Diablo 3 - Beta Patch 8
The new beta patch hit the download servers and we're digging through it for changes, stay tuned for more updates. Quest Selection Screens
Quest selection screens for all 4 acts have been added to the interface files, they are extremely similar to the loading screen shown earlier. Spoilers Alert
Unofficial Class Changes
These changes are NOT OFFICIAL and are the results of patch files comparison. Take them with a grain of salt and don't hesitate to point out anything weird in comments, it might be an error on our side.
Barbarian
Superstition now has a chance to grant you 3 Fury instead of a 100% chance.
Juggernaut now has a chance to recover 15% of your life instead of a 100% chance.
Bash (Alabaster Rune) now deals 24% weapon damage, up from 20%.
Bash (Crimson Rune) now removes the chance to knock enemies back.
Bash (Obsidian Rune) now removes the chance to knock enemies back.
Cleave now deals 115% weapon damage to all enemies caught in the arc instead of 120% to the primary target and 90% to any other enemy in range.
Cleave (Indigo Rune) now reduces the movement speed of enemies cleaved by 58% for 3 secs instead of drawing enemies in from 20 yards away before the strike lands.
Cleave (Obsidian Rune) now inflicts 65% weapon damage to enemies when they land, down from 100%.
Cleave (Crimson Rune) now deals 149% weapon damage to all enemies caught in the swing instead of 157% to the primary target and 118% to any other enemy in range.
Earthquake now deals 1200% weapon damage as Fire over 8 seconds, down from 240% weapon damage + 150% damage per second for 8 second.
Leap Attack now seems to generate Fury even if you do not hit an enemy. ("Only generates Fury if you hit an enemy." removed from the description)
Leap Attack (Indigo Rune) now deals 30% weapon damage, down from 31%.
Leap Attack (Obsidian Rune) now deals 182% weapon damage, down from 183%.
Weapon Throw (Crimson Rune) now deals 269% weapon damage, dowm from 271%
Rend now does 210% weapon damage as bleed damage over 3 seconds, up from 70 bleed damage every second for 3 seconds.
Rend (Crimson Rune) increases damage by 91% weapon damage, down from 92%.
Rend (Indigo Rune) now deals 95% weapon damage, down from 96%.
Frenzy (Golden Rune) now has a 11% chance to call down a bolt of lightning, down from 22%.
Frenzy (Alabaster Rune) now procs from an enemy kill instead of a creature kill. (Now works in PvP?)
Call of the Ancients (Golden Rune) now increases duration by 24 secs, down from 55 secs.
Seismic Slam (Crimson Rune) now increases damage by 466% weapon damage, down from 474%
Seismic Slam (Indigo Rune) now deals 30% weapon damage, down from 31%.
Seismic Slam (Alabaster Rune) now deals 466% weapon damage, down from 474%.
Whirlwind now seems to deal 110% weapon damage every 3 secs but that seems kinda low/weird, so I'm going to assume it's a parsing bug. The in-game tooltip says "Deliver multiple attacks to everything in your path for 110% weapon damage."
Whirlwind (Crimson Rune) now deals 110% weapon damage, up from 38%.
Whirlwind (Indigo Rune) now deals 80% weapon damage, up from 25%.
Revenge now inflicts enemies within 11 yards, up from 8 yards.
Revenge (Crimson Rune) now increase damage to 234% weapon damage, down from 236%
Overpower (Indigo Rune) now does 78% weapon damage, down from 79%
Demon Hunter
Night Stalker now has a chance to proc from critical hits, instead of a 100% chance.
Multishot now deals 182% weapon damage, down from 183%
Multishot (Crimson Rune) now increases the damage done by 182% weapon damage, down from 183%
Multishot (Indigo Rune) now deals 143% weapon damage as arcane, down from 144%
Multishot (Obsidian Rune) now deals 156% weapon damage as fire, down from 157%
Multishot (Golden Rune) now deals 182% weapon damage as lightning, down from 183%
Fan of Knives (Crimson Rune) now deals 526% weapon damage, down from 531%
Fan of Knives (Alabaster Rune) now deals 468% weapon damage, down from 472%
Bola Shot now generates 3 Hatred, up from 2. Deals 100% weapon damage, down from 105%. Deals an additional 62% weapon damage to all other targets within 7 yards, down from 65%. Damage of all the runed versions reduced slightly by the same % as well.
Bola Shot (Obsidian Rune) now deals 100% damage as Lightning, down from 105%
Bola Shot (Alabaster Rune) now deals 107% addition weapon damage, down from 113%
Vault (Crimson Rune) now deals its damage as Fire damage and now deals 143%, down from 144%
Vault (Obsidian Rune) now deals 78% weapon damage, down from 79%
Grenades (Golden Rune) now generates 7 Hatred, down from 10 Hatred.
Grenades (Alabaster Rune) now has a 10% chance to stun, down from 15%
Grenades (Crimson Rune) now deals 88% weapon damage as fire, up from 80%
Grenades (Indigo Rune) now has a 10% chance to stun, down from 100%
Grenades (Obsidian Rune) now deals 144% weapon damage, up from 136%
Chakram (Crimson, Indigo, Golden, Alabaster Rune) all had damage reduced by 1%
Marked for Death (Golden Rune) now generates 2 Hatred whenever you attack the marked enemy, down from 8 Hatred. However it seem to no longer have a cooldown. (*This effect cannot occur more than once every 2 seconds. was removed)
Hungering Arrow now generates 3 Hatred, up from 2 Hatred. Now deals 85% weapon damage, down from 90%.
Elemental Arrow now costs 10 Hatred, up from 5 Hatred. Now deals 145% weapon damage as Fire, up from 125%.
Rapid Fire now costs 20 Hatred, down from 30 Hatred. Now costs an additional 10 Hatred while channeling up from 1.5.
Rapid Fire (Golden Rune) now reduces the initial Hatred cost by 6, down from 16.
Preparation (Crimson Rune) now costs 21 Discipline to cast, down from 26.
Strafe now costs 14 Hatred while channeling instead of 10 Hatred per second and an additional 1 Hatred per shot. Now allows you to move at 65% of your movement speed, down from 75% and every shot deals 35% weapon damage, down from 60%
Evasive Fire Tooltip now reads if enemy is in front of you, compared to if enemy is near you.
Monk
Chant of Resonance Duration of all Mantras increased by 7 minutes, up from 60 seconds.
Guiding Light now increases damage by 16% for 15 seconds, up from 10 seconds.
Fists of Thunder (Alabaster Rune) now increases your dodge chance by a flat 11% for 2 secs instead of 2.5% stacking up to 5 times.
Deadly Reach (Crimson Rune) now increases damage of all attacks by 30% for 30 seconds instead of 10% for 11 seconds stacking up to 3 times.
Breath of Heaven now costs 50 Spirit, up from 25 Spirit. Healing value increased by 60%.
Breath of Heaven (Indigo Rune) had its healing value increased by 60%.
Breath of Heaven (Obsidian Rune) now increases damage done by 12% for 45 secs after Breath of Heaven is used instead of 20% for 8 secs.
Crippling Wave (Obsidian Rune) now makes enemies hit by Crippling Wave inflict 40% less damage for 5 seconds instead of 50% less damage for 6 seconds.
Crippling Wave (Alabaster Rune) now makes affected targets take 15% additional damage from all attacks for 5 seconds instead of 20% more damage over 6 seconds.
Serenity has changed from total damage, to damage dealt to each enemy cannot exceed 100% of your maximum life.
Cyclone Strike *New* - Cost: 75 Spirit / Pull all enemies within 24 yards towards you followed by a furious blast of energy that deals 275% weapon damage as Holy.
Cyclone Strike (Crimson Rune) - Changes the blast into an explosion of fire that deals 322% weapon damage as Fire and causes affected enemies to be feared for 2 seconds.
Cyclone Strike (Indigo Rune) - Increases the distance enemies will be yanked to 34 yards and increases the blast damage to 322% weapon damage.
Cyclone Strike (Obsidian Rune) - The initial cast will also heal you and all allies within 24 yards for 2924 Life.
Cyclone Strike (Golden Rune) - Reduces the cost to 64 Spirit.
Cyclone Strike (Alabaster Rune) - After using this ability you also gain a 32% chance to dodge attacks for 3 seconds.
Summon Zombie Dogs (Crimson Rune) now burns nearby enemies for 8% of your weapon damage per second, down from 36%.
Poison Dart (Crimson Rune) now does 211% weapon damage, down from 212%.
Poison Dart (Indigo Rune) now does 59% weapon damage, up from 58%.
Corpse Spiders (Crimson and Obsidian Rune) now do 54% weapon damage, down from 55%.
Haunt (Alabaster Rune) now does 309% weapon damage as Arcane over 5 seconds, rather than 236% weapon damage per second.
Grasp of the Dead (Crimson Rune) now does 104% weapon damage, down from 105%.
Grasp of the Dead (Indigo Rune) now does 24% weapon damage, down from 25%.
Hex (Crimson Rune) now does 30% weapon damage, down from 31%.
Hex (Indigo Rune) now does 182% weapon damage, down from 183%.
Hex (Obsidian Rune) now does 156% weapon damage, down from 157%.
Hex (Alabaster Rune) now increases the damage taken by hexed targets to 50%, down from 60%.
Soul Harvest now has a 15 second cooldown, up from 13 seconds.
Soul Harvest (Alabaster Rune) now affected enemies take 273% weapon damage, down from 275%.
Locust Swarm (Crimson Rune) now does 78% weapon damage, down from 79%.
Locust Swarm (Alabaster Rune) now does 27% weapon damage, down from 28%. Now leaves behind a cloud of locusts rather than a cloud of disease.
Spirit Barrage (Indigo Rune) now does 36% weapon damage, down from 37%.
Spirit Barrage (Obsidian Rune) now does 33% weapon damage, down from 34%.
Spirit Barrage (Alabaster Rune) now does 78% weapon damage, down from 79%.
Horrify now has a 20 second cooldown, up from 18 seconds.
Firebomb (Crimson Rune) now does 47% weapon damage, down from 48%.
Firebomb (Indigo Rune) now does 121% weapon damage, down from 122%.
Firebomb (Obsidian Rune) now does 24% weapon damage, down from 25%.
Firebomb (Golden Rune) now does 21% weapon damage, down from 22%.
Acid Cloud (Crimson Rune) now does 211% weapon damage, down from 213%.
Acid Cloud (Indigo Rune) now does 146% weapon damage, down from 147%.
Mass Confusion (Crimson Rune) now does 30% weapon damage, down from 31%.
Mass Confusion (Obsidian Rune) now does 36% weapon damage, down from 37%.
Spirit Walk now has a 15 second cooldown, up from 13 seconds. Now grants 2 seconds in the spirit realm, down from 3.
Spirit Walk (Crimson Rune) now does 455% weapon damage, up from 157%.
Spirit Walk (Indigo Rune) now grants 3.2 more seconds of Spirit Walk, down from 7.
Spirit Walk (Obsidian Rune) now does 234% weapon damage, down from 236%.
Spirit Walk (Golden Rune) now grants 11% of your maximum Mana, up from 8%.
Spirit Walk (Alabaster Rune) now grants 11% of your maximum Life, up from 6%.
Fetish Army (Crimson Rune) now does 286% weapon damage, down from 288%.
Fetish Army (Indigo Rune) now does 34% of your weapon damage, up from 32%.
Fetish Army (Obsidian Rune) now does 32% of your weapon damage, down from 33%.
Fetish Army (Alabaster Rune) now does 38% of your weapon damage, down from 40%.
Zombie Charger (Crimson, Indigo, and Alabaster Rune) now does 28% weapon damage, down from 29%.
Firebats now costs 295 mana, rather than 591 Mana per second. Now does 100% weapon damage, rather than 100% weapon damage per second.
Firebats (Crimson Rune) now does 208% of your weapon damage, down from 210%.
Firebats (Indigo Rune) now does 273% of your weapon damage, down from 275%.
Firebats (Obsidian Rune) now does 162% of your weapon damage, up from 139%.
Firebats (Alabaster Rune) now does 162% of your weapon damage, down from 164%.
Plague of Toads (Crimson Rune) now does 195% weapon damage, down from 196%.
Plague of Toads (Indigo Rune) now does 143% weapon damage, down from 144%.
Plague of Toads (Alabaster Rune) now does 175% weapon damage, down from 177%.
Big Bad Voodoo now increases the damage of all allies in the area by 30%, down from 31%.
Wall of Zombies (Crimson Rune) now does 31% weapon damage, down from 36%.
Wall of Zombies (Obsidian Rune) now does 117% weapon damage, down from 118%.
Wall of Zombies (Alabaster Rune) now does 221% weapon damage, down from 223%.
Blood Spatter new skill. Only a fool tries to cheat death. The wise offer a fair trade. Whenever an enemy dies within 8 yards, regain 1% of your maximum Life and Mana and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold and pickup radius.
Wizard
Critical Mass now has a chance to proc from critical hits, instead of 100% chance.
Prodigy now grants Arcane Power when you deal damage, rather than when you cast.
Spectral Blade now strikes once for 105% damage instead of three times for 35% damage and is free to cast.
Spectral Blade (Obsidian Rune) now has a 21% chance to cause knock back and slow, down from 36%.
Ice Armor (Crimson and Alabaster Rune) now affects melee attacks only, rather than all attacks.
Wave of Force now deals 266% weapon damage, down from 269%.
Mirror Image now has a 15 second cooldown, down from 25 seconds. Now lasts 9 seconds, down from 15 seconds.
Mirror Image (Golden Rune) now increases duration to 15 seconds, down from 25 seconds.
Frost Nova (Golden Rune) now reduces cooldown to 8.5 seconds, up from 8 seconds.
Electrocute now deals 80% weapon damage at normal attack speed, rather than 40% weapon damage at double the normal attack speed. Now hits enemies at full damage after jumping, up from 30% reduced damage per jump. This is also now free to cast.
Explosive Blast now causes 140% weapon damage, down from of 165% weapon damage.
Explosive Blast (Alabaster Rune) now deal 55% weapon damage, down from 65%.
Explosive Blast (Crimson Rune) now deal 164% weapon damage, down from 195%.
Explosive Blast (Indigo Rune) now deal 146% weapon damage, down from 173%.
Explosive Blast (Obsidian Rune) now deal 173% weapon damage, down from 205%.
Diamond Skin now has a 15 second cooldown, down from 25 seconds. Now lasts 3 seconds, down from 5 seconds.
Diamond Skin (Indigo Rune) now increases duration to 9 seconds, down from 15 seconds.
Slow Time (Alabaster Rune) now increases attack speed only, rather than both attack and cast speed.
Hydra now costs 40 Arcane Power, down from 60. Now lasts 15 seconds, up from 9 seconds.
Storm Armor (Obsidian and Alabaster Runes) now have a chance to proc, down from 100% chance.
Magic Weapon (Crimson Rune) now deals Poison damage instead of Fire damage.
Magic Weapon (Indigo Rune) now has a chance to proc, down from 100% chance.
Magic Weapon (Golden Rune) now has a chance to restore 7 Arcane Power, down from 100% chance to restore 7% of maximum Arcane Power.
Meteor (Alabaster Rune) now lasts 8 seconds, up from 6 seconds.
Disintegrate now costs 25 Arcane Power and cannot be channeled.
Ray of Frost now costs 20 Arcane Power and cannot be channeled.
Ray of Frost (Golden Rune) now reduces casting cost to 0 Arcane Power, down from 6 Arcane Power.
is it just me or are they buffing Monk every single patch that comes out.. understandable they are truly focused on balancing every class but, at some point they have to realize when monk class gets skills where is does %500+ damage its going a tad far.. each skill monk has keeps getting buffed more and more each patch
is it just me or are they buffing Monk every single patch that comes out.. understandable they are truly focused on balancing every class but, at some point they have to realize when monk class gets skills where is does %500+ damage its going a tad far.. each skill monk has keeps getting buffed more and more each patch
Honestly you can't decide when its too OP'd when we haven't seen them all at max lvl in inferno, personally the buffs were needed, monk felt a little weak without the best beta gear.
A side note, I know they changed just a couple things with the DH, but since patch 8 the DH rocks face when solo leveling =P used to be such a pain until like lvl 11 lol.
Ya i completely understand what you're saying but max lvl a skill that does 500% weapon damage will most definitely be OP and on the terms of 1 shotting in pvp and in pve.. just look at the video of the barb 1 shotting leoric, it was a huge craze and then weapon throw got nerfed, then comes along monk 1 shotting leoric, that skill gets dropped and is replaced with a skill that does even more damage lol.. I do have faith in blizz i know the game will be amazing, ill just be scared of the monk
Ya i completely understand what you're saying but max lvl a skill that does 500% weapon damage will most definitely be OP and on the terms of 1 shotting in pvp and in pve.. just look at the video of the barb 1 shotting leoric, it was a huge craze and then weapon throw got nerfed, then comes along monk 1 shotting leoric, that skill gets dropped and is replaced with a skill that does even more damage lol.. I do have faith in blizz i know the game will be amazing, ill just be scared of the monk
I was a little shocked myself when I saw that increase... I had to double check a few times, but as said, We just have no idea how other top level runes mix and match. theres just no way for us to know atm.
I was a little shocked myself when I saw that increase... I had to double check a few times, but as said, We just have no idea how other top level runes mix and match. theres just no way for us to know atm.
ya makes sense, that's what i continue to tell myself aha i love the diablo series, i just hope it doesnt turn into WoW where in a few days anyone will be able to to tell that (X) class is better than every other class by far
Bash (Alabaster Rune) now deals 24% weapon damage, down from 20%.
what? how is 24% is lower than 20%?
Think there is a typo here somewhere, or its to early in the morning for my brain to work. If its not a typo can someone explain this change to me?
Magic was so weak in early levels that was better to use an wand (because it deals about the same damage of your wand attack but consumes the arcane power ofr other spells).
And I don't know why people complain about balance patch notes. They didn't even played the game, noone have any idea if certain rune is strong or not. We should be happy they are twinking numbers, reducing the chances of useless/overpowered skills and rune effects on release.
The WD ability to stack multiple dots at once (summons burning aura + grasp of the dead + acid cloud + haunt + carrion swarm + etc) was cleary too strong. In his early version, it was possible to reach about 500% weapon damage each second. The other classes can't get even near that number.
I don't think you will be able to say that one class is better then the others. Well PvE - maybe, but compared in PvP, I don't think so.
Nerfed or buffed (Monk) after the release, my first and main character will be the Monk - no matter what.
I love the Mantra changes in this patch but this is just temporary =)
Thanks for the info.
yes you most definitely would be able to say one class is a lot better than others, it happened in d2, and iin pvp that is where you will be able to say it the most, that's why blizz said they didnt want to balance pvp. but i understand what you're trying to say, i just hope the huge buffs they are making to the monk will make them viable not optimal because the're skills do so much damage, they can heal, and would destroy in pve and pvp.
Ugh... They nerfed the hell out of my favorite Runeskill... >_<
From a 100% chance down to something that's possibly really low... Now even if I manage to get 100% crit, it wouldn't be any good.... /f**k!
I know!! i love barbs i just hope they dont fall under the least used class cuz every other class can contribute more to arena and pve, i dont want it turning into WoW. Im a melee(warrior/barb) fanboy and will sell my soul to Diablo before i play a caster....
And 70% weapon damage instead of 70 flat makes it more viable late game. You could have UBER IMBA LATE GAME WEAPON 10000000000dps, and old rune would do literally nothing compared to basic attack, now it will scale with weapon, so its also good thing
I am pretty sure, this was just a typo, since every single other damage spell is based on weapon damage; I highly doubt that rend was the one and only remaining flat damage spell.
So it was 70% damage per second for 3 seconds before, and now it is 210% over 3 seconds, which sounds like no difference at all for me.
its not a "typo" its a phrase error log =P it had it as "70 bleed damage". However I do think it was 70% as well.
(whats odd though, is it does not have "weapon damage" at all, it was an odd one.
which hasnt been updated, has it at 70%, but also has no mention of the bleed part of it.
its also good to note we are also pulling from the "Stat" not just the "toolip" which on some spells seemed to be very differnt for some reason.
(Though the down from, was a typo, fixed to up from)
The new beta patch hit the download servers and we're digging through it for changes, stay tuned for more updates.
Quest Selection Screens
Quest selection screens for all 4 acts have been added to the interface files, they are extremely similar to the loading screen shown earlier.
Spoilers Alert
Unofficial Class Changes
These changes are NOT OFFICIAL and are the results of patch files comparison. Take them with a grain of salt and don't hesitate to point out anything weird in comments, it might be an error on our side.
Can not wait for this game =)
http://www.youtube.com/watch?v=AT7VcMN75Tk
http://ypslon.deviantart.com/
http://www.livestrea...m/diabloiiibeta
It was applying CD reducing abilities to them
aren't**
Honestly you can't decide when its too OP'd when we haven't seen them all at max lvl in inferno, personally the buffs were needed, monk felt a little weak without the best beta gear.
A side note, I know they changed just a couple things with the DH, but since patch 8 the DH rocks face when solo leveling =P used to be such a pain until like lvl 11 lol.
ya makes sense, that's what i continue to tell myself aha i love the diablo series, i just hope it doesnt turn into WoW where in a few days anyone will be able to to tell that (X) class is better than every other class by far
/gg
what? how is 24% is lower than 20%?
Think there is a typo here somewhere, or its to early in the morning for my brain to work. If its not a typo can someone explain this change to me?
And I don't know why people complain about balance patch notes. They didn't even played the game, noone have any idea if certain rune is strong or not. We should be happy they are twinking numbers, reducing the chances of useless/overpowered skills and rune effects on release.
The WD ability to stack multiple dots at once (summons burning aura + grasp of the dead + acid cloud + haunt + carrion swarm + etc) was cleary too strong. In his early version, it was possible to reach about 500% weapon damage each second. The other classes can't get even near that number.
From a 100% chance down to something that's possibly really low... Now even if I manage to get 100% crit, it wouldn't be any good.... /f**k!
yes you most definitely would be able to say one class is a lot better than others, it happened in d2, and iin pvp that is where you will be able to say it the most, that's why blizz said they didnt want to balance pvp. but i understand what you're trying to say, i just hope the huge buffs they are making to the monk will make them viable not optimal because the're skills do so much damage, they can heal, and would destroy in pve and pvp.
I know!! i love barbs i just hope they dont fall under the least used class cuz every other class can contribute more to arena and pve, i dont want it turning into WoW. Im a melee(warrior/barb) fanboy and will sell my soul to Diablo before i play a caster....
but that might happen in this game lol
(whats odd though, is it does not have "weapon damage" at all, it was an odd one.
http://d3db.com/skill/i/rend
which hasnt been updated, has it at 70%, but also has no mention of the bleed part of it.
its also good to note we are also pulling from the "Stat" not just the "toolip" which on some spells seemed to be very differnt for some reason.
(Though the down from, was a typo, fixed to up from)
regardless its a buff either way.
its also worth a note that pre patch 6 http://www.diablofans.com/page/tools/diablo3-skill-calculator/d3-barbarian.html#143,0,0,0,0,0:0,0,0:0,0,0,0,0,0 it was at 60% so logic would have it that it was 70%.