Diablo 3 Beta Patch 13 Official Notes
Posted 19 February 2012 by RushsterThe official
Patch 13 notes have now been released and they are pretty lengthy. Read on for the full notes.
Diablo III Beta Patch 13 – v.0.7.0.8610
A number of significant changes have been made to the character skill and rune systems, as well as to the gold and currency-based auction houses. To learn more about these changes and why they were made, please read the Skill and Rune Changes blog written by Jay Wilson and the Beta Auction House Changes Incoming forum post.
General
- All characters have been wiped. Please note that this wipe will also affect gold,
achievements, items,
followers, and
artisans.
Intelligence now grants 0.1 per point to
resistances, and will no longer award any bonus to healing from
health globes- When dual-wielding, certain skills will now always use your main-hand weapon to determine damage
- For example, Cyclone Strike will use your main-hand weapon damage even if your off-hand weapon is set to swing next
- An option to permanently enable Advanced Tooltips has been added to the Gameplay Options
Auction House
- The gold
auction house is once again available for testing - The listing fee for all auctions has been removed
- The transaction fee for auctions in the currency-based
auction house has been increased to 1.25 Beta Bucks - The minimum listing price for an item in the currency-based auction house has been increased to 1.50 Beta Bucks
- Players may now only have 10 active auctions per auction house
- Tooltips have been added which will allow players to compare items on the
auction house to the items they’re currently wearing
Battle.net
- Public chat is now available to test
- Cross-game support has been added! You can now chat with
Real ID friends playing the World of Warcraft PTR or StarCraft II PTR, as well as view their in-game status and current broadcasts.
Skills
- The levels at which both active and passive skills unlock have been adjusted for all classes
Skill runes are now available for testing
- The first
skill rune will unlock for all characters at level 6, and players can unlock additional runes as they level up - In total, players will be able to gain access to 5
skill runes for each skill by level 60
- The first
- Character skills have been broken down into categories, and each category has been assigned to a specific mouse button or action bar slot in the skill UI
- The following categories will be shared by all classes:
- Primary Attack
- “Primary Attack” applies to skills that typically generate resources and can be used frequently
- By default, Primary Attack is assigned to the first mouse button
- Secondary Attack
- “Secondary Attack” applies to more powerful skills that are commonly limited by a cooldown or resource cost
- By default, Secondary Attack is assigned to the second mouse button
- Defensive
- “Defensive” applies to skills which can be used to escape or control the flow of combat
- By default, Defensive is assigned to the first action bar quick slot
- Each class will also have three additional categories which are unique. By default, these categories will be assigned to the second, third, and fourth quick slots in the main action bar.
- The following categories will be shared by all classes:
Elective Mode: For players who wish to explore character builds which cannot be accomplished with the provided categories, an “
Elective Mode” has been provided. When activated, Elective Mode will allow you to place any skill in any skill category slot, as freely as you could before.
- To enable
Elective Mode, simply check the corresponding box located in the Gameplay Options menu. - The cooldown on swapping skills has been decreased from 30 seconds to 15 seconds
- To enable
Barbarian
Active Skills
- Bash
- Weapon damage increased from 145% to 150%
- Cleave
- Weapon damage increased from 115% to 120%
- Frenzy
- Weapon damage increased from 100% to 110%
- Ground Stomp
- Base skill no longer deals weapon damage
- Stun duration increased from 3 seconds to 4 seconds
- Hammer of the Ancients
- Weapon damage increased from 180% to 200%
- Leap Attack
- Weapon damage increased from 100% to 125%
- Threatening Shout
- Damage reduction decreased from 50% to 25%
Passive Skills
- Weapons Master
Demon Hunter
Active Skills
- Bola Shot
- Weapon damage to main target increased from 100% to 130%
- Weapon damage to other targets in range increased from 75% to 110%
- Caltrops
- Movement speed reduction decreased from 65% to 60%
- Chakram
- Weapon damage increased from 135% to 150%
- Entangling Shot
- Hatred generation decreased from 4 to 3
- Evasive Fire
- Weapon damage increased from 115% to 125%
- Pathing has been improved when performing a backflip
- Hungering Arrow
- Weapon damage increased from 85% to 115%
- Impale
- Weapon damage decreased from 275% to 250%
- Vault
- Pathing has been improved
Passive Skills
- Steady Aim
- Damage bonus when no enemies are within 10 yards increased from 10% to 20%
- Vengeance
- Maximum Hatred bonus decreased from 50 to 25
- When healed by a
health globe,
Hatred gain increased from 10 to 20 and
Discipline gain increased from 1 to 2
Monk
Active Skills
- Breath of Heaven
Spirit cost reduced from 50 to 25- Heal amount increased
- Now has a 15 second cooldown
- Dashing Strike
- Weapon damage decreased from 160% to 80%
- Pathing has been improved
- Exploding Palm
- Weapon damage from bleed effect decreased from 65% to 60%
- Lashing Tail Kick
- Weapon damage decreased from 225% to 200%
- Mantra of Evasion
- Chance to dodge bonus decreased from 25% to 15%
- Secondary bonus to dodge attacks, in effect for the first 3 seconds after activation, also decreased from 25% to 15%
Passive Skills
- Guardian’s Path
- When dual-wielding, chance to dodge bonus increased from 10% to 15%
- While using a two-handed weapon,
Spirit regeneration bonus increased from 20% to 25%
- Resolve
- Enemy damage reduction decreased from 30% to 25%
Witch Doctor
General
Witch Doctor
mana has received a tuning pass
Active Skills
- Corpse Spiders
- Weapon damage per swing decreased from 38% to 25% per spider
- Firebomb
- Weapon damage decreased from 155% to 100%
- Grasp of the Dead
- Movement speed reduction increased from 50% to 60%
- Haunt
- Duration of Haunt no longer scales per level
- Now deals 350% weapon damage over 15 seconds
- Hex
- Damage bonus to hexed enemy decreased from 20% to 12%
- Plague of Toads
- Weapon damage decreased from 150% to 130% per toad
- Summon Zombie Dogs
- Weapon damage per hit decreased from 15% to 9% per dog
Passive Skills
- Spiritual Attunement
Mana regeneration decreased from 2% to 1% of maximum Mana per second
Wizard
General
Arcane Power regeneration has been lowered from 12.5 per second to 10 per second
Active Skills
- Arcane Orb
- Weapon damage increased from 225% to 250%
- Diamond Skin
- Maximum absorption amount decreased
- Frost Nova
- No longer deals weapon damage
- Ray of Frost
- Weapon damage increased from 155% to 200%
- Movement speed reduction decreased from 40% to 30%
- Attack speed reduction decreased from 30% to 20%
- Duration of slow and attack speed reduction decreased from 5 seconds to 3 seconds
- Shock Pulse
- Weapon damage increased from 90% to 105%
- Wave of Force
- Weapon damage decreased from 250% to 220%
- Movement speed reduction increased from 50% to 60%
Passive Skills
- Evocation
- Cooldown reduction decreased from 20% to 15%
- Glass Cannon
- Damage bonus reduced from 20% to 15%
- The cost to level
the Blacksmith has been reduced by 50% - The gold and reagent cost of Blacksmithing
recipes has received a tuning pass - The following affixes now have a chance to appear twice when crafting items:
- Min damage
- Max damage
- All Elemental damage types
- Heal
- Heal amount increased
- Loyalty
- Healing per second increased
Items
General
- Passive
Spirit regeneration granted by the
Spirit Regeneration item affix has been increased
Quivers will now grant +damage- New item affixes have been added!
- Chance on hit to:
- Fear
- Stun
- Freeze
- Immobilize
- Chill
- Blind
- Slow
- Knockback
Vendors will now change their inventories more often throughout the game, and will have access to wider variety of item affixes- The chance for a white item to appear in a
vendor‘s stock has been reduced from 30% to 10% - The
vendor value of all items has been reduced
Monsters
- The health and damage of all monster in the game have been adjusted
- The amount of gold dropped by monsters has been increased
Bug Fixes
For a full list of documented game and service bugs, please review the Known Issues sticky located in the Beta Bug Report forum.
Achievements should now awarded properly once their objectives are met- Accounts that were locked by error messages (such as ERROR_395002) should now be unlocked
- Players should now be able to buy gold using their Beta Bucks






Hopefully the last big patch for the Beta. But what a patch it is! Most of the changes seem appealing
We still got moooonths until release. Plenty big, rage inducing patches probably incoming.
Doubt it… This one is labeled as Retail.
And it’s still not retail as it’s not released yet, nor is the release date known. A string in the executable doesn’t change that.
You don’t know how Blizzard does test builds do you? They are obviously treating the beta builds like they do the WoW PTR builds where they patch it for a while until they have it to a good place and change the label from Beta/PTR to Release, which indicates it is a release candidate build and there may be 1 or 2 patches after this. I’m sure there will be more minor bug fix patches, but considering all they’ve done with this one, it is most likely the last major patch for the D3 beta.
“Intelligence now grants 0.1 per point to resistances, and will no longer award any bonus to healing from health globes.”
Collective sigh of relief from every spellcaster ever.
Agreed. Bonus to healing from health globes always seemed Meh to me
Wizards won’t be glass canons anymore. Just gods…
I don’t like the new runes, they cut a chunk of customization from the game, next thing they make jewels into affixes and remove the jewelcrafter :/
The jewels are so boring that they feel pointless anyway.
The customization is still there. It just isn’t based on items anymore.
I’m also concerned about gems given the shrinking stash size. Gems took up so much space in D2 and now there’s way more levels to collect and craft. Less gem types / gem quality levels could be in our future.
There’s only been 4 gem types for a while, so I doubt they’d reduce it further.
I seriously hate the fact that skill progression stops at 60, where before you kept improving skills by finding higher and different runes even when at max level adding another layer to the looting system, which now seems extremely dull with only equipment and gem (lol) drops to look forward to.
The inventory excuse is terrible as well, they could have easily attached an “inventory” to each skill wihich had room for a rune of each type and you would select whichever you would like to be active. But I guess that’s way to complicated for a developer of Blizzard’s caliber.
Also the deadzone excuse is equally terrible, seeing that they went out of their way to make reaching max level trivial. Now we have a max level sort of deadzone instead, which is much worse seeing how much more time we’re going to spend there.
Ever play wow? Works fine there
Yes, I did play and I quit because of how shallow WoW’s character progression is (i.e equipment only).
Then don’t play Diablo 3… nothing of value will be lost by your non-presence.
By the way, your suggestion: “they could have easily attached an “inventory” to each skill wihich had room for a rune of each type and you would select whichever you would like to be active”
That is exactly what they did… You must be a massive moron to not see that…
Um..two things. Why do you say that reaching max level is trivial when you have no idea how difficult it is to attain, and how do skill specific affixes play into your notion of zero skill progression past 60?
is anyone live straeming this new patch anyhwhere right now
The servers are not up yet.
“An option to permanently enable Advanced Tooltips has been added to the Gameplay Options”
Excellent
Yup thank $*&%ing god
Exactly what we wanted.
Credit where credit is due.
Shock. Surprise.
Wow, I’m surprised by that Spiritual Attunement nerf to the Witch Doctor . Toying with the skill calculator, it’s quite evident that a pet-less build struggles with mana, even WITH those mana masteries T_T.I’m also surprised that Corpse Spiders and Plague of Toads were nerfed, considering that most feedback from the beta is that neither of these spells are very reliable sources of damage. I hope that to compensate, Plague of Toads is a little less erratic, and more reliable, and same for the damage on Corpse Spiders =/.I really had my heart set on those two skills for my favourite Vermin-based Petless Witch Doctor T___T.
The notes also says the WDs mana received an overhaul. Maybe faster regen rate (just to make it more like all the other resources
)
I’d say reduced costs on a lot of skills (especially the ones they nerfed) is more likely. If they make mana regen faster then it will be too similar to arcane power (which was slowed down in this patch).
“The health and damage of all monster in the game have been adjusted”
Hopefully they have not been adjusted downwards
They fixed the 30-60 dead zone, fixed runes eating up all the inventory space, fixed advanced tooltips, fixed intelligence’s defensive property, Halls of Fallen Heroes is in, public chat is in, and they were smart enough to add Elective Mode for their new baby-coddling skill system.
This turned out much better than expected, nowhere near the level of face palm I’ve come to expect from Blizzard. Now if only they’d raise the ten character limit and restore the stash to five pages (well, I’d also want an offline mode to be perfectly happy, but that’s never going to happen now).
Only problem is (raised in the other main thread on the rune changes) is at max level there’s no more skill customization via item find.
Yes there is. There were skill specific affixes that were found a long time ago and were reintroduced a couple beta patches ago.
1000 Intelligence = 100% Resistances ?
I think resistance is an amount not a percentage
Yep, it’s a rating. Does anyone know the precise amount of damage reduction we get per point of resistance?
No it sounded like 1 in intelligence = +0.1% resist all or +1% resist all per 10 pts Int… which probably means you’ll never get anywhere near 1,000 INT, unless they have severe resist all penalties in higher difficulties and give out high +resist all items to balance that out…
Unless they really decided to turn resistances into ratings and I didn’t hear about it
(that would seem like a weird and unnecessary change imo considering you can already control the amount of resist people will have with narrow gear limitations like in D1 – i.e. make people choose between a resist all amulet or a +stat-boosting or +runeskill ammy. People more dedicated to maxing out resists will get higher resists than others. Unlike in D2 where even weapons had +resist modifiers which forced Blizzard to give greater resist nerfs in LoD… not sure if I’m making any sense)
They said resistances were ratings years ago.
They even wiped achievements? Now I gotta bug a friend to die just to get the lifesaver achievement all over again.