Difference between revisions of "Patch 1.0.7"

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A preview of the changes that [[Patch 1.0.7]] will introduce was released on 12 January 2013 with not set date for the patch but it is felt it is to follow shortly. <ref>[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Wyat Cheng, Blizzard. 12 January 2013</ref>
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'''Patch 1.0.7''' was a large content patch which introduced the [[brawling]] system for Diablo 3's first [[PvP]] option. The patch also added the first high level item crafting [[recipes]] since launch (other than the [[Hellfire Ring]]), and numerous skill changes for the [[Monk]] and [[Wizard]].
  
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Patch v1.07 spent several weeks on the [[PTR]], starting on January 15th, 2013, and was updated several times. It was published to the live servers on February 13, 2013.[http://us.battle.net/d3/en/blog/8608455/patch-107-now-live-2-12-2013]
  
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Changes in the patch during testing were documented in updated Patch Notes. Refer to the following posts for for those archived states.
  
Patch 1.0.7 is currently under development and many of the changes included in that update will soon be on the PTR. Before we hit you with patch notes, though (and a new client to download), here’s a preview of what’s coming.
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* [http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-07-patch-notes January 15, 2013]: Initial patch notes.
 +
* [http://diablo.incgamers.com/blog/comments/diablo-3-ptr-v1-0-7-changes January 31, 2013]: Big changes to [[Demonic Essence]] and the new crafting [[Plan]] drop rates.
 +
* [http://diablo.incgamers.com/blog/comments/diablo-3-datamined-v1-0-7-skill-changes February 13, 2013]: Full display of skill changes in Patch 1.0.7.
  
==The Scorched Chapel: Dueling==
 
  
As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players to test their mettle against fellow Nephalem. Here’s a quick rundown of how dueling will work in Diablo III as well as some insight into our design philosophy for the system.
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=Diablo III Patch 1.0.7 – v.1.0.7.14633=
How it works
 
  
*To duel another player, you’ll need to speak with [[Nek the Brawler]] at the inn in [[New Tristram]]
 
*Speaking with Nek will take you and your party to the [[Scorched Chapel]], a new zone designed specifically for player combat
 
*This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake
 
*Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA
 
  
Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II.
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==New Feature: [[Brawling]]==
  
 +
For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called “The Scorched Chapel.” This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.
  
  
The game doesn’t keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system — we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don’t expect that battles will be necessarily balanced. But that’s okay, because dueling in Diablo III is more about kicking ass and taking names in a no-holds-barred sort of way, and this design certainly allows you to accomplish that.
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==General==
Additional Info:
 
  
*If you die in the dueling world, you will be resurrected in the dueling zone
+
* Nephalem Valor stacks will now persist through Acts
*Death is not permanent in the dueling zone, even for Hardcore characters
+
* Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
*You don’t take any durability damage while in the dueling zone
+
* The resurrection timer will no longer increase if a player is killed multiple times in a row
*When you’re done dueling you can take a portal out or use your Town Portal to return to town.
+
* Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
 +
* The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
  
 +
* MP 1: 25% (up from 10%)
 +
* MP 2: 50% (up from 20%)
 +
* MP 3: 80% (up from 30%)
 +
* MP 4: 120%(up from 45%)
 +
* MP 5: 165% (up from 60%)
 +
* MP 6: 215% (up from 75%)
 +
* MP 7: 275% (up from 95%)
 +
* MP 8: 340% (up from 115%)
 +
* MP 9: 420% (up from 135%
 +
* MP 10: 510% (up from 160%)
 +
 +
* When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)
 +
* Characters will no longer have their movement restricted when being vote kicked from a Public Group
 +
 +
 +
==Achievements==
 +
 +
===Bug Fixes===
 +
 +
* Subjugators now count towards the achievements “We are Champions” and “Champion’s Collection”
 +
* Rare Colossal Golgors will now count towards the “Rare Kill” achievements
 +
* The Rockworm criteria has been removed from Hardcore monster slaying achievements
 +
* Players can once again access the “Victory” dialogue option through Covetous Shen
 +
 +
 +
==Auction House==
 +
 +
===User Interface===
 +
* Cancelled PayPal auctions will now display a UI error
 +
 +
 +
===Bug Fixes===
 +
* Stash Tab Art will now properly update when viewed in the Auction House
 +
 +
 +
==Battle.net==
 +
 +
===General===
 +
* A new PvP chat channel has been added
 +
* Monster Power is now available for Public Games
 +
 +
Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu
 +
 +
“Report Botting” has been added to the right-click > report player menus
 +
 +
The Battle.net UI now displays how many players are online
 +
 +
 +
==Bosses==
 +
 +
===General===
 +
* Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased
 +
 +
 +
==Brawling==
 +
 +
===General===
 +
* Brawls can be initiated by speaking with Nek the Brawler, a new NPC located in each Act hub
 +
* Speaking with Nek will transport you and your party to the Scorched Chapel, a new zone featuring four different areas: the church, the graveyard, the river, and the lake
 +
* The Scorched Chapel currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or full four-player FFA
 +
* Death is not permanent in the brawling world (not even for Hardcore characters) nor will players take any durability damage from PvP combat
 +
* To leave the Scorched Chapel, players can take the exit portal or use their Town Portal ability
 +
* Demon Hunters, Witch Doctors, and Wizards receive a 30% damage reduction while in the Scorched Chapel
 +
* Barbarians and Monks receive an additional 5% damage reduction (in addition to the 30% they inherently receive, for a total of 35%) while in the Scorched Chapel
 +
 +
 +
==Classes==
 +
 +
 +
===Barbarian===
 +
 +
====Bug Fixes====
 +
 +
[[Threatening Shout]] ({{wl|[http://diablonut.incgamers.com/skill/barbarian/threatening-shout db]}})
 +
:Grim Harvest should no longer cause monsters to drop loot multiple times
 +
 +
 +
===Demon Hunter===
 +
 +
====Bug Fixes====
 +
 +
[[Bola Shot]] ({{wl|[http://diablonut.incgamers.com/skill/demonhunter/bola-shot db]}})
 +
:The Reflects Damage affix will now properly reflect damage caused by it
 +
 +
 +
===Monk===
 +
 +
====Active Skills====
 +
 +
[[Cyclone Strike]] ({{wl|[http://diablonut.incgamers.com/skill/monk/cyclone-strike db]}})
 +
:Weapon damage increased from 100% to 313%
 +
 +
 +
[[Dashing Strike]] ({{wl|[http://diablonut.incgamers.com/skill/monk/dashing-strike db]}})
 +
:Weapon damage increased from 160% to 303%
 +
 +
 +
[[Exploding Palm]] ({{wl|[http://diablonut.incgamers.com/skill/monk/exploding-palm db]}})
 +
:Explosion damage increased from 30% to 50% of the target’s maximum health
 +
 +
 +
[[Inner Sanctuary]] ({{wl|[http://diablonut.incgamers.com/skill/monk/inner-sanctuary db]}})
 +
:Radius increased from 8 yards to 11 yards
 +
::Skill Rune – [[Forbidden Palace]] ({{wl|[http://diablonut.incgamers.com/skill/monk/inner-sanctuary#forbidden-palace db]}})
 +
:::Damage bonus increased from 10% to 15%
 +
::Skill Rune – [[Sanctified Ground]] ({{wl|[http://diablonut.incgamers.com/skill/monk/inner-sanctuary#sanctified-ground db]}})
 +
:::Now reduces enemy movement speed by 80% (up from 60%)
 +
 +
 +
[[Lashing Tail Kick]] ({{wl|[http://diablonut.incgamers.com/skill/monk/lashing-tail-kick db]}})
 +
:Weapon damage increased from 235% to 470%
 +
 +
 +
[[Mystic Ally]] ({{wl|[http://diablonut.incgamers.com/skill/monk/mystic-ally db]}})
 +
:The amount of damage a Mystic Ally can take from a single hit is now capped
 +
:The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance
 +
::Skill Rune – [[Eternal Ally]] ({{wl|[http://diablonut.incgamers.com/skill/monk/mystic-ally#eternal-ally db]}})
 +
:::Weapon Damage increased from 40% to 60%
 +
:::The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds)
 +
::Skill Rune – [[Fire Ally]] ({{wl|[http://diablonut.incgamers.com/skill/monk/mystic-ally#fire-ally db]}})
 +
:::The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds
 +
::Skill Rune – [[Water Ally]] ({{wl|[http://diablonut.incgamers.com/skill/monk/mystic-ally#water-ally db]}})
 +
:::The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%)
 +
:::The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds
 +
 +
 +
[[Sweeping Wind]] ({{wl|[http://diablonut.incgamers.com/skill/monk/sweeping-wind db]}})
 +
:Base weapon damage increased from 15% to 20% per stack
 +
::Skill Rune – [[Blade Storm]] ({{wl|[http://diablonut.incgamers.com/skill/monk/sweeping-wind#blade-storm db]}})
 +
:::Weapon damage increased from 20% to 26% per stack
 +
::Skill Rune – [[Cyclone]] ({{wl|[http://diablonut.incgamers.com/skill/monk/sweeping-wind#cyclone db]}})
 +
:::Weapon damage increased from 20% to 26% per stack
 +
 +
 +
[[Tempest Rush]] ({{wl|[http://diablonut.incgamers.com/skill/monk/tempest-rush db]}})
 +
:Weapon Damage increased from 85% to 155%
 +
 +
 +
[[Wave of Light]] ({{wl|[http://diablonut.incgamers.com/skill/monk/wave-of-light db]}})
 +
:Weapon damage increased from 390% to 829%
 +
:Follow-up weapon damage (dealt to all enemies in a line) increased from 45% to 96%
 +
::Skill Rune – [[Explosive Light]] ({{wl|[http://diablonut.incgamers.com/skill/monk/wave-of-light#explosive-light db]}})
 +
:::Weapon damage increased from 430% to 914%
 +
::Skill Rune – [[Pillar of the Ancients]] ({{wl|[http://diablonut.incgamers.com/skill/monk/wave-of-light#pillar-of-the-ancients db]}})
 +
:::Now deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds (up from 280% weapon damage)
 +
 +
 +
====Passive Skills====
 +
 +
[[Near Death Experience]] ({{wl|[http://diablonut.incgamers.com/skill/monk/near-death-experience db]}})
 +
:Dying will now reset the cooldown
 +
 +
 +
====Bug Fixes====
 +
 +
[[Sweeping Wind]] ({{wl|[http://diablonut.incgamers.com/skill/monk/sweeping-wind db]}})
 +
:Fixed an issue where it was not actively updating its damage and attributes from the player
 +
:Cyclones generated should now travel roughly in the same direction that the player is facing
 +
 +
 +
===Witch Doctor===
 +
 +
====Active Skills====
 +
 +
[[Spirit Barrage]] ({{wl|[http://diablonut.incgamers.com/skill/witchdoctor/spirit-barrage db]}})
 +
:Skill Rune – [[Well of Souls]] ({{wl|[http://diablonut.incgamers.com/skill/witchdoctor/spirit-barrage#well-of-souls db]}})
 +
::The secondary missiles fired by this rune can now hit the primary target
  
==Stay Classy, Sanctuary==
 
  
 
===Wizard===
 
===Wizard===
  
The [[Wizard]] is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We’re also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds.
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====Active Skills====
 +
 
 +
[[Arcane Orb]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/arcane-orb db]}})
 +
:Weapon damage increased from 175% to 200%
 +
::Skill Rune – [[Obliteration]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/arcane-orb#obliteration db]}})
 +
:::Weapon damage increased from 228% to 260%
 +
 
 +
 
 +
[[Blizzard]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard db]}})
 +
:Weapon damage increased from 210% to 510% over 6 seconds
 +
:Proc coefficient increased from 0.01 to 0.0125
 +
::Skill Rune – [[Grasping Chill]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard#grasping-chill db]}})
 +
:::Proc coefficient increased from 0.01 to 0.0125
 +
::Skill Rune – [[Frozen Solid]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard#frozen-solid db]}})
 +
:::Proc coefficient increased from 0.01 to 0.0125
 +
::Skill Rune – [[Stark Winter]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard#stark-winter db]}})
 +
:::Proc coefficient increased to from 0.005 to 0.0125
 +
::Skill Rune – [[Snowbound]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard#snowbound db]}})
 +
:::Proc coefficient increased to from 0.01 to 0.0125
 +
::Skill Rune – [[Unrelenting Storm]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard#unrelenting-storm db]}})
 +
:::Weapon damage increased from 280% to 680%
 +
 
 +
 
 +
[[Shock Pulse]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/shock-pulse db]}})
 +
:Weapon damage increased from 105% to 150%
 +
:Proc coefficient increased from 0.667 to 0.8
 +
::Skill Rune – [[Fire Bolts]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/shock-pulse#fire-bolts db]}})
 +
:::Weapon damage increased from 152% to 195%
 +
:::Proc coefficient increased from 0.667 to 0.8
 +
::Skill Rune – [[Explosive Bolts]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/shock-pulse#explosive-bolts db]}})
 +
:::Weapon damage increased from 70% to 105%
 +
:::Proc coefficient increased from 0.5 to 0.8
 +
::Skill Rune – [[Lightning Affinity]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/shock-pulse#lightning-affinity db]}})
 +
:Proc coefficient increased from 0.667 to 0.8
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::Skill Rune – [[Living Lightning]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/shock-pulse#living-lightning db]}})
 +
:::Weapon damage increased from 37% to 52%
 +
 
 +
 
 +
====Passive Skills====
 +
 
 +
[[Critical Mass]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/critical-mass db]}})
 +
:Critical Mass now affects the cooldowns of Archon: Teleport and Archon: Slow Time while in Archon Form
 +
 
 +
 
 +
[[Temporal Flux]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/temporal-flux db]}})
 +
:Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)
 +
 
 +
 
 +
[[Unstable Anomaly]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/unstable-anomaly db]}})
 +
:Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
 +
:Dying will now reset the cooldown
 +
 
 +
 
 +
====Bug Fixes====
 +
 
 +
[[Blizzard]] ({{wl|[http://diablonut.incgamers.com/skill/wizard/blizzard db]}})
 +
:Critical Hits now correctly have a chance to proc [[Arcane Power on Crit]].
 +
 
 +
 
 +
==Crafting==
 +
 
 +
===General===
 +
 
 +
A new crafting reagent, Demonic Essence, has been added to the game
  
===Monk===
+
This reagent is account-bound and can be acquired from Elite monsters and bosses in Inferno difficulty
 +
 
 +
Major in-game events that grant a stack of [[Nephalem Valor]] when completed also have a chance to drop Demonic Essence
 +
* Note: Nephalem Valor will not be required in order for Demonic Essences to drop
 +
 
 +
Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:
 +
* MP 0: 15.0000%
 +
* MP 1: 16.5000%
 +
* MP 2: 18.1500%
 +
* MP 3: 19.9650%
 +
* MP 4: 21.9615%
 +
* MP 5: 24.1577%
 +
* MP 6: 26.5734%
 +
* MP 7: 29.2308%
 +
* MP 8: 32.1538%
 +
* MP 9: 35.3692%
 +
* MP 10: 38.9061%
 +
 
 +
The drop rate for Blacksmithing [[Plans]] and Jeweler [[Design]]s has been increased by 400%.
 +
 
 +
 
 +
===Blacksmith===
 +
 
 +
Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers).
  
The [[Monk]] is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus.  While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.
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Each crafted item will have the following characteristics:
 +
* iLevel 63
 +
* 6 Affixes
 +
* Account-bound
 +
* Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
  
Although the Wizard and Monk are receiving the most changes this patch, that doesn’t mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.
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Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)
  
  
==Item Hunting==
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===Jeweler===
  
One of the most common requests we get from players is that they’d like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can’t use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.
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A new Rare recipe has been added to the Jeweler for an Amulet
  
[[Patch 1.0.5]] and the [[Infernal]] Machine event were successful in this regard, particularly with the [[Hellfire Ring]] reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can’t just go to the [[Auction House]] and buy a ring that someone else had found or made—you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs).
+
This amulet will have the following characteristics:
 +
* iLevel 63
 +
* 6 Affixes
 +
* Account-bound
 +
* Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
  
 +
Crafting the item will require the 1 Demonic Essence as well as:
 +
* 100,000g
 +
* 1 Perfect Square Gem (varied depending on which core stat you select)
 +
* 1 Fiery Brimstone
  
==New Crafting Recipes==
+
A new tier of account-bound gems of has been added to the game: Marquise
  
We feel like the [[Hellfire Ring]] was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we’re adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.
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[[Marquise]] Gems stats are as follows:
  
These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno.  Much like the reagents in the [[Infernal Machine]] event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each [[Monster Power]] will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45%, etc. up to 80.91% at MP10).  These are the numbers we’ll be going to PTR with and are subject to change.
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Marquise Emerald
 +
* Weapon: Increased Critical Hit Damage by 110%
 +
* Helm: +33% Extra Gold from Monsters
 +
* Armor: +62 Dexterity
  
The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of [[Nephalem Valor]]:
+
Marquise Topaz
 +
* Weapon: Melee attackers take 2500 per hit
 +
* Helm: 33% Better chance of finding magical items
 +
* Armor: +62 Intelligence
  
*[[Skeleton King]]
+
Marquise Amethyst
*[[Spider Queen]]
+
* Weapon: Each Hit adds +700 Life
*[[Maghda]]
+
* Helm: +19% Life
*[[Zoltun Kulle]]
+
* Armor: +62 Vitality
*[[Ghom]]
 
*[[Cydaea]]
 
*[[Rakanoth]]
 
*[[Izual]]
 
  
 +
Marquise Ruby
 +
* Weapon: +160 Minimum and +160 Maximum Damage
 +
* Helm: Increases Bonus Experience by 33%
 +
* Armor: +62 Strength
  
==New Gems: The Marquise==
+
These gems can only be created at the Jeweler and will require the following reagents:
 +
* 3 Radiant Star Gems
 +
* 20 million gold
 +
* 10 Demonic Essence
  
In addition to new items, we’re also adding a new tier of [[gems ]]for those who really want to push their character farther. The new tier is called “Marquise” and most of its stats are in line with the current gem progression.
+
Un-socketing Marquise gems will cost 5 million gold
 +
* The designs for the Marquise gems will drop randomly from all level 63 monsters
  
We also took the opportunity to modify the [[Ruby]] effect in weapons. At the moment, the [[Critical Hit]] damage bonus provided by the Emerald is a clear choice for anybody looking to do more damage with their weapon.  The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra.
+
Note: The designs are not account-bound
  
Players often ask why their Sentry or Hydra doesn’t inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren’t always automatically the right answer. While this is not something that will change overnight, “different stats for different builds” is a high-level design goal and introducing a very strong Ruby is a step in the right direction.
+
All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):
 +
* Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)
 +
* Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)
 +
* Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)
 +
* Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)
 +
* Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)
 +
* Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)
 +
* Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)
 +
* Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)
 +
* Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)
 +
* Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)
 +
* Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)
 +
* Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)
 +
* Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)
 +
* Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)
 +
These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons
  
The current design is that these gems can be combined at the Jeweler for a substantial reagent and gold cost (3 Radiant Star gems, 20 million gold, and 1 Demonic Essence), and the designs will drop randomly from level 63 monsters around the world.
+
For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage
  
  
==Monster Power Changes==
+
==Items==
  
Overall, we’ve been very happy with [[Monster Power]]. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we’re seeing a lot of build diversity there.
+
===General===
  
We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in [[Inferno]].
+
Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above
  
===Monster Power in Public Games===
+
These plans (excluding the chest piece) will drop randomly in the world and have a chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:
 +
* [[Skeleton King]]
 +
* [[Spider Queen]]
 +
* [[Maghda]]
 +
* [[Zoltun Kulle]]
 +
* [[Ghom]]
 +
* [[Cydaea]]
 +
* [[Rakanoth]]
 +
* [[Izual]]
  
When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn’t want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they’re ready for. (For example, you wouldn’t want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.)
+
The drop rate from the above bosses will also scale according to your Monster Power level:
 +
* MP 0: 20%
 +
* MP 1: 23.2%
 +
* MP 2: 26.912%
 +
* MP 3: 31.218%
 +
* MP 4: 36.213%
 +
* MP 5: 42.007%
 +
* MP 6: 48.728%
 +
* MP 7: 56.524%
 +
* MP 8: 65.568%
 +
* MP 9: 76.059%
 +
* MP 10: 88.228%
  
What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we’re doing to public games by not supporting Monster Power is greater than the potential damage we’d be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leechers.
+
The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each
 +
* Please note that neither the Crafting plans nor the Jeweler Design are account-bound
  
So, in patch 1.0.7 we’re going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course—same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected.
+
Holding shift while buying health potions will attempt to purchase 5 potions at once.
Experience Bonuses in Inferno
+
* Follower items below iLevel 60 will now no longer drop in Inferno.
 +
* [[Goldskin]] now has a limit on the number of times it can proc on a single target
 +
* [[Vanishing Dye]] and [[All-Soap's Miraculous Dye Remover]] can now be used on Legendary items.
 +
* [[Hellfire Ring]]s now salvage into Legendary crafting materials.
  
We’re increasing the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what’s changing, though, here’s a little note on design philosophy. . . .
 
  
People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you’re able to beat something doesn’t mean that it’s optimal. In fact, we think there’s a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people.
+
===Vendors===
 +
* Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each
  
To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what’s best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they’d be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don’t enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don’t want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen.
+
====Bug Fixes====
  
We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate.
+
* Goldskin will no longer proc when attacking monsters that drop no loot
 +
* Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
 +
* All Staves of Herding can now be sold to a vendor for 0 gold
  
In line with all of that, we’re currently planning to increase XP bonuses for Monster Power levels to the following values:
 
  
:MP 1: 25% (up from 10%)
+
==Monsters==
:MP 2: 50% (up from 20%)
 
:MP 3: 80% (up from 30%)
 
:MP 4: 120%(up from 45%)
 
:MP 5: 165% (up from 60%)
 
:MP 6: 215% (up from 75%)
 
:MP 7: 275% (up from 95%)
 
:MP 8: 340% (up from 115%)
 
:MP 9: 420% (up from 135%
 
:MP 10: 510% (up from 160%)
 
  
These numbers are still being worked on. We’re going to monitor how things play out on PTR and make adjustments as necessary.
+
===General===
  
 +
The [[Reflects Damage]] affix has been redesigned:
 +
* It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
 +
* A visual effect will display whenever the durational buff is active
  
==Monster Changes==
+
Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
 +
* Damage dealt by the Molten affix has been reduced by 40%
 +
* Damage dealt by the Plagued affix has been increased by 120%
 +
* Fallen Lunatics should now detonate in a more consistent manner
 +
* The Triune Berserker before Alcarnus should no longer swing faster after a few attacks
  
And speaking of monsters, we’re making some changes to a few affixes this patch:
 
  
===Reflects Damage===
+
===Keywardens===
 +
* The Act II Keywarden ([[Sokahr]]) should now only use its mortar ability in Inferno difficulty
 +
* The Act III Keywarden ([[Xah’Rith]]) should now only use its rain of corpses ability in Inferno difficulty
 +
* The Act IV Keywarden ([[Nekarat]]) should now only use its earthquake and charge abilities in Inferno difficulty
  
We’ve adjusted the [[Reflects Damage]] mechanic. Monsters with this affix will now pulse a damage reflection shield on and off. While the shield is down, the monster does not reflect damage. When the reflect shield is on, the monster will Reflect Damage the way it does now on live. The shield has a strong visual associated with it so you’ll know it is reflecting. (We’ve also made it so that pet damage is no longer reflected back to the player.)
 
  
===Molten and Plagued===
+
===Bug Fixes===
 +
* Rare Sand Dwellers will now spawn in The Forgotten Ruins
 +
* Champion Plague Swarms will now spawn in Cryder’s Outpost
 +
* Champion Fallen Cur will now spawn in The Storm Halls
  
We’ve made changes to [[Molten]] and [[Plagued]], too. Molten often feels like one of the more threatening ground-based damage effects, and Plagued feels a bit low. So, we’re reducing the damage from Molten packs and increasing the damage from Plagued.
 
Quality of Life Changes
 
  
We’re removing the incrementing resurrection timer on consecutive deaths. With the removal of enrage timers in the previous patch and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged. :D )
+
==User interface==
  
We’re also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up.  We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius is modest. Many players may not even notice. For those who are very meticulous with health globes, the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose.
+
===General===
  
 +
Legendary items now have a new mini-map icon (a star).
 +
* This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
 +
* Note: The icon will only display when Legendary items are dropped by a monster, not a player
  
==PTR Coming Soon==
 
  
These are really just a few of the topline systems changes we’ll be making in 1.0.7, and we hope you’re looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what’s new, and let us know what you think!
+
===Bug Fixes===
 +
* Fixed an issue causing the Enable Monster Power option to reset
 +
* Fixed an issue affecting the scroll speed of text
 +
* Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0
  
–[[Wyatt Cheng]]
 
  
 +
==Bug fixes==
  
==References==
+
* Fixed an issue where new Hardcore characters were not labeled as Hardcore on the Main Menu
<font size="-3">
+
* Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running
<references/>
+
* Players will now be properly removed from both the party and the game session whenever a Vote Kick has passed
 +
* Players will no longer be disconnected from the game whenever vote kicked during a boss encounter.
  
  
[[Category:Patches]]
+
[[category:Patches]]

Latest revision as of 14:49, 8 May 2013

Patch 1.0.7 was a large content patch which introduced the brawling system for Diablo 3's first PvP option. The patch also added the first high level item crafting recipes since launch (other than the Hellfire Ring), and numerous skill changes for the Monk and Wizard.

Patch v1.07 spent several weeks on the PTR, starting on January 15th, 2013, and was updated several times. It was published to the live servers on February 13, 2013.[1]

Changes in the patch during testing were documented in updated Patch Notes. Refer to the following posts for for those archived states.


Diablo III Patch 1.0.7 – v.1.0.7.14633[edit | edit source]

New Feature: Brawling[edit | edit source]

For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called “The Scorched Chapel.” This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.


General[edit | edit source]

  • Nephalem Valor stacks will now persist through Acts
  • Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
  • The resurrection timer will no longer increase if a player is killed multiple times in a row
  • Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
  • The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
  • MP 1: 25% (up from 10%)
  • MP 2: 50% (up from 20%)
  • MP 3: 80% (up from 30%)
  • MP 4: 120%(up from 45%)
  • MP 5: 165% (up from 60%)
  • MP 6: 215% (up from 75%)
  • MP 7: 275% (up from 95%)
  • MP 8: 340% (up from 115%)
  • MP 9: 420% (up from 135%
  • MP 10: 510% (up from 160%)
  • When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)
  • Characters will no longer have their movement restricted when being vote kicked from a Public Group


Achievements[edit | edit source]

Bug Fixes[edit | edit source]

  • Subjugators now count towards the achievements “We are Champions” and “Champion’s Collection”
  • Rare Colossal Golgors will now count towards the “Rare Kill” achievements
  • The Rockworm criteria has been removed from Hardcore monster slaying achievements
  • Players can once again access the “Victory” dialogue option through Covetous Shen


Auction House[edit | edit source]

User Interface[edit | edit source]

  • Cancelled PayPal auctions will now display a UI error


Bug Fixes[edit | edit source]

  • Stash Tab Art will now properly update when viewed in the Auction House


Battle.net[edit | edit source]

General[edit | edit source]

  • A new PvP chat channel has been added
  • Monster Power is now available for Public Games

Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu

“Report Botting” has been added to the right-click > report player menus

The Battle.net UI now displays how many players are online


Bosses[edit | edit source]

General[edit | edit source]

  • Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased


Brawling[edit | edit source]

General[edit | edit source]

  • Brawls can be initiated by speaking with Nek the Brawler, a new NPC located in each Act hub
  • Speaking with Nek will transport you and your party to the Scorched Chapel, a new zone featuring four different areas: the church, the graveyard, the river, and the lake
  • The Scorched Chapel currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or full four-player FFA
  • Death is not permanent in the brawling world (not even for Hardcore characters) nor will players take any durability damage from PvP combat
  • To leave the Scorched Chapel, players can take the exit portal or use their Town Portal ability
  • Demon Hunters, Witch Doctors, and Wizards receive a 30% damage reduction while in the Scorched Chapel
  • Barbarians and Monks receive an additional 5% damage reduction (in addition to the 30% they inherently receive, for a total of 35%) while in the Scorched Chapel


Classes[edit | edit source]

Barbarian[edit | edit source]

Bug Fixes[edit | edit source]

Threatening Shout (db)

Grim Harvest should no longer cause monsters to drop loot multiple times


Demon Hunter[edit | edit source]

Bug Fixes[edit | edit source]

Bola Shot (db)

The Reflects Damage affix will now properly reflect damage caused by it


Monk[edit | edit source]

Active Skills[edit | edit source]

Cyclone Strike (db)

Weapon damage increased from 100% to 313%


Dashing Strike (db)

Weapon damage increased from 160% to 303%


Exploding Palm (db)

Explosion damage increased from 30% to 50% of the target’s maximum health


Inner Sanctuary (db)

Radius increased from 8 yards to 11 yards
Skill Rune – Forbidden Palace (db)
Damage bonus increased from 10% to 15%
Skill Rune – Sanctified Ground (db)
Now reduces enemy movement speed by 80% (up from 60%)


Lashing Tail Kick (db)

Weapon damage increased from 235% to 470%


Mystic Ally (db)

The amount of damage a Mystic Ally can take from a single hit is now capped
The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance
Skill Rune – Eternal Ally (db)
Weapon Damage increased from 40% to 60%
The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds)
Skill Rune – Fire Ally (db)
The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds
Skill Rune – Water Ally (db)
The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%)
The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds


Sweeping Wind (db)

Base weapon damage increased from 15% to 20% per stack
Skill Rune – Blade Storm (db)
Weapon damage increased from 20% to 26% per stack
Skill Rune – Cyclone (db)
Weapon damage increased from 20% to 26% per stack


Tempest Rush (db)

Weapon Damage increased from 85% to 155%


Wave of Light (db)

Weapon damage increased from 390% to 829%
Follow-up weapon damage (dealt to all enemies in a line) increased from 45% to 96%
Skill Rune – Explosive Light (db)
Weapon damage increased from 430% to 914%
Skill Rune – Pillar of the Ancients (db)
Now deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds (up from 280% weapon damage)


Passive Skills[edit | edit source]

Near Death Experience (db)

Dying will now reset the cooldown


Bug Fixes[edit | edit source]

Sweeping Wind (db)

Fixed an issue where it was not actively updating its damage and attributes from the player
Cyclones generated should now travel roughly in the same direction that the player is facing


Witch Doctor[edit | edit source]

Active Skills[edit | edit source]

Spirit Barrage (db)

Skill Rune – Well of Souls (db)
The secondary missiles fired by this rune can now hit the primary target


Wizard[edit | edit source]

Active Skills[edit | edit source]

Arcane Orb (db)

Weapon damage increased from 175% to 200%
Skill Rune – Obliteration (db)
Weapon damage increased from 228% to 260%


Blizzard (db)

Weapon damage increased from 210% to 510% over 6 seconds
Proc coefficient increased from 0.01 to 0.0125
Skill Rune – Grasping Chill (db)
Proc coefficient increased from 0.01 to 0.0125
Skill Rune – Frozen Solid (db)
Proc coefficient increased from 0.01 to 0.0125
Skill Rune – Stark Winter (db)
Proc coefficient increased to from 0.005 to 0.0125
Skill Rune – Snowbound (db)
Proc coefficient increased to from 0.01 to 0.0125
Skill Rune – Unrelenting Storm (db)
Weapon damage increased from 280% to 680%


Shock Pulse (db)

Weapon damage increased from 105% to 150%
Proc coefficient increased from 0.667 to 0.8
Skill Rune – Fire Bolts (db)
Weapon damage increased from 152% to 195%
Proc coefficient increased from 0.667 to 0.8
Skill Rune – Explosive Bolts (db)
Weapon damage increased from 70% to 105%
Proc coefficient increased from 0.5 to 0.8
Skill Rune – Lightning Affinity (db)
Proc coefficient increased from 0.667 to 0.8
Skill Rune – Living Lightning (db)
Weapon damage increased from 37% to 52%


Passive Skills[edit | edit source]

Critical Mass (db)

Critical Mass now affects the cooldowns of Archon: Teleport and Archon: Slow Time while in Archon Form


Temporal Flux (db)

Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)


Unstable Anomaly (db)

Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
Dying will now reset the cooldown


Bug Fixes[edit | edit source]

Blizzard (db)

Critical Hits now correctly have a chance to proc Arcane Power on Crit.


Crafting[edit | edit source]

General[edit | edit source]

A new crafting reagent, Demonic Essence, has been added to the game

This reagent is account-bound and can be acquired from Elite monsters and bosses in Inferno difficulty

Major in-game events that grant a stack of Nephalem Valor when completed also have a chance to drop Demonic Essence

  • Note: Nephalem Valor will not be required in order for Demonic Essences to drop

Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:

  • MP 0: 15.0000%
  • MP 1: 16.5000%
  • MP 2: 18.1500%
  • MP 3: 19.9650%
  • MP 4: 21.9615%
  • MP 5: 24.1577%
  • MP 6: 26.5734%
  • MP 7: 29.2308%
  • MP 8: 32.1538%
  • MP 9: 35.3692%
  • MP 10: 38.9061%

The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400%.


Blacksmith[edit | edit source]

Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers).

Each crafted item will have the following characteristics:

  • iLevel 63
  • 6 Affixes
  • Account-bound
  • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)


Jeweler[edit | edit source]

A new Rare recipe has been added to the Jeweler for an Amulet

This amulet will have the following characteristics:

  • iLevel 63
  • 6 Affixes
  • Account-bound
  • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

Crafting the item will require the 1 Demonic Essence as well as:

  • 100,000g
  • 1 Perfect Square Gem (varied depending on which core stat you select)
  • 1 Fiery Brimstone

A new tier of account-bound gems of has been added to the game: Marquise

Marquise Gems stats are as follows:

Marquise Emerald

  • Weapon: Increased Critical Hit Damage by 110%
  • Helm: +33% Extra Gold from Monsters
  • Armor: +62 Dexterity

Marquise Topaz

  • Weapon: Melee attackers take 2500 per hit
  • Helm: 33% Better chance of finding magical items
  • Armor: +62 Intelligence

Marquise Amethyst

  • Weapon: Each Hit adds +700 Life
  • Helm: +19% Life
  • Armor: +62 Vitality

Marquise Ruby

  • Weapon: +160 Minimum and +160 Maximum Damage
  • Helm: Increases Bonus Experience by 33%
  • Armor: +62 Strength

These gems can only be created at the Jeweler and will require the following reagents:

  • 3 Radiant Star Gems
  • 20 million gold
  • 10 Demonic Essence

Un-socketing Marquise gems will cost 5 million gold

  • The designs for the Marquise gems will drop randomly from all level 63 monsters

Note: The designs are not account-bound

All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):

  • Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)
  • Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)
  • Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)
  • Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)
  • Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)
  • Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)
  • Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)
  • Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)
  • Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)
  • Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)
  • Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)
  • Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)
  • Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)
  • Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)

These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons

For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage


Items[edit | edit source]

General[edit | edit source]

Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above

These plans (excluding the chest piece) will drop randomly in the world and have a chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:

The drop rate from the above bosses will also scale according to your Monster Power level:

  • MP 0: 20%
  • MP 1: 23.2%
  • MP 2: 26.912%
  • MP 3: 31.218%
  • MP 4: 36.213%
  • MP 5: 42.007%
  • MP 6: 48.728%
  • MP 7: 56.524%
  • MP 8: 65.568%
  • MP 9: 76.059%
  • MP 10: 88.228%

The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each

  • Please note that neither the Crafting plans nor the Jeweler Design are account-bound

Holding shift while buying health potions will attempt to purchase 5 potions at once.


Vendors[edit | edit source]

  • Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each

Bug Fixes[edit | edit source]

  • Goldskin will no longer proc when attacking monsters that drop no loot
  • Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
  • All Staves of Herding can now be sold to a vendor for 0 gold


Monsters[edit | edit source]

General[edit | edit source]

The Reflects Damage affix has been redesigned:

  • It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
  • A visual effect will display whenever the durational buff is active

Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player

  • Damage dealt by the Molten affix has been reduced by 40%
  • Damage dealt by the Plagued affix has been increased by 120%
  • Fallen Lunatics should now detonate in a more consistent manner
  • The Triune Berserker before Alcarnus should no longer swing faster after a few attacks


Keywardens[edit | edit source]

  • The Act II Keywarden (Sokahr) should now only use its mortar ability in Inferno difficulty
  • The Act III Keywarden (Xah’Rith) should now only use its rain of corpses ability in Inferno difficulty
  • The Act IV Keywarden (Nekarat) should now only use its earthquake and charge abilities in Inferno difficulty


Bug Fixes[edit | edit source]

  • Rare Sand Dwellers will now spawn in The Forgotten Ruins
  • Champion Plague Swarms will now spawn in Cryder’s Outpost
  • Champion Fallen Cur will now spawn in The Storm Halls


User interface[edit | edit source]

General[edit | edit source]

Legendary items now have a new mini-map icon (a star).

  • This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
  • Note: The icon will only display when Legendary items are dropped by a monster, not a player


Bug Fixes[edit | edit source]

  • Fixed an issue causing the Enable Monster Power option to reset
  • Fixed an issue affecting the scroll speed of text
  • Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0


Bug fixes[edit | edit source]

  • Fixed an issue where new Hardcore characters were not labeled as Hardcore on the Main Menu
  • Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running
  • Players will now be properly removed from both the party and the game session whenever a Vote Kick has passed
  • Players will no longer be disconnected from the game whenever vote kicked during a boss encounter.