Even just one or two character-specific tabs would go a LONG way.
It's not like my barbarian has any need to access mojos, sources, quivers, and all that jazz. Even so, I'd gladly trade the very minor inconvenience of having to swap characters to gain access to their specific tabs in order to have an appropriate amount of storage.
They keep giving us one tab here and one tab there, and it's one subject that it's clear the designers just don't "get it" at all. They are so amazingly wrong on this subject it's unbelievable. In a game about items that change your builds and create synergies it's not remotely smart to have our options limited by storage space. It's thoroughly counterproductive.
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shaggy posted a message on Stash improvementPosted in: Diablo III General Discussion -
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Bagstone posted a message on 2.1 Preview - All changes to Legendary Items
This is a collection of all changes to legendary items upcoming in 2.1 - documented in the patch notes and undocumented but as observed on the PTR. I've searched for this, but did not find a concise, complete, up-to-date collection. This is mainly such that I can update my wizard guide as soon as 2.1 hits - and of course to plan ahead which builds might be cool in 2.1. Please shout if you spot a mistake or a missing item! If available, provide a screenshot (link to imgur.com). Note that I'm particularly interested in changes that seem to go unnoticed such as crappy default rolls on items being removed. Some of those might be really interesting, especially since some cooldown reduction or resource cost reduction rolls on exclusive items were removed.
- General Changes
- Helm
- Shoulders
- Amulet
- Chest
- Gloves
- Belt
- Bracers
- Pants
- Boots
- Rings
- One-handed Weapon
- Two-handed Weapon
- Bows/Crossbows
- Orb
- Mojo
- Quiver
- Shield
- Sets
- Season-only Legendaries
- Legendary Gems
- Weapon Procs
- Appendix
► General Changes ◄
Most changes are [/]not retroactive, i.e., you have to find the item anew. There are a few exceptions, like the class set bonus changes, the two-handed weapon buff (up to 30% more base damage), and the arcane damage roll on Moonlight Ward.
Note that life on hit and life regeneration will be buffed and re-rolled on all your existing items - for example, a Royal Ring of Grandeur can roll up to roughly 7500 life on hit in 2.1, so don't be to quick to roll LoH off some items! Existing rolls will be more than tripled when 2.1 hits. Life regeneration will see a similar buff.
A special treat for barbarians: shoulders, chest armor, and two-handed mighty weapons can now roll Furious Charge as well as Call of the Ancients damage.
One of the most important changes is the addition of Ramaladni's Gift, which adds a socket to a (non-socketed) weapon. This is what it looks like. It's tradeable just like an item (for 2 hours within party). It means that you should not re-roll a stat on a weapon right now that has a socket (because you will want to remove that socket come 2.1) and you should not re-roll any stat on a weapon that has a low damage roll (because instead of desperately rolling some other stat to a socket, you might want to add the socket with Ramaladni's Gift and re-roll the damage).
► Helm ◄
Item What's new? Images Gyana-Na-Kashu Fireball weapon damage increased from 300-400% to 525-700%. - Kekegi's Unbreakable Spirit Does not roll cooldown reduction anymore. (Before farming and storing dozens of these note the new Leoric's Crown.) - Leoric's Crown Increases the effect of any gem socketed into this helmet by 75-100%. No longer rolls area damage. http://i.imgur.com/sOACULM.jpg Madstone New legendary power: Your Seven-Sided Strike applies Exploding Palm. No longer rolls life regeneration. http://i.imgur.com/vQrdw6s.png Mask of Jeram No longer rolls all resist by default. - Mask of Jeram Name changes to Helltooth Mask. - Quetzalcoatl Does not roll mana regeneration by default anymore. Can't roll attack speed anymore. http://i.imgur.com/qaa42DI.png Storm Crow No longer rolls life per hit. - The Grim Reaper No longer rolls CDR. http://i.imgur.com/veOmjM4.jpg The Swami New legendary power added: The damage bonus from enemies killed while in Archon form now lasts for 10-15 seconds after Archon expires. Note - currently has a 120 internal cooldown on PTR. -
► Shoulders ◄
Item What's new? Images Firebird's Pinions Does not roll Black Hole damage by default anymore. http://i.imgur.com/J2eRToU.jpg Jade Harvester's Joy Does not roll all resist by default anymore. - Vile Ward New legendary power: Furious Charge deals ~30% increased damage for every enemy hit while charging. http://i.imgur.com/sEPnz1W.jpg
► Amulet ◄
Item What's new? Images Blackthorne's Duncraig Cross Has had its default rolls removed. http://i.imgur.com/hF2C85I.jpg Eye of Etlich No longer rolls all resist and life per hit by default. http://i.imgur.com/roKEZ27.jpg Halycon's Ascent No longer rolls elite damage and elite damage reduction. http://i.imgur.com/2YzXudk.jpg Haunt of Vaxo Now triggers from Stuns performed by pets. - NEW: Hellfire Amulet Can be crafted using the same organs that are required for the level 70 Hellfire Ring. Rolls a random passive of your class. http://i.imgur.com/P1Y6E63.jpg Kymbo's Gold New legendary power: Picking up gold heals you for the amount of gold picked up. No longer rolls life per hit. http://i.imgur.com/bnfrfhf.png Moonlight Ward Arcane damage now rolls 30-40% (up from 20-25%). Existing MLWs will be re-rolled retroactively, though not scale in range (e.g., if you have a crappy 20% MLW it might re-roll to a perfect 40%, a perfect 25% might get re-rolled to the new minimum of 30%). Check PTR for re-rolls of existing MLWs. http://i.imgur.com/tdVJnDO.png The Flavor of Time Now rolls 5 primary stats. - The Traveler's Pledge Has had its default rolls removed. -
► Chest ◄
Item What's new? Images Vyr's Astonishing Aura Does not roll 1-2% crit hit chance anymore. -
► Gloves ◄
Item What's new? Images Marauder's Gloves No longer roll cooldown reduction by default. http://i.imgur.com/Vbua4m3.gif
► Belt ◄
Item What's new? Images Angel Hair Braid New legendary power: Allows Punish to gain the effect of all runes. http://i.imgur.com/ZoquZqE.png Lamentation New legendary power: Allows Rend to be applied twice. No longer rolls critical hit chance. http://i.imgur.com/ZoStbGb.png Saffron Wrap Now rolls resource cost reduction (used to roll on Sash of Knives). Does not roll life % by default anymore. http://i.imgur.com/qvFaewa.png Sash of Knives New legendary power: Chance on attack to throw a dagger at a nearby enemy for 275-350% weapon damage. No longer rolls resource cost reduction. http://i.imgur.com/FXjwlAd.png Vigilante Belt Now rolls cooldown reduction. No longer rolls life regeneration and life per hit. http://i.imgur.com/k5meKt6.png
► Bracers ◄
Item What's new? Images Gundgo Gear No longer rolls all resist and life % by default. http://i.imgur.com/gQd7k4D.jpg Lacuni Prowlers Now roll 5 primary stats. http://i.imgur.com/rS4jcmH.jpg Nemesis Bracers No longer roll movement speed. - Slave Bonds Now roll 5 primary stats. http://i.imgur.com/fjcfxR7.png Strongarm Bracers Now triggers from knockbacks performed by pets. -
► Pants ◄
Item What's new? Images Blackthorne's Jousting Mail No longer rolls life per hit and life %. http://i.imgur.com/ff37IIW.jpg Depth Diggers New legendary power: All resource generators deal 80-100% more damage. Does not apply to wizards' and witch doctors' primary spells. http://i.imgur.com/qzLteRg.png Hammer Jammers Now roll 5 primary stats. - Vyr's Fantastic Finery No longer rolls all resist by default. -
► Boots ◄
Item What's new? Images Blackthorne's Spurs No longer roll movement speed by default. http://i.imgur.com/3AuPihK.jpg Firebird's Tarsi No longer roll movement speed by default. - Natalya's Bloody Footprints No longer roll movement speed and armor by default. http://i.imgur.com/Vbua4m3.gif The Crudest Boots Legendary power added: Mystic Ally summons two Mystic Allies to fight by your side. Minimum level increased to 22. -
► Rings ◄
Item What's new? Images Band of Untold Secrets Now rolls 5 primary stats. Does not roll attack speed by default anymore. http://i.imgur.com/iYfaKoM.jpg Bul-Kathos' Wedding Band No longer rolls life % and life per hit by default. The Life drain effect on this is now capped at 2000% weapon damage per second (it's probably still 0.4% of mob's HP pool, just got a cap to prevent abuse in Greater Rifts). http://i.imgur.com/d8xRcXv.jpg Eternal Union New legendary power: Increases the duration of all Phalanx Avatars by 200%. - Focus No longer rolls life per hit by default. http://i.imgur.com/Pl1XsLc.jpg Justice Lantern Now can roll 5 primary stats. Still rolls 16% chance to block and higher than usual crowd control reduction. http://i.imgur.com/ra0D6I5.png Litany of the Undaunted Has had its default rolls removed. http://i.imgur.com/VnP6i2N.jpg Manald Heal Can now also roll wrath regeneration (and maybe other resource regeneration types as well? Only used to roll spirit regeneration.) http://i.imgur.com/HYfk9MI.png Natalya's Reflection No longer rolls life regeneration by default. http://i.imgur.com/PWQwTKf.jpg Obsidian Ring of the Zodiac No longer rolls the mixed main stats, default rolls removed. Rolls three secondary stats (instead of five primary stats on live). http://i.imgur.com/w6CFlAB.png Restraint No longer rolls attack speed and cooldown reduction by default. http://i.imgur.com/F4nBvOs.jpg Rogar's Huge Stone No longer rolls life regeneration and vitality by default. http://i.imgur.com/HVuSEqa.png Stolen Ring Now rolls 5 primary stats. - Stone of Jordan No longer roll max resource as secondary. (Does not roll five primaries as reported sometimes - it's a bug due to monks being able to roll spirit regeneration as fifth primary on SoJ, most likely to be fixed.) http://i.imgur.com/iP47gTm.jpg The Compass Rose Now rolls 5 primary affixes. http://i.imgur.com/At7pCUz.jpg Unity Does not roll life per hit by default anymore. http://i.imgur.com/hrleoWD.png
► One-handed Weapons ◄
Item What's new? Images NEW: Akanesh, The Herald of Righteousness Spear with 15-25% holy damage. http://i.imgur.com/p476to1.jpg Arreat's Law No longer rolls critical hit chance. http://i.imgur.com/f6gwHZE.jpg Azurewrath Does not roll attack speed by default anymore. http://i.imgur.com/KAiyQMv.png Doombringer No longer rolls life % and life per hit. - Genzaniku Visuals on Genzaniku were changed from red glow to green/blue glow. - Manajuma's Carving Knife Does not roll critical hit damage anymore. - Mad Monarch's Scepter Now counts assists in addition to kills. - Rimeheart Has been redesigned: 10% chance to instantly deal 10,000% weapon damage as Cold to Frozen enemies. - The Barber Does not roll critical hit damage anymore. - NEW: The Dagger of Darts (new Ceremonial Dagger, name unconfirmed) Your Poison Darts and your Fetishes' Poison Darts now pierce. - The Fist of Az'Turrasq Has been redesigned: Now increases Exploding Palm's on-death explosion damage by 75-100%. - The Gidbinn Fetishes spawned by The Gidbinn should now work with the Fierce Loyalty passive and Carnevil's Legendary Power. -
► Two-handed Weapons ◄
Note: All two-handed weapons have their base damage increased by approximately up to 30% (subject to change) in order to compete with one-handed weapons. This change will be retroactive, i.e., apply to your existing gear as well.
Item What's new? Images Baleful Remnant Now counts assists in addition to kills. - Bastion's Revered New legendary power: Increases maximum number of Frenzy stacks to 10. http://i.imgur.com/J6JgVgj.jpg Blade of Prophecy The text on this item no longer improperly states that all enemies hit by Condemn will trigger another explosion. - Bovine Bardiche The chance to summon cows has been increased to 100%. Note: The cooldown on the Legendary Power still applies. The summoned cows should now be significantly more murderous. The summoned cows should now be significantly more durable. - Fate of the Fell Extra Fires of Heaven hits will now be able to generate procs. - Flying Dragon Fixed an issue preventing this item from correctly granting +100% Attack Speed. - Fury of the Vanished Peak Now rolls +25-30% Seismic Slam damage as a fifth primary affix. - Heart Slaughter Has had its critical hit damage roll removed, now rolls with +25-30% physical damage. - Incense Torch of the Grand Temple Has been redesigned: Reduces the Spirit cost of Wave of Light by 60%-80%. Now rolls +25-30% Wave of Light damage as a fifth primary affix. - Madawc's Sorrow Stun duration increased from 1 to 2 seconds. - Scourge Explosion weapon damage increased from 130-160% to 1800-2000%. - Stalgard's Decimator Has had its critical hit damage roll removed. Can no longer smart roll for Witch Doctor or Wizard. Weapon damage increased from 275-350% to 550-650%. This change will apply retroactively. Legendary Power can now proc from Rend, Whirlwind, Cyclone Strike, Tempest Rush, and Shield Bash. - The Flow of Eternity Cooldown reduction for Seven-Sided Strike increased from 45-50% to 45-60%. - The Furnace Has been redesigned: Increases damage against elites by 40-50%. - The Grand Vizier Legendary power added: Reduces the Arcane Power cost of Meteor by 40%-50%. Now rolls +25-30% Meteor damage as a fifth primary affix. - The Grandfather Does not roll IAS by default anymore. http://i.imgur.com/Y4UcoUD.jpg The Sultan of Blinding Sand Has had its movement speed roll removed. - Warmonger No longer rolls attack speed and damage increase by default. http://i.imgur.com/1hSLBqH.jpg Wrath of the Bone King Now rolls with +25-30% cold damage. -
► Bows/Crossbows ◄
Item What's new? Images Balefire Caster Now rolls with +15-20% Fire damage. - Etrayu No longer rolls life per hit by default, now rolls 15-20% cold damage. - Natalya's Slayer Does not roll damage % by default anymore. http://i.imgur.com/JblgKBH.png Uskang No longer rolls life per hit by default, now rolls with +15-20% lightning damage. - NEW: Wojahnni Assaulter Rapid Fire deals 40-50% more damage per second, stacks up to 4 times. http://i.imgur.com/5NsjWo9.png
► Orb ◄
Item What's new? Images Mirrorball No longer rolls cooldown reduction by default. Extra Magic Missile hits will now be able to generate procs. http://i.imgur.com/cgxNchw.jpg
► Mojo ◄
Item What's new? Images Homunculus No longer rolls reduced elite damage and all resist by default. -
► Quiver ◄
Item What's new? Images Flint Ripper Arrowheads New legendary power: Ball Lightning now travels at 50% speed. Renamed to "Meticulous Bolts". - Holy Point Shot Now rolls 15-20% elemental damage as one of the five primary stats (rumors are that this might be the case for some other quivers, but no evidence surfaced as of yet.) http://i.imgur.com/cK8dJbr.jpg Silver Star Piercers New legendary power: Chakram now generates 3 hatred. http://i.imgur.com/CCVNdtM.png
► Shield ◄
Item What's new? Images Akarat's Awakening No longer rolls with socket by default. http://i.imgur.com/CFKRoaS.jpg NEW: Unrelenting Phalanx Allows Phalanx to summon twice as many Avatars. Applies to all rune variants. http://i.imgur.com/e4BFzvN.png Hellskull No longer rolls cooldown reduction by default. - Jekangbord Extra Blessed Shield hits will now be able to generate procs. - Lidless Wall Has had its default rolls (attack speed and resource cost reduction) removed. http://i.imgur.com/ghs6S23.jpg Stormshield Elite damage reduction/melee damage reduction have been buffed. http://i.imgur.com/IKgsO8F.png
► Sets ◄
Item What's new? Images Embodiment of the Marauder (6) set bonus: Fixed an issue that caused Hatred spenders cast by the Sentries to have a slower attack speed than intended. - Firebird's Finery (6) set bonus: Has been redesigned - Dealing Fire damage causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire per second. After reaching 3000% damage per second, the enemy will burn until they die. - Immortal King's Call (3) set bonus: Life per Fury spent increased from 289 to 500. - Inna's Mantra (2) set bonus: Life per Spirit spent increased from 124 to 200. - Might of the Earth Earthquakes caused by the Might of the Earth set will once again generate Fury through the Earthen Might Passive Skill. - Monkey King's Garb (4) set bonus: Weapon damage increased from 1600% to 3500%. The decoy will now attempt to spawn next to the closest enemy within 15 yards. - Natalya's Vengeance (4) set bonus: Cooldown reduction increased from 1 to 2 seconds per kill. Now also triggers on assists. - Roland's Legacy (new Crusader set) Comes with helm, shoulders, chest, pants, gloves, boots. (2) set bonus: +500 strength. (4) set bonus: Increases Shield Bash Damage by 100%. Increases Sweep Attack Damage by 100%. (6) set bonus: Every use of Shield Bash or Sweep Attack that hits an enemy grants 20% increased Attack Speed for 3 seconds. This effect stacks up to 5 times. http://imgur.com/a/XvV3j Shenlong's Spirit (2) set bonus: Energy ball weapon damage increased from 300% to 1200%. Spirit generation increased from 1 to 4 per second. Energy ball size significantly increased. - The Legacy of Raekor (5) set bonus: The damage type dealt by Furious Charge will now be based on the element of the Skill Rune you're currently using. - The Shadow's Mantle (2) set bonus: Now, upon receiving fatal damage you instead automatically cast Smoke Screen and are healed to 25% Life. This effect may only occur once every 120 seconds. (4) set bonus: Has been redesigned - now enables all Shadow Power runes. -
► Season-only Legendaries ◄
Item What's new? Images Aether Walker (Wand, name unconfirmed) Removes the cooldown of Teleport. Teleport now costs 25 Arcane Power. - Bottomless Potion of Rejuvenation Restores 15% of your primary resource when used below 25% Life. - Frydehr's Wrath (Crusader Shield, name unconfirmed) Removes the cooldown of Condemn. Condemn now costs 40 Wrath. http://i.imgur.com/eOY4UzZ.png Hillenbrand's Training Sword (Templar Relic, name unconfirmed) Reduces the cooldown of all Templar skills by 50%. - Krelm's Buff Belt Grants a 20% Movement Speed bonus. Taking damage causes you to lose this effect for 15 seconds. - Krelm's Buff Bracers Grant you immunity to Knockback and Stun effects. - Leonine Bow of Hashir (bow) Grants Bola Shot a 15-20% chance on explosion to pull in all enemies within 24 yards. http://i.imgur.com/QXjauEM.png Remorseless (1h Mighty Weapon) Grants Hammer of the Ancients a 25-30% chance to summon an Ancient for 20 seconds. - Sacred Harvester (Ceremonial Dagger, name unconfirmed) Soul Harvest now stacks up to 10 times. - Slipka's Letter Opener (Scoundrel Token, name unconfirmed) Reduces the cooldown of all Scoundrel skills by 50%. - Vadim's Surge (Enchantress Focus, name unconfirmed) Reduces the cooldown of all Enchantress skills by 50%. - Vengeful Wind (Fist Weapon) Increases the maximum stack count of Sweeping Winds by 5-7. -
► Legendary Gems ◄
Note: "Upgrade per rank" not adjusted to the new scaling (was changed multiple times, from 50 to 200 to 25). The new upgrade per rank will probably be simply the value below times 8 (roughly).
More info about legendary gems can be found here.Gem name Upgradeable bonus Rank 25 bonus Upgrade per rank Image Bane of the Powerful Gain 20% increased damage for 20 seconds after killing an elite pack. Increases damage against elites by 15%. +1 second buff duration Link Bane of the Trapped Increase damage against enemies under the effects of control-impairing effects by 15.0%. Gain an aura that reduces the movement speed of enemies within 12 yards by 30%. +?% damage Link Boon of the Hoarder 25% chance on killing an enemy to cause an explosion of gold. Gain 30% increased movement speed for 2 seconds after picking up gold. +1.5% change on kill Link Enforcer Increase the damage of your pets by 15%. Your pets take 25% less damage. +?% damage Link Gem of Efficacious Toxin Poison all enemies hit for 2000% weapon damage over 10 seconds. All enemies you poison take 10% increased damage from all sources. +?% Weapon Damage over 10 Seconds. Link Gogok of Swiftness 50% chance on hit to gain Swiftness, increasing your Attack Speed by 1% for 4 seconds. This effect stacks up to 15 times. Also gain 1% Cooldown Reduction per stack. +1% chance Link Invigorating Gemstone While under any control-impairing effects, reduce all damage taken by 30%. Heal for 20% of maximum life when hit by control-impairing effect. +?% reduced damage taken (maximum +?% upgrade, ?% total) Link Mirinae, Teardrop of the Starweaver 15% chance on hit to smite a nearby enemy for 2000% weapon damage as Holy. Periodically smite a nearby enemy. +40% weapon damage Link Moratorium 25% of all damage taken is instead staggered and dealt to you over 3.0 seconds. 10% chance on kill to clear all staggered damage. +? second to the stagger duration Link Pain Enhancer Critical hits cause the enemy to bleed for 1200% weapon damage as Physical over 3 seconds. Gain Blood Frenzy, granting you 3% increased Attack Speed for each bleeding enemy within 20 yards. +?% weapon damage over 3 seconds Link Simplicity's Strength Increase the damage of Primary skills by 25% Primary skills heal you for 2% of maximum health on hit. +0.5% damage Link Taeguk Gain 0.5% increased damage for 3 seconds after spending primary resource. This effect stacks up to 20 times. Gaining a stack refreshes all existing stacks. Gain 0.5% increased Armor for every stack. +1 max stack Link Wreath of Lightning 15% chance on hit to gain a mini-Conduit buff, dealing 600% weapon damage as Lightning every second to nearby enemies for 3 seconds. While under the effect of the mini-Conduit, gain 25% increased movement speed. +10% weapon damage per second Link Zei's Stone of Vengeance Damage you deal is increased by 4% for every 10 yards between you and the enemy hit. Maximum 20% increase. 20% chance on hit to Stun the enemy for 1 second. +?% for every 10 yard (up to +?% max) Link
► Weapon Procs ◄
Previously, only few items that had a legendary proc would benefit from elemental damage on gear (e.g., Thundergod's Vigor is increased by lightning damage while Thunderfury is not). Legendary items that directly deal damage should now all properly benefit from the appropriate +% elemental damage item affix. The following is a list of items that are provided by Blizzard for those that officially are fixed now:
Just to add to the list above, I tried digging up what other items there are that benefit (or do not benefit) from elemental damage. As this list is quite long, and most of it does not qualify for the purpose of this thread ("item *changes* in 2.1") I put this in a spoiler tag. Some sources I used are Druin's thread and Diablohub. List is a work in progress! Any help appreciated!Item name Elemental damage type Blackfeather +%Physical Damage Bul-Kathos's Oath (2) set bonus +%Physical Damage Cinder Switch +%Fire Damage Death's Bargain +%Physical Damage Death Watch Mantle +%Physical Damage Fulminator +%Lightning Damage Odyn Son +%Lightning Damage Maximus +%Fire Damage Moonlight Ward +%Arcane Damage Schaefer's Hammer +%Lightning Damage Scourge +%Fire Damage Shenlong's Spirit (2) set bonus +%Fire Damage Stalgard's Decimator +%Physical Damage Storm Crow +%Fire Damage Thunderfury +%Lightning Damage
Item name Elemental damage type Confirmed Andariel's Visage +%Poison Damage Yes Azurewrath +%Holy Damage Yes Band of Hollow Whispers +%Arcane Damage Yes Demon Machine +%Fire Damage Yes Fire Walkers +%Fire Damage Yes Firebird's Finery (6) set bonus +%Fire Damage No Fjord Cutter +%Cold Damage Yes Gyana-Na-Kashu +%Fire Damage Yes Helltooth Harness (6) set bonus +%Poison Damage (?) No Legacy of the Nightmares (2) set bonus +%Physical Damage (?) No Mad Monarch's Scepter +%Poison Damage Yes Manajuma's Way (2) set bonus +%Poison Damage Yes Monkey King's Garb (4) set bonus +%Holy Damage No Pox Faulds +%Poison Damage Yes Raiment of a Thousand Storms (6) set bonus +%Lightning Damage No Razor Strop +%Fire Damage Yes Shard of Hate +%Cold/Lightning/Poison Damage Yes Shenlong's Fist of Legend (2) set bonus +%??? Damage No Tal Rasha's Elements (4) set bonus +%Arcane/Cold/Fire/Lightning Damage Yes The Magistrate +%Cold Damage Yes Thundergod's Vigor +%Lightning Damage Yes Winter Flurry +%Cold Damage Yes Wizardspike +%Cold Damage Yes
► Appendix ◄
Sources are the official PTR patch notes, undocumented patch notes on Reddit, undocumented patch notes on Diablofans, and other undocumented sources (personal experiences on PTR, conversations on Skype/in-game, and so on).
Also check out Jaetch's thread on the official forums! He actually started it before I did, but I guess we somehow both started after we talked about upcoming item changes. It's only that due to timezone differences he had a headstart while I was in bed
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1
Ashy_Larry posted a message on Haunt targeting questionFrom my experience, even casting towards off screen monsters still haunts them... you're correct with target casts, one hits the target the other flies towards something near it, but as long as its close enough... if you cast in the area close to a target (not highlighting something) then it will still function as you targeted the closest monster to the cursor (so long as its within a certain distance)Posted in: Witch Doctor: The Mbwiru Eikura -
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Bagstone posted a message on [RoS FAQ] Reaper of Souls: Frequently Asked QuestionsPosted in: Diablo III General Discussion[RoS FAQ] Reaper of Souls: Frequently Asked Questions
1) What is that orange diamond in front of some affixes?
2) How useful are items increasing damage of an element/skill?
3) Which skill bonuses can roll on which slot?
4) How does cooldown reduction work?
5) Is there a cooldown reduction cap?
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
8) Any changes on Keywarden, Ubers, Hellfire Ring in RoS?
9) I'm new to class X, what is the current cookie cutter build?
10) What is the best way to farm XP/caches/legendaries/...?
11) What are the drop rates for specific legendaries?
12) What exactly do I need to do to get a design unlocked for transmogrification?
13) What's the state of life steal in RoS?
14) What happened to magic find?
15) How does the difficulty level affect the legendary drop rate?
16) What do the new paragon portraits look like?
17) How does +elemental damage bonus work, in particular with regard to "black weapons"?
18) Is there a list of all the primary stats and secondary stats?
19) How is bonus XP calculated?
20) How are the contents of caches determined? Should I open them on Torment 6?
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?
22) What to do with Blood Shards?
23) What are the drop rates for legendaries, crafting materials and so on?
24) Is there a list of all Torment-only legendaries?
25) What are the level 70 ubers and drop rates?
26) Can already I farm materials for the Hellfire amulet that will be added in 2.1? _______________________________________________________________________________________________
1) What is that orange diamond in front of some affixes?
Those are affixes that are not included in the item comparison (i.e., damage, toughness, and healing). One such example is the "+% elemental damage" affix: it will not be included in the damage overview as it only affects one element, not necessarily your overall damage. The orange diamond has nothing to do with enchanting - those stats can be enchanted unless they are "special legendary" stats (i.e., affixes that don't roll on rare items of the same slot).
2) How useful are items increasing damage of an element/skill?
The affixes "(Elemental type) skills deal x% more damage" and "Increases (skill name) damage by x%" do exactly what they say - they increase all damage dealt of a certain skill or a certain elemental damage type by the given amount. Usually, this affix comes at the sacrifice of another damage-increasing affix, and therefore the item seems to decrease your overall damage. This is because the elemental/skill bonus damage is not included in the sheet damage calculation. We have to do the calculation ourselves.
For example, let's assume we have an item that adds 15% damage to all our fire spells (and we are exclusively using fire spells), but reduces our overall damage by 12% according to the comparison tooltip. If an average spell will do 1000 damage, the DPS lost would reduce the damage to 880. However, the elemental bonus affix increases the spell's damage by 15%, resulting in 1012 damage. Overall, you gained 1.2% damage from that switch. As another example, if an item gives you 30% spell damage for a 25% loss, it would not be worth it: 1000 * 0.75 = 750, 750 * 1.30 = 975, so a 2.5% overall loss. The general formula to calculate the effectiveness is (((1-DPS loss) * (1+elemental/skill bonus gain))-1)*100; in the aforementioned examples it would be (((1-0.12)*(1+0.15))-1)*100 = 1.2 and (((1-0.25)*(1+0.3))-1)*100 = -2.5.
The damage type of the weapon makes no difference in this calculation; it can be a black weapon (i.e., no elemental damage) or any elemental type damage weapon. If you combine multiple items with elemental skills damage bonus they will be added together: bracers with 12% cold damage and a necklace with 13% cold damage result in 25% cold damage. The same accounts for skill damage bonus. If you combine skill damage and elemental type damage bonus it gets calculated multiplicatively. For example, if you have +10% lightning spells damage on bracers and +15% Electrocute damage, the overall increase for casting electrocute will be 1.10 * 1.15 = 1.265, i.e., an increased 26.5% damage.
daisychopper found a very informative website that offers detailed information about how elemental damage works (with pictures!):
http://bannedofgamers.com/index.php?threads/guide-2-0-1-elemental-damage-explained.1104/
There's also an excellent, very detailed explanation by Jaetch in one of his videos, where he not only discusses elemental/skill damage bonuses vs. DPS, but also "sheet DPS" vs. "real DPS". Check it out: https://www.youtube.com/watch?v=9Dk8xiG1ic0
Note that as of 2.0.6, you can see the elemental DPS in-game as well - just click on "details" in the character pane and you'll see the percentage of elemental damage on your gear, and if you hover over that number it will tell you your elemental DPS.
3) Which skill bonuses can roll on which slot?
Entropy datamined this information and put it into a nice format, I'm just gonna redirect you to his post, be sure to give him a +1 for that:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82397-list-of-skill-affixes
4) How does cooldown reduction work?
The formula is quite simple: New cooldown = (original cooldown) * (cooldown reduction 1) * (cooldown reduction 2) * (cooldown reduction 3), and so on. For example, Slow Time with a 60% Orhpeus Gesture, 10% cooldown reduction from paragon, and 20% cooldown reduction from Evocation will result in 3.456 seconds (instead of 12 seconds) cooldown. As you can see, you can reduce cooldowns significantly, but never get to zero cooldown.
5) Is there a cooldown reduction cap?
The hard cap for cooldown reduction is 90%. However, there is a "soft cap" as to how far items and skills allow you to reduce the cooldown so far. It depends on class/choice of items/skills; you can see the maximum amount of cooldown reduction (CDR) for every class and skill here:
http://bannedofgamers.com/index.php?cdr/
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
Cooldown reduction suffers from diminishing returns, the formula is like this: 1-(1-cdr1)*(1-cdr2)*(1-cdr3) and so on. If you have 8% cooldown reduction from paragon, 20% cooldown reduction from skills, and 6% cooldown reduction from an item, your entire cooldown reduction is not 34% but 1-(1-0.08)*(1-0.2)*(1-0.06) = 1-0.69184 = 0.30816 (or 30.816%). However, it doesn't mean that stacking high cooldown reduction can't be worthwhile; sometimes it's even worth going from 65% to 70% or higher (monk with Epiphany, for example), although it takes a lot of additional cooldown reduction to get there.
Bonus damage for skills or elements works differently; if you have an amulet with 11% increased fire damage skills and bracers with 13% increased fire damage skills, your fire skills will deal 24% more damage. Nevertheless, if you are already at 100% increased fire damage and add 20% the relative increase of DPS is not actually 20% (a spell that did 1 million without fire gear will deal 2 million with 100% increased fire damage, and 2.2 million with an additional 20% item; so the relative increase is only 10% because your elemental bonus is already quite high).
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
There are two ways to get guaranteed legendaries: 1) If you are below level 60 and kill an act boss for the first time, you will definitely get a legendary item. 2) After you did a full reset of all quests (or if you haven't completed the last quest yet), Malthael will always drop a legendary item. Here's the catch: in order to get this drop, you need to hit the "Reset Quests" button, and you can only reset the quests if you finished every single quest in the game. Yes, no easy way to exploit this! Just play through the entire game. You can run through it in Normal though - of course, you won't get any Torment-level legendaries then, and no Imperial gems.
If you can't hit the "Reset Quests" button it means you didn't finish every single quest yet. To see which quests you haven't done yet check this amazing website: http://xinair.net/diablo3/ (credit to creator Bleedus from Reddit). Note that some people have reported that the quests reported by this tool were not the right ones; another solution, if this doesn't work, is the one proposed on Reddit in this discussion.
8) Any changes on Keywardens, Ubers, Hellfire Ring in Reaper of Souls?
There is a completely new Hellfire Ring on level 70, with new keys, a new Infernal Machine crafting recipe, updated stats to level 70 (including 45% instead of 35% bonus XP), and an additional fourth portal you need to open. Give it a try! You cannot wear both the level 60 and level 70 Hellfire Ring, so you probably want the level 70 ring in the end.
The Keywardens gained some nasty new abilities in 2.0.1; Xah'Rith (act 3) gained the ability to multiply himself, Sokahr (act 2) occasionally reflects your spells, and Odeg (act 1) became a coward and will occasionally run away through the entire Fields of Misery, happy chasing. The ubers' mechanics haven't changed though. The new drop rates (for keys and organs) range from 25% (Torment 1) to 50% (Torment 6) - yes, significantly lower, but also realize that there is not Nephalem Valor anymore. The exact drop rates from T1 to T6 are 25%, 28%, 33%, 38%, 43%, 50% (no drops on difficulties lower than Torment).
9) I'm new to class X, what is the current cookie cutter build?
About 3 months into RoS it's safe to say that there are a few (1-3 builds) per class that stand out in end-game ("efficient" T6 rifting). However, if you're new to class X, those builds are probably not available to you as they all rely on very specific gear that takes some time to acquire (specific weapons, gloves, or helmets; complete class sets; a RoRG for that class, a suitable SoJ and amulet. For a compilation of some builds check out the build section on our website or the class forum of the class you started playing.
That being said, for all other cases (pre-endgame, just starting a class, not having all gear available, or not being interested in efficiency) "cookie cutter builds" are not as important as in Diablo 3 Vanilla - in other words: while there are a few builds that shine for each class on T6, there are countless builds that work at least on lower Torments (up to T3-4 you can run almost every "sub-optimal" build). That's the beauty of Reaper of Souls! Also keep in mind that new items are being added and new builds are being discovered constantly, so never stop thinking about new potential builds in case you ever get bored with your "cookie cutter build".
If you start with a class, your best bet is to try out all skills to see which playstyle you prefer and which spells you like, and as you find legendary items just try out builds that the special effects on those legendary items unlock. In case your new class is a wizard, Blizzard MVP and Diablofans Mod Jaetch created a very nice guide on "how to create a build" (the basics apply to other classes as well).
10) What is the best way to farm XP/caches/legendaries/...?
There are many different things to do, and certain things are better suited for a specific goal than others. That being said, almost every one of those choices comes with a downside, so in the end it's mainly "do what you like". For example...
- Rifts are probably the best overall way to get a good mix of legendaries, XP, blood shards, and gold. In terms of efficiency, choose a Torment level high enough that you can clear in reasonable time (i.e., elite packs die within less than 10 seconds and a rift clear takes between 5-10 minutes on average until spawning and killing the rift guardian). Works best in groups or solo with Unity and a follower with Unity.
- XP is probably gained fastest by killing Malthael or other bosses. The problem is that you either need to find your way through Pandaemonium Fortress to his chamber (takes too much time) or leave the game before the quest completes (you get NO LOOT) or re-open the game with another character (lots of time/effort with character switching and new game creation). This "method" is boring as hell, does not yield and blood shards, and probably not as many legendaries as rifts. A well-coordinated high Torment rift group can get a lot of XP as well, is less boring, and will overall net more "other" stuff than just XP.
- Blood shards can be acquired fastest by doing "Rift it Forward". Join one of the "Rift it Forward" communities, hang out in chat, and join games to grab the rift guardian kill and lots of blood shards. However, you might spend lots of time just looking at the menu if you don't get any invites; you might run out of rift key fragments soon; and overall you will not get as many legendaries as doing rifts.
- Caches/rift key fragments can only be obtained by bounties, and there are different ways to go about this as well: Many prefer "split farming", which means that 4 people do bounties in a group, but never play together; everyone finishes a different bounty. It's the fastest way to get as many caches as possible. The drawbacks are that you get less rift key fragments (you only get them for the bounties you were present at), and you might miss out on legendaries (all chest and destructibles are "world drops", i.e., while you are killing Izual someone might open a chest in an act I bounty and it might drop a Wand of Woh for you).
In the end, play what you enjoy most, because that's what the game is about. What's the point in playing a game in a mode you don't like, wearing it out quickly such that you stop playing after a while?
If you want a second opinion on this, here's a well-known Dfans community member, streamer, official Blizzard MVP and ultimate game knowledge resource stating his opinion about "farming routes": http://www.youtube.com/watch?v=FRMpLbkBGJo#t=307
11) What are the drop rates for specific legendaries?
We don't know if this information is 100% accurate, but it seems to be generally in line with what people experience:
Legendary roll percentage sub-torment
Legendary roll percentage torment
Legendary roll weight (determining probability for a specific item category to drop)
Find the item in your Torment/sub-Torment table, then check in the third link how high the drop chance of that item category is. It'll give you the drop chance of any legendary item being your desired item. Note that 1) for Kadala you need to look at the Torment table (link #2) and dismiss the "non-smart loot" column because Kadala will always give you smart loot legendaries. Also note that as of 2.0.6 some of these charts have become obsolete (class set items are now as common as all other set items, such as Blackthorne's).
12) What exactly do I need to do to get a design unlocked for transmogrification?
Legendary/set items are unlocked for transmogrification as soon as they enter your inventory. That means, you will get the design as soon as you identify it (because at that point the item is in your inventory), or if one of your group members finds it, drops it, and you pick it up, you will get the transmog as well. Of course - this requires a lot of trust as there is no way to demand the item back!
For crafting recipes the same principle applies: the item needs to be in your inventory, which means only every item of a crafting recipe that you actually craft unlocks for transmogrification. Learning the recipe is not enough. Note that this currently does not seem to work for legacy crafting recipes, i.e., you need to craft the level 70 version of a crafting recipe to get the transmog design. Some people said that they didn't get the design until they actually *equipped* the crafted item, so if you don't get the design from crafting, make sure to equip it as well.
13) What's the state of life steal in RoS?
Life steal used to return 20% life (on Inferno) before 2.0.1 and has been reduced to 10% since. Up until level 69, life steal is still 10%... and as soon as you hit level 70, it will be useless (returns 0%, technically speaking).
14) What happened to magic find?
Magic find was too powerful and became a requirement to find any loot in Diablo 3, which is why it was heavily nerfed: 100% magic find will increase the chance to find blue items by 100%, but only increase the chance for finding rare (yellow) items by 30% and for legendary/set items it is only 10%. That means that if you equip your character with 300% magic find, you will only get a 30% higher chance of finding a legendary. In addition to that, magic find has been removed entirely from paragon and from future rare gear (it still exists on pre-2.0.1 items, the so-called legacy gear). There are items in Reaper of Souls that have magic find as a stat (e.g., Nagelring or Cain's Set), but it is not worth it to sacrifice a lot of damage for a small amount of magic find.
15) How does the difficulty level affect legendaries?
Higher difficult levels yield a higher legendary drop rate. The exact blue post reads as follows: "Playing in Torment difficulty does not provide a bonus to the Magic Find stat. It does however confer a bonus to legendary drop chance, but this bonus is not visible anywhere on the character details pane." (source: http://us.battle.net/d3/en/forum/topic/11914882166)
There is no increase/decrease in the quality of legendaries based on difficulty though; you will not get higher affix rolls if you play Torment 6, the affix range remains the same. Here's a bluepost to make this pretty clear:
http://us.battle.net/d3/en/forum/topic/12091349617?page=5#89
There are certain legendaries, mostly sets, that you can find on Torment only; here is a list of all those items.
16) Will there be new paragon portraits?
The new paragon portraits went live with 2.0.4, take a look at them here (for level 200 to 800):
http://www.diablofans.com/news/48021-undocumented-patch-notes-several-legendary-items
17) How does (legacy) +elemental damage bonus work, in particular with regard to "black weapons"?
Elemental damage bonus does not spawn on loot 2.0 anymore; items that used to roll it before 2.0.1 now roll the "new" elemental damage bonus that it just tied to the skills you are using. See Stone of Jordan for an example of such an item (http://us.battle.net/d3/en/item/stone-of-jordan) and more infos about the "new" elemental skill damage in this FAQ. If you are using legacy items such as the old Stone of Jordan, the "black weapon" bug is still present. For those of you who don't know what black weapons are or what he issue is, here's an explanation: http://old.diablofans.com/topic/84199-guide-wizard-gear-guide/#blackweapon
18) Is there a list of all the primary stats and secondary stats?
Those are all primary stats:
Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, specific Class Skill Bonuses, Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets.
And all secondary stats:
Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
Source: http://us.battle.net/d3/en/blog/12671560##Items (thanks to sKingX for pointing this out)
19) How is bonus XP calculated?
There's an app for that! Go to this website: D3resource.com/xpcalc/ (thread over here, if you have any comments or spotted a mistake). There's also the formula for bonus XP - as of now derived from testing because there's no official word on the formula, yet.
20) How are the contents of caches determined? Should I open them on Torment 6?
The cache's contents are rolled as soon as you receive them, so that you can't cheat the system: if you complete the bounty on any difficulty lower than Torment, no Torment-only legendaries will drop from the cache, even if you open it on Torment 6. However, the rolls on the items (smart loot, main stats) are determined when you open them. This means you can farm caches on your barbarian, open them with your wizard, and get lots of intelligence items!
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?
Yes: certain legendaries can only drop from bounty caches; the difficulty level doesn't matter, but they only drop from caches from two acts each (act 4 and one other act). Those are all currently known bounty cache legendaries:
- Avarice Band - Act 3 and Act 4
- Boots of Disregard - Act 3 and Act 4
- Burst of Wrath - Act 3 and Act 4
- Cloak of Deception - Act 2 and Act 4
- Coven's Criterion - Act 2 and Act 4
- Death's Bargain - Act 4 and Act 5
- Envious Blade - Act 3 and Act 4
- Gloves of Worship - Act 2 and Act 4
- Golden Gorget of Leoric - Act 1 and Act 4
- Helltrapper - Act 4 and Act 5
- Ilusory Boots - Act 2 and Act 4
- Insatiable Belt - Act 3 and Act 4
- Mad Monarch's Scepter - Act 1 and Act 4
- Overwhelming Desire - Act 3 and Act 4
- Pandemonium Loop - Act 4 and Act 5
- Pauldrons of the Skeleton King - Act 1 and Act 4
- Pride's Fall - Act 3 and Act 4
- Ring of Royal Grandeur - Act 1 and Act 4
- Salvation - Act 4 and Act 5
- Sanguinary Vambraces - Act 1 and Act 4
- Soulsmasher - Act 4 and Act 5
(Sources: http://us.battle.net/d3/en/forum/topic/12249795001 and http://www.diablohub.com/database/sorting/bounty-bags)
22) What to do with Blood Shards?
Blood Shards currently can only be used for gambling items at Kadala, so feel free to spend them all. There is a cap of 500 Blood Shards, so don't save up too many. Also note that you cannot obtain any legendaries that only drop from Horadric Caches, as well as no follower items or bottomless potions. All other items (including Torment-only legendaries such as sets) can be acquired from Kadala. If you didn't get it yet it just means you're unlucky.
23) What are the drop rates for legendaries according to each difficulty?
Increased drop rates for legendaries:
- Torment I: 115% (campaign mode/bounties), 230% (rifts)
- Torment II: 132% (campaign mode/bounties), 265% (rifts)
- Torment III: 152% (campaign mode/bounties), 304% (rifts)
- Torment IV: 175% (campaign mode/bounties), 350% (rifts)
- Torment V: 201% (campaign mode/bounties), 402% (rifts)
- Torment VI: 231% (campaign mode/bounties), 463% (rifts)
(Source: http://www.reddit.com/r/diablo3/comments/26a358/new_legendary_drop_rate_chart/)
24) Is there a list of all Torment-only legendaries?
Yes, there is:
http://eu.battle.net/d3/en/forum/topic/10189299133
25) What are the level 70 ubers and drop rates?
Unlike on level 60, the level 70 portals are not random, but there are four specific portals, each leading to a specific realm that drops a specific organ. The machines and respective realms, ubers, and organs are as follows:
Each machine needs all four (not three!) different keys to be crafted - those keys drop from the same keywardens we know already from level 60:Infernal Machine Realm Ubers Drop Infernal Machine of Bones Realm of Discord Leoric and Maghda Leoric's Regret Infernal Machine of War Realm of Turmoil Siegebreaker and Zoltan Kulle Idol of Terror Infernal Machine of Gluttony Realm of Chaos Rakanoth and Ghom Vial of Putridness Infernal Machine of Evil Realm of Fright Diablo + summons random Ubers Heart of Evil
Keys and organs only drop in Torment level games, and range from 25% to 50% - so there will always be RNG involved! The drop rates are as follows:Key Keywarden Act Level Key of Bones Odeg the Keywarden Act I Fields of Misery Key of Gluttony Sokahr the Keywarden Act II Dahlgur Oasis Key of War Xah'Rith the Keywarden Act III Stonefort Key of Evil Nekarat the Keywarden Act IV Silver Spire Level 1
- Torment I: 25%
- Torment II: 28%
- Torment III: 33%
- Torment IV: 38%
- Torment V: 43%
- Torment VI: 50%
26) Can already I farm materials for the Hellfire amulet that will be added in 2.1?
Yes! This was confirmed by Lylirra (here). For more information about the Hellfire amulet and other news about 2.1, check the official blog post.
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1
shaggy posted a message on We need an option to resume adventure gamesYou mean an online-only game should have some kind of tolerance for the imperfections of the internet?Posted in: Diablo III General Discussion
What a novel idea!
Although I'm sure Josh would say that co-op is the "disconnect prevention" feature. -
14
tgrtheone posted a message on When my friends ask me how about monk now? I create this thread without other words.....My old friends from wow want to play with me in D3, and hear "someone" said "BLZ says monk is perfect now", so he ask for my opinions. I just tell him the performance of the "perfect class" with several pictures.Posted in: Diablo III General Discussion
My friend's question: is monk the hardest class ?
In our image
Actually
My friend's question: is monk's dodge from agility extremely good
In our image
Actually
My friend's question: is monk the best solo class?
solo T6 Ghom without The Furnace
solo T6 Nephalem Rift
My friend's question: is the build of way of the hundred fists+sweeping wind powerful?
In our image
Actually
My friend's question: is the build of Lashing Tail Kick powerful?
LTK monk solo rift
when meet elite with knockback
My friend's question: is monk's Parkour powerful?
actually
My friend's question: Rimeheart build is hot now?
actually
My friend's question: isn't exploding palm the best of the world?
actually
My friend's question: isn't monk's dashing strike really cooooooooooool?
actually
My friend's question: is every sets of monk very good?
actually
My friend's question: how is the dps of monk?
dps monk in public room
My friend's question: how is monk now?
when monk see a witch doctor partner
monk's role in the team
when monk tank a lot of monster
when monk rush ahead to cast exploding palm in the team
when assist monk leave behind the team
when teammates leave, only monk in the room
My friend's question: isn't blz buff monk?
monk's opposition of current situation
when blz said monk will be buffed, player's performance
My friends says: OK, I know.
the second day, there is another witch doctor appear in my friends' list.
Just for fun -
1
Jaetch posted a message on [Video] Take 2: Hybrid Chainpocalypse Archon (Twitch.tv Highlight)Stack requirements vary from player to player. Depends how much your EBs crit for and how much your Archon attacks tick/hit for. If all of my EBs crit on elites for 10-12M while overlapping a few times per second and Archon with 10 stacks hit for 50M+ per beam tick (and similar amount per 1 key blast), that's all I need and picking up those stacks isn't hard to do.Posted in: Wizard: The Ancient Repositories
Nothing Archon does trigger Strongarm. The left click attack used to, but something went wrong there and it's reported that it no longer triggers Strongarm. -
3
ruksak posted a message on What people are really trying to say about the current loot buffIt is kinda nice. However, I think the standard drop rate would be fine IF there weren't so many "empty" Legendaries (glorified rares as they've come to be known). The scarcity of impactful Legendary items with true legendary affixes are too far between.Posted in: Diablo III General Discussion
Essentially; I don't think it's the rate, per say, rather it's the high percentage of dysfunctional loot that's the culprit here. -
12
Entropy42 posted a message on List of +% skill dmg and +% elemental dmg affixesIf you see a bonus (particularly on legendaries) that is different at 70 than the range I've given, let me know. I suspect some of these items have a smaller rangePosted in: Diablo III General Discussion
listed in the Blizz database because they are low level legendaries, and the +%dmg range may actually increase when those items are rolled with lvl 70 stats. If people
have some of these legendaries, they can check the ranges by holding down Ctrl. I have very few of them, so I could not check these things. Also, this list does not
include pre-2.0 items (hopefully).
My goal here was to say i.e. "I want to run a Frozen Orb build, what is the best % dmg boost I can get in each slot?". 15 to orb in helm, 15 to cold in amulet, nothing
in shoulders but maybe I could run Blizzard, 15 cold from Frostburns on hands, 15 to Blizzard on chest, 15 cold on bracers, 20 cold on SOJ, nothing on belt/pants, 15 to
orb on boots, 20 to cold on Lidless Wall or 15 to orb on source, 20 to cold on Azurewrath. All told, +85% cold, +45% to orb, +30% to Blizzard.
Pietrak was also kind enough to remake this as a google spreadsheet , for those that wish to view it that way. It has filters, which you can
use if you make a copy of it. I am keeping the google doc updated as I make updates to this page.
Updated: 4/26/2014
Diablo 2.0.2 Skill and Elemental Bonuses by Slot
Head (+8-15% on rares, +10-15% on legendaries unless noted)
All Classes
- +15-20% damage to any damage type (Andariel's Visage http://us.battle.net/d3/en/item/andariels-visage)
DH
- Cluster Arrow
- Multishot
- Elemental Arrow
- Strafe
- Chakram
- Rapid Fire
- Impale
Barb
- Whirlwind
- Seismic Slam
- Ancient Spear
- Hammer of the Ancients
Wiz
- Meteor
- Disintegrate
- Energy Twister
- Arcane Torrent
- Wave of Force
- Arcane Orb
- Ray of Frost
- +15-20% Lightning Skills http://us.battle.net/d3/en/item/storm-crow
WD
- Acid Cloud
- Spirit Barrage
- Zombie Charger
- Sacrifice
- Firebats
Monk
- Tempest Rush
- Exploding Palm
- Wave of Light
- Lashing Tail Kick
- +15-30% Lightning Skills http://us.battle.net/d3/en/item/the-eye-of-the-storm
Amulet
All Classes
- +5–15% damage to any damage type on rares.
- +10-20%damage to any damage type on legendaries.
- Arcane skills deal 20-25% more damage. (Moonlight Ward http://us.battle.net/d3/en/item/moonlight-ward)
Shoulders (+8-15% on rares, +10-15% on legendaries unless noted)
DH
- Companion
- Rain of Vengeance
- Sentry
- Spike Trap
- Fan of Knives
Barb
- Avalanche
- Earthquake
- Overpower
- Rend
- Revenge
Wiz
- Black Hole
- Blizzard
- Familiar
- Explosive Blast
- Hydra
WD
- Fetish Army
- Gargantuan
- Wall of Zombies
- Grasp of the Dead
- Haunt
- Locust Swarm
- Piranhas
- Summon Zombie Dogs
Monk
- Dashing Strike
- Seven-Sided Strike
- Mystic Ally
- Sweeping Wind
- Cyclone Strike
Crusader
- Falling Sword
- Heaven’s Fury
Gloves
All Classes
- +10-15% Cold Skills (Frostburn http://us.battle.net/d3/en/item/frostburn)
- +15-20% Fire Skills (Magefist http://us.battle.net/d3/en/item/magefist)
Chest (+8-15% on rares, +10-15% on legendaries unless noted)
All Classes
- +15-20% Fire skills (Cindercoat http://us.battle.net/d3/en/item/cindercoat)
DH
- Companion
- Rain of Vengeance
- Sentry
- Spike Trap
- Fan of Knives
Barb
- Avalanche
- Earthquake
- Overpower
- Rend
- Revenge
Wiz
- Black Hole
- Blizzard
- Familiar
- Hydra
- Explosive Blast
WD
- Fetish Army
- Gargantuan
- Wall of Zombies
- Grasp of the Dead
- Haunt
- Locust Swarm
- Piranhas
- Summon Zombie Dogs
Monk
- Dashing Strike
- Seven-Sided Strike
- Mystic Ally
- Sweeping Wind
- Cyclone Strike
Crusader
- Falling Sword
- Heaven’s Fury
Bracers
All Classes
- +5–15% damage to any damage type on rares.
- +10-20%damage to any damage type on legendaries.
Ring
All Classes
- +15-20%damage to any damage type (SOJ http://us.battle.net/d3/en/item/stone-of-jordan)
Belt (+8-15% on rares, +10-15% on legendaries unless noted)
- All Belt skills are resource generators.
All Classes
- +10-15% Lightning Skills (Thundergod’s Vigor http://us.battle.net/d3/en/item/thundergods-vigor)
DH
- Grenade
- Evasive Fire
- Bolas
- Entangling Shot
- Hungering Arrow
- +30-40% Fan of Knives (Sash of Knives http://us.battle.net/d3/en/item/sash-of-knives)
Barb
- Frenzy
- Cleave
- Bash
- Weapon Throw
Wiz
- Electrocute
- Spectral Blade
- Shock Pulse
- Magic Missile
WD
- Firebomb
- Plague of Toads
- Corpse Spiders
- Poison Dart
Monk
- Way of the Hundred Fists
- Crippling
- Deadly Reach
- Fists of Thunder
Crusader
- Punish
Pants (+8-15% on rares, +10-15% on legendaries unless noted)
- All Pants skills are resource generators.
All Classes
- +15-20% Poison Skills (Swamp Land Waders http://us.battle.net/d3/en/item/swamp-land-waders)
DH
- Grenade Damage
- Evasive Fire
- Bolas
- Entangling Shot
- Hungering Arrow
Barb
- Frenzy
- Cleave
- Bash
- Weapon Throw
Wiz
- Electrocute
- Spectral Blade
- Shock Pulse
- Magic Missile
WD
- Firebomb
- Plague of Toads
- Corpse Spiders
- Poison Dart
Monk
- Way of the Hundred Fists
- Crippling
- Deadly Reach
- Fists of Thunder
Crusader
- Punish
Boots (+8-15% on rares, +10-15% on legendaries unless noted)
DH
- Cluster Arrow
- Multishot
- Elemental Arrow
- Strafe
- Chakram
- Rapid Fire
- Impale
Barb
- Whirlwind
- Seismic Slam
- Ancient Spear
- Hammer of the Ancients
Wiz
- Meteor
- Disintegrate
- Energy Twister
- Arcane Torrent
- Wave of Force
- Arcane Orb
- Ray of Frost
WD
- Acid Cloud
- Spirit Barrage
- Zombie Charger
- Sacrifice
- Firebats
Monk
- Tempest Rush
- Exploding Palm
- Wave of Light
- Lashing Tail Kick
Off Hand
Shield
- +15-20% damage to any damage type (Lidless Wall http://us.battle.net/d3/en/item/lidless-wall)
- Holy skills deal 15–20% more damage (Hallowed Barricade http://us.battle.net/d3/en/artisan/blacksmith/recipe/hallowed-barricade)
Mojos (+8-15% on rares, +10-15% on legendaries unless noted)
- Spirit Barrage
- Locust Swarm
- Plague of Toads
- Haunt
- Firebats
- Grasp of the Dead
- Sacrifice
- Fetish Army
- Zombie Charger
- Corpse Spiders
- Acid Cloud
- Poison Dart
- Wall of Zombies
Sources (+8-15% on rares, +10-15% on legendaries unless noted)
- Energy Twister
- Electrocute
- Arcane Orb
- Hydra
- Magic Missile
- Familiar
- Ray of Frost
- Meteor
- Spectral Blade
- Shock Pulse
- Wave of Force
- Disintegrate
- Arcane Torrent
- Explosive Blast
- Blizzard
- Black Hole
- +10-20% Fire Skills (Firebird’s Eye http://us.battle.net/d3/en/item/firebirds-eye)
- +15-20% Cold Skills (Winter Flurry http://us.battle.net/d3/en/item/winter-flurry)
- Triumvirate http://us.battle.net/d3/en/item/triumvirate
- ...Fire skills deal 7–10% more damage.
- ...Lightning skills deal 7–10% more damage.
- ...Arcane skills deal 7–10% more damage.
Quivers (+8-15% on rares, +10-15% on legendaries unless noted)
- Cluster Arrow
- Multishot
- Elemental Arrow
- Strafe
- Chakram
- Rapid Fire
- Impale
- Sentry
1H
All Classes
- Physical skills deal 15–20% more damage (Doombringer http://us.battle.net/d3/en/item/doombringer)
- Cold skills deal 15–20% more damage
- ...Azurewrath http://us.battle.net/d3/en/item/azurewrath
- ...Utar’s Roar http://us.battle.net/d3/en/artisan/blacksmith/recipe/utars-roar
- Holy skills deal 15–20% more damage (Skycutter http://us.battle.net/d3/en/item/skycutter)
- Lightning skills deal 15-20% more damage (Odyn Son http://us.battle.net/d3/en/item/odyn-son)
- Fire skills deal 15–20% more damage
- ...The Burning Axe of Sankis http://us.battle.net/d3/en/item/the-burning-axe-of-sankis
- ...Devastator http://us.battle.net/d3/en/artisan/blacksmith/recipe/devastator
Barb
- http://us.battle.net/d3/en/item/the-three-hundredth-spear
- ...Increases Weapon Throw Damage by 35–50%
- ...Increases Ancient Spear Damage by 35–50%
Wiz
- Increases Spectral Blade Damage by 15–30% (http://us.battle.net/d3/en/item/fragment-of-destiny)
- Increases Disintegrate Damage by 15–30% (http://us.battle.net/d3/en/item/sloraks-madness)
- Arcane skills deal 15-20% more damage (http://us.battle.net/d3/en/item/gesture-of-orpheus)
Monk
- Lightning skills deal 15-25% more damage (Won Khim Lau http://us.battle.net/d3/en/item/won-khim-lau)
Crusader
- Increases Blessed Hammer Damage by 10–15% (http://us.battle.net/d3/en/item/jaces-hammer-of-vigilance)
2H
All Classes
- Lightning skills deal 10-15% more damage (Schaefer’s Hammer http://us.battle.net/d3/en/item/schaefers-hammer)
- Fire skills deal 15–20% more damage (Maximus http://us.battle.net/d3/en/item/maximus)
Barb (+8-15% on rares, +10-15% on legendaries unless noted)
- Whirlwind
- Seismic Slam
- Ancient Spear
- Hammer of the Ancients
- Avalanche
- Earthquake
- Overpower
- Rend
- Revenge
- Frenzy
- Cleave
- Bash
- Weapon Throw
Monk (+8-15% on rares, +10-15% on legendaries unless noted)
- Seven-Sided Strike
- Lashing Tail Kick
- Wave of Light
- Exploding Palm
- Tempest Rush
- Fists of Thunder
- Crippling Wave
- Way of the Hundred Fists
- Dashing Strike
- Deadly Reach
- Mystic Ally
- Sweeping Wind
- Cyclone Strike
- Increases Deadly Reach Damage by 40–50% (http://us.battle.net/d3/en/item/staff-of-kyro)
-
11
Bagstone posted a message on RIP AH you will be missedRIP AH you won't be missed.Posted in: Diablo III General Discussion
But no regrets here: we wouldn't have known how bad the AH was for the health of the game if we've never had it. Sometimes you gotta experience darkness to appreciate the light. - To post a comment, please login or register a new account.
3
Why is this thread about dedication and a corresponding reward?
Many are right in saying that some dedication can be demanded to get a certain reward. Now I only wonder, when has a necessity been promoted to reward-status?
This is still a collection-based game. Not a game about cleaning up and throwing away things, which you might regret eventually. Neither of those is fun and that's (supposed to be) the be all end all of Blizz.
2
Wow. Such self-ownage
1
Well, 1.08 was a significant D2 patch, so I see where you get this idea from. But unlike D2 there is no prior D3 patch that's worth going back to. The game has only improved with every patch, which actually is an awesome testimony.
Why would anyone go back to the Super Mario gameplay where you ran around with effectively 1 hp, couldn't play melee post a1 inferno and never found an actual upgrade due to the drop rate that was tuned with the AH in mind?
1
History recap:
Vanilla D2 technically did have a lvl cap at 99, but only a very, very small amount of players put in the dedication, when all they got was redundant skill points and +5 to any stat. That was a good system because you could (almost) always improve a tiny little bit, but the difference between a lvl85 and a lvl99 was basically non-existent given that the 99 took like what, 20x(?) more play time.
In D2 LoD exp progression was faster and many players reached the lvl cap of 99 and thus the point to complain about no more progress for sessions without an item upgrad.
WoW was in between and introduced an easy to reach and mandatory lvl cap.
Then D3V had its similar lvl cap and even more people complained about no progress for spending hours of gameplay, thus we got paragons. But even they were capped, so again yadda yadda..
Fast forward to today, seasonal leaderboards are lacking because of the massive power difference that a plvl gap brings with it. Blizz technically has no choice but to either give it a hard cap (maybe restricted to GRs) or massively reduce the stat gains to get into a D2V situation, like giving 1 strength per 20 plvls past 800. Which would be a mix between a middle finger and avoiding complaints about "being done".
Won't fix anything with a different xp distribution, sane people will always be hundreds of plvl behind the top.
1
They're ok. At first, you hardly have any and save them for ancients only and later you have multiple of those in the bank for the very rare ancient weapon upgrade.
I could see them apply to jewelry as well, though. And remove vanilla sockets from all respective items or make them a bonus stat. F/R and Hellfire come to mind, would be a step back to get them w/o a socket.
1
+1 for going on the offense with this. There's no point denying the use of THUD. Analyzing these pictures to see what it does, clearly shows both its merits and faults. Some of its components are of elemental nature, like removing a blind-fold. Like showing all your buffs or your damage output. Those obviously give an advantage, since knowledge is power, but those are ui flaws on Blizzard's side imo, that just get "fixed". On the other hand, there are things that just take it too far. Like the maphack with included affixes for off-screen elites. One might use the same blind-fold-analogy there, but that wouldn't do it justice. And then there is some grey area. I have no final opinion on that yellow circle that seems to be the healing Monk for example.
2
Sorry but this doesn't need so many words. Everybody knows the space isn't even close to sufficient, everybody except Blizzard. They could even charge money for something that should be a baseline feature. Old topic too. Count me among those morons who threw 20 euros Blizzard's way just for the space of 3 more char slots.
1
No, but not just no. More like
https://www.youtube.com/watch?v=1eO3XmuVry4
(hope it's english, no sound enabled )
1
This behavior doesn't exist only in Diablo or WoW or even games in general, it's basic society. When everyone wears blue jeans, you can adapt and also wear them or be "different" and convince other people on a case-by-case basis that you're fine, too.
There will always be some kind of meta and if your goal is to be accepted by a stranger, your odds are better if you follow that meta. Not saying this is good or bad.
1
Though it's true that the HFA isn't as awesome as it might be. Some classes/builds can't really make use of another passive. And in high grifts, arcane (for ranged) and lightning (for melee) immunities are vastly superior. HFA wins on lower content, where you only care for maximum output.
In the future, I'd like to see a guaranteed roll of two sockets on the HFA. Sure, that's some power creep, but that's intentional (for those who care: That's an effective ladder reset, so that's one thing we might see once they have cleaned up the RNG and THUD mess). It sets the HFA apart from the rest of the pack to justify the effort getting it.