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Guide: Legendary Gems

legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

Legendary Gems Listing

While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.

 

DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
 DiabloWikiEnforcer
 enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
 DiabloWikiMoratorium
 Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).

I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:


Hello everyone!

I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.

My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.

I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class! :D

1. Current Monk Issues

Damage

This is really at the forefront of the monk issues.

Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.

Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.

Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.

Durability

Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.

Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.

Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.

Resource Management

This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.

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Diablo 3 Legendary Drop Rates Revealed – Updated

Posted 4 May 2014 by

We’ve got the Diablo 3 Legendary drop rates for all set and legendary items in the game. Thanks to site reader Childe for helping us assemble them, via a Korean site where they first leaked. These are the *weighted* item drop rates, much like the old Diablo 2 Treasure Classes. These figures do not tell you your chances of finding a legendary item. What they tell you is IF the game rolls a legendary or set item for a given slot, WHICH of the possible items will appear.

We’ve got all the data in three forum threads, and you’ll want to spend some time crawling over them, since it’s a huge trove of useful data. Note that 15% of item drops are un-Smart Drops, which is why your characters will sometimes find items “only” for other classes. (Including legendaries.)

The different threads for difficulty level are due to the odds changing with DiabloWikiTorment-only gear. For instance, there aren’t any Torment-only Fists, or Spears, or Swords, etc, so the drop odds for the legendary items of those types are the same on all difficulty levels. Most types of armor though have several Torment-only items, though.

For example, there are five legendary helms that can drop for five classes (Barb is the exception), on all difficulty levels. They are the DiabloWikiBroken Crown, DiabloWikiLeoric’s Crown, DiabloWikiBlind Faith, DiabloWikiAndariel’s Visage, DiabloWikiMempo of Twilight, and the DiabloWikiDeathseer’s Cowl, and all have a 16.67% chance of dropping. (That’s 1/6, even odds for each.) The Barbarian is different, since the DiabloWikiSkull of Resonance can only drop for him. Thus his odds are 15.38% for the other 6 helms, and 7.69% for the Helm of Resonance. (That’s 2/13 for the first 6 and 1/15 for the Skull of Resonance.)

Things get more complicated when you take your Barbarian into Torment+, since then the basic 6 helms can still drop (11.76% each), or the Helm of Resonance (5.88%), but you might also get one of the Torment-only helms: DiabloWikiImmortal King’s (5.88%), Raekor’s Will (5.88%), DiabloWikiCrown of the Invoker (5.88%), or DiabloWikiEyes of the Earth (5.88%). The odds for the normal helms drop since the total odds have to equal 100%, and there are more Torment-only helms being added into the chances. The other classes see their odds for the different helms change in Torment as well, but somewhat differently than the Barb’s since they all have a different number of possible set/leg helms to choose from.)

Again, those are the percent chance that a given set/leg helm will drop IF THE GAME ROLLS A LEGENDARY OR SET HELM for your drop. (Just to emphasize that point again, since it was always misunderstood when we were talking about Diablo 2 unique drop odds back in the ago.)

 

Now I Understand!

Looking over the numbers, I had a number of light bulb moments. Now I see why Blackthorn’s Set items are so damn common! They’re weighted the same as legendary items, while most Set Items are weighted half as common. DiabloWikiBlackthorn’s Jousting Mail (pants) are 30.3% chance to be the set/leg pants you get if you are playing a Barb/Crus/Monk/Wiz. Or 23.62% if you’re a DH or WD, since those classes have DiabloWikiSwamp Land Waders dropping, which changes the odds for all pants.

This is why we can't have nice things.

This is why we can’t have nice things.

And now I know why I’ve found every other bow in the game but not a DiabloWikiKridershot. If the game decides to drop a legendary bow (there are no set bows) the DiabloWikiUskang, DiabloWikiThe Raven’s Wing, DiabloWikiEtrayu, DiabloWikiCluckeye, or DiabloWikiWindforce all have a 19.61% chance of rolling, while the much-coveted Kridershot is down at 1.96%. (The bow weighting odds odds are the same on Torment+, since there are no Torment-only bows.)Hand Crossbows do the same thing to the DiabloWikiCalamity. On Normal-Master you’re looking at 17.86% odds for the DiabloWikiIzzuccob, DiabloWikiBalefire Caster, DiabloWikiDanetta’s Spite, or DiabloWikiDanetta’s Revenge, with the DiabloWikiK’mar Tenclip at 8.94%, and the Calamity at 1.79%. Yes, that’s 1/10th as likely to drop. It’s even worse on Torment+, when DiabloWikiNatalya’s Slayer starts to drop. All the others shift to 16.4%, Nat’s and K’mar Tenclip get a 8.2% chance, and Calamity decreases to 1.64%. Good luck with that!

Most other weapons and several types of armor have similar weighting issues, where the one or two items you really want in that slot are MUCH less likely to drop. That’s not a surprise of course, but seeing the actual figures can put the “I’ll never find X” into a harsher reality.

 

Conclusion

These figures may not be final, as the info is still being correlated from the Korean info leak and some of the items listed (all with 0% drop odds) aren’t enabled in the game. There may be additional factors to consider as well. For instance, the whole thing with the game assigning 5-7 items of each slot to drop in each game. That’s a real thing, confirmed by a lot more testing results I’ve seen since we posted that article, but it’s not known how those items figure in with these drop odds.

Also, I’m skeptical about the figures for Set Items. They are listed as weighted at 1/2 the frequency of legendary items (in most cases) but my experience and that of other players I’ve talked to is that sets are *much* less common that that. Maybe 1/3 to 1/5th (to 1/10th?) as frequently found as legendaries. That’s partially explained by the fact that many sets are Torment-only, and the fact that there are zero set items in many weapon slots, so all those times you find a spear or a bow there’s a 0% chance of it being a set item. That said, it’s possible that other code in the game sets limits that impact these drop odds.

This appears to be the master weighting list, but there may be other lists in the code that further cut the odds of set items, or raise or lower specific items in frequency for all classes, for all monsters, for some specific monsters, etc. We know that sometimes classes with a 0% listed rate for certain items will find them anyway (violating their Smart Drop). And we know that legendary items get a drop bonus in Nephalem Rifts, and Blizzard said they’re about to buff legendary drop rates from gambling. They could just as easily put in buffs for specific items or item types, from certain monsters, etc. For instance, bow-using monsters had special weighted odds to drop legendary bows in Diablo 2.

That said, it’s great info and I enjoyed poking through it. What do you guys notice that seems surprising, or that’s not balanced correctly, or that confirms your darkest suspicions?

Update: By request, here are the ultra-rare items, most of them set to drop at 1/10th the standard rate:

Armor:

5 May List updated

As many of you have pointed out there were some omissions in the tables and they have once again been updated with the following additions on all three lists.

 

Update:  The DiabloNut Armory has now been populated with :

 


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