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Diablo 3 Best Level 1-70 Strategies, Cheese-Free
The Season One leaderboard race quickly turned into a farce (in Softcore, at least) when players exploited the huge exp provided by several bounties that could be completed by undergeared characters on Torment 6. All people had to do was party up (for the greater exp) and keep creating games until they got the proper […]
Diablo 3 Developer Live Stream Transcript
This afternoon Blizzard ran their monthly live stream conversation with a developer, and saw John Yang and Nevalistis join two fans for some action. They finished up through GR30 and Nevalistis scored 4 legendary items and a set item from the final GRG, so lucky to her. The conversation during the live stream covered a […]
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Latest Diablo 3 News

2

Key of Trials drop rates… too easy?


Posted 14 Sep 2014 by at 20:01 GMT

A fan asked about finding Rift Trial Keys, and got useful info from other fans and a Blue. Not only is it easy, but perhaps Key of Trials drop rates… too easy?

What is the droprate on the trial rift key? I’ve done around 10-15 rifts now and have yet to see a key.

Does difficulty matter? I am on a season character so I was doing master level rifts and now on torment 1 rifts.
You’ll need to be in Torment difficulty in order to have a chance to find a Greater Rift Trial Key. Each level of difficulty beyond Torment I will give you a greater chance of finding a key, too.

No actual numbers provided, but the drop rate is pretty generous in my experience. Even on T1 I found a Trials Key maybe 50% of the time, and playing this week on T3 or T4 I found them often enough to expect it and be surprised when one didn’t drop. I’ve not played that much with my HSea monk, but she’s got at least a dozen Trial Keys stacked up. (I just wish I could build up extra Souls so easily. Still totally bottlenecked on gear upgrades by those.)

Do dis to get dat.

Do dis to get dat.

Overall, the ease of obtaining Trial Keys, plus the way Trials and Urshi works now makes it surprisingly quick/easy to upgrade your Legendary Gems. It’s certainly been tweaked and sped up since the The initial system we had on the PTR. Back then you found Greater Rift Keys directly, but there was no Realm of Trials and you had to start out at GR1. You could jump up 8 or 9 levels with a fast clear, but you still had to play through all those easy Rifts on your way up.

For example: in that initial system players were looking at an hour or more to go from finding the initial key to finishing a R29 rift, which is enough to give them a 50% chance (per try) of upgrading a gem from rank 24 to 25. In the current system, that whole timeline is very accelerated. Stomp through a T2 rift in 5 minutes, get the trials key, blast through Trials up to wave 30ish in a few minutes, clear the R29 rift in less than 15m, and use Urshi for your Legendary Gem upgrade.

A fast player with good gear could do that whole sequence of events in 25m, probably less, and if you’ve already got a bunch of Trial Keys, or you spend some time doing a bunch of trials in a row to build up several GR keys at your desired level, you could just knock them off one after the other, gaining 3 ranks to your Legendary Gem every 10-12m.

Honestly, I’ve been expecting complaints that the whole LGem upgrade system is too easy. Which one of you “I already got mine” guys wants to go all Elitist mode and start that ball rolling?

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Latest Diablo 3 News

Are Hellfire Amulets Worth Crafting?


Posted 13 Sep 2014 by at 21:16 GMT

On his "very first try."

On his “very first try.”

We posted a tutorial about the new DiabloWikiHellfire Amulet when it was first enabled on the PTR, and included a bunch of early examples… which didn’t look real promising. The HA rolls all affixes randomly from the entire pool of available affixes available to amulets at level 70, and there are a *lot* of them, as knows anyone who has spent time, gold, and all too many Flawless Imperial gems trying to enchant just the right thing on their own legendary amulet.

Enchanting a Hellfire Amulet is no picnic, but fixing one affix is a lot easier than trying to roll 2 or 3 or 4 good ones in the first place. That’s no picnic with a non-Hellfire amulet either, but 1) most of the legendary amulets have some good inherent affixes, and 2) they do not require hours of key farming and Uber fighting to create.

That said, the potential for a great amulet roll, plus a free 5th passive skill, keeps some fans trying again and again on the Hellfire Amulet, and the occasional sighting of a great one lights the fires of ambition from the glowing embers of vindictive jealously. Today’s example shows a very much Hellfire Amulet worth crafting:

My very first attempt at it, I NEEDED to share it with the DH community.
Grimiku: Wow, that’s just about the complete opposite of my Hellfire Amulet. Congrats on crafting such a nice ammie, MnkeYJuIce, and I can see why you wanted to share. :)

Going to craft any more of them for your Demon Hunter?

Honestly, did he have to stress that it was his first try? That’s just salt in the wound. It’s not a perfect amulet; Cull the Weak isn’t exactly top 3 in Demon Hunter passive popularity, but getting it free from a .1% quality Hellfire Amulet would probably make it worth the trouble to build something into your build to add regular chilling or slowing effects.

(Update: Commenters point out that while Cull the Weak isn’t much used by lvl 70 DHs on the whole, it is very popular with the DiabloWikiM6/Sentry build that’s the current cookie cutter fave for highest Grifting DHs.)

In the clan chat lately there’s always someone L4P for Ubers or key runs, even while complaining how terrible was the last Hellfire Amulet they crafted. It’s a disease with no cure… unless finding a good/great one is the cure? Anyone actually using a Hellfire amulet that makes them happy? You can see a huge assortment of them on characters in our Diablonut armory. I grabbed screens of half a dozen of the nicer ones from the first couple of pages of returns, but you can surely find better with hundreds there to snoop through.

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Latest Diablo 3 News

Blizzard: How to fix Witch Doctor Pet Squishiness


Posted 12 Sep 2014 by at 20:21 GMT

John Yang hopped onto the forums this afternoon to share some of the Diablo 3 developers’ plans for addressing the problem of pets dying too quickly on higher Greater Rifts. Blizzard: How to fix Witch Doctor Pet Squishiness:

Can we please get an answer about whether or not pet toughness is getting looked at… so I can decide if I want to keep playing my WD, or just roll the FotM class and get it over with?
John Yang: Hey everyone. We’re in the process of doing a review of Rift Guardian abilities and extremely damaging monster abilities in regards to the amount pets take. Our philosophy on pet survivability can be summed up as follows:

Pets should be roughly as survivable as the player. There’s a lot to this statement so let me clarify a bit:

  • Pets should scale with your survivability stats. They currently scale with most of your stats but not all of them. This is being worked on.
  • Pets should derive their Toughness from yours, and if you skip out on it, your pets’ survivability should be noticeably lower as a result. On the flip side, they should be noticeably tougher if you’ve increased your own Toughness. You shouldn’t skimp on Toughness just because you have pets.
  • We don’t want pets to be invulnerable tanks. In the live environment pets are too squishy, but even after our review is done in a future patch, if your pets are still dying a lot, we want you to be looking to increase your Toughness, which will consequently increase your pets’ survivability.
  • To work towards the first goal, Pets should take reduced damage based on how avoidable the monster attack normally is for a player. This is done instead of giving pets AI to run away from damaging attacks, which would cause them to lose out on DPS time. These monster attacks exist in a spectrum but roughly fall into 3 categories:

  • Full damage to pets – Basic melee/weak projectile attacks, not expected to be always avoided by a player.
  • Reduced damage to pets – Special attacks such as fireballs, which typically deal more damage than a basic attack, are pretty bright and visible, and can sometimes be avoided by the player. Good example are Perdition’s volley attack or Agnidox’s fireballs.
  • Drastically reduced damage to pets – Persistent AoEs for which the player is intended to move out of quickly or highly-telegraphed attacks for which the player is intended to avoid altogether. Examples are Thunderstorm monster affix, Mallet Lord’s arm attack, or Morlu meteors.
  • We’re not at our goal yet but are actively working towards it. Though the vast majority of monsters abilities in the game already follow these guidelines, we’ve identified a number of monsters abilities (e.g. Mallet Lord’s arm attack and some others mentioned in this thread and elsewhere) which don’t, and we will be addressing them in a future patch.

    You’ll note the presence of any “soon™” or other ETA-type comments from John, so WDs can just keep their claws crossed. It’s an interesting philosophy John’s proposing. So basically they’re going to nerf the damage to pets from all the most dangerous/damaging monster attacks, under the logic that if the pet was a player, it would have dodged. Of course the whole danger in the game is when you do *not* dodge such attacks.

    How about the idea of pet’s toughness growing from your own toughness? It’s logical, but many players choose to use in pets as a surrogate for boosting their own toughness. Unfortunately D3 doesn’t have skill points so it’s more complicated to really “invest” in the skills that you want to work best. People who want tougher pets will thus have to boost their own toughness to make it happen, and/or use passive skills for pet strength, and/or the few items that boost pet effectiveness (though those are mostly about boosting pet damage output).

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    Tagged As: | Categories: Blue Posts, John Yang, Witch Doctor | 15 Comments

    Latest Diablo 3 News

    7

    Legendary Gem: Bane of the Trapped, Video Tutorial


    Posted 11 Sep 2014 by at 22:54 GMT

    Last week a Blue confirmed that the secondary legendary property on the Bane of the Trapped LGem does proc on itself. Here’s the gem stats, as a reminder:

    DiabloWikiBane of the Trapped
  • Base effect: Increase damage against enemies under control-impairing effects by 15%.
  • Upgrade rank grants: +0.3% damage.
  • Rank 25 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
  • That’s great for a melee character since the R25 version of the gem starts slowing, and dealing that damage, to anything within 15 yards. The property is plenty good for ranged attackers as well, since any attacks that slow, stun, root, chill, freeze, etc, all deal extra damage for the duration of the CC effect.

    Demonstrating that nicely is a new video by Meathead Mikael, where he shows off some details of the DiabloWikiLegendary Gem with his Witch Doctor. Not only do rune effects that add CC help, but various interesting item procs come into play as well. For instance, his WD has the Hwoj Wrap belt, which adds a slowing effect to enemies infested by Locust Swarm (a skill without a CC ability of its own). Ordinarily that’s just a helpful slowing bonus, but with the Bane of the Trapped gem, the slowing turns into a gateway to added damage. This is one of the cooler things about Diablo 3 now, with so many interesting legendary affixes all interacting and procing on each other, plenty of items or rune effects that aren’t special on their own can become very cool in combination with others.

    Click through for the video.

    Read More & Comment »


    Latest Diablo 3 News

    7

    How Do Seasonal Character Achievements Transfer?


    Posted 11 Sep 2014 by at 12:09 GMT

    Fans seem to have an inexhaustible ability to ask questions about how things Seasonal characters earn will transfer back to their main account after the season ends, and the Blues have an inexhaustible ability to keep answering them. My patience to keep newsing them up is waning, and from the number of comments on the last one you guys aren’t exactly riveted with interest. But we’re here already, so we might as well continue the dance…

    How Do Seasonal Character Achievements Transfer?

    I saw there is two new stuff in seasons for achievements, the ”seasonal only” achievements and the ”conquests”. Will these two ”new tabs” roll over to my non-season achievements after? Will they be transfered to feat of strenght? What’s gonna happen with these?
    Tyvalir: Great question. Conquests and Seasonal achievements are handled differently:

  • When a Seasonal character earns an achievement that you haven’t already earned on your non-Seasonal characters, it will immediately register for both your Seasonal and non-Seasonal characters.
  • When a Season ends, any Conquests you earned won’t appear in your list of non-Seasonal achievements or add to your non-Seasonal achievement points. Instead of the two tabs you mentioned “rolling over” into your non-Seasonal profile (since they don’t exist outside of Seasons), your Conquests and total Seasonal achievement points are snapshotted to a separate record in your profile (so people can see what you achieved each Season).
  • What happens to the achivements like ”complete 10,000 bounties”. If I complete a bounty in season, does it count towards my non-season achievement? If it doesn’t, here is my question, will the number of bounties I complete be transfered to my non-season number after season? Let’s say I have 4,000 in non-season and I do 2,000 in season.. at the end of the season is my number of bounties done gonna be 6,000?
    Tyvalir: Yup! All progress you earn toward an achievement during Seasons should count toward your non-Seasonal achievements as well. (In the example you gave, you should have 6,000 bounties after your Seasonal progress carries over.)

    What about the ”seasonal only” achievement tab though (for example kill 1,000 skeletons in act 1 or kill king leoric 100 times)? They will just add points to your seasonal achievement total?
    Tyvalir: Correct. You won’t be able to see the individual Season Only achievements you completed once the Season is over. However, these achievements contribute to your Seasonal point total (which is snapshotted along with the Conquests you completed).

    There is not a separate achievement for non-season and season after the season ends, but if an unearned achievement in non-season is completed during the season OR the non-season and season achievement combined totals the required amount to earn the achievement, then it is awarded when the season counters are rolled into the non-season counters.
    Tyvalir: Almost! In this case, the achievement should be recognized in both your Season and non-Season profile as soon as you complete it in game. You don’t have to wait for the end of the Season for the achievement to become active in your non-Season profile.

    I didn’t read a word of that because really… who cares? If you’re playing Seasons you’re doing it for fun or a fresh experience or whatever, and it’s not like you’re going to stop now because you don’t like how Achievements will (or won’t) transfer over, etc. I think people just ask all these questions to have something to complain about if they get answers they don’t like, which wouldn’t actually affect them personally in any way.

    BTW, if your new HSea Monk has a build/gear that’s great for dealing with large numbers of trash mob type enemies at once, but isn’t so good for solo bosses… you really might want to take a knee at some point during the Realm of Trials, rather than pushing it as far as you can go. Since it’s pretty easy to get a Greater Rift that’s well above the difficulty level you’ve been playing, and then bad things can happen. Speaking hypothetically, of course…

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    Tagged As: | Categories: Achievements, Diablo 3 Seasons | 7 Comments

    Latest Diablo 3 News

    8

    Shrine Proc Broken on Ahavarion, Spear of Lycander?


    Posted 11 Sep 2014 by at 01:53 GMT

    Fans complaining in a thread on B.net bugs forum that DiabloWikiAhavarion, Spear of Lycander is broken and never procs the random shrine effect property. Blue reply says it does, so perhaps more testing required? Shrine Proc Broken on Ahavarion, Spear of Lycander:

    Ahavarion, Spear of Lycander effect

    This legendary staff, despite the name, has the effect “Chance on killing a demon to gain a random Shrine effect”.

    I got this item today and tried killing some demons with it to test the proc of the special ability. I started the game in the Royal Audience quest and killed every snake demon until the entrance to the sewers. It did not even proc once. The I went to Skycrown Battlements and still had no luck to activate the effect.

    Tsarnis: Thanks for all of the reports about this. We’ve tested Ahavarion extensively on our internal environments both before and since the launch of patch 2.1, and we have not observed any situation where the item could not proc. The proc rate is low however, due to the potential power you can gain when the item does proc.

    To confirm, are any of you saying you have never seen Ahavarion proc, or simply that it procs rarely? If you are reporting that this does not proc regularly, then that is not a bug. If you are reporting that you have never once seen it proc after significant use (significant meaning you have killed hundreds of demons with it), please try to provide me some additional information on what your gear and skill setup looked like when you were using this item so that we can try to test around any item or skill interactions you had in play at the time.

    Thanks again!

    The OP knows the difference, but I’d suggest that a lot of players with this weapon don’t realize that “demon” isn’t just a synonym for “monster” in Diablo games. It’s a specific type of enemy, making up around 1/3 of the total enemies. You can kill Cultists and Goatmen and Skeletons and Zombies and other Act One riffraff all day with this item, and you’ll never see the proc since none of those are demons. You need to be in parts of Act 3, or especially in Act 4 or Act 5 (or a Rift with those types of enemies) to see a majority of enemies as demons, and get the proc regularly.

    BTW, looking at the DiabloWikiAhavarion, Spear of Lycander (which is actually a staff, not a spear, because Blizzard hates people who update wikis) page in the DiabloWiki.net, and then comparing to newly-found Patch 2.1 versions from the DiabloNut Armory… man, that Patch 2.1 DPS buff to two-handers is crazy. Check the comparison screens below; from ~2700 to ~3700 DPS is quite the DPS buff.

    Ahavarion, pre-patch 2.1

    Ahavarion, pre-patch 2.1

    Ahavarion, post-patch 2.1

    Ahavarion, post-patch 2.1

    I’m conflicted about the 2H weapon damage buff. It certainly made 2H weapons more viable, but that’s a mixed blessing since they’re so lame/slow to use. My new HSea Monk just got to 70 this week, and she was dragging around a 2H weapon most of the way to 70 and beyond. Thankfully last night I found DiabloWikiVengeful Wind, the Monk DiabloWikiSeasonal Legendary Fist that grants +3 stacks of DiabloWikiSweeping Wind, and I immediately started dual wielding that with a DiabloWikiMad Monarch’s Scepter.

    It was a slight DPS drop from the parade of ~3400 DPS 2H Legendaries I kept finding, but the proc is awesome and the hitting speed is much more fun and yields much more Spirit, and was good enough to dominate T1 even in HC with half my kit still Rare/junk.

    Maybe it’s just me, though. Are you guys enjoying the 2H weapons with such big DPS? Players/classes/builds that don’t require or focus on fast attacking should find them delightful, yes?

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    Tagged As: | Categories: Blue Posts, Diablo III Bugs, Legendary Items | 8 Comments

    Latest Diablo 3 News

    8

    Demonic Organ Drop Rate Buffed


    Posted 10 Sep 2014 by at 22:49 GMT

    But I have a piano I'll let go cheap.

    No, but I have a piano I’ll let go cheap.

    A short hotfix today informs us that the drop rate for DiabloWikiDemonic Organs has been buffed on Torment 1 and above, up to 100% on T6. Demonic Organ Drop Rate Buffed:

    The drop rate of DiabloWikiLeoric’s Regret, DiabloWikiVial of Putridness, DiabloWikiIdol of Terror, and DiabloWikiHeart of Evil has been increased on Torment I and above, to a maximum of 100% on Torment VI (9/9)

    These organs are dropped by the Ubers as part of the DiabloWikiInfernal Machine, and you need them to create the DiabloWikiHellfire Ring and DiabloWikiHellfire Amulet. This is reminiscent of the drop odds back in DiabloWikiD3v, when each level of DiabloWikiMonster Power added 10% up to a maximum of 100% drop rate on MP10.

    Unfortunately, we don’t know the actual numbers for T1-T5, so it’s not clear just how much you gain by pushing the difficulty each notch higher. Possibly Wyatt Cheng will twitter-swoop in to add details, as he did a few days ago re: the unstated buff to legendary items dropping from Horadric Caches?

    We fired him a tweet, hoping to create just that scenario. Everyone go RT it so he’ll feel guilty. Use sarcasm if possible; Wyatt loves that.

    Post a Comment »

    Latest Diablo 3 News

    Diablo 3 Legendary Drop Tables: Updated to Patch 2.1


    Posted 10 Sep 2014 by at 14:44 GMT

    Back in May we posted full drop odds for all legendary and set items in Reaper of Souls, and the info dump was one of our most viewed articles ever. The info we posted then was sent to us by a Korean site that had datamined it, and we were the first to offer it in English.

    Today that site (Ilbe.com) has posted all the new/updated legendary drop odds for Patch 2.1, and the figures include normal and seasonal legendary odds. You can see all the info online via a Google Docs spreadsheet. Click here to read the Diablo 3 Legendary Drop Tables: Updated to Patch 2.1

    The way the info is arranged is by item type and alphabetical, so it’s easy to find the item(s) you’re curious about. The tabs on top of the spreadsheet sort the items by different game modes.

  • ST: Seasonal Torment Drops and Gamble
  • SN: Seasonal Normal Drops Only (does not include Torment-only items)
  • T: Non-seasonal Torment Drops and Gamble
  • N: Non-seasonal Normal Drops Only
  • (They are also split into HC and non-HC, though the only difference I see is Ancestor’s Grace, which only drops for HC.)

    Reading the Drop Odds

  • The odds are all for Smart Drops only. (About 85% of drops are smart drops. The other ~15% are random, which is why (for instance) Wizards sometimes find Mighty Weapons, Hand Crossbows, etc.)
  • The odds are only for which legendary or set item of an item type will drops if that item type is selected. (The odds say nothing about how likely a given item type is to be rolled or gambled.)
  • Virtually all items can be classified Common (1/1), Uncommon (1/2), Rare (1/4), and Ultra-Rare (1/10), with their odds determined by how many legendary items there are of that type.
  • For instance, some item types are very simple. There are 9 one-handed legendary mighty weapons, but 4 are crafted. The 5 that drop (3 legendary and 2 set) all have COMMON, so it’s just 1/5 or 20% chance to drop for each. (If the game decides to roll a legendary one-handed mighty weapon with smart drop, for a Barbarian. Other classes are all 0% chance for a mighty weapon via smart drop, though they might get them via a random non-smart drop.)

    For a bit more complicated, here are the Seasonal Torment odds for the Monk legendary/set Spirit Stones that can drop. They are mostly Common, with 4 Uncommon and 1 Rare, and the total odds add up to 100%

    DiabloWikiLegendary Spirit Stones drop odds:

  • DiabloWikiSee No Evil: 10.87%
  • DiabloWikiGyana Na Kashu: 5.43%
  • DiabloWikiThe Mind’s Eye: 10.87%
  • DiabloWikiErlang Shen: 10.87%
  • DiabloWikiBezoar Stone: 10.87%
  • DiabloWikiThe Eye of the Storm: 10.87%
  • DiabloWikiTzo Krin’s Gaze: 10.87%
  • DiabloWikiMadstone: 2.17%
  • DiabloWikiInna’s Radiance: 10.87%
  • DiabloWikiThe Laws of Seph: 5.43
  • DiabloWikiKekegi’s Unbreakable Spirit: 5.43%
  • DiabloWikiEye of Peshkov: 5.43%
  • Again, these are just the % chance each of the items will drop, *if* the game decides to Smart drop a legendary spirit stone for a Monk. This says nothing about how likely a Monk is to get a legendary spirit stone vs a regular type of helm, or any other item type. (Those drop tables exist, but they’ve never been datamined or released to the public.)

    Class Differences

    When there are differences between the classes in odds, those are due to differences in how many items of that type exist for each class. (Not Blizzard showing favoritism or discrimination for the classes.) For instance, here are the odds for each class to roll a Blackthorne’s Surcoat if the game decides to drop a legendary chest armor:

  • Barb 10.53%
  • Crusader 10.00%.
  • DH 10.53%
  • Monk 10.53%
  • WD 9.52%
  • Wiz 9.52%
  • The odds vary since the WD and Wiz have 1 more available piece of legendary chest armor than the Monk, so their odds for each one are slightly lower. The Barb, DH, and Monk have 1 fewer possible chest armor than the Monk, so their odds for Blackthorn’s are slightly higher.

    There are also many items that only (smart) drop for Barb + Crus or Wiz + WD, or for a single class. All of the item sets that can only be equipped by one class will only smart drop for that class, but plenty of legendary items only smart drop for one class, even if they can be used by others. The amulet Moonlight Ward only drops for Wizards, for instance, though it is not a class-restricted item. The amulet Holy Beacon only smart drops for Monks, though it can be equipped by others.

    None of the most-wanted class set items are uncommon or rare. They’re all the same drop odds as other legendary items of the same type. There are just a lot of items in most of those slots. Take chest armor; every legendary and chest set armor is common with about a 10% chance to drop, except for Cindercoat which is uncommon and thus drops at 50% the frequency of the others, or about 5%.

    Some other notes:

  • All of the new DiabloWikiSeasonal Legendaries are common or uncommon. None are rare or ultra-rare.
  • All legendary potions and legendary follower items are common, with every item of those types with an equal drop chance.
  • Most of the legendary items that gained a legendary affix in Patch 2.1 are now Uncommon drop odds (1/2).
  • People are already joking that the Focus/Restraint set rings are the new Blackthorns, with their odds boosted from Rare to Common (~4.5% of all rings).
  • Most of the legendary amulets that grant an immunity are still ultra-rare, with drops odds under 1%. (Exception is Countess Julia’s Cameo, which is just Uncommon (around 4%).
  • Tasker and Theo (TaT) and Frostburns are both still ultra-rare. (1.75% of legendary gloves, for the WD.)
  • Rare and Ultra-Rare Legendaries

    Here are all of the rare and ultra-rare items (1/4 or 1/10 drop rate). There are many changes from the odds we saw back in May, with several items that were rare then no longer so rare today, and some newly-improved items made more rare to compensate.

    Armor:

  • DiabloWikiLegendary Rings: No ultra-rare. Focus, Restraint were in May. Uncommon: Krede’s Flame, Stone of Jordan, Unity, Wyrdward.
  • DiabloWikiLegendary Amulets: Talisman of Aranoch, Mara’s Kaleidoscope, Xephirian Amulet, Ancestor’s Grace, all around .8% of amulets. The Star of Azkaranth is ultra-ultra-rare, the most uncommon item in the game, rolling about .16% of amulets.
  • DiabloWikiLegendary Shoulders: All are common but Vile Ward are uncommon (1/2 odds).
  • DiabloWikiLegendary Chest Armor: None are rare. Only Cindercoat is uncommon ( 1/2 drop odds).
  • DiabloWikiLegendary Pants: Rare: Pox Faulds (4%). Ultra-Rare: Hexing Pants of Mr. Yan (2%).
  • DiabloWikiLegendary Bracers: Lacuni Prowlers are rare (2.5%). No ultra-rare bracers.
  • DiabloWikiLegendary Gloves: Frostburn, Tasker and Theo. Both ultra-rare, around 2% chance. (All other gloves are common (10-20% depending on class), except Magefist which are uncommon (1/2 the rate of common.)
  • DiabloWikiLegendary Boots: Ice Climbers are ultra-rare (1.5%). Lut Socks are uncommon, around 7.5%, but only smart drop for Barbs.
  • DiabloWikiLegendary Belts: The Witching Hour is ultra-rare, under 1% for all classes.
  • DiabloWikiLegendary Mighty Belts: All are common but Pride of Cassius is uncommon (1/2 odds).
  • DiabloWikiLegendary Wizard Hats: Velvet Camaral is rare (2.78%). No ultra-rare.
  • DiabloWikiLegendary Spirit Stones: Madstone is rare (2.17%). No ultra-rare.
  • DiabloWikiLegendary Voodoo Masks: All are common or uncommon. No rare.
  • Weapons:

  • DiabloWikiLegendary Swords 1H: Thunderfury is Uncommon (~5%). Shard of Hate is rare (~2.5%). Rimeheart, The Slanderer, Little Rogue are ultra-rare (~1%).
  • DiabloWikiLegendary Maces 1H: No rare or ultra rare. Solanium is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Daggers: All common, Wizardspike is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Fist Weapons: None are rare. (Seasonal Vengeful Wind is common.)
  • DiabloWikiLegendary Diabos: None are rare.
  • DiabloWikiLegendary Wands: Ultra-rare: Wand of Woh (1.41%).
  • DiabloWikiLegendary Sources: Winter Flurry is ultra-rare (1.64%).
  • DiabloWikiLegendary Ceremonial Knives: Starmetal Kukri is ultra-rare (1.41%).
  • DiabloWikiLegendary Mojos: Shukrani’s Triumph is ultra-rare (1.64%).
  • DiabloWikiLegendary Hand Crossbows: Calamity is ultra-rare (1.64%).
  • DiabloWikiLegendary Bows: Kridershot is ultra-rare (1.96%).
  • DiabloWikiLegendary Crossbows: Chanon Bolter is ultra-rare (1.52%).
  • DiabloWikiLegendary Quivers: No rare or ultra-rare. Bombadier’s Rucksack is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Mighty Weapons 1H and 2H: None are rare or ultra rare.
  • DiabloWikiLegendary Crusader Flails 1H: Gyrefalcon’s Foote is ultra-rare (1.96%).
  • DiabloWikiLegendary Crusader Flails 2H: None are rare or ultra-rare.
  • DiabloWikiLegendary Crusader Shields: Akarat’s Awakening is ultra-rare (1.79%).
  • DiabloWikiLegendary Swords 2H: None are rare. Cam’s Rebuttal and Stalgard’s Decimator are uncommon (1/2 drop rate).

  • DiabloWikiLegendary Maces 2H The Furnace is ultra-rare (~2%).
  • DiabloWikiLegendary Staves: None are rare.
  • DiabloWikiLegendary Spears: None are rare.
  • DiabloWikiLegendary Polearms: None are rare.
  • DiabloWikiLegendary Follower Items: All are common.
  • On the whole there’s surprisingly little oddity to the drop tables. Almost everything is either 1/1, 1/2, 1/4 drop odds, with only a handful of items 1/10th. Diablo 2′s drop tables were VASTLY more complicated since everything was weighted by monster level and tweaked by the highly-idiosyncratic groupings created by the Treasure Class tables. In D3 it seems much more straight forward, though there might be all sorts of weighting we don’t know about, such as tendencies for certain monsters or monster types to drop certain types of items.

    Any items you guys think are much too hard to find? Or others that you’re sick of seeing so much of? The drop odds have been tweaked a lot since May, with many more items now common, giving better chances of finding all those 6/6 set item bonuses.

    Diablo 3 Legendary Drop Tables: Updated to Patch 2.1.

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    3

    Blizzard to remove the Legendary “Beam of Disappointment”


    Posted 10 Sep 2014 by at 04:47 GMT

    A fan complained about the legendary beam shining from Greater Rift Trial keys, and got a blue reply. Blizzard to remove the Legendary “Beam of Disappointment”

    The “Beam of Disappointment”

    Why is there a legendary beam for the greater rift trial key?

    If you are running T4 or higher you have an 80% chance or better of getting the trial key to drop. It’s getting to the point where I am annoyed by the beam that appears, like false hope for a legendary, but more like, “Oh… wow… another Grift key”

    Why not just have it drop and have the brown text like forgotten souls, vital organs, and hellfire keys instead of a “legendary beam” and a star to indicate it on the map. Just seems a bit pointless especially with the frequency they drop in higher torments.
    Travis Day: Yeah Blizz should totally pull those beams so they stop trolling me. Someone should do something about this!

    *Removes the beam in a future patch*

    Wait… Do these damn trial keys count as a legendary drop taking away USEFUL drops from rift bosses?
    Travis Day: The keys are not part of the legendary drop table, they are entirely separate entries in the table and have no impact of any kind on whether or not you will get legendary items.

    Also I’ll be removing the beam from the keys in a future patch.

    Plans used to beam.

    Plans used to beam.

    If you recall, the beams initially shone from everything orange and green when dropped on the ground. Legendary reagents like the Black Mushroom and Leoric’s Rib that you need for DiabloWikiWhimsyshire. All the other crafting DiabloWikilegendary materials (now removed). All the legendary and set item plans. The special legendary virtual pet objects and dye colors that come with the Collector’s Editions. Etc.

    So Blizzard has been steadily removing beams of disappointment, or at least beams of distraction, for some time now. That light which shines least, shines brightest? (Ironically, the “beam of disappointment” was what my first wife called our bedroom nightlight. And it too was removed.}

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    Travis Day: What to do with excess gems?


    Posted 10 Sep 2014 by at 01:34 GMT

    Anyone with much experience playing a level 70 character soon learns that DiabloWikiMarquise gems build up into huge stacks. Players who play multiple classes have more use for the different flavors of gem, but eventually almost everyone (especially in Softcore, where you never lose gems and hardly anyone bothers with Amethysts or Diamonds in armor) winds up with hundreds of gems and no purpose for them.

    The common suggestion back in D3v (when the excess gems were only Flawless Squares) was to include them in DiabloWikicrafting. They were required in crafting early in RoS at much higher levels than now, but the common request these days is to include them in DiabloWikienchanting, 1) as additional material, or 2) as an alternate material (e.g. spend 10 marquise diamonds instead of 1 Forgotten Soul), or 3) as an additional material that (if included) would boost your upgrade odds. (e.g. Include 5 of each marquise gem, get 3 enchant affixes to choose from instead of just two.)

    All of those suggestions have merit, but they’re all kind of complicated — every crafting change since RoS’ launch has trended towards simplicity, not complexity — and they would require some changes to the interface. Today a fan offered a typical suggestion of a use for excess gems, which is newsworthy since a Diablo 3 developer chimed in.

    Travis Day: What to do with excess gems?

    I have 300+ rubies, emeralds, diamonds, amethyst, and 7 topaz. Since you, Blizzard, do not like people hoarding(reason for bloodshard cap)
    Please enable any gem to be able to re-enchant ring and amulets at the mystic.

    Many of us are getting the bad end of RNG with our stat/ChD/CC/socket amulets.
    Travis Day: This is a topic that comes up with some frequency both internally and externally. We have plans for a future patch that will introduce more uses for any gem you have excess of as well as a way to increase your ability to get specific gems that you are lacking *read Topaz*.

    As a general philosophy point, anytime we introduce mechanics that are intended to consume limited resources this is something that players will encounter. Whether it’s gold, gems, or a specific crafting material, these are all meant to be gathered and consumed at varying rates. Inevitably, and intentionally, there will be times when you need more of some material than you have. The problem isn’t that you are running out, the problem is when there is no mechanism for you to alter your gameplay to gather more of the thing you need. When you run out of blue material you start picking up blue items you were ignoring before, when you run out of gold you equip your Boon of the Hoarder if you’ve found one etc. The problem isn’t that people are running low on Topaz from enchanting, the problem is that you have no way to increase the rate of Topaz you find when you want to. This is what we will be addressing in the future.

    The easiest solution would seem to be something similar to the Horadric Cube recipes in D2. Diablo 3 could easily add a gem transmute feature via the Jeweler where you could turn gems you didn’t want into gems you did want. Imagine 4 > 1 at the same quality, where you’d make a new topaz from a ruby + emerald + diamond + amethyst. (And the other types in the same 4 > 1 fashion.)

    That’s not what Travis seems to be suggesting, though. He says a way to increase finding of what you want. So some kind of mechanism to make mostly or only one type of gem drop? Reminscent of the targeted Magic Find fans have wanted forever, so you could increase your chances to find rings, or boots, or bracers, or whatever specific item type you were after. Can we have that added also? Kthx.

    How do you guys do on gem collection? Does Travis’ hints give you EXCITE? In early RoS the bottleneck for most players was gold, not gems. People were finding way more gems than they could afford to upgrade, but with DiabloWikiBoon of the Hoarder, and DiabloWikiGreed’s Domain, and DiabloWikiGold Find being buffed, and gold costs reduced, that seems much less of a problem these days.

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    Greater Rift Leaderboards Show Diablo 3 Class Imbalance?


    Posted 9 Sep 2014 by at 07:39 GMT

    There’s been a lot of talk about the relative strengths (and weaknesses) of the classes in Diablo 3, as exposed by the highest Greater Rifts each class can clear. It’s easy to glance at the DiabloWikileaderboards and see that the highest Grifts cleared by Demon Hunters are the highest of any class, but it’s only like 41 vs. 39 or 38, which doesn’t seem too out of balance.

    To get a better sense of the overall distribution, it’s interesting to check out the entire top 1000 per class, rather than just the top 1, or top 10. And when you do that, you get some very enlightening results. A guy on Reddit ran a program to compile all the results and averaged them out, and here are his results turned into table form. Greater Rift Leaderboards Show Diablo 3 Class Imbalance?

    These figures derived by taking all the top 1000 leaderboard clears for each class, and adding them together to create an average.

    Americas Server

    Softcore Seasonal SC Hardcore Seasonal HC
    Barbarian 32.64 27.09 18.51 15.71
    Crusader 32.97 30.41 20.97 19.64
    Demon Hunter 38.64 34.55 22.29 23.59
    Monk 33.48 30.13 17.78 19.71
    Witch Doctor 32.94 26.54 23.62 19.35
    Wizard 35.46 30.47 18.59 17.71

    European Server

    Softcore Seasonal SC Hardcore Seasonal HC
    Barbarian 33.51 28.58 22.38 19.43
    Crusader 32.62 31.18 23.01 21.49
    Demon Hunter 38.58 35.51 26.45 27.44
    Monk 33.83 31.45 21.92 22.69
    Witch Doctor 33.39 28.03 25.98 22.25
    Wizard 35.78 31.53 22.44 21.89

    There are a lot of interesting tidbits to be seen there, comparing the classes, and the seasons, and the Hardcore vs. Softcore. For instance, check out Wizards vs. WDs, for HC vs. SC. Wizards can do several levels GRs in softcore, but it’s obviously a dangerous playstyle, since in Hardcore the Wizards are well below the HC Witch Doctors. Also, note that the seasonal hardcore Demon Hunters are actually *higher* than the non-seasonal, on both realms. (And for Monks in EU.) Way to power level up there, guys!

    What do you think of the distribution now, and what does it say about relative class balance? It’s worth quoting (again) what John Yang said about DH’s during the recent dev live stream.

    John Yang: Players are noticing that the Demon Hunters are clearing 2 or 3 tiers above everyone else in the Greater Rift Leaderboards. That is a slight problem. We’d love all classes to be within 1 or 2 GR tiers from each other.

    Some people have pointed out that Demon Hunter’s damage output is not too far higher than everyone else. The problem is they have really good sustain, (via Sentries) and they can do damage while being out of range or line of sight. And they’ve got Smoke Screen for invulnerability and can cheat death via their new passive.

    So it’s not that DHs have OP higher damage; they’ve just got the best “pets” now, and can throw out a bunch of Sentries and let them deal huge damage while the DH shoots to add more damage, or just ducks and dodges while the Sentries do the dirty work. WDs have good pets as well, but their damage doesn’t scale up high enough to work well on the higher level Grifts, and they aren’t as autonomous as Sentries.

    The melee chars should be a good comparison also, and judging by their GR clear levels, the Monk, Crusader, and Barb are pretty well balanced at this point. There’s more difference between the melee classes in Hardcore, and especially in Seasonal Hardcore. Is no one playing HSea Barbs, or do they require gear that’s really hard to find, or what?

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    Legendary Horadric Cache Drops Mega-Buffed


    Posted 9 Sep 2014 by at 06:30 GMT

    In a recent hotfix Blizzard slipped in a mention of improved drop rates for the cache-only Legendary Items from DiabloWikiHoradric Caches. There were no details of just how much of a buff it was, and a lot of fans didn’t notice it sneaked into the hotfix list.

    You’ll definitely notice it in game though, if you’re hunting a DiabloWikiRoRG on Torment 2+, since the drop rate is now 50% on T2 and it scales up to 100% on T6. Legendary Horadric Cache Drops Mega-Buffed:

    Can someone show me some updated drop chances for caches?

    Blizzard said that now the chances are highly increased on Torment .. I have done couple of T3 .. now with friend T6 bounties .. about 10 cahces .. no ring at all.
    Vaneras: There is no list of drop rates on specific items that can drop from Horadric Caches, but it is correct that we increased the legendary drop rates overall in a recent hotfix. Wyatt Cheng elaborated further in a tweet that the chance of legendary from bounty cache goes from ~50% at torment 2 to guaranteed at torment 6.

    Wyatt’s tweet can be seen here:

    So the odds now are a 50% chance of a legendary item from each cache on Torment 2, increasing up to a guaranteed legendary from every cache on T6. Since Act One has 5 cache-only legendary items, you’ve basically got a 1/10 chance of a RoRG from every A1 Cache you open on T2, and better odds than that, up to 20% chance per cache on T6. If you want to figure your exact odds over more trials you’ll have to invoke Binomial Distribution, which is disturbingly close to actual math, and even has a wikipedia page covered in gibberish Greek-looking symbols, so I don’t recommend it.

    I am curious how the actual odds work, now. Under the old Cache Legendary drop odds it wasn’t that uncommon to get 2 legs from a single cache. I just got that a couple of days ago, playing a new Seasonal Monk who was around lvl 40 when she got 2 legs from the same A3 cache. (On Hard difficulty.) So I wonder what the actual game function is, when Wyatt says 50-100% per cache on T2-T6.

    From the previously observed odds, there’s now about a 10% leg drop rate (per cache) from Normal-T1. So it’s basically jumping 5x higher on T2, and then there’s another jump at T6 when it goes up to guaranteed? But does that mean you always get just 1 legendary per cache on T6? Or will you regularly get 2 or 3 at once? I guess it’s like Act Bosses with a new character in story mode, where you get at least 1 guaranteed legendary, but might get a 2nd (or 3rd) randomly? I’m curious to see drop results from people who can harvest a bunch of caches on T6.

    Pity there aren’t more useful legendary items from the Caches, to make this buff more useful than just RoRG hunting. Maybe that’s what they should add next season — some more/better legendary items from caches, and from A2-A5? Or some legs or a Set that can only drop from Caches, but without any particular act required? Just to put some incentive on diversified gameplay.

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    Latest Diablo 3 News

    Greater Rift Experience Exploit: Now Hotfixed


    Posted 9 Sep 2014 by at 06:24 GMT

    You've got paragon!

    You’ve got paragon!

    Earlier today, some players figured out a way to exploit Greater Rifts begun on higher difficulty levels to gain massive exp. Blizzard noticed, and the Greater Rift Experience Exploit: now hotfixed:

    The following hotfix is now live in all regions. There are no upcoming hotfixes to report at this time.

    [LIVE HOTFIXES]

    Nephalem Rifts and Greater Rifts:

  • Experience gained from Greater Rifts is no longer inflated by the game mode difficulty (9/8)
  • Streamers and others were showing off the technique for massive exp gain, zooming from Paragon 1 to Paragon 250+ in just a few hours. In light of that kind of exploitation, some fans are demanding rollbacks, and I certainly wouldn’t object to it. Bliz is not interested in having that conversation though, so I think rollbacks to known individuals are unlikely to happen, since it wasn’t a hugely-prevalent thing, and it’s not like some players picking up exp faster than usual is something that ruins the game for everyone else, or a commodity that can be sold on the DiabloWikiRMAH.

    Did any of you guys get in on the cheat while it worked? Or have strong opinions about what Bliz should do in the aftermath?

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    Tagged As: | Categories: Diablo III Bugs, Experience, Greater Rifts | 19 Comments

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    8

    Diablo 3 Hotfixes Updated: Hardcore Death Bug Fixed


    Posted 8 Sep 2014 by at 20:37 GMT

    lgem-moratorium-dbThat should probably read “hotfix” since there’s just one update for Monday, but since it was a bug with a DiabloWikiLegendary Gem that could result in permanent death to a DiabloWikiHardcore character, it’s a pretty important fix. For some players, anyway.

    Diablo 3 Hotfixes updated:

    The following hotfix is now live. There are no upcoming hotfixes to report at this time.

  • Fixing an issue where the DiabloWikiLegendary Gem Moratorium would kill players despite their anti-death skill (such as Indestructible or Spirit Vessel) triggering
  • It’s funny/scary how often these little bugs slip through that only really matter to Hardcore characters.

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    Tagged As: | Categories: Diablo III Bugs, Hardcore, Legendary Gems | 8 Comments

    Latest Diablo 3 News

    2

    Diablo 3 Best Level 1-70 Strategies, Cheese-Free


    Posted 7 Sep 2014 by at 18:12 GMT

    The Season One leaderboard race quickly turned into a farce (in Softcore, at least) when players exploited the huge exp provided by several bounties that could be completed by undergeared characters on Torment 6. All people had to do was party up (for the greater exp) and keep creating games until they got the proper bounties, rush through and click the NPC or object to start the bounty timer, and then run and dodge, or die, until the bounty timer ended and they received a huge exp reward without having to kill a single enemy.

    Shut that barn door tight, now.

    Shut that barn door tight, now.

    No one seemed to enjoy this cheesy style of play, even the people who were doing it since it was the only way to keep up. Our vote showed a strong majority in favor of a fix, and as they usually do these days, the D3 devs listened. The four bounties that were so exploitable, granting huge experience without requiring any monster killing, have been temporarily removed from the pool until a more lasting/satisfying fix can be patched in. (All of those events remain in the game; they just will not spawn as bounties and thus will not deliver the huge EXP boost for bounty completion that they were providing last weekend.)

    The question some players are asking now, that those bounties are gone… what’s the best way for a new character to level up quickly? That’s not such an urgent question now as it was last weekend with Season One about to commence; at this point most players interested in seasons have a level 70 by now, or have friends who could help them power level. But not everyone had the hours last weekend or this week to zoom up to 70, and long term, plenty of players who are evaluating how things went last weekend as they prepare their strategy for the (coming soon™) Season Two leaderboard rush.

    If we only had softcore, it would be hard to say what worked best for fast leveling up the new seasonal characters, since exploiting those bounties was so much faster than playing for real. Happily, we’ve got a control group. The same bounties were available in Hardcore, but since the exploit was most profitable when rushed through on Torment 6, which inevitably resulted in a lot of character deaths, it wasn’t viable in Hardcore. (Not that the exploit required constant death; characters into their 30s and 40s had enough gear and skills that they could often duck and dodge and CC and run for 30 seconds until the bounties triggered. Not many HC players are willing to take that risk, though.)

    So, how can you level up a new character quickly, without constant death or huge exp gain from exploiting bounties on T6? It’s Diablo 3′s best cheese-free level 1-70 strategies:

    First, some general tips.


    Play on Lower Difficulty Levels

    Lower difficulty is NOT the way to go if you’ve already got high level characters and can twink gear (and gems). With twinks, it should be much faster to play on the highest difficulty level on which you can still kill quickly. (Most players can manage Master or T1, at least until level 40 or so.) It doesn’t take a full suite of amazing gear either; just a decent weapon with a hole in it + a high level Ruby will put your new character way above the difficulty curve, enabling one shot kills on almost everything for the first 30 or 40 levels. (Big +mainstat or +vitality gems socketed in your armor also make a huge difference, and obviously a ruby in your hat is mandatory, for the faster exp gain.)

    That’s with twinks, though. The novelty of Season One was that everyone had to start from scratch, and when starting off naked, without even Paragon Points (y u no max Movement Speed!!1!?), it’s much faster leveling if you stick to Normal, or Hard difficult. Yes, you can go old school and start off a naked character on T6, and it’s possible and challenging and fun to kite and CC and use all kinds of strategy to survive when even the trash mob zombies have Uber Diablo type hit points… but it’s a very slow way to level up. (Though quite fun to ding about every third kill.)

    If you want to get to 70 quickly, play on a lower difficulty. Even with more players in the game, it’s better to stick Normal or Hard and steamroll enemies and finish a lot of bounties, than it is to kill much more slowly and get more exp per kill. (And you won’t die, which matters greatly in Hardcore.)

    Here’s how the lower DiabloWikidifficulty levels increase the basic monster stats and exp returns:

  • Hard: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
  • Master: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
  • Click through for much more…

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