PTR Patch Notes Updates

Posted 28 September 2012 by Nizaris

More updates to patch notes have been added to the previous list. Some of them are rather interesting – for instance, they took the legendary and set drop rate, and then doubled it.


Barbarian

  • DiabloWikiWhirlwind
    • Fury cost from 16 to 9 10
    • Current cost is now a flat value per cycle + an additional cost based on attack speed. Changing this slightly so that the new continual cost is 7 flat + 3 per cycle. The end result is that the cost discrepancy between slow weapons and fast weapons has been greatly reduced.

Demon Hunter

  • DiabloWikiEvasive Fire
    • Skill Rune – Shrapnel has been replaced with a new rune: “Hardened”
    • Hardened increases your Armor by 50% 25% for 3 seconds and replaces the backflip

Wizard

  • DiabloWikiIce Armor
    • Now reduces damage from melee attacks by 8% 12%
  • Skill Rune – Crystallize
    • Armor bonus per stack reduced from 30% to 20%
  • DiabloWikiMeteor
    • Delay between cast and impact reduced from 2 seconds to 1.25 seconds
    • Arcane Power cost reduced from 60 to 50
    • Skill Rune – Star Pact
      • Proc coefficient reduced from 0.1 to 0.05
    • Skill Rune – Meteor Shower
      • Proc coefficient reduced from 0.25 to 0.10625
    • Skill Rune – Liquefy
      • Proc coefficient reduced from 0.125 to 0.10625
  • DiabloWikiRay of Frost
    • Skill Rune – Sleet Storm
    • Weapon damage increased from 215% to 333% 280%
    • Proc scalar reduced from 0.25 to 0.1875
  • DiabloWikiSpectral Blade
    • Proc coefficient reduced from 0.222 to 0.14
    • Skill Rune – Healing Blades
      • Removed Critical Hit requirement
      • Heal amount reduced from 8% to 5% of critical damage done
    • Skill Rune – Thrown Blades
    • Proc coefficient reduced from 0.111 to 0.08

Bug Fixes

  • DiabloWikiArchon: Teleport
    • Now properly breaks roots when cast
  • DiabloWikiMagic Weapon
    • Skill Rune – Blood Magic
    • Blood Magic should now work with damge over time spells (such as Archon: Disintegrate, Ray of Frost, etc)
  • Illusionist
    • Illusionist should now reset the cooldown of Archon: Teleport when it procs

Items

  • The chance for Legendary and set items to drop has been doubled

Bug Fixes

  • The Hellfire Ring can no longer be dropped on the ground
  • Mara’s Kaleidoscope can now correctly roll 3 random affixes in addition to its 3 fixed affixes
  • Fixed an issue with Nagelring and Unity legendary rings which caused them to not drop

Monsters

  • Elite modifiers have been changed slightly at higher levels:
  • The minimum stun duration required for most Elites is now 0.65 seconds (up from 0.5 seconds); stuns less than 0.65 seconds will have no effect
  • The minimum stun duration required for Rares and bosses is now 0.85 seconds (up from 0.5 seconds); stuns less than 0.85 seconds will have no effect
  • Lacunis now have a cooldown on their combo attack

Bug Fixes

  • Monsters with the Desecrator affix will no longer occasionally cast desecrator pools on players more than 50 yards away
  • Arcane Enchanted will now properly reduced their damage based on a players Damage Reduction Against Elites modifier

  • NIZARIS, WHERE IS THE GIF

  • Doubled:)

    • If people would stop and thing about it, this in effect does nothing. The drop rate formula obviously has a static % drop rate that they have given details for as far as rares are concerned, so legendaries/sets would be the same. However, the formula includes the AH as well.

      So if the amount of sets/legendaries available on the AH doubles shortly after this change, then the actual drop rate in game will likely stay about where it is now. In other words, changing static drop rates just effects the first day or two after the patch.

      • What are you talking about? Hasn’t it been mentioned by Blizzard CMs numerous times that items in the AH have absolutely zero effect on item drops?

      • They designed the drop rated with the AH in mind, yes. But it has been said numerous times that the AH variations don’t change anything on drops. It’S not related that way. Drop rates don’t change bases on what is currently on the AH…

    • 2 x nothing = still nothing.

      Ok, I am being a little bit facetious here but I sincerely doubt that even doubling the chances for Legendary/set will make a noticeable difference to the individual player drops. Probably AH prices will drop a little bit but that is not particularly useful. I have a couple of accounts and probably several hundred hours played across numerous characters in SC and HC and have yet to find a single set item.

  • Nice i have found only 1 set so far over 200hours playtim ;P but i sold it for 30million so i shouldnt complain.

    • Double legendary drop rate.. I got legendary/set every 2h of farming and no need more. We dont need more gold/items inflation. Blizard, take care of bots, and find some beter and more fun money sink instead raising drop rate, because socketing and crafting system suck… Even Torchlight II got more interesting money sinks (gambling, enchanting, etc)

  • Doubled? Really? I’ve found 39 legendarys so far in 1.0.4, I think the drop rate was decent, but whatever, more money for me. :)

  • Everything can be solved by DOUBLING it!

  • This is hilarious. Seriously.

  • are these formatting errors ?

    Fury cost from 16 to 9 10

    Hardened increases your Armor by 50% 25% for 3 seconds

    what do they mean ?

    and has anyone else noticed the changes to the AH ?

    one change is AWESOME !
    you can now sort by the the first criteria you use to search by

    so if you search for weapons and your criteria is Strength and Vitality, then the amount of Strength on each weapon shows up in the results list and you can SORT by it !

    I am so freaking happy they FINALLY did this !

    this is something I’ve been wanting for a long time

  • Well, for those of us who can’t play for 8+ hours a day, it’s great news.

    Granted, given how ridiculously low the drop rates were to begin with, it was only a matter of time. I wouldn’t be the least surprised to see them increased further.

    • Meant to reply to Name, but the page thought otherwise. So, how about that Edit function?

    • Well, the newly doubled ~0.000…0002% drop chance may be a significant change for THE ECONOMY™, but on the individual ‘hunter and gatherer’ level … erm … not so much.

      • Thinking about it, I’d like to see legendary/set items dropping much more often and having a much smaller degree of randomization. In order to balance things and not to risk anything regarding THE ECONOMY™, legendariy/set items should be account-bound in general but have a chance to roll an ‘unbound’ affix. That way, everyone could have shineys while only a few of those were tradeable so Blizzard can have their blasted auction house trading.

  • “◦Weapon damage increased from 215% to 333% 280%”

    erm so which is it? 333% or 280%?

    • @jamesL and Solomon Wreath
      the strike-off somehow hasn’t copied over I guess. For example, the WW cost is now 10 from 9 which is stricken off. Also its now 280% and 330% is stricken off.
      Check out the patch notes in original.

  • They seriously need to work on some skill rune variations for Monks (and likely others). I still feel like the build diversity is not what it could be and that they are holding back.