoid being frozen by doing high amounts of amount to Izual

- - Bug Fixes
- - - Izual will no longer spawn twice if a player skips his introductory cut-scene

- Diablo

- - Bug Fixes
- - - Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
- - - Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
- - - Fixed a bug that was causing pets to not attack Shadow Clones

Monsters

- General

- - Champions, Rares, and Uniques have had their pathing improved
- - Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
- - Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
- - Colossal Golgor base damage has been reduced
- - Herald of Pestilence tentacle attack damage has been reduced
- - Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
- - Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
- - Succubus monsters will now run away less and for a shorter distance
- - The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
- - Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
- - Bloodclan Warriors no longer knockback when buffed and attack slightly slower
- - Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
- - Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
- - Leaders of Invulnerable Minions packs have had their health pools reduced
- - Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%

- Bug Fixes

- - Interrupting a monster attack before it lands will now properly trigger its cooldown
- - Treasure Goblins will now drop gold piles for all nearby players
- - Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
- - The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
- - The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
- - Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
- - Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
- - Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
- - Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
- - Fixed a bug where Sandwasp projectiles could sometimes become invisible

Bug Fixes

- General

- - The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
- - The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
- - Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
- - Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
- - It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
- - It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
- - Fixed a bug where The Lyceum in the Southern Highlands was not appearing
- - Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
- - Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
- - Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
- - Fixed a position desync bug (aka "rubberbanding") that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
- - Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
- - Several performance improvements have been made to both the PC and Mac client

- Auction House

- - Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
- - Items with class-specific affixes should now display the class restriction properly
- - It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
- - The data displayed in each auction house tab should now properly reset when logging out
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Re: Diablo III

Postby ProZac » Tue Jun 19, 2012 7:34 pm UTC

According to reddit, those monster damage nerfs are insane. I had bailed on progressing in Act 3 Inferno after being frustrated that my monk was being kited and murdered by all the ranged mobs at the start. With the changes, I should be able to push forward... until I hit a boss. Those enrage timers are crazy. I haven't solo'd Belial in a while (I usually play with friends on DHs and Wizards) but I know when I did killing Belial would take me over 10 minutes, with most of that just slowly depleting the life on his final form. I did have about 10.5k dps, but I guess I'll have to look to nearly double it now. I guess this is what they wanted when they said they wanted Inferno to be 'more offensive based'.
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Re: Diablo III

Postby omgryebread » Tue Jun 19, 2012 7:35 pm UTC

Nether Tentacles :((((((

Back to impale I guess.
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Re: Diablo III

Postby Chen » Tue Jun 19, 2012 7:43 pm UTC

omgryebread wrote:Nether Tentacles :((((((

Back to impale I guess.


If it only fixed nether tentacles, then ball lightning is still just as good. I did hear that Nether Tentacles was hitting for the FULL 155% with each hit, whereas Ball lightning I believe is half of the 155% per hit (plus 155% if the ball itself hits). Still exceptionally good.

Plus it doesn't seem to say anything about changing the interaction of Sharpshooter and slow projectiles like this. Crit chance of a projectile appears to be determined at launch but the crit effect which resets sharpshooter only occurs on hit. Meaning a huge stream of ball lightning/nether tentacles can all be "primed" with 100% crit chance.
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Re: Diablo III

Postby Diadem » Tue Jun 19, 2012 8:09 pm UTC

Holy Bovine King, that is a long list of changes. A lot of very good changes in there. This game is starting to really improve.

Though one thing Blizzard desperately needs to address. The insane amount of spam in general chat.

- Every spam message is longer than 1 screen. So you immediately lose track of existing conversation
- It takes about 10 seconds to report someone, because it takes a lot of actions. First you have to scroll up (and then again if someone talks in the meantime), then you have to find his name inbetween all the spam, right-click it, go to 'report' and then to 'spam' which takes some careful manoeuvring to not lose the popup menu, and then confirm the report. Generally the next spam message will have arrived in that time

I really don't understand why blizzard doesn't fix this. It's trivial. I can think of 2 dozen good ways to fix this. From bad to good:
- Block mention of spammer urls
- Put 'report spam' on the first page of the right-click menu, and do not ask for confirmation
- Limit input length and frequency
- Give us an option to ignore everybody below, say, level 10
- Do not give free version players the right to talk at all, or put them in a separate channel

There's probably plenty more solutions. But there are ridiculously easy to implement.
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Re: Diablo III

Postby Nylonathatep » Tue Jun 19, 2012 8:47 pm UTC

Problems Post Patch, as per info found in another forum:

I have a question, just downloaded the new patch and I've encountered a major problem. All my old characters have stopped gaining XP. I've tried it with all three ongoing characters and all don't gain XP. The xp bar is completely unfilled and when I hover over it it goes "1605/0" (for example) and the number doesn't go up when I kill things. However the test character I made gained XP normally. Is anyone else having this problem?

EDIT: After glancing around on the battle.net forums this is a widespread problem for all characters above level 13, which is not coincidentally the level cut-off for guest pass.


Diadem wrote:Holy Bovine King, that is a long list of changes. A lot of very good changes in there. This game is starting to really improve.

Though one thing Blizzard desperately needs to address. The insane amount of spam in general chat.

- Every spam message is longer than 1 screen. So you immediately lose track of existing conversation
- It takes about 10 seconds to report someone, because it takes a lot of actions. First you have to scroll up (and then again if someone talks in the meantime), then you have to find his name inbetween all the spam, right-click it, go to 'report' and then to 'spam' which takes some careful manoeuvring to not lose the popup menu, and then confirm the report. Generally the next spam message will have arrived in that time

I really don't understand why blizzard doesn't fix this. It's trivial. I can think of 2 dozen good ways to fix this. From bad to good:
- Block mention of spammer urls
- Put 'report spam' on the first page of the right-click menu, and do not ask for confirmation
- Limit input length and frequency
- Give us an option to ignore everybody below, say, level 10
- Do not give free version players the right to talk at all, or put them in a separate channel

There's probably plenty more solutions. But there are ridiculously easy to implement.



The same issue have been presistant in WoW as well. I think Blizzard isn't willing to address the above issue is because:

1) These Chinese farmers will probably figure another method to spam chat to sell their gold, and the whole 'Armed Race' of trying to eliminate spammers/ spammer getting pass security measures to spam would just lead to most cost for Blizzard and esculation of hackers trying to compromise their servers.

2) Guest Accounts inflate actual amount of users playing diablo 3 on B.net, which makes blizzard looks good on their books.
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Re: Diablo III

Postby faranim » Tue Jun 19, 2012 9:45 pm UTC

apparently the "xxx / 0 exp" bug can be fixed by opening and re-saving your account info in battle.net. It somehow forces a refresh of your account status and then you can gain EXP again.
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Re: Diablo III

Postby Kain » Wed Jun 20, 2012 1:22 am UTC

faranim wrote:apparently the "xxx / 0 exp" bug can be fixed by opening and re-saving your account info in battle.net. It somehow forces a refresh of your account status and then you can gain EXP again.


Does that also fix the "followers are now all level 13" bug?
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Re: Diablo III

Postby Izawwlgood » Wed Jun 20, 2012 2:46 am UTC

Holy fuckbats did my WD suffer a drop in Damage after the IAS nerf. 14500 or so to 9000.
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Re: Diablo III

Postby Negated » Wed Jun 20, 2012 7:42 am UTC

I am hearing a lot of whining from monks on how the IAS nerfs make spirit generation way too slow. My WD is still doing fine in Inferno Act 1, but I don't have much IAS to begin with.

The repair bill looks really scary though. I ran through Jondar to death of Cain, mostly kiting, no death, and spent like 7k repairing gears. I don't want to imagine what the repair bill is if I die on a regular basis. Considering my limited wealth the repair cost is quite significant.
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Re: Diablo III

Postby mfb » Wed Jun 20, 2012 11:31 am UTC

Chen wrote:Crit chance of a projectile appears to be determined at launch but the crit effect which resets sharpshooter only occurs on hit. Meaning a huge stream of ball lightning/nether tentacles can all be "primed" with 100% crit chance.

Are you sure? I read a guide which implied that the time of hit is important.
Could be tested quite easily.
Anyway, I usually prefer 3 rounds of multishot, when I use sharpshooter.
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Re: Diablo III

Postby Chen » Wed Jun 20, 2012 11:54 am UTC

mfb wrote:Are you sure? I read a guide which implied that the time of hit is important.
Could be tested quite easily.
Anyway, I usually prefer 3 rounds of multishot, when I use sharpshooter.


Well anecdotally it sure looks like it works the way I said and I do recall reading some places that said similar. I guess its worth testing.

As for the new patch I found doing a Warden/Butcher run and then just popping into each waypoint and killing the elites around them was a very efficient way of farming. Bosses only drop 1 Guarenteed rare now so the elite packs themselves are much more valuable to farm. Didn't find any good ilvl 63 stuff yesterday but I did find 2 rings which were a massive upgrade for me. They were both in the high 50s level too. One thing I also noticed, now that they show the ilvl of items, is that ilvl 60 items have level requirements of 59 for the most part. If its weapons or armor these salvage into Hell mats. But Jewelery with ilvl 60 (and req level 59) actually salvage into Inferno mats.

Act 3 is still difficult for my Wizard. I didn't try much instead I was trying to farm more act 1. The repair costs are pretty high if you're dying a lot but if you manage to avoid deaths its reasonable.
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Re: Diablo III

Postby Xeio » Wed Jun 20, 2012 12:45 pm UTC

I killed Diablo in Hell after the patch, started Act I inferno and gave up. Not sure if it's because I dropped to like 3200 DPS or something after the speed nerf, but I couldn't kill elite packs at all. I nearly had the first one I tried, and then they started the "2000 health drain per second" or whatever. :?

Guess I'll have to farm Act 3/4 of Hell a bit...
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Re: Diablo III

Postby Chen » Wed Jun 20, 2012 1:34 pm UTC

Xeio wrote:I killed Diablo in Hell after the patch, started Act I inferno and gave up. Not sure if it's because I dropped to like 3200 DPS or something after the speed nerf, but I couldn't kill elite packs at all. I nearly had the first one I tried, and then they started the "2000 health drain per second" or whatever. :?

Guess I'll have to farm Act 3/4 of Hell a bit...


What's your weapon DPS at? If you were melee the IAS nerf was probably a pretty direct nerf to your damage (though the enemy damage nerf apparently more than compensated). If you were ranged you lost a bit of ease of kiting but you probably didn't really lose that much actual damage. Its rare in Inferno you can stand still and constantly DPS things. Usually its stutter-stepping with a shot in here and there. If you were a Wizard and used Magic Weapon you probably lost even LESS real dps because Magic Weapon used to increase your sheet DPS by 30% whereas it only actually increased the damage you dealt by 15%.

For Inferno I found getting a good level 60 weapon is key to start. I suspect you can get a blue 1000 dps 2 hander for in the hundreds of thousands gold now, if not less. You can certainly buy a 900 dps 2 hander for less than 100k since I stopped bothering to sell those because the market was saturated. For one handers you can get up to 700 dps for just as cheap I'd imagine.
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Re: Diablo III

Postby mike-l » Wed Jun 20, 2012 1:40 pm UTC

Xeio wrote:I killed Diablo in Hell after the patch, started Act I inferno and gave up. Not sure if it's because I dropped to like 3200 DPS or something after the speed nerf, but I couldn't kill elite packs at all. I nearly had the first one I tried, and then they started the "2000 health drain per second" or whatever. :?

Guess I'll have to farm Act 3/4 of Hell a bit...

3200 is really really low for inferno. You can probably find a blue weapon on the inferno merchants that will be an upgrade.
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Re: Diablo III

Postby Xeio » Wed Jun 20, 2012 1:42 pm UTC

mike-l wrote:3200 is really really low for inferno. You can probably find a blue weapon on the inferno merchants that will be an upgrade.
It was closer to 4500. :(
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Re: Diablo III

Postby not baby Newt » Wed Jun 20, 2012 2:24 pm UTC

Tried Act 2 Belial Inferno with my barb. I cannot survive the insane bombardment at fourish minutes, but can probably swap to a more offensively minded gear and skill set.

However I think there's something neat about an epic fifteen minute battle where you know you'll die if you lose concentration. No such now. Odd decision to make it four and not at least ten minutes.

My pants are nerfed from 15% IAS (that doesn't work) down to 5% IAS (that doesn't work, notes said it'll be patched later). Overall great changes though.
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Re: Diablo III

Postby Chen » Wed Jun 20, 2012 2:46 pm UTC

Xeio wrote:It was closer to 4500. :(


I wouldn't go into Inferno at less than 10k damage. As you saw, you'll hit the enrage timers on regular elites, let alone bosses. And really its the weapon that makes the biggest deal. Buy a good weapon off the AH and you'll see a HUGE difference. When I hit level 60 on my Wizard I bought one of the level 60 weapons on the AH (probably around 600-800 dps 2 hander) and my sheet dps jumped 6k (from 4k to 10kish). As the AH gets full of higher and higher end weapons, the ones at the lower end become a LOT cheaper.
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Re: Diablo III

Postby philsov » Wed Jun 20, 2012 2:53 pm UTC

I'm digging most of these changes!

I was actually able to progress (!) in act 2 inferno thanks to the mobs being less ridiculous. Ran into an elite wasp pack with teleporter/illusionist which was... disgusting, but at least manageable.

I lost maybe 2K dps from the IAS nerf (19k to 17k, oh noes). Zombie bears are now broken and only rampage when the terrain is perfect. Currently toying with alternate builds (I loathe VQ playstyle, but its sadly effective) using Dire Bats and/or Corpse Bomb + Bad Medicine (party play)
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Re: Diablo III

Postby Will » Wed Jun 20, 2012 3:02 pm UTC

Looks like I didn't lose any DPS from the IAS nerf, though I'm only in Act 4 Nightmare right now. I did go and combine all my gems, and it only cost me ~6k (I've been sitting on a LOT of gems). The reduced cost of leveling up the gemcutter/blacksmith will be nice on my EU account, where I haven't hardly leveled them at all.

Speaking of Act 4, I am completely stuck at the first boss (Rakanoth) with my wizard on nightmare. He basically has an attack that one-shots me, and that attack is entirely impossible to move away from or anticipate -- so I can't, for example, get diamond skin up, because the attack comes out of nowhere. Am I missing something?
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Re: Diablo III

Postby mosc » Wed Jun 20, 2012 3:23 pm UTC

Xeio wrote:
mike-l wrote:3200 is really really low for inferno. You can probably find a blue weapon on the inferno merchants that will be an upgrade.
It was closer to 4500. :(

You should have at least 20k DPS on a demon hunter before trying inferno. Lots of people pre patch were pushing three times that much. 4500 is nothing.
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Re: Diablo III

Postby Chen » Wed Jun 20, 2012 3:27 pm UTC

Will wrote:Looks like I didn't lose any DPS from the IAS nerf, though I'm only in Act 4 Nightmare right now. I did go and combine all my gems, and it only cost me ~6k (I've been sitting on a LOT of gems). The reduced cost of leveling up the gemcutter/blacksmith will be nice on my EU account, where I haven't hardly leveled them at all.


The jewelcrafter is almost completely pointless at the moment. People are too stupid in their pricing on the AH. I checked yesterday, and everything above flawless squares on the AH (i.e., the gems you have to craft and can't drop) are all being sold at a loss. Some are close (emeralds I believe at the two highest levels were making small profit) and some are absurdly off (making a star ruby and selling it at current prices incurs ~150k gold loss). I think people forget the AH takes a 15% cut of their sales and haven't factored it into their pricing. And its not just a few people. I had to put in 95 as the quantity of Star rubies before the price changed. At 94 I could still buy them at ~500k each when they cost somewhere around 660k to make all mats included. Point being, either hoard your flawless squares or just sell them all off without crafting them and buy the appropriate gem off the AH yourself. Combining the lower level gems is also pointless. Tomes of jewelcrafting are ~700gp each and you need them to convert squares into flawless squares. But flawless squares are all around 300-400 in price (except emeralds which are at 1400 so they're worth converting, barely).

Speaking of Act 4, I am completely stuck at the first boss (Rakanoth) with my wizard on nightmare. He basically has an attack that one-shots me, and that attack is entirely impossible to move away from or anticipate -- so I can't, for example, get diamond skin up, because the attack comes out of nowhere. Am I missing something?


Nightmare I just burned him down. If you're close you get a bit of an indicator on when he's about to teleport. But you need to keep him on screen. If he's offscreen there's a chance he'll one shot you out of the blue. On hell difficulty with Force Armor his teleport wouldn't one shot me so I just danced around a lot. Still needed to stack a TON of damage and just burned him mostly down and then ran around hoping he would teleport before my pot cooldown came up. Teleport-Fracture and Mirror Images-Duplicates help since he'll teleport to the duplicates sometimes instead of you.
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Re: Diablo III

Postby Diadem » Wed Jun 20, 2012 4:38 pm UTC

Today I bought an item on the AH that was priced lower than the raw value of the gem in it. Made me a nice profit :)

I wanted to upgrade all my square gems to flawless squares, since this only costs 100 anymore. But it takes one tome of jewelcrafting, and the price of those seems to have shot up to 2K. Ridiculous. What the heck do people use them for? I got way more than I needed to level my jewelcrafter, just from leveling to 60.

I did lose quite a lot of dps from the IAS nerf. My damage went around 44K (50K displayed, due to magic weapon display bug as wizard) to 35K. So about 20% dps loss which is what I expected. I'm not unhappy though, I was using blue rings and amulet with 15% IAS, so cheap stuff. I can now hopefully find some rares that are actually better :D

I ran through A1 and it's still easy as pie, with pretty nice drops. I'll try A2 later this evening, should be a lot easier than before.
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Re: Diablo III

Postby ProZac » Wed Jun 20, 2012 4:53 pm UTC

Diadem wrote:I wanted to upgrade all my square gems to flawless squares, since this only costs 100 anymore. But it takes one tome of jewelcrafting, and the price of those seems to have shot up to 2K. Ridiculous. What the heck do people use them for? I got way more than I needed to level my jewelcrafter, just from leveling to 60.
With the change to crafting, everyone is combining the lower level gems, which means a high demand for Tomes, which comes from 2 places I would presume:

1. Not as many characters in Hell as Nightmare (explaining why pages aren't as fruitful).
2. Inferno drops Squares, but not Tomes. So all these Inferno characters have Squares that they could upgrade for 100g and a tome, but no reasonable way to farm the Tome.
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Re: Diablo III

Postby Diadem » Wed Jun 20, 2012 4:59 pm UTC

ProZac wrote:
Diadem wrote:I wanted to upgrade all my square gems to flawless squares, since this only costs 100 anymore. But it takes one tome of jewelcrafting, and the price of those seems to have shot up to 2K. Ridiculous. What the heck do people use them for? I got way more than I needed to level my jewelcrafter, just from leveling to 60.
With the change to crafting, everyone is combining the lower level gems, which means a high demand for Tomes, which comes from 2 places I would presume:

1. Not as many characters in Hell as Nightmare (explaining why pages aren't as fruitful).
2. Inferno drops Squares, but not Tomes. So all these Inferno characters have Squares that they could upgrade for 100g and a tome, but no reasonable way to farm the Tome.

Sure. But if tomes are worth 2K and flawless squares are worth 1500 or so, then it's still rather stupid to craft them, even if crafting itself costs only 100.
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Re: Diablo III

Postby mosc » Wed Jun 20, 2012 5:27 pm UTC

People like crafting their own stuff and seem to have a compulsive need to USE all their gems. I had a friend who was picking up chipped gems. I tried explaining the absurd cost in storage, time, and the negative gold value of combining them into the crappy squares I could drown him in from playing inferno. Just simply the time spent going back and forth to town to even SELL the normal and nightmare level gems is a waste of money since you can just kill more dudes in that time instead. I think it's a mental thing more than money. People want to make their own stuff rather than buy other people's stuff.
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Re: Diablo III

Postby Chen » Wed Jun 20, 2012 5:30 pm UTC

Diadem wrote:Sure. But if tomes are worth 2K and flawless squares are worth 1500 or so, then it's still rather stupid to craft them, even if crafting itself costs only 100.


As I said people can't do math or don't bother to check other prices. I'm sad I've wasted so much money on the Jewelcrafter. And honestly I don't see a way for Blizzard to even fix this problem since its not an in game problem. It's people not doing the right calculations. I don't really blame people its easy to miss. I posted one gem (a perfect square) a while back and when I got my money for it I realized I had forgotten to take the AH cut into account and barely made any money on it, possibly even losing some all told. The cost of tomes and the original gems themselves is small, but due to the exponential nature of the crafting process it adds up fast. A radiant star needs 729 flawless squares. For emeralds thats over a million gold in value right there.

Its the same issue people have in a lot of MMOs. They're like "well I farmed all the mats for it myself so its free" except they forget you can sell the individual mats and then pay someone else a lower price to craft something. People may be considering the flawless squares as "free" along with the tomes which is causing them to do the wrong calculations to determine value.

Right now its better to just sell your flawless squares on the AH and buy any higher level gem you may want. Considering you can't even make gems past stars without the pre-requisite recipe makes it even MORE absurd that those above that are still not selling for a profit.
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Re: Diablo III

Postby DaBigCheez » Wed Jun 20, 2012 5:51 pm UTC

So yeah, dat inferno nerf...my understanding is Act 2 enemies are doing ~64% of their previous damage, Act 3/4 ~56%. My barbarian's gone from getting more or less two-shot repeatedly to actually feeling slightly overtanked. (Until I run up against a tough pack of champs and get worn down, but even then, it's "worn down" rather than "instagibbed", and it feels like I'm actually fighting them rather than running away, dying and occasionally getting a hit in.)

Of course, repair bills should be fun times.
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Re: Diablo III

Postby The Utilitarian » Wed Jun 20, 2012 6:20 pm UTC

Logged in. Tried out Act2 Inferno on my Barbarian, who has all good IL61+ gear after some serious time farming act1 inferno and a lot of AH:

Died again and again and again. After getting to the first waypoint in act 2 I had one shitty yellow, two shitty blues, and a 20,000 repair bill. Sigh.
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Re: Diablo III

Postby faranim » Wed Jun 20, 2012 6:43 pm UTC

I made the same mistake with the gem crafting. I had a large stockpile of gems and tomes, so the only actual cost I incurred is the base crafting cost of the gem upgrades. Even still, making higher than Flawless Square is a loss when you account for the 15% Auction Fee.

Perfect Square = 30k
Radiant Square = 50k + 90k = 140k
Star = 80k + 420k = 500k

Star Topaz was selling for 575k on the AH. After the 15% fee that's only like 490k gold, more than the NPC cost of doing the upgrades. And that assumes that the tomes and base gems were free.
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Re: Diablo III

Postby Diadem » Wed Jun 20, 2012 7:11 pm UTC

So I'm trying A2 now, and to my surprise it's actually harder, not easier. Their damage nerf does not compensate for mine.

Worse though is that the game is lagging quite badly now. Anyone else have this problem?
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