1.0.4b Patch Notes

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Hrishi wrote:Really not a fan of the change to Teganze. The rebalance to it's resistance pierce is okay, but having leech not work in the zone made it unique and require other forms of recovery, and it's been changed to be like every other zone now. I'm not sure standardizing things like that is a good thing.

But perhaps this is just my opinion.


I'm not endgame yet, but no leech seems to me as a major restriction to survival types. on striking seems to be non existant or nowhere near a level of usability. Life per second outside like a melee sorc or something also seems pretty low. Idk many of the all round builds people use so I can't be certain of what forms they may have outside those. so allowing leech seems fine to me.

If however life on striking was still a viable metric to heal off of with mo's then I wouldn't be so opposed to it i guess. but again i'm not sure what the survival for other classes are at that level. so if theirs a method that life% users have as an option that's viable without taking a full respec then i'd be ok with the limitation (with re specs taking a belladona that you can't freely do now, anything that takes a respec is very hindering. i've seen 1 belladona in 2 full nightmare/terror clears so far)
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suchbalance
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Minor update
ABeLina
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Pub wrote:If only there was an area that had bias for jewels.

K3K?
Hrishi wrote:Really not a fan of the change to Teganze. The rebalance to it's resistance pierce is okay, but having leech not work in the zone made it unique and require other forms of recovery, and it's been changed to be like every other zone now. I'm not sure standardizing things like that is a good thing.

Agree, earlier teganze was a bit special zone, requiring specific gear/build to farm fast/safe. It was suitable for all chars, so everyone could drink beladonna and go farm for XIS.
Now it's completely reversed - summoners sucks, esp. earlier tactics "blink into biggest packs" does not work anymore. Did not tried with melee build yet, maybe they shine here =)

Also, like others noted - TF is with mercs? They die in regular zones sometimes, suddenly and without notice. Something changed?
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HechtHeftig
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ABeLina wrote:
Pub wrote:If only there was an area that had bias for jewels.

K3K?


Vizjun has a jewel drop bias.
pookyman
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dang rip my summon build at Teganze :(

edit: did some rerolling/crafting
75 res with 700 ed summons seems to be a lot better, granted they still die but not too bad.
DixonH
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Since 1.0.4 patch, I've noticed this with Shamanic Trance.

Without Shamanic Trance:

Image


With Shamanic Trance:

Image


Either it's a problem with D2stats no reading minion damage properly (but works on minion life) or Shamanic Trance got bugged and is not providing damage anymore.
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suchbalance
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D2stats doesn't read the new Shamanic Trance minion dmg stat (which functions just like regular minion dmg).

Pretty obvious to see that the dmg on your minion's tooltip increases when you have it on v off.
Zombiezach7
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Is demon blood on viz staff suppose to effect all or just the user?
DixonH
Skeleton
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suchbalance wrote:D2stats doesn't read the new Shamanic Trance minion dmg stat (which functions just like regular minion dmg).

Pretty obvious to see that the dmg on your minion's tooltip increases when you have it on v off.



Good to know, it was working on previous patch tho, just why I was wondering. ty for answer
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Marco
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SuperFly wrote:
- Jewelcrafting: %AR can now spawn on jewels of ilvl 91+


Because f* you all and pick up trillion jewels, at least now it is clear when to stop crafting them.
Essentially good changes.

And BTW my merc has a tendency to die much much more... Just when I thought he was useful... Haven't seen in the patch notes that mercs got back to being utter rubbish again?!


AR stat on jewels would only spawn up to ilvl 90 - now it was extended to 99 so that there are no dead rolls inbetween. In case the change was misunderstood as “only 91+”