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OFFICIAL Diablo 3 1.04 Patch Notes - Page 3

Forum Index > Diablo 3
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
August 21 2012 07:02 GMT
#41
On August 21 2012 13:39 Hydrolisko wrote:
The Caltrops Jagged Spikes damage increase that was in the unofficial notes doesn't appear to be in the official one. Does anyone know if this is just missing from the official notes or have they decided not to up the dmg?


The damage was never increased, it was a tooltip change.
/commercial
Doko
Profile Joined May 2010
Argentina1737 Posts
August 21 2012 07:03 GMT
#42
Aha! "Drop rate on quivers has been reduced"

I knew i was getting way too many of those things compared to other offhands
Ryps
Profile Blog Joined May 2010
Romania2740 Posts
Last Edited: 2012-08-21 08:04:53
August 21 2012 07:03 GMT
#43
Please note that these changes will only apply to new Legendary items that drop or are created after patch 1.0.4.

Damn and I bought some legendary thinking it will apply to them
HowellTime
Profile Joined September 2010
United States32 Posts
August 21 2012 07:40 GMT
#44
Congrats to killed everyone that killed Ghom between 1.03 and 1.04, that was probably the hardest thing I have ever had to do in my video-game life.
DannyJ
Profile Joined March 2010
United States5110 Posts
August 21 2012 07:47 GMT
#45
Agh, do I want to start playing this game again...
Hier
Profile Blog Joined November 2009
2391 Posts
August 21 2012 07:49 GMT
#46
No fix for the Tempest Rush rubber band bug.
"But on a more serious note..." -everyone on this forum at some point.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 21 2012 07:50 GMT
#47
On August 21 2012 16:47 DannyJ wrote:
Agh, do I want to start playing this game again...


I would and I will, just too bad I will be on a business trip the entire next week.... <.<
SeggsyLori
Profile Joined August 2012
Germany80 Posts
August 21 2012 08:00 GMT
#48
On August 21 2012 16:40 HowellTime wrote:
Congrats to killed everyone that killed Ghom between 1.03 and 1.04, that was probably the hardest thing I have ever had to do in my video-game life.


Killed it with the Barb-Lifeleech Bug while never moving a bit.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
August 21 2012 08:06 GMT
#49
On August 21 2012 16:40 HowellTime wrote:
Congrats to killed everyone that killed Ghom between 1.03 and 1.04, that was probably the hardest thing I have ever had to do in my video-game life.

I killed him in less than ten tries with a DH ... died way way more the rest of the way through act 3 @_@ is it really that diff for other classes?
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Trang
Profile Joined October 2009
Australia324 Posts
August 21 2012 08:54 GMT
#50
All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons


What the heck is this meant to mean? This is so vague. Same ranges as Armor AND Weapons? At the moment, Weapons can hit 350 in every stat. Armors can hit 200 in three, and usually hit 300 in one (with the exception of Gloves that have two 300 stats, and Bracers with no 300 stats).

Class-specific off-hands like Mojos/Sources/Quivers have a max of 178. So this is clearly a buff, but we don't know by how much. Shields already hit 200 in every stat. So what is the change here? Are they bringing it up to 350 to be in line with Weapons? Or just 300 in one stat like VIT or something? Vague as hell ...
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-08-21 09:04:52
August 21 2012 09:02 GMT
#51
On August 21 2012 17:06 Pokebunny wrote:
Show nested quote +
On August 21 2012 16:40 HowellTime wrote:
Congrats to killed everyone that killed Ghom between 1.03 and 1.04, that was probably the hardest thing I have ever had to do in my video-game life.

I killed him in less than ten tries with a DH ... died way way more the rest of the way through act 3 @_@ is it really that diff for other classes?


I really outgeared the fight but It reminded me of tanking the Illidan flames in WoW except way easier (when black temple was progression). Same thing except there isn't a laser that 1 shots if you screw up or you kill the whole melee pack if the mob moves weird
Jisall
Profile Blog Joined January 2011
United States2054 Posts
August 21 2012 09:02 GMT
#52
On August 21 2012 17:06 Pokebunny wrote:
Show nested quote +
On August 21 2012 16:40 HowellTime wrote:
Congrats to killed everyone that killed Ghom between 1.03 and 1.04, that was probably the hardest thing I have ever had to do in my video-game life.

I killed him in less than ten tries with a DH ... died way way more the rest of the way through act 3 @_@ is it really that diff for other classes?


The gas cloud for monks is like being punched in the dick twice.
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-08-21 09:04:07
August 21 2012 09:03 GMT
#53
On August 21 2012 17:54 Trang wrote:
Show nested quote +
All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons


What the heck is this meant to mean? This is so vague. Same ranges as Armor AND Weapons? At the moment, Weapons can hit 350 in every stat. Armors can hit 200 in three, and usually hit 300 in one (with the exception of Gloves that have two 300 stats, and Bracers with no 300 stats).

Class-specific off-hands like Mojos/Sources/Quivers have a max of 178. So this is clearly a buff, but we don't know by how much. Shields already hit 200 in every stat. So what is the change here? Are they bringing it up to 350 to be in line with Weapons? Or just 300 in one stat like VIT or something? Vague as hell ...


I would imagine they would roll the stat of an equivalent ilvl 62 weapon (for an ilvl 62 offhand) remember, sacred shields are ilvl 63, but considering the change to affixes for ilvl 61/62 weapons its hard to predict how high they will go.
TheRealArtemis
Profile Joined October 2011
687 Posts
August 21 2012 09:39 GMT
#54
On August 21 2012 13:25 mtn wrote:
Show nested quote +
On August 21 2012 13:11 Jisall wrote:
Paragon levels??? Sounds dope as fuck. Prestige has made its way from CoD

Edit: Am I the only one who saw that? 3% MF and GF and extra stats per level? 100 levels? MF gear going to shit???


Someone posted a chart of how much exp u need to reach 100lv Paragon. It was 100bilion? 10bilion? something like that.

from 1 - 60 u needed like 30mil ? Or someshit like that... so yah, noone will have lv 100 of paragon for next 5-6 months if not more.

Your MF gear is fine.


Yeah, Also saw Athenes video about it. If his math is correct, you have to grind 10 hous a day, for 2 years, to become lvl 100 paragon. Sooo. MF gear is still good, and prob alot easier/better then actually grinding to lvl 100.
religion is like a prison for the seekers of wisdom
jammedk
Profile Joined May 2011
Denmark315 Posts
August 21 2012 10:04 GMT
#55
On August 21 2012 18:39 TheRealArtemis wrote:
Show nested quote +
On August 21 2012 13:25 mtn wrote:
On August 21 2012 13:11 Jisall wrote:
Paragon levels??? Sounds dope as fuck. Prestige has made its way from CoD

Edit: Am I the only one who saw that? 3% MF and GF and extra stats per level? 100 levels? MF gear going to shit???


Someone posted a chart of how much exp u need to reach 100lv Paragon. It was 100bilion? 10bilion? something like that.

from 1 - 60 u needed like 30mil ? Or someshit like that... so yah, noone will have lv 100 of paragon for next 5-6 months if not more.

Your MF gear is fine.


Yeah, Also saw Athenes video about it. If his math is correct, you have to grind 10 hous a day, for 2 years, to become lvl 100 paragon. Sooo. MF gear is still good, and prob alot easier/better then actually grinding to lvl 100.


I saw the Athene video this morning... sounds pretty crazy.

I am wondering whether: item buffs +skill buffs +Inferno nerf will help us slay monsters substantially faster thus gaining exp at a quicker rate?
Trang
Profile Joined October 2009
Australia324 Posts
August 21 2012 10:06 GMT
#56
On August 21 2012 18:03 Doko wrote:
Show nested quote +
On August 21 2012 17:54 Trang wrote:
All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons


What the heck is this meant to mean? This is so vague. Same ranges as Armor AND Weapons? At the moment, Weapons can hit 350 in every stat. Armors can hit 200 in three, and usually hit 300 in one (with the exception of Gloves that have two 300 stats, and Bracers with no 300 stats).

Class-specific off-hands like Mojos/Sources/Quivers have a max of 178. So this is clearly a buff, but we don't know by how much. Shields already hit 200 in every stat. So what is the change here? Are they bringing it up to 350 to be in line with Weapons? Or just 300 in one stat like VIT or something? Vague as hell ...


I would imagine they would roll the stat of an equivalent ilvl 62 weapon (for an ilvl 62 offhand) remember, sacred shields are ilvl 63, but considering the change to affixes for ilvl 61/62 weapons its hard to predict how high they will go.


This is what I'm referring to, which has nothing to do with item levels:
http://www.d3rmt.com/guides/diablo-3-item-stat-maximum-values/

I doubt it has anything to do with changing rolls according to item level. Because firstly they are not changing stat rolls on Armor according to ilvl or otherwise. And secondly, weapons are getting better DPS rolls but they haven't said anything about stat rolls. So it makes no sense to refer to bringing off-hands in line with weapons and Armor if its only about item level.

What I'm saying is that we have no idea what the actual changes are to stat rolls for off-hands based off of the patch note.

- It's definitely a buff in the case of Mojos, Sources and Quivers but we don't know by how much because Armors and Weapons are both referred to, but each one has different stat rolls.
- The Shield change is odd because Shields already have the same stat roles as Armors with the exception of having either one or two 300 stat rolls. I doubt the Shield is going to be brought in line with Armor in the sense of being able to roll 300 in certain stats, because this would break the current balance of each stat having exactly two item slots which roll 300. This would then point to it being buffed from 200 to 350 across all 4 stats, to explain why they mentioned bringing off-hands in line with both Armor AND Weapons in the note.
- However, if Shields are buffed to be in line with weapons, then that would mean that Mojo/Sources/Quivers only got buffed to 200 to be in line with Armor, otherwise they would have not said both Armor AND Weapons. Which means that Mojos/Sources/Quivers are now significant weaker in stat rolls than Shields, the difference now being 150 rather than 22 --- I suppose this could be intentional.

But really, who knows what Blizzard meant ... see where I am going with this and how it's a bit vague?
TheRealArtemis
Profile Joined October 2011
687 Posts
Last Edited: 2012-08-21 10:17:14
August 21 2012 10:14 GMT
#57
On August 21 2012 19:04 jammedk wrote:
Show nested quote +
On August 21 2012 18:39 TheRealArtemis wrote:
On August 21 2012 13:25 mtn wrote:
On August 21 2012 13:11 Jisall wrote:
Paragon levels??? Sounds dope as fuck. Prestige has made its way from CoD

Edit: Am I the only one who saw that? 3% MF and GF and extra stats per level? 100 levels? MF gear going to shit???


Someone posted a chart of how much exp u need to reach 100lv Paragon. It was 100bilion? 10bilion? something like that.

from 1 - 60 u needed like 30mil ? Or someshit like that... so yah, noone will have lv 100 of paragon for next 5-6 months if not more.

Your MF gear is fine.


Yeah, Also saw Athenes video about it. If his math is correct, you have to grind 10 hous a day, for 2 years, to become lvl 100 paragon. Sooo. MF gear is still good, and prob alot easier/better then actually grinding to lvl 100.


I saw the Athene video this morning... sounds pretty crazy.

I am wondering whether: item buffs +skill buffs +Inferno nerf will help us slay monsters substantially faster thus gaining exp at a quicker rate?



Yep. Im 100% certain it will. Im doing co-op with my DH brother.

Before there was a 105% hp increase to monsters per new player, now only 75%. which means 30% less health, then what im used to. But they also said they will buff certain white mobs (not all) with 8% hp. Like, zombies etc.

They will also reduce elite mobs health 8% ?

Things like shielding will happen less often. Making them easier to kill.

And as a side bonus, arcane sentries will deal out 30% less dmg. Soooo, overall, inferno has gotten pretty frikin ez, meaning you can burn through act 3 mobs/elites real fast, while getting a neph stack that also provides 15% ekstra exp per neph stack.

Mix that in with a wide range of skills that deal ALOT more dmg, you can prob farm faster, and gain the paragons lvl faster. But, I dont think athene thought about all the hp nerfs for mobs, skill dmg buffs, I think the first legit paragon lvl 100 will come in like 9-12 months.

Bots will still be the first ones to gain those lvl. since the people that has the most elite/mob kills are bots.
religion is like a prison for the seekers of wisdom
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
Last Edited: 2012-08-21 10:27:28
August 21 2012 10:26 GMT
#58
On August 21 2012 19:14 TheRealArtemis wrote:
Show nested quote +
On August 21 2012 19:04 jammedk wrote:
On August 21 2012 18:39 TheRealArtemis wrote:
On August 21 2012 13:25 mtn wrote:
On August 21 2012 13:11 Jisall wrote:
Paragon levels??? Sounds dope as fuck. Prestige has made its way from CoD

Edit: Am I the only one who saw that? 3% MF and GF and extra stats per level? 100 levels? MF gear going to shit???


Someone posted a chart of how much exp u need to reach 100lv Paragon. It was 100bilion? 10bilion? something like that.

from 1 - 60 u needed like 30mil ? Or someshit like that... so yah, noone will have lv 100 of paragon for next 5-6 months if not more.

Your MF gear is fine.


Yeah, Also saw Athenes video about it. If his math is correct, you have to grind 10 hous a day, for 2 years, to become lvl 100 paragon. Sooo. MF gear is still good, and prob alot easier/better then actually grinding to lvl 100.


I saw the Athene video this morning... sounds pretty crazy.

I am wondering whether: item buffs +skill buffs +Inferno nerf will help us slay monsters substantially faster thus gaining exp at a quicker rate?



Bots will still be the first ones to gain those lvl. since the people that has the most elite/mob kills are bots.


That's assuming blizzard won't ban them before they reach 100.
/commercial
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
August 21 2012 10:32 GMT
#59
I'm not sure why they felt the need to weaken the WW Wizard and outright kill the tank Demon Hunter. They were creative builds that played differently than the class design probably intended, but they certainly weren't problematically overpowered. The Witch Doctor design changes and legendary item overhaul were absolutely necessary, I like them. I'm curious to see how the buffed trashmobs and weakened bosspacks will play out. With many abilities getting buffs, it looks like the game will become easier overall.
Trang
Profile Joined October 2009
Australia324 Posts
Last Edited: 2012-08-21 10:37:01
August 21 2012 10:35 GMT
#60
On August 21 2012 19:32 Scorch wrote:
I'm not sure why they felt the need to weaken the WW Wizard and outright kill the tank Demon Hunter. They were creative builds that played differently than the class design probably intended, but they certainly weren't problematically overpowered. The Witch Doctor design changes and legendary item overhaul were absolutely necessary, I like them. I'm curious to see how the buffed trashmobs and weakened bosspacks will play out. With many abilities getting buffs, it looks like the game will become easier overall.


They said that their intention wasn't to nerf the WW Wizard, but the new legendary on hit affixes meant that the coefficient for WW had to be reduced otherwise these legendary effects would get out of hand. According to them if your Crit Chance is high enough, the reduced proc coefficient won't matter ... but I dont play a Wizard so I wouldn't know if this is true or not.
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