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The Diablo 3 Podcast #148: Seasoned, the First Weekend
The first weekend of Diablo 3 Seasons has ended. How did the ladder rushers enjoy the experience? Which fast leveling strategies worked best (and worst), and does the Torment 6 “kill nothing but level fast” cheese need to be fixed? Featuring Wolfpaq, Rankil, N3rdwords, Katniss, and Flux. Following up Friday’s Season-prep show, this is a […]
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

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.

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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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    Latest Diablo 3 News

    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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    Latest Diablo 3 News

    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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    Latest Diablo 3 News

    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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    Latest Diablo 3 News

    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?

    Post a Comment »
    Tagged As: | Categories: Diablo III Bugs, Experience, Greater Rifts | 19 Comments

    Latest Diablo 3 News

    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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    Latest Diablo 3 News

    8

    Diablo 3 Legendary Gem Bane of the Trapped, Traps


    Posted 7 Sep 2014 by at 15:10 GMT

    A fan wanted to know if the Legendary Gem Bane of the trapped would proc with itself; the base effect is to boost damage against enemies under any form of CC, and the secondary effect is to create an aura that slows all nearby enemies. It does, because the Diablo 3 Legendary Gem Bane of the Trapped, Traps.

    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%.
  • Does the reduces movement speed counts as a control impairing effect? In other words does the gem proc itself at melee range?
    Grimiku: The secondary effect of Bane of the Trapped does trigger the primary effect. So, all enemies within 15 yards automatically suffer 30% movement reduction once the gem is level 25+, and receive increased damage, too. It’s generally a pretty sweet gem for most melee characters.

    Grim, it’s pretty clear by your post that you don’t know about he Bane of Trapped bug (neither did I until after leveling it ><) ...

    BoT does not currently effect item procs which makes it nearly 100% useless for monks!

    I have told Neva this already but getting two people on it wouldn't hurt!

    Can you toss this info to the appropriate dev please!!! <3

    Note: I tested with a min=max setup so there is no margin of error.
    Nevalistis: This has already been done! :) There’s an investigation pending on Bane of the Trapped and its interaction with item procs, but we don’t currently have an ETA for a resolution just yet. Definitely a bug, though!

    Thank you. Will the team also be looking into its interaction between other procs, like weapon procs since that is still a heavy part of monks damage.
    Nevalistis: Yep. It’s actually for all procs. That was a mistype on my part. I’ll adjust my earlier post. ;)

    Boon of the Hoarder at work.

    Boon of the Hoarder at work.

    I’ve had hardly time to play lately, but I’ve been working on a new seasonal Monk when I have the chance, and I’m really enjoying the class. Seems like there’s so much more Spirit now, and the Monk doesn’t feel so sluggish anymore. I don’t have a Bane of the Trapped, but it sounds like an awesome spec for a Monk… with any luck by the time I level up to start using it, the bugs will be fixed! See, there is one benefit to leveling slowly…

    How about you guys? Using this or other DiabloWikiLegendary Gems and finding things very different and better with their legendary properties? Oddly, the gem I’ve heard the most about is DiabloWikiBoon of the Hoarder. It’s like everyone with that gem just started CrossFit and became a vegan on the same day, since it’s all they can talk about.

    Gold. So much gold. Because, gold…

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    Tagged As: | Categories: Blue Posts, Grimiku, Legendary Gems, Nevalistis | 8 Comments

    Latest Diablo 3 News

    6

    Easter Egg: Development Hell in Act Five Cemetery


    Posted 7 Sep 2014 by at 04:33 GMT

    Most players have seen the DiabloWikiDevelopment Hell level that sometimes spawns as a fourth Crypt under the Cemetery in Act One. But not so many have seen the Act Five cemetery level spawn for that purpose.

    Long time site reader Tigerpaw survived an encounter with that area, stocked with familiarly-named undead, which he found in a Nephalem Rift with his new Seasonal Monk Crusader. He grabbed some screens and sent them along, including one featuring the tragic end of everyone’s favorite, Wyatt Cheng.

    It’s an DiabloWikiEaster Egg, but not a special themed Rift like the Infernal Bovine one. You just get this level now and then in Rifts, playing much the same as usual, just with developer names on all of the undead.

    Development Hell in Act Five Cemetery:

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    Tagged As: | Categories: Easter Eggs, Nephalem Rifts, Wyatt Cheng | 6 Comments

    Latest Diablo 3 News

    3

    Win a Treasure Goblin Prize Pack


    Posted 6 Sep 2014 by at 00:21 GMT

    Treasure Goblin Prize Pack

    Treasure Goblin Prize Pack


    Blizzard is running a contest to give away 20 Treasure Goblin Prize Packs, with the winner selected randomly from people who sign up via their Facebook or email. Test your real life RNG!

    Here’s the contest entry page, in which you might Win a Treasure Goblin Prize Pack:

    To celebrate the arrival of Patch 2.1.0 on PC, we’re giving away 20 Treasure Goblin Packs!

    Each prize pack contains an adorable Treasure Goblin plush as well as his recent bounty: an exclusive 15” x 22” Treasure Goblin print illustrated by Oliver Chipping at BlizzCon 2010. (Note: You don’t need to kill this goblin to get his loot!)

    We’ll randomly select 20 winners to receive a Treasure Goblin Pack. Join in on the party and enter today!

    I dug up a picture of Oliver digitally painting the Gobby live on the Art Stage at Blizzcon, if you want to see the man in action. There’s no real rush to enter as the contest sign up runs for another 20 days, but if you’re going to do it you might as well before you forget. Good luck!

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    Tagged As: | Categories: Contests, Merchandise, Treasure Goblin | 3 Comments

    Latest Diablo 3 News

    5

    “The Vault” Greed’s Chest Bugged Drop


    Posted 5 Sep 2014 by at 20:42 GMT

    Could a Monk Deadly Reach?

    Could a Monk Deadly Reach?

    I’ve seen complaints about items from Greed’s chest sometimes dropping where players can’t reach them, and a EU Blue addressed the issue today.

    Greed’s Chest Bugged Drop:

    So me and 2 friends just killed the boss in the goblin vault, none of us can loot the items that dropped because the chest is blocking it, we cant go near enough to loot them.

    Is there anything that can be done about this or do we simply have to abandon the loot?

    Quick response would be appreciated.
    Vaneras: Hey guys,

    I just wanted to drop in and thank everybody who has reported this issue with Greed’s chest blocking loot, your reports have been forwarded to the appropriate folks for investigation :-)

    Is there anything that can be done about this or do we simply have to abandon the loot?
    I’m sorry to say that there isn’t really anything that can be done about this right now unfortunately :-(

    Until such a time when a fix is in place for this, it would be a good idea to try and lure Greed away from the edge of the platform when it is time to deal the final killing blow that summons the chest.

    I read soemwhere on these forums the thing to do is to ALT+Click the item or ALT and then click as two seperate keystrokes. I’ve tried this elsewhere and it appears to work.
    That is a good tip, thanks :-)

    It just looks so clickable….


    I like that the OP was made while in-game, with the “please reply quickly!” That green amulet and orange Fist were calling to him.

    This used to happen fairly often with chests (and other treasure-popping clickables, like the big crypt with the Matriarch’s Bones reward) in other areas of Diablo 3, especially back in the beta. I always wondered why they didn’t just program chests to lose collision once they opened up, since those always seemed to be the treasure-blocking obstacles.

    Pity that we’re now getting it with Greed’s giant and visually-awesome chest.

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    Latest Diablo 3 News

    7

    Diablo 3 Season Conquest: Sprinter & Speed Racer


    Posted 5 Sep 2014 by at 12:06 GMT

    conquest-speed-racer
    There’s been a fair amount of discussion in the community about the fast clear of all five acts as a seasonal conquest, and how or if they can be done. It’s the same achievement for softcore (Sprinter) and hardcore (Speed Racer); beat All Five Acts in story mode in under an hour. That’s not an hour per act, as in the regular achievement, but all 5 acts in less than 60 minutes.

    It sounds impossible to many, but if you check the Leaderboards it’s already been done, and on all three servers, though only by a few players. If you refer to the screenshots below for the current handful of completionists, it’s a pretty select group. No more than 11 characters have done it on any of the realms, HC or SC, and almost all are parties of 3 or 4 Demon Hunters. You see a scattering of other classes, including Crusaders and Wizards and Witch Doctors, but it’s almost all Demon Hunters.

    Because Vault.

    asian-gamersThere’s one exception; the first person to earn Sprinter on Asia, did it solo, and with a Crusader. I talked to some players in-game tonight who were were fairly certain Sprinter/Speed Racer could not be done solo, and yet here we’ve got a Crusader who did it on Asia… and there’s a solo DH as well, also on Asia.

    Because Asians.

    These conquests can not be done solo, and not even done in parties, without great cooperation and some items that enable spectacular movement speed. Wizards have a chance now with the DiabloWikiAether Walker want (a DiabloWikiseasonal legendary) that (mostly) removes the cooldown on Teleport. Demon Hunters have the “turn Vault’s cost to Hatred” option when dual wielding the DiabloWikiDanetta’s Set Xbows. And the magical tool for the Crusader is the Swiftmount flail, which doesn’t give perma-pony, but does double the duration. Which I wouldn’t have thought was sufficient to run A1-A5 in 12m each, but apparently it was.

    Anyone got any Sprinting Speed Racer tales to tell? Players in parties have to all zoom along at crazy speed, splitting up at every fork in the dungeon so that someone finds the stairs ASAP, then pulls the others in via teleport to player. It’s crazy that two people (even if they are Asians) have done it solo, since you’d have to get lucky almost every time you picked a direction, and even then you need incredible movement speed and disciprine to keep that up through five full acts.

    Here are screenshots of the current completion-ists for these two conquests, which are the most exclusive of any conquest DiabloWikileaderboards. Respect. Diablo 3 Season Conquest: Sprinter & Speed Racer:

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

    Latest Diablo 3 News

    3

    Diablo 3 Seasonal Character Paragon Level Calculator


    Posted 5 Sep 2014 by at 10:04 GMT

    This was once a big deal...

    This was once a big deal…

    A fan put together a simple spreadsheet that can add your main account paragon experience with your seasonal paragon experience and give you the total combined amount. It’s a very simple thing; just add the paragon experience together and see the new total, but it can be surprising to see as a player, since Paragon levels ramp up so much as you go higher and higher.

    The tool is just an XLS document accessible via Google docs, or if you download it you can play with it in Excel or any other spreadsheet program. There’s not a functional HTML version, though hopefully someone with some basic programming savvy can port it into a format that anyone could just click on via a webpage.

    Check out the Diablo 3 Seasonal Character Paragon Level Calculator. There are two easy ways to access it:

  • Top left, and File > Download As. Save to a format that you can edit via software on your machine. (Excel, Open Document, or PDF.)
  • Top left, File > Make a Copy. If you’re logged in to Gmail or G+, that will instantly open the document in your Google tools RIGHT IN YOUR BROWSER and let you enter numbers for the Paragon levels and see the calculated results.
  • Note that the exp per paragon level in normal and seasonal is identical: You need exactly the same amount of exp to reach Paragon 100 in each, Paragon 200 in each, etc. This tool just adds those totals and gives you the combined amount. So when calculating, Paragon 300 in normal + Paragon 150 in Seasons is exactly the same as P150 in normal + P300 in Seasons.

    A few samples, for quick rule of thumb calculations.

  • Paragon 100 + Paragon 100 = P145
  • Paragon 100 + Paragon 200 = P224
  • Paragon 200 + Paragon 200 = P277
  • Paragon 100 + Paragon 300 = P313
  • Paragon 200 + Paragon 300 = P344
  • Paragon 300 + Paragon 300 = P391
  • Paragon 100 + Paragon 400 = P407
  • Paragon 200 + Paragon 400 = P426
  • Paragon 300 + Paragon 400 = P458
  • Paragon 400 + Paragon 400 = P507
  • Paragon 100 + Paragon 500 = P504
  • Paragon 500 + Paragon 500 = P599
  • Paragon 100 + Paragon 600 = P601
  • Paragon 200 + Paragon 600 = P606
  • Paragon 600 + Paragon 600 = P682
  • Paragon 400 + Paragon 800 = P806
  • Paragon 244 + Paragon 1000 = P1000 (not a typo)
  • Paragon 500 + Paragon 1000 = P1006
  • This makes Paragon 100 seem pretty sad, huh? Adding a Paragon 100 Seasonal account will take your main from P400-407, or P500-504, or P600-601. Above that Paragon 100 doesn’t even move the bar a single click. And check that last one! If you’ve got Paragon 1000, you need to add Paragon 245 just to raise your total Paragon a single level, to 1001. Good luck, Gabbynator!

    Of course your main account with Paragon 500 or more can also earn EXP much faster than a new Seasons account with no gear, no paragon points, etc. Everyone knows that going in, and it’s not like Blizzard said Seasons were triple exp or anything, but we might as well prepare now for the inevitable cries of “where did mah Paragons go!!1!?” when Season One ends, players merge their accounts, and see their main account Paragon tick up like… 3 levels.

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    Tagged As: | Categories: Fan Stuff, Paragon, Strategy News | 3 Comments