New
stuff was released on 02.14.
Notes:
► Show Spoiler
-There's been a complete item level overhaul to better separate treasureclasses so you won't see some items drop a lot while other items seem to never drop. Sets and Uniques have had their levels adjusted to match these changes. Thanks to Silvermane for helping.
-Greatly improved many bad uniques so they should all have some kind of use for someone for at least a little while
-You can now get Artifacts from transmuting set armors and weapons. There are 3 tiers of Artifacts (norm/exceptional/elite). You will receive 1 Artifact for each transmute.
~Cubing 2 Normal Artifacts + Magic Armor/Weapon = set version of that item.
~Cubing 3 Exceptional or Elite Artifacts + Exceptional/Elite Magic Armor/Weapon = set version of that item.
Obviously there must be a set item for the base type you're using, or you'll lose the Artifacts and just get a crappy magic item. You cannot get Artifacts from set rings or amulets and you cannot use Artifacts to create them. Set pieces from the 105 zone cannot be created with Artifacts.
-Sets have all been adjusted. Many sets have had their items changed. Class sets have had their 'missing mods' fixed.
-All levels through NM and Hell have been adjusted to be more linear and logical for drops. Hell monsters/areas that can drop level 95 uniques are:
~Diablo
~Act 5 starting in Crystalline Passage and beyond
~Cow Level
~LOS
~Plain of Souls and all of its side areas (105)
-Absorb on gear has been removed from the game. You can now get items that increase your max resists from 75 up to 85. There are several ways you can discover to stack max resist but more than 10% will have no effect. This will display in your character stats so you can see your improved resists. Magic Absorb can still be found on magic charms as the only form of absorb.
-All player poison skills have been set to 3 seconds
-Boss PLR has been set to 40%
-Updated a bunch of skill descriptions to be more clear
-Adjusted Wirt's Legacy
-Bloody Pages are now very rare, so completing the Legacy of Blood charm is quite a feat
-Blank unique GC problem should be fixed. Pages can still be rerolled with facets
-Reduced gold drops in normal
-Adjusted some other RWs and items that were a little too good
-Adjusted elite craft mod values; norm/exc unchanged
-Increased lifesteal divisors from 2 to 3 in NM and from 2 to 4 in Hell
-Removed Constricting Ring from the game
-Changed Monster Amp to scale with level
-Gambling chances reduced to 1.5 values
-Increased hit delay on Mephisto's Lightning Fury to make sure you can't be hit by multiple
-Changed all Merc poison absorb to be built in rather than from an aura
-Slightly reduced the amount of junk drops from trash monsters
-Reduced ED% bonuses on all melee skills to 15-20% per level
Countess and Nihlathak have a 45%/80% chance to drop respecs in Hell
-You can now turn elite crafted armor to ethereal with a Cham rune, the same as the elite crafted weapon recipe
-Champion monsters will drop fewer gems
-Increased resist penalties to -85 NM -170 Hell
-There is no longer a limit to the amount of times you can find any unique in the same game
-Skill GCs now require level 60
-Necro and Druid summon skills cannot spawn on skill GCs
-Removed Ancient Facets
-Increased passive life regen for all Mercs
-The following 4 bosses now will do much less spell damage, but are much more beefy, increased in level, and will drop much higher gear than average and give a lot of EXP:
~~Griswold
~~King Leoric
~~The Smith
~~Shenk (also has a very good chance to drop facets and unique charms in Hell)
-Adjusted some monster immunities in Hell to be more spread out to all damage types
-Cursed mod for monsters has been removed. Superuniques that spawned as Cursed have had the mod replaced with a different one.
-Removed Lightning Fury counters from Ardual/Meph/Guardian
-Treasure Goblins are slightly less likely to drop the top 4 runes
-Reduced damage of Ancients
Ama:
-Lowered the starting IAS of Strategy from 10 to 2, increased the FCR%
-Perfection now gives HP bonus of 10% + 1% every 4 total levels, fixed in tooltip
-Guided Arrow now gains bonus damage from total levels rather than hard points only. This means after lvl 20, it will gain bonus damage. Guided arrow also gains damage from Inner Sight as a synergy.
Dru:
-Rabies now uses 2 synergies to match other poison skills
-Spirit of Elements now gives huge hp regen along with curse resist, magic resist, dr, and mdr, instead of absorbs
-Greatly reduced spirit wolf and dire wolf damage
-Normalized werewolf and werebear damage bonuses
-Removed extra lifesteal from werewolf (now blvl/4 same as werebear), increased AR%
-Werewolf HP bonus is now 10%+blvl/3
-Werebear HP bonus is now 20%+blvl/3
-Reduced Oak Sage life to 100+20 and reduced defense% bonus
-Reduced starting damage of Feral Rage, but increased weapon modifier from 1/2 to 2/3 and increased the AOE
Sin:
-Blade Sentinel now does Magic damage only, with no weapon modifier, and uses Mind Blast as a synergy. It has a 5 frame hit delay and lasts for 6 seconds and its damage radius has been doubled
-Fade now gives HP bonus of 10% + 1% every 4 total levels, fixed in tooltip
-Death Sentry is now 60-80% damage and deals 100% damage as magic
Pal:
-Salvation now gives 1% max res + 1% every 10 hard points instead of absorbs
-Sanctuary no longer has undead bypass but deals more bonus damage to demons and undead
-Holy Shield now gives HP bonus of 15% + 1% every 4 total levels, fixed in tooltip
-Slightly reduced radius of Holy Nova
-Resist Fire, Cold, and Lightning now add max resist instead of absorb. They also gain a large damage bonus from soft points in Might, in addition to the healing they gain from Prayer. If you max all 3 of the resist auras, they form Voltron Aura, which makes you permanently immune to all elemental damage. JK about the last part.
-Increased resist bonuses and heal per kill on Purify
Bar:
-Removed IAS from Fervor; replaced with Str
-Slightly reduced radius of Stun
-Replaced Leap Attack with Ground Slam. This is a very high damaging, large AOE attack with a stun, but it has a long cooldown. This is mostly to add more flavor to combat with spike damage and more to do during fights similar to Druids. This skill is heavily dependent on skill points for damage.
-Changed Battle Orders from 150+15 to 100+20
Nec:
-Corpse Explosion is now 60-80% damage, deals 100% damage as fire, and has a smaller starting radius.
-Golems are now much more effective at all levels and can be a real build for people who enjoy summoners
-Spirit Blades are now very tanky but they don't deal a lot of damage; kind of the opposite of golems
Sorc:
-Energy Shield formula changed back to 2.1 values
*****Regarding the CE and Death Sentry changes, please note that CE and Death Sentry only deal damage based on the monster's base spawn life of 100% value. Our mod has a 2.35x multiplier and goes up with more players. This means you are doing 60-80% damage of a 235% pool, which comes out to 25-34% true damage, and that's only if the target has zero resist. Mastery and Pierce do not improve damage for either of these skills. The only way to improve the damage is by directly lowering the target's fire/magic resist (i.e. Lower Resist/Inner Sight/Conviction...) This is why the skills have been buffed; they are still not OP, they just aren't garbage anymore. Protip: champion and unique monster corpses still count as the base monster's HP value, not the extra HP it had as a champ/unique, which is why pulling trash monsters to the corpse of an extra strong unique doesn't just instantly kill all of the trash monsters.
Was playing new patch of MinMax mod - a bit better compared to first version, but still some crazy stuff.