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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)

Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:

I got 5 RORGS with very minimal effort and so can you!!

How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.

What to do:

  • Do not kill any mobs except those required for objectives.
  • Do not kill goblins.
  • Do not open chests including resplendent chests.
  • Do not destroy breakables (pots, barrels, looting bodies etc).
  • Do not pop fortune shrines.
  • Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
  • Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.

    First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.

    As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.

    Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.

    First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)

    Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what DiabloWikidifficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.

    Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.

    Read More & Comment >>
    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.
    Read More & Comment >>

    Diablo 3 Patch 1.07 Analysis and Full Notes

    Posted 13 Feb 2013 by

    Diablo 3 Patch 1.07 Analysis time! Patch v1.07 went live on the realms earlier today, with PvP enabled, lots of new crafting recipes, some big buffs to the Monk and Wizard classes, and more. I played a few games this evening and here’s a report on the big changes to items, new crafting recipes, economy issues, and a general overview of what’s new and different.

    Plan sales were hopping to overload the GAH.

    Plan sales were hopping to overload the GAH.

    I’m not going to get into a whole discussion of the Monk here since I was concentrating on the item changes, but I can safely say that the class is *much* more powerful. My Monk was breezing through MP3 tonight, clearing it nearly as quickly as he cleared MP1 last week. The DPS display isn’t much different, but DPS isn’t a real reliable indicator of Monk power, since so much of your damage is dealt by attacks that hit dozens of enemies dozens of times. And some of the most important, Sweeping Wind and Cyclone, were given considerable buffs which are very evident when you play.

    I didn’t yet have a chance to grind on a higher MP level to see how well the buffs scale up, but MP2 in a two-player game and MP3 solo were much easier than previously, and yes, DiabloWikiTempest Rush is pretty much the Monk’s own Spin2Win build now, since one pass at less than warp speed (use Northern Breeze rather than Tailwind) will detonate almost every trash mob on MP0. The hardest part is that it’s actually too easy; on MP0 most regular monsters were dying from a second in my Sweeping Wind, which made it slow to land enough hits to refill my Spirit after a long stretch of TR spinning. A bit more Spirit per second though, and it’s on like Donkey Kong.


    New Archon Crafting Recipes

    You gotta find them before you can try them, and that’s not too tough. All plans and designs (except for the legendary/set plans) now drop at 400% their previous rate. We can’t check that figure exactly, but they’re definitely *much* more common than in the longlongago. I thought the drop rate was maybe too high during my PTR testing, and it seemed just as high or higher today. On the PTR I was finding 1-3 plans (old and new) every run, and it was that or even more today. I didn’t count exactly, but in my games I found about a dozen of the the new plans, including 2 of the Marquise gem Designs. They were *not* all from the special bosses with a bonus chance to drop them either.

    These plans (excluding the chest piece) will drop randomly in the world and have a chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:

  • Skeleton King
  • Spider Queen
  • Maghda
  • Zoltun Kulle
  • Ghom
  • Cydaea
  • Rakanoth
  • Izual
  • The drop rate from the above bosses will also scale according to your Monster Power level:

  • MP 0: 20%
  • MP 1: 23.2%
  • MP 2: 26.912%
  • MP 3: 31.218%
  • MP 4: 36.213%
  • MP 5: 42.007%
  • MP 6: 48.728%
  • MP 7: 56.524%
  • MP 8: 65.568%
  • MP 9: 76.059%
  • MP 10: 88.228%
  • I stuck to Act Three today and cleared it from Ghom on through to Azmodan three times, plus a bit of other experimental play, all on MP2 or MP3, and found about 5 total new Plans from Ghom and Cydea, and 5-7 from other monsters. (Plus maybe 15 other old Blacksmith plans.) Oddly, Siegebreaker was as good or better than Ghom or Cydea; I got 3 from him, including two in one drop. (Screen or it didn’t happen!) Three runs isn’t enough testing to rule out RNG static, but perhaps he’s designated as one of the bonus Plan dropping Bosses by accident? If you guys test and gain some data, please share in comments.

    Siegebreaker double new Plan drop.

    Siegebreaker double new Plan drop.

    Click through for much more, covering the costs of the new plans, Demonic Essence function and frequency, the awesome Monster Power experience increases, Marquise Gems frequency and costs, and the full patch notes at the very end.


    As for the plans themselves, I tested the recipes a bit on the PTR (report #1 and report #2) where the gold was (basically) free… and never rolled anything worth using. But, as the devs described during the recent Ask the Devs: Round 1, the crafting recipes are meant to help new players, or super rich players, but not so much people in between, like me. If you’re poor you can craft a few and probably DiabloWikiRNG a nice upgrade over your current gear, and if you’re super rich and bored you can craft hundreds until you roll something amazing.

    Remember that these armors are all Account Bound, so they can not be bought or sold on the Auction House, or even given away to other players. This turns the crafting into a win/lose proposition, since there’s no recouping of your investment as with other crafting. (Not that anyone does any other crafting.)

    Update: A new crafted item showoff thread in the Diablo 3 community forum has some amazing creations already. Want.

    Chest Armors

    The Archon chest armors must be purchased (they do not drop from monsters) from Squirt the Peddler in Act Two. They cost 1.5m each and all have the same crafting costs and the same inherent stats, +[201 - 230] to one attribute + 5 random modifiers.

  • Archon Armor of Vit/Dex/Str/Int: 150k gold + 1 Demonic Essence + 2 Tomes of Secret
  • Note that these chest armors have very different costs than the other four types. These chests cost more gold, but have very low material costs. (That’s kind of irrelevant though, if you plan to just buy the materials for the others, since the added costs of 20 or 30 materials will raise their prices to not much less than 150k these armors cost. All relevant materials cost *much* more today than they did last week; I noticed that Tomes of Secret were going for 1340 a few hours after the patch, while they were around 425 just a few days ago, pre-patch.)


    Amulets

    plan-amulet-of-vitality1These Designs must be found (or bought on the Auction House) and all have the same inherent stats, +[201 - 230] to one attribute + 5 random modifiers, and identical crafting costs.

  • Archon Gauntlets of Vit/Str/Int/Dex: 100k gold + 1 Fiery Brimstone + 1 Demonic Essence + 1 Perfect Square gem
  • The Perfect Square gem type corresponds to the attribute: Topaz for Intelligence, Ruby for Str, Emerald for Dex, and Amethyst for Vitality. These cost 30k + 3 Tomes of Secret + 3 Flawless Squares to create, so factor that into the cost.


    Gloves

    These Plans must be found (or bought on the Auction House) and all have the same inherent stats, +[201 - 230] to one attribute + 5 random modifiers, and the same crafting costs.

  • Archon Gauntlets of Vit/Str/Int/Dex: 50k gold + 20 Iridescent Tears (yellow) + 5 Tomes of Secret + 1 Demonic Essence

  • Shoulders

    These Plans must be found (or bought on the Auction House) and all have the same inherent stats, +[201 - 230] to one attribute + 5 random modifiers, and the same crafting costs.

  • Archon Shoulders of Vit/Str/Int/Dex: 75k gold + 10 Tomes of Secret + 1 Demonic Essence

  • Bracers

    These Plans must be found (or bought on the Auction House) and all have the same inherent stats, +[201 - 230] to one attribute + 5 random modifiers, and the same crafting costs.

  • Archon Bracers of Vit/Str/Int/Dex: 50k gold + 30 Exquisite Essence (blue) + 5 Tomes of Secret + 1 Demonic Essence
  • Editorial: It’s funny that crafting recipes with one inherent stat are supposed to be the salvation of the system, when you consider (a reader pointed this out in comments, reminding me) that this is *exactly* how crafting recipes worked during the start of the beta. All those low level recipes were like “Shoulders of Dexterity: +10-14 Dex and 2 random modifiers.” Those were popular amongst players since they provided an almost guaranteed gear upgrade at those low levels since you could make the recipes that were certain to benefit your class.

    I’m not going to hunt for the news or forum posts from 14 months ago, but I recall conversation and complaint when those early, useful style crafting recipes were replaced with the “lots of expensive mats and gold for 4-6 completely random mods that will almost always suck” system… which we all expected to be fixed/improved, and were surprised to see still intact and unfixed upon launch.

    I hate to beat the dead horse of this complaint, and I enjoy Diablo 3 in many, many ways, but my god did they ass up the item system in this entirely-item-dependent game. Nine months and v1.07 later and they’re *still* trying to get it back to the quality that any talented Diablo 2 mod maker (scroll to the bottom for the D3 questions) should/could have had it upon launch.


    Demonic Essence

    Demonic Essence is rare (colored).

    Demonic Essence is rare (colored).

    The most obvious change in PvE is the new material, DiabloWikiDemonic Essence. These drop *only* from Elites (including Sub-Bosses, Act Bosses, and Treasure Goblins) and have a drop percentage determined by the Monster Power you are playing on. Magic Find and Nephalem Valor stacks do *not* affect the drop rates of Demonic Essence. As I noted from the PTR, these are a material, but they’re a confusing yellow/rare color, and it’s very easy to not notice them when you rush along, bulldozing bosses and only picking up the few types of Rare items you give a damn about. So look sharp and prepare to retrain your eyes to value a yellow drop that’s not spelled “ring” or “amulet.”

    Remember that Demonic Essence is sort of DiabloWikiBoA (Account Bound) and can *not* be bought or sold via the Auction House. You have to find it yourself, and here are the odds that you will do so.

    Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:

  • MP 0: 15.0000%
  • MP 1: 16.5000%
  • MP 2: 18.1500%
  • MP 3: 19.9650%
  • MP 4: 21.9615%
  • MP 5: 24.1577%
  • MP 6: 26.5734%
  • MP 7: 29.2308%
  • MP 8: 32.1538%
  • MP 9: 35.3692%
  • MP 10: 38.9061%
  • Unless you’re planning to craft like a maniac or you don’t play much, you don’t really need to worry about hunting for these. They drop quite frequently; I’m up over 40 already from just some testing games. The Marquise Gems cost 10 DEs a piece, but the various new Blacksmith Archon armor recipes only use 1 per roll, which shouldn’t be too hard to meet for all but the most hardcore craft-o-matics.


    Experience Increases with Monster Power

    The experience you gain on higher levels of DiabloWikiMonster Power has been increased and it’s quite noticeable. My Monk leveled from P55 almost to P57 in a few partial clears of Act 3, playing on MP2 and MP3, which was considerably faster than I expected from past experience gain. Here’s how the numbers work, straight from the patch notes.

  • MP 1: 25% (up from 10%)
  • MP 2: 50% (up from 20%)
  • MP 3: 80% (up from 30%)
  • MP 4: 120%(up from 45%)
  • MP 5: 165% (up from 60%)
  • MP 6: 215% (up from 75%)
  • MP 7: 275% (up from 95%)
  • MP 8: 340% (up from 115%)
  • MP 9: 420% (up from 135%
  • MP 10: 510% (up from 160%)
  • Your sweet spot will vary by your gear, class, build, play style, and more, but if you’ve got the gear it’s definitely tempting to rise up a few MP notches from the faceroll MP0 farming many of us have been mindlessly trolling. Since you also get 25% more DiabloWikiMagic Find & DiabloWikiGold Find with each MP level, even just going up to MP2 earns you 50% bonuses to all of those stats. Unless your DPS is gigantic you won’t clear MP2 as fast as MP0, but it doesn’t take 300k DPS to clear it in less than 150% of the time, so you’ll net more exp on the whole, plus enjoy 50% more MF/GF.

    Also remember that higher MP boosts your odds of getting the new plans from the Sub-Bosses that have an elevated chance to drop them, and higher MF helps a lot in getting more plans to drop in general. Playing tonight I was at 425% or 450% MF, and plans were popping every few minutes.


    Marquise Gems

    The new level 15 gems are in and expensive, and they are a weird mixture of BoA and other elements…

    Marquise Gem plans drop like other Plans/Designs, from all sorts of level 63 monsters. High MF helps a lot in finding plans, in my experience. (I found the Emerald and Topaz Marquise today and immediately sold them for 12m and 1.5m respectively. It’s not clear from the patch notes if they have the same a bonus chance to drop more often from the special Sub-Bosses, or if that’s only the Archon Armor plans. Hopefully some Blue can clarify that. I found one Marquise Design from a trashmob ghoul and the other from Cydaea.)

    The Marquise Gem plans can be given or traded or bought/sold in the Auction House. Business is brisk, but if you can’t find one I strongly recommend waiting a while to buy. Prices have dropped dramatically already today, from over 100m to around 11m for an Emerald Marquise. (The others are much cheaper, but I still got 1.2m for a Topaz Marquis plan.) As often as plans drop in v1.07, these prices will fall much further, quite soon.

    (I was overjoyed to find an Emerald so soon after the patch went live, listed it at once, and wished I’d put a higher price when it sold in 2 minutes. The prices listed were insane and hard to estimate, though. When I was listing my Marquise Emerald the last 10 were something like 11.5m, while the last day of sales was 145m. That might have been buggy, but presumably that meant the first few found were sold for like 150m, and the price began to plummet soon after. )

    While Marquise Gems plans can be sold, Marquise Gems can not. They are strictly Account Bound, as is any item with a Marquise Gem in it. The crafting is pricey, too:

  • 3 Radiant Star Gems (of the appropriate type; these range from 20-29m currently on US GAH)
  • 20 million gold
  • 10 Demonic Essence
  • Un-socketing Marquise gems will cost 5 million gold
  • Blizzard explained the high unsocketing cost in the Ask the Devs: Round 1 as purely a gold sink. They want to force players to create multiple Marquise gems, rather than just unsocketing your 1 Marquise each time you want to use it in another item, to prevent sharing the same gem between multiple characters. Even at 5m, given that the acquisition cost (including the gems to make it) will run you more than 100m for a Marquise Emerald, you can still unsocket it 20 times and be ahead on costs.

    Here’s what the Marquise gems do in each item type. Also note that every level of Ruby has received a buff to their damage in weapons; those figures are all below in the full patch notes.


    Marquise Emerald

  • Weapon: Increased Critical Hit Damage by 110%
  • Helm: +33% Extra Gold from Monsters
  • Armor: +62 Dexterity
  • Marquise Topaz

  • Weapon: Melee attackers take 2500 per hit
  • Helm: 33% Better chance of finding magical items
  • Armor: +62 Intelligence
  • Marquise Amethyst

  • Weapon: Each Hit adds +700 Life
  • Helm: +19% Life
  • Armor: +62 Vitality
  • Marquise Ruby

  • Weapon: +160 Minimum and +160 Maximum Damage
  • Helm: Increases Bonus Experience by 33%
  • Armor: +62 Strength
  • Spending upwards of 100m per gem to add 10 to your Critical Damage, or 4 more to an attribute seems like a crazy expense for a very tiny return, but I suppose for players who have such pricey gear that any upgrade is hundreds of millions, and/or who have a bunch of Radiant Star gems lying around… why not? What else have you got to do with the gold? Bobby-eyes-s(Right now on the US RMAH, 100m gold will cost you $27. Thus you’re investing the equivalent of around $20 (after the cash out fees) in real money for each Marquise gem you create. Good thing there aren’t like, starving children in Africa or anything more important to spend that money on, huh?)



    Full v1.07 Patch Notes

    The full patch notes for the release client, straight from Blizzard’s text ovens. See the patch news posts from January 15th and January 30th for earlier versions of the patch, to compare the changes made during the PTR trial.

    Diablo III Patch 1.0.7 – v.1.0.7.14633

    Patch Features
    General
    Achievements
    Auction House
    Battle.net
    Bosses
    Brawling
    Classes

    Barbarian
    Demon Hunter
    Monk
    Witch Doctor
    Wizard

    Crafting
    Items
    Monsters
    User Interface
    Bug Fixes

    PATCH FEATURES
    New Feature: Brawling

    For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called “The Scorched Chapel.” This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.

    GENERAL

    * Nephalem Valor stacks will now persist through Acts
    * Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
    * The resurrection timer will no longer increase if a player is killed multiple times in a row
    * Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
    * The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:

    MP 1: 25% (up from 10%)
    MP 2: 50% (up from 20%)
    MP 3: 80% (up from 30%)
    MP 4: 120%(up from 45%)
    MP 5: 165% (up from 60%)
    MP 6: 215% (up from 75%)
    MP 7: 275% (up from 95%)
    MP 8: 340% (up from 115%)
    MP 9: 420% (up from 135%
    MP 10: 510% (up from 160%)

    * When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)
    * Characters will no longer have their movement restricted when being vote kicked from a Public Group

    ACHIEVEMENTS

    Bug Fixes

    * Subjugators now count towards the achievements “We are Champions” and “Champion’s Collection”
    * Rare Colossal Golgors will now count towards the “Rare Kill” achievements
    * The Rockworm criteria has been removed from Hardcore monster slaying achievements
    * Players can once again access the “Victory” dialogue option through Covetous Shen

    AUCTION HOUSE

    User Interface
    * Cancelled PayPal auctions will now display a UI error

    Bug Fixes
    * Stash Tab Art will now properly update when viewed in the Auction House

    BATTLE.NET

    General
    * A new PvP chat channel has been added
    * Monster Power is now available for Public Games

    Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu

    “Report Botting” has been added to the right-click > report player menus

    The Battle.net UI now displays how many players are online

    BOSSES

    General

    Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased

    BRAWLING

    General

    Brawls can be initiated by speaking with Nek the Brawler, a new NPC located in each Act hub

    * Speaking with Nek will transport you and your party to the Scorched Chapel, a new zone featuring four different areas: the church, the graveyard, the river, and the lake
    * The Scorched Chapel currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or full four-player FFA
    * Death is not permanent in the brawling world (not even for Hardcore characters) nor will players take any durability damage from PvP combat
    * To leave the Scorched Chapel, players can take the exit portal or use their Town Portal ability

    Demon Hunters, Witch Doctors, and Wizards receive a 30% damage reduction while in the Scorched Chapel

    Barbarians and Monks receive an additional 5% damage reduction (in addition to the 30% they inherently receive, for a total of 35%) while in the Scorched Chapel

    CLASSES

    Barbarian

    Bug Fixes
    * Threatening Shout – Grim Harvest should no longer cause monsters to drop loot multiple times

    Demon Hunter

    Bug Fixes
    * The Reflects Damage affix will now properly reflect damage caused by Bola Shot

    Monk

    Active Skills

    Cyclone Strike
    * Weapon damage increased from 100% to 313%

    Dashing Strike
    * Weapon damage increased from 160% to 303%

    Exploding Palm
    * Explosion damage increased from 30% to 50% of the target’s maximum health

    Inner Sanctuary
    * Radius increased from 8 yards to 11 yards

    Skill Rune – Forbidden Palace
    * Damage bonus increased from 10% to 15%

    Skill Rune – Sanctified Ground
    * Now reduces enemy movement speed by 80% (up from 60%)

    Lashing Tail Kick
    * Weapon damage increased from 235% to 470%

    Mystic Ally
    * The amount of damage a Mystic Ally can take from a single hit is now capped
    * The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance

    Skill Rune – Eternal Ally
    * Weapon Damage increased from 40% to 60%
    * The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds)

    Skill Rune – Fire Ally
    * The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds

    Skill Rune – Water Ally
    * The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%)
    * The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds

    Sweeping Wind
    * Base weapon damage increased from 15% to 20% per stack

    Skill Rune – Blade Storm
    * Weapon damage increased from 20% to 26% per stack

    Skill Rune – Cyclone
    * Weapon damage increased from 20% to 26% per stack

    Tempest Rush
    * Weapon Damage increased from 85% to 155%

    Wave of Light
    * Weapon damage increased from 390% to 829%
    * Follow-up weapon damage (dealt to all enemies in a line) increased from 45% to 96%

    Skill Rune – Explosive Light
    * Weapon damage increased from 430% to 914%

    Skill Rune – Pillar of the Ancients
    * Now deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds (up from 280% weapon damage)

    Passive Skills

    Near Death Experience
    * Dying will now reset the cooldown

    Bug Fixes
    * Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player
    * Cyclones generated by Sweeping Wind should now travel roughly in the same direction that the player is facing

    Witch Doctor

    Active Skills

    Spirit Barrage
    * Skill Rune – Well of Souls
    ** The secondary missiles fired by this rune can now hit the primary target

    Wizard

    Active Skills

    Arcane Orb
    * Weapon damage increased from 175% to 200%

    Skill Rune – Obliteration
    * Weapon damage increased from 228% to 260%

    Blizzard
    * Weapon damage increased from 210% to 510% over 6 seconds
    * Proc coefficient increased from 0.01 to 0.0125

    Skill Rune – Grasping Chill
    * Proc coefficient increased from 0.01 to 0.0125

    Skill Rune – Frozen Solid
    * Proc coefficient increased from 0.01 to 0.0125

    Skill Rune – Stark Winter
    * Proc coefficient increased to from 0.005 to 0.0125

    Skill Rune – Snowbound
    * Proc coefficient increased to from 0.01 to 0.0125

    Skill Rune – Unrelenting Storm
    * Weapon damage increased from 280% to 680%

    Shock Pulse
    * Weapon damage increased from 105% to 150%
    * Proc coefficient increased from 0.667 to 0.8

    Skill Rune – Fire Bolts
    * Weapon damage increased from 152% to 195%
    * Proc coefficient increased from 0.667 to 0.8

    Skill Rune – Explosive Bolts
    * Weapon damage increased from 70% to 105%
    * Proc coefficient increased from 0.5 to 0.8

    Skill Rune – Lightning Affinity
    * Proc coefficient increased from 0.667 to 0.8

    Skill Rune – Living Lightning
    * Weapon damage increased from 37% to 52%

    Passive Skills

    Critical Mass
    * Critical Mass now affects the cooldowns of Archon: Teleport and Archon: Slow Time while in Archon Form

    Temporal Flux
    * Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)

    Unstable Anomaly
    * Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
    * Dying will now reset the cooldown

    Bug Fixes
    * Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit

    CRAFTING

    General

    A new crafting reagent, Demonic Essence, has been added to the game

    This reagent is account-bound and can be acquired from Elite monsters and bosses in Inferno difficulty

    Major in-game events that grant a stack of Nephalem Valor when completed also have a chance to drop Demonic Essence
    * Note: Nephalem Valor will not be required in order for Demonic Essences to drop

    Each level of Monster Power will increase the drop chance of Demonic Essence from Elites and bosses according to the following values:

    MP 0: 15.0000%
    MP 1: 16.5000%
    MP 2: 18.1500%
    MP 3: 19.9650%
    MP 4: 21.9615%
    MP 5: 24.1577%
    MP 6: 26.5734%
    MP 7: 29.2308%
    MP 8: 32.1538%
    MP 9: 35.3692%
    MP 10: 38.9061%

    The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400%

    Blacksmith

    Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers)

    Each crafted item will have the following characteristics:
    * iLevel 63
    * 6 Affixes
    * Account-bound
    * Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

    Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)

    Jeweler

    A new Rare recipe has been added to the Jeweler for an Amulet

    This amulet will have the following characteristics:
    * iLevel 63
    * 6 Affixes
    * Account-bound
    * Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game

    Crafting the item will require the 1 Demonic Essence as well as:
    * 100,000g
    * 1 Perfect Square Gem (varied depending on which core stat you select)
    * 1 Fiery Brimstone

    A new tier of account-bound gems of has been added to the game: Marquise

    Marquise Gems stats are as follows:

    Marquise Emerald
    * Weapon: Increased Critical Hit Damage by 110%
    * Helm: +33% Extra Gold from Monsters
    * Armor: +62 Dexterity

    Marquise Topaz
    * Weapon: Melee attackers take 2500 per hit
    * Helm: 33% Better chance of finding magical items
    * Armor: +62 Intelligence

    Marquise Amethyst
    * Weapon: Each Hit adds +700 Life
    * Helm: +19% Life
    * Armor: +62 Vitality

    Marquise Ruby
    * Weapon: +160 Minimum and +160 Maximum Damage
    * Helm: Increases Bonus Experience by 33%
    * Armor: +62 Strength

    These gems can only be created at the Jeweler and will require the following reagents:
    * 3 Radiant Star Gems
    * 20 million gold
    * 10 Demonic Essence

    Un-socketing Marquise gems will cost 5 million gold
    * The designs for the Marquise gems will drop randomly from all level 63 monsters

    Note: The designs are not account-bound

    All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):
    * Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)
    * Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)
    * Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)
    * Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)
    * Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)
    * Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)
    * Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)
    * Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)
    * Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)
    * Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)
    * Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)
    * Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)
    * Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)
    * Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)
    These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons

    For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage
    * For more information, please click here.

    ITEMS

    General

    Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above

    These plans (excluding the chest piece) will drop randomly in the world and have a chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:
    * Skeleton King
    * Spider Queen
    * Maghda
    * Zoltun Kulle
    * Ghom
    * Cydaea
    * Rakanoth
    * Izual

    The drop rate from the above bosses will also scale according to your Monster Power level:
    * MP 0: 20%
    * MP 1: 23.2%
    * MP 2: 26.912%
    * MP 3: 31.218%
    * MP 4: 36.213%
    * MP 5: 42.007%
    * MP 6: 48.728%
    * MP 7: 56.524%
    * MP 8: 65.568%
    * MP 9: 76.059%
    * MP 10: 88.228%

    The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each
    Please note that neither the Crafting plans nor the Jeweler Design are account-bound

    Holding shift while buying health potions will attempt to purchase 5 potions at once
    * Follower items below iLevel 60 will now no longer drop in Inferno
    * Goldskin now has a limit on the number of times it can proc on a single target
    * Vanishing Dye and All-Soap’s Miraculous Dye Remover can now be used on Legendary items
    * Hellfire Rings now salvage into Legendary crafting materials

    Vendors
    * Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each

    Bug Fixes
    * Goldskin will no longer proc when attacking monsters that drop no loot
    * Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
    * All Staves of Herding can now be sold to a vendor for 0 gold

    MONSTERS

    General

    The Reflects Damage affix has been redesigned:
    * It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
    * A visual effect will display whenever the durational buff is active

    Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
    * Damage dealt by the Molten affix has been reduced by 40%
    * Damage dealt by the Plagued affix has been increased by 120%
    * Fallen Lunatics should now detonate in a more consistent manner
    * The Triune Berserker before Alcarnus should no longer swing faster after a few attacks

    Keywardens:
    * The Act II Keywarden (Sokahr) should now only use its mortar ability in Inferno difficulty
    * The Act III Keywarden (Xah’Rith) should now only use its rain of corpses ability in Inferno difficulty
    * The Act IV Keywarden (Nekarat) should now only use its earthquake and charge abilities in Inferno difficulty

    Bug Fixes
    * Rare Sand Dwellers will now spawn in The Forgotten Ruins
    * Champion Plague Swarms will now spawn in Cryder’s Outpost
    * Champion Fallen Cur will now spawn in The Storm Halls

    USER INTERFACE

    General

    Legendary items now have a new mini-map icon
    * This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
    * Note: The icon will only display when Legendary items are dropped by a monster, not a player

    Bug Fixes
    * Fixed an issue causing the Enable Monster Power option to reset
    * Fixed an issue affecting the scroll speed of text
    * Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0

    BUG FIXES

    * Fixed an issue where new Hardcore characters were not labeled as Hardcore on the Main Menu
    * Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running
    * Players will now be properly removed from both the party and the game session whenever a Vote Kick has passed
    * Players will no longer be disconnected from the game whenever vote kicked during a boss encounter.