Diablo 3 > Новини за Diablo III > Official 1.0.4 Patch Notes

Dex

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Ето ги и официалните 1.0.4 Patch Notes

Тук съм описал кога пача, ще е available. Patch Notes-а са в отделна тема, защото са адски много (символите не се събират в един пост, а и е много по-прегледно да са в open post. Също така не слагам текста в quote tag и color tag, защото без тях е много по-прегледно.

The latest client patch notes can be found here.
Visit our Bug Report forum for a list of known issues.
The most recent hotfixes can be found here.


Diablo III Patch 1.0.4 - v.1.04.11327

Click here to review all 1.0.4 class changes.

GENERAL

New System added: Paragon Levels
After a player reaches level 60, killing monsters and completing combat challenge streaks (Killing Blow, Massacre, etc) will begin to award experience towards Paragon levels
There are 100 Paragon levels
Every Paragon level will reward you with:
Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you'd gain from a normal level
3% Magic Find and 3% Gold Find

In addition, a distinctive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown.

Pets with passive life regeneration (most notably Followers, Zombie Dogs, and Gargantuans) have had their life regeneration greatly increased from levels 30-60
Nephalem Valor now grants +15% Bonus Experience per stack, as well as +15% to Magic Find and Gold Find
Magic Find will now cap at 300% (Nephalem Valor bonuses will still stack beyond this cap)
Magic Find is no longer averaged among all players in a multiplayer game
Players can now disable or enable music in the Sound Options
Additional Sound Options including Sound Output and Speaker Setup has been added
A new tutorial about "Elective Mode" will now appear when a player enters Nightmare, Hell, or Inferno difficulty for the first time


ACHIEVEMENTS

Bug Fixes

The achievement "Espionage" can now be completed as the Battlefield Reports lore can now drop in Act III
The achievement "A Unique Collection" can now be completed (see the Bug Fixes in the Monsters section for more information)
The "Kill Diablo" criteria for the achievement "Death From Afar" has been removed


AUCTION HOUSE

Auctions can now be cancelled at any point so long as they do not have any active bids
Number of "Preferred Stats" allowed per search increased from 3 to 6
Number of digits allowed in the "Min Value" field for equipment searches increased from 3 to 5
"Minimum Damage" has been replaced with "Average Damage" as a searchable stat
Bonus damage is calculated as the Average Damage: (Min Damage + Max Damage) / 2
For example, searching for a Bonus Damage of 12 will find an item with 10-14 damage, 12 minimum damage, or 24 maximum damage

Stat increases which come from slotted gems are no longer taken into account when searching for equipment
Armor, DPS, Buyout, and Time Left columns are now sortable in the Search tab
The maximum stack size of gold per listing has been increased from 100,000 to 1,000,000
The following message has been added to the Item Purchase screen: "Item properties and values may change over time due to game balancing"
Description text has been added or improved for several error messages

UI Improvements

Tooltips have been added for items in the Completed tab
Tooltips have been added for commodities
Item Compare tooltips have been added to the Recommended Items page
The listing price of unsold and cancelled auctions will now display in the Completed tab
The Auctions tab and Completed tab will now refresh when a player’s item has been purchased

Bug Fixes

Auction house search filters are now no longer case sensitive
Players can now search for stats on Legendary items
"Attack Speed" is now a searchable affix for quivers
"Chance to Blind on Hit" is now a searchable affix for amulets
Items with the "Level Requirement Reduced" affix will now properly appear in search results when specifying the level range
Searches will now properly filter results according to the set Minimum and Maximum values for "Life per Spirit Spent"
Witch doctor’s Corpse Spider bonus is now listed when searching for mojos
The Recommended Items page will now display quivers for demon hunters even if the player has a two-handed ranged weapon equipped


BATTLE.NET

The "Report Spam" option is now available in the main menu when right-clicking on a player's name (rather than being hidden in the "Report" sub-menu)
Reporting another player for chat spam using "Report Spam" option will now also temporarily mute that player for the duration of your login session
Reporting another player for friend request spam using the "Report Spam" option in the Friends List will now also automatically decline that player’s friend request
The Quick Join window has been improved
More information about Global Play (and its restrictions) has been added to the Account tab
The game will now display both on the login and character select screen which region a player is currently logging into

Chat

Clicking on achievement toasts will now provide more information about the achievement
The Public chat menu will now indicate which channels a player has already joined
/who and /invite commands can now be used in all channels
"DND" and "AFK" tags have been added to the "You are now Busy" and "You are now Away" status messages (respectively)
Shift-left-clicking on a player’s name will now display the following information: : [Level][Mode][Class] – [Act (difficulty)] (i.e. "[Pixie]: Level 45 Hardcore Barbarian – Act I (Nightmare)")
Chat Channel and Party message formatting has been updated

Bug Fixes

Fixed a bug that caused items from the Normal gold auction house to display in the Hardcore gold auction house when a player switched between characters during periods of high latency
The chat commands /p and /party now work correctly when joining Public Games
Fixed a crash that could occur when clicking on a link to a fake item that contained more sockets than is possible


BOSSES

Boss rooms have been standardized so that, after the boss fight is complete, players will always be able to do the following:
Use Town Portal to leave the room
Re-enter the room again via Town Portal as well as the room's entrance portal

Maghda
Abilities
Insect Swarm
Projectiles can now be slowed

Ghom
Abilities
Breath Attack
Pets and Followers should now only take 10% damage from the breath attack

Gas Cloud
The rate at which Ghom spawns Gas Clouds has been reduced by approximately 20%
The cooldown on Ghom's Gas Cloud attack has been increased from 6-10 seconds to 10-13 seconds
Pets and Followers should now only take 5% damage from Gas Clouds

Bug Fixes
Fixed an issue where certain movement skills were granting immunity to Ghom's gas clouds if cast while inside the cloud (and if the player never left the cloud’s area of effect)

Cydaea
Bug Fixes
Players can no longer bypass the chains that appear during the "Heart of Sin: Kill the Daughters" event

Azmodan
Abilities
Fire Ball
Projectiles can now be slowed

Izual
Bug Fixes
Skipping Izual's cut-scene should no longer cause players to become trapped behind his ice barrier
Fixed a bug where Izual’s Charge attack would not do any damage
Fixed a bug where Izual’s Charge attack could damage players twice
Fixed a bug where Izual could become immune to damage when at 30% health under rare circumstances

Rakanoth
Bug Fixes
Rakanoth is now properly immune to crowd control effects when enraged in Inferno difficulty

Diablo
Bug Fixes
Diablo's Bone Cage debuff will now be properly removed from the player during a phase transition if the cut-scene is skipped
Fixed an issue where triggering a phase transition while grasped by Diablo could cause both the player and Diablo to become temporarily invisible
Fixed an issue that caused Diablo to not summon Shadow Clones of the player if Seven-Sided Strike was cast at the appropriate time


CRAFTING

A repair tab has been added to the Blacksmith

Bug Fixes

Gem-combine designs for Amethysts and Emeralds should no longer contain typos


FOLLOWERS

The last follower a player had active in a single-player game will now be restored automatically after leaving a multiplayer game
The frequency of follower dialog has been reduced

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Темата беше редактирана от Dex на 21/08/2012 - 10:25ч.
Dex

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ITEMS

All level 60- 62 damage affixes have had their Minimum and Maximum top-end damage values increased
Level 63 items will still roll the highest potential damage values in the game, but the damage difference between level 60-62 items and level 63 items just won’t be as dramatic as it was before
Note: This will only impact items created or dropped after patch 1.0.4

Two-handed melee weapons have made more viable:
Two-handed melee weapons can now roll their own affixes for core stats as well as higher damage values (as compared to one-handed melee weapons)
Core stat values have been increased by approximately 70%
Note: This does not affect two-handed ranged weapons

Additional affix changes for two-handed melee weapons include:
+ Crit Damage, Life on Hit, Life After Each Kill, and Life Steal values can now roll up to 200%
Note: This does not affect two-handed ranged weapons

Note: These changes will only impact items created or dropped after patch 1.0.4

All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons
Note: This will only affect off-hand items created or dropped after patch 1.0.4
Off-hands can now roll Reduced Level Requirement
Drop rate on quivers has been reduced
+MaxFury and +MaxSpirit will no longer roll on ranged weapons
Max Block amount on shields with an item level of 59 and higher has been changed so they all provide the same amount of Max Block
Repair costs have been reduced by up to 25% for item levels between 53 and 63
Weapon racks have had their weapon drop rate restored to 100%, though weapons are more likely be of Common quality (white or grey items)
Destructible objects now have a chance to drop items again
The text color of gems, potions, crafting pages and tomes dropped on the ground has been changed from white to light blue
The maximum stack size of gems has been increased from 30 to 100
The gem drop sound effect is now more noticeable

Legendary Items

Significant changes have been made to Legendary items:
Custom proc effects have been added to over 50 Legendary items and Set item bonuses
All Legendary items will now roll with at least one of the following affixes to ensure that their DPS is viable: +Elemental Damage, +Attack Speed, +Critical Damage, +%damage, Has Sockets
Affix values on Legendary items are no longer demoted and will now roll at their maximum potential
Many lower level Legendary items have had their affix count increased to 6
Legendary items based on Uniques from previous Diablo games have received a tuning pass to make their stats more reflective of their ancestors
The chance for a Legendary item to drop that's below an item level of 50 has been increased
Item level 63 Legendary items have been added to the game
Legendary Sets:

All item level 61 set pieces have been increased to item level 63 (excluding rings and amulets), and had their base item changed from late Hell/early Inferno to late Inferno
Class-specific sets are now guaranteed to have the class’s core stat on every item in the set

Summoned Creatures:

Creatures summoned by Legendary item procs should now follow the player or Follower with the item equipped
Creatures summoned by Legendary item procs should now have combat awareness similar to Followers
Creatures summoned by Legendary item procs should now their level determined by the Legendary item level

Please note that these changes will only apply to new Legendary items that drop or are created after patch 1.0.4. Legendary items which dropped or were created prior to patch 1.0.4 will remain unchanged (this also applies to items which have not been identified yet). To distinguish these items from one another, new Legendary items will have slightly different names and appearances from those dropped or created prior to 1.0.4.

Vendors

Squirt the Peddler has permanently moved from the Caldeum Bazaar up to the Hidden Camp, as she heard people liked buying Health Potions up there

Bug Fixes

Legendary items (pre- and post-1.0.4) with the +Attack Speed affix should now work correctly
Items with +Chance to Stun on Hit now have the suffix "of Staggering" instead of "of Devastation"
Multiple chests that had a small chance of dropping loot into unreachable locations have been repositioned slightly to prevent this from happening
Fixed a bug where Normal chests found in Bastion keep were dropping items from too low of a treasure class (these chests will now drop the same class of items as other Normal chests throughout the game)
Fixed a bug that allowed players to see properties of unidentified items


MONSTERS

Monsters across the game have had a pass to make their experience and loot rewards more proportional to the effort required to kill them
For example, Imps and Tormented Stingers grant less XP and drop less items, but Lacuni Warriors grant increased XP and drop more items

Experience awarded by level 61-63 monsters has been increased by approximately 60%
Normal monsters should now drop Magic (blue) items and Rare (yellow) items approximately 4 times more than before
Bonus health granted to monsters in co-op games has been reduced to 75% per additional player for all difficulties:
Normal: (no change)
Nightmare: 85% → 75%
Hell: 95% → 75%
Inferno: 105% → 75%

Monster damage and health and drop rates has been adjusted for Inferno as follows:
Normal monsters now have a greatly increased chance to drop Magic (blue) and Rare (yellow) items
Act I

Elite monster health reduced by 11%

Act II

Normal monster health increased by 4%
Elite monster health reduced by 8%
Overall damage done by all monsters reduced by 8%

Act III and Act IV

Normal monster health increased by 10%
Elite monster health reduced by 2.5%
Overall damage done by all monsters reduced by 15%

Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
Sarkoth <Hoarder of Treasure> has had his loot quality and health adjusted slightly
Quill Fiends in the Dank Cellar will now drop less additional gold (but will still drop more than other Quill Fiends) and should now properly turn hostile when confronted by a player
Blood Clan Ranged monsters should now run away less often and for shorter distances
Moon Clan Ranged monsters should now run away for shorter distances
Snakeman Casters now have a melee attack
Snakeman Casters' Electric Burst now has a max channeling duration of 7 seconds
Rockworms should now burrow less frequently after unburrowing, and will unburrow more quickly after burrowing
Succubus blood star projectiles can now be slowed
Brickhouse monsters (e.g. Demonic Tremors) should now Arm Shields and enrage less often, and will no longer gain an increase in damage while enraged
Possessed monsters can no longer spawn with the Illusionist affix
Fast mummies (Betrayed, Accursed, and Reviled) can no longer spawn with the Illusionist affix
Pets and Followers should now only take 10% damage from a Fast mummy's Poison Death Cloud
Heralds of Pestilence no longer attack pets and Followers
The first and third levels of Leoric’s Dungeon now have a total of five Uniques that can be spawned
Reduced the chance of a skeletal Rare pack to spawn in the Cemetery of the Forsaken from 50% to 20%
The lone Champion Shaman in the Demonic Trebuchet is no longer considered a Champion
The treasure goblin spawn has been removed from the Road to Alcarnus

Champions and Rares

Champion and Rare monsters will no longer enrage after prolonged combat, and they will no longer heal to full health after not being engaged
Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
Invulnerable Minions has been removed as a possible affix
Fire Chains damage has been reduced by 20%
Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
Plagued, Frozen, and Mortar monsters will now do only 10% of their damage to pets and Followers
Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
Champion and Rare Fallen Lunatics have been removed from both Zoltun Kulle dungeons
Swarm monsters now have a more pronounced Champion and Rare appearance

Bug Fixes

Mortar monster projectiles should no longer be aimed within the monster's dead zone
Waller monsters can no longer spawn walls on top of players
Plagued, Arcane Enchanted, and Electrified minions no longer have resistance to Poison, Arcane, or Lightning damage (respectively)
Dark Moon Shaman Champions and Rares now correctly show their affixes
Dark Moon Shaman’s Empower ability will now properly reduces all types of incoming damage
Oppressors' Charge attack will no longer deal damage to players twice
Berserkers now have the proper "blue glow" of Champions
The Champion pack at the end of Kyr the Weaponsmith's event "A Reputation Restored" will now drop loot and give experience
The common and Champion skeletons that spawn from the treasure chest during the zombie ambush event in Act I, Cathedral level 4 will now drop loot and give experience
The Goatman Ambush event in the Fields of Misery will now properly spawn a full pack of Champions (instead of just one Champion)
The Aspect of Terror will now drop at least one Magic (blue) item, and its clones will now only drop health globes
The Flying Molok can no longer turn invisible and become un-targetable
The Bloated Malachor’s damage has been normalized to be in line with the rest of his other monster variants
Killing Sardar's illusions will no longer trigger quest completion for "Sardar’s Treasure: Kill Sardar"; the quest will now properly complete when Sardar is slain (this is because Sardar is no longer an Illusionist, and will now only spawn with Vampiric and Nightmarish affixes)
It should now be significantly easier to dodge Triune Berserker Power Hits
Damage over time spells will no longer prevent certain monsters from dropping health globes
A player who is killed by a monster's Reflect Damage affix will now be able to release his or her corpse and be resurrected by other players
Fixed a bug that allowed monsters with multiple affix powers to sometimes to ignore the cooldown timers of those powers
Fixed a bug where several Unique monsters could not spawn in Act II – The Howling Plateau (this fix now allows players to finish the achievement “A Unique Collection”)


QUESTS

Players will now receive full experience and gold rewards for completing quests for the first time in Nightmare, Hell, and Inferno difficulties
Players will no longer receive a quest reward after opening the entrance to the Waterlogged Passage; instead, they will now receive the reward after completing the step "Kill Gavin the Thief" instead (which occurs slightly after)

Bug Fixes

The Quest Select window will now always display the most recently completed quest or quest step, as well as all resumable steps leading up to that point
"Trailing the Coven: Talk to Karyna" will now automatically update for players to "Trailing the Coven: Find the Khazra Staff" (even if they have not yet talked to Karyna) when triggering the Lost Wagon scene
This is to ensure that players are able to receive a quest reward when clicking on the wagon

Players no longer receive Town Portal as a reward during repeated completions of the quest "A Shattered Crown: Take the Skeleton King's crown from the Chancellor's Altar" and will now receive gold and experience
Players can no longer disrupt the rituals during "The Crumbling Tower: Explore the Lyceum," which used to prevent players from completing the event
Vendel the Armorsmith can no longer be killed by the environment during the event "The Scavenged Scabbard"
Skipping the cut-scene during the quest "A Royal Audience: Talk to Emperor Hakan II" as quickly as possible will no longer prevent the quest objective from being updated
The matchmaking cut-off point for the quest “The Light of Hope” has been adjusted slightly


USER INTERFACE

The ability to drag-and-drop skills in Elective Mode will now only be enabled while the Skill window is open
Resist values are now taken into consideration when calculating the item comparison "Protection" value
When a player cancels out of a Trade window, any items that are under the player's cursor will also be cancelled
A two-second delay will now occur when clicking "Accept" in a Trade window if either player makes any changes to their offering

Bug Fixes

Holding CTRL while mousing over an item on the ground that has socketed gems will no longer cause that item to appear unsocketed
Players will no longer get disconnected from the game if their Mouse Wheel is bound to the function "Close All Open Windows"


MAC

Retina Displays are now fully supported
Game resolutions which match Mac screen aspect ratios now offered
Switching between Windowed and Fullscreen modes is now faster
Added a "Help" menu so players can more quickly navigate to relevant support pages
Added a menu item which allows players to copy system information to their Clipboard
Added a menu item to reveal various games files and folders in Finder

Bug Fixes

Selecting the default resolution settings in Video Options will now correctly reset the resolution
Changing the resolution settings while in Windowed (Fullscreen) mode will now properly change the resolution


BUG FIXES

Level 60 characters will no longer receive a "+XP" message when looting a new lore journal
Decreased the chance for multiple Sigil rooms in the Gardens of Hope (Tier 2) to spawn at once
Fixed a bug that was causing some tiles in the Holy Sanctum not to spawn, preventing players from being able to access the room's treasure chest

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Коментарът беше редактиран от Dex на 21/08/2012 - 03:54ч.
Dex

Коментари: 3569
Репутация: 2549

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От Dex преди 14 години
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CLASSES

Barbarian

Active Skills
Ancient Spear
Now also roots the target in place for 1.5. seconds
Will now default to Basic Attack if on cooldown

Bash
Fury generated increased from 6 to 8
Weapon damage increased from 150% to 165%
Skill Rune - Onslaught
Weapon damage increased from 22% to 25% per reverberation

Skill Rune - Punish
Bonus damage per stack increased from 6% to 8%

Skill Rune - Instigation
Bonus Fury generated reduced from 6 to 4

Cleave
Weapon damage increased from 120% to 140%
Skill Rune - Reaping Swing
Proc coefficient increased from 0.667 to 0.8

Skill Rune - Broad Sweep
Weapon damage increased from 156% to 175%
Proc coefficient increased from 0.5 to 0.8

Skill Rune - Gathering Storm
Proc coefficient increased from 0.5 to 0.8

Hammer of the Ancients
Weapon damage increased from 200% to 325%
Skill Rune - Rolling Thunder
Weapon damage increased from 155% to 275%

Skill Rune - Smash
Weapon damage increased from 270% to 406%

Skill Rune - The Devil's Anvil
Proc coefficient reduced from 1 to 0.08

Leap
Can now be used while immobilized by crowd control effects (such as Jailer)
Note: Leap will not break CC effects, but that it can still be used while under the effect

Overpower
Skill Rune - Crushing Advance
Can no longer trigger On Hit procs
Amount of damage reflected increased from 30% to 35%

Rend
Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
Skill Rune - Lacerate
Weapon damage increased from 271% over 3 seconds to 903% over 5 seconds

Skill Rune - Bloodbath
Weapon damage increased from 60% over 3 seconds to 100% over 5 seconds

Seismic Slam
Weapon damage increased from 155% to 240%
Skill Rune - Shattered Ground
Weapon damage increased from 202% to 288%

Skill Rune - Cracking Rift
Weapon damage increased from 255% to 340%

Weapon Throw
Weapon damage increased from 100% to 130%
Will now default to Basic Attack if the player runs out of Fury
Skill Rune - Mighty Throw
Weapon damage increased 130% to 169%

Whirlwind
Weapon damage increased from 110% to 145%
Skill Rune - Volcanic Eruption
Weapon damage increased from 143% to 188%


Demon Hunter

Active Skills
Bola Shot
Weapon damage to the primary target increased from 130% to 160%
Skill Rune - Thunder Ball
Weapon damage increased from 130% to 160%

Skill Rune - Acid Strike
Weapon damage of each bola increased from 130% to 160%

Skill Rune - Imminent Doom
Weapon damage to the primary target increased from 182% to 216%

Caltrops
Skill Rune - Jagged Spikes
Can no longer trigger procs

Chakram
Weapon damage increased from 150% to 170%
Skill Rune - Twin Chakrams
Weapon damage increased from 100% to 114%

Skill Rune - Serpentine
Weapon damage increased from 203% to 230%

Skill Rune - Razor Disk
Weapon damage increased from 165% to 187%

Skill Rune - Boomerang
Weapon damage increased from 188% to 230%

Skill Rune - Shuriken Cloud
Weapon damage increased from 30% to 34%
Proc coefficient reduced from 0.333 to 0.125

Cluster Arrow
Initial bomb weapon damage increased from 200% to 225%
Skill Rune - Maelstrom
Weapon damage increased from 145% to 165%

Skill Rune - Loaded for Bear
Weapon damage increased from 290% to 304%

Entangling Shot
Weapon damage of base skill and all rune variants increased from 75% to 90%
Skill Rune - Shock Collar
Now deals an additional 70% weapon damage over 2 seconds
Weapon damage % is no longer based on attack speed

Evasive Fire
Weapon damage increased from 125% to 130%
Skill Rune - Covering Fire
Weapon damage increased from 125% to 130% weapon

Grenades
Skill Rune - Gas Grenades
Proc coefficient reduced from 0.5 to 0.165

Impale
Weapon damage increased from 250% to 265%
Skill Rune - Chemical Burn
Weapon damage increased from 125% to 220%

Multishot
Hatred cost lowered from 40 to 30
Skill Rune - Fire at Will
Now reduces Hatred cost to 15

Rain of Vengeance
Changed from 75% weapon damage for 5 seconds to 715% weapon damage over 5 seconds
Skill Rune - Dark Cloud
Changed from 34% weapon damage for 12 seconds to 792% weapon damage over 12 seconds
Can now find targets in a larger radius around the player

Skill Rune - Beastly Bombs
Weapon damage increased from 125% to 245% per bomb

Skill Rune - Stampede
Weapon damage increased from 75% to 120% per strike

Skill Rune - Anathema
Changed from 115% weapon damage for 10 seconds to 3300% weapon damage over 15 seconds

Skill Rune - Flying Strike
Weapon damage increased from 60% to 100%

Rapid Fire
Weapon damage increased from 228% to 276%
Skill Rune - Bombardment
Weapon damage increased from 276% to 345%

Sentry
Turret weapon damage increased from 20% to 55%
Skill Rune - Chain of Torment
Maximum tether length increased to 45 yards
Weapon damage increased from 48% to 80%

Smoke Screen
Skill Rune - Choking Gas
Now does 700% weapon damage over 5 seconds
Weapon damage % is no longer based on attack speed

Strafe
Weapon damage increased from 120% to 156%
Skill Rune - Demolition
Weapon damage increased from 144% to 187%

Vault
Skill Rune - Action Shot
Will now always shoot 4 arrows

Skill Rune - Trail of Cinders
Now leaves a trail of fire behind the player dealing 1500% weapon damage over 3 seconds

Passive Skills
Brooding
No longer requires player to not be damaged for 3 seconds to regenerate 1% of maximum Life per second

Bug Fixes
Rain of Vengeance
Skill Rune - Anathema
Shadow Beast should now drop the appropriate amount of grenades


Monk

Active Skills
Crippling Wave
Spirit generated increased from 6 to 7

Cyclone Strike
Proc coefficient increased from 0 to 0.125

Dashing Strike
Weapon damage increased from 100% to 160%

Exploding Palm
Changed from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds
Skill Rune - Impending Doom
Duration increased from 6 seconds to 15 seconds.

Lashing Tail Kick
Weapon damage increased from 200% to 235% (this also benefits Sweeping Armada, Scorpion Sting, and Hand of Ytar)
Skill Rune - Vulture Claw Kick
Weapon damage increased from 220% to 258%

Skill Rune - Spinning Flame Kick
Weapon damage increased 240% to 294%

Mystic Ally
Can no longer trigger procs

Seven-Sided Strike
Weapon damage increased from 777% to 1777% over 7 hits
Skill Rune - Sudden Assault
Weapon damage increased from 1007%to 2309% over 7 hits

Skill Rune - Several-Sided Strike
The 2 extra hits now also increase the total duration of the spell (which increases the amount of time that you are invulnerable)

Skill Rune - Fulminating Onslaught
Weapon damage of each explosion increased from 111% to 254%

Sweeping Wind
Skill Rune - Master of Wind
Increased the duration of the vortex from 10 to 20 seconds

Tempest Rush
Weapon damage increased from 50% to 85%

Wave of Light
Weapon damage of initial strike increased from 215% to 390%
Skill Rune - Wall of Light
Weapon damage bonus to initial strike increased from 312% to 566%

Skill Rune - Explosive Light
Weapon damage increased from 285% to 430%

Skill Rune - Pillar of the Ancients
Weapon damage on both the initial strike and delayed explosion increased from 210% to 280%

Way of the Hundred Fists
Spirit generated increased from 6 to 8
Skill Rune - Fists of Fury
Now does 100% weapon damage over 5 seconds

Passive Skills
Exalted Soul
Now also generates 1 Spirit per second

Fleet Footed
Movement speed bonus no longer counts toward the 25% movement speed increase cap

The Guardian's Path
Two-handed weapon Spirit generation bonus increased from 25% to 35%

Bug Fixes
Exploding Palm
Fixed a bug that allowed players to gain multiple rare item drops from a single Champion or Rare pack by killing all remaining monsters in the pack at the same time using Exploding Palm

Mystic Ally
All Mystic Ally variants are now summoned with full health

Wave of Light
Fixed an issue that was causing enemies affected by Wave of Light to not always receive the full damage


Witch Doctor

General
Base Mana regeneration increased from 20 per second to 45 per second
The spellcasting animations for the following skills have been modified to allow the effect to occur quicker and for the player to move sooner after casting: Acid Cloud, Corpse Spiders, Firebomb, Locust Swarm, Poison Dart, and Zombie Charger

Active Skills
Acid Cloud
Range increased from 45 yards to 50 yards
Now deals 115% weapon damage plus 150% weapon damage over 3 seconds (up from 100% weapon damage followed by 75% weapon damage over 3 seconds); also benefits Acid Rain
Skill Rune - Lob Blob Bomb
Now increases base damage of Acid Cloud to 115% weapon damage
Slime weapon damage increased from 25% to 50% per second

Skill Rune - Slow Burn
Now increases base damage of Acid Cloud to 115% weapon damage, and deals and additional 300% weapon damage over 6 seconds

Skill Rune - Kiss of Death
Cloud of acid weapon damage increased from 110% to 126%
Weapon damage done to enemies who remain in the affected area increased from 83% to 165%, and damage is now dealt over 3 seconds

Skill Rune - Corpse Bomb
Weapon damage increased from 200% to 230%
When casting Acid Cloud, your witch doctor will no longer attempt to walk closer to targets that are out of range

Corpse Spiders
Will now inherit +Critical Damage bonuses from the player
Can now proc Life on Hit for the player
Are aware of enemies from further away
Have increased speed when pursuing enemies
Skill Rune - Spider Queen
Changed from 16% weapon damage per second for 15 seconds to 630% weapon damage over 15 seconds
Tooltip has been updated to clarify that you may only have one Spider Queen active at a time

Firebats
Weapon damage increased from 150% to 180%
Skill Rune - Plague Bats
Maximum weapon damage increased from 225% to 270%

Skill Rune - Hungry Bats
Weapon damage increased from 280% to 350%

Skill Rune - Cloud of Bats
The damage of the bats will now increase by 20% (up from 10%) every second, up to a maximum of 100% additional damage (up from 50%)

Firebomb
Weapon damage increased from 85% to 110% (this benefits all runes except Pyrogeist)
Skill Rune - Fire Pit
Changed from 8% weapon damage for 3 seconds to 36% weapon damage over 3 seconds
Proc coefficient reduced from 0.67 to 0.067

Skill Rune - Pyrogeist
Changed from 140% weapon damage over 3 seconds to 640% weapon damage over 6 seconds
Tooltip has been updated to clarify that only one column of flame can be active at a time

Gargantuan
Gargantuan survivability has been increased:
Maximum Life now scales with the player's Maximum Life
At level 60, the Gargantuan will receive an additional 50% of the player’s Maximum Life

The amount of damage a Gargantuan 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.

Weapon damage increased from 25% to 100%, but can no longer trigger procs
Skill Rune - Humongoid
Weapon damage increased from 32% to 130%

Skill Rune - Wrathful Protector
Weapon damage increased from 55% to 110%

Skill Rune – Bruiser
Weapon damage increased from 100% to 200%

Grasp of the Dead
Now does 320% weapon damage over 8 seconds
Skill Rune - Death is Life
Now has a 10% chance to produce health globe or summon a Zombie Dog

Horrify
Cooldown reduced from 20 seconds to 16 seconds

Plague of Toads
Mana cost reduced from 34 to 12

Poison Dart
Skill Rune - Spined Dart
Mana return on hit increased from 24 to 29

Skill Rune - Flaming Dart
Weapon damage increased from 160% to 180%

Spirit Barrage
Weapon damage increased from 190% to 230%
Skill Rune - Well of Souls
Weapon damage increased from 30% to 65% for each of the bonus projectiles

Skill Rune – Manitou

Changed from 28% weapon damage every second for 20 seconds (for a total of 560% weapon damage) to 1667% weapon damage over 20 seconds
Search radius for targets has been increased from 20 yards to 30 yards
Proc coefficient reduced from 0.5 to 0.125
No longer shows a buff icon

Spirit Walk
Skill Rune - Umbral Shock
Weapon damage of explosion increased from 85% to 310% but is no longer increased by attack speed

Skill Rune - Severance
Changed from 100% weapon damage per second to 450% weapon damage over 2 seconds

Soul Harvest
Skill Rune - Languish
Movement speed reduction increased from 60% to 80%

Skill Rune - Vengeful Spirit
Weapon damage increased from 70% to 230%

Summon Zombie Dogs
Zombie Dog survivability has been increased:
Now also receive 35% of the player's Maximum Life
The amount of damage a Zombie Dog 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.

Cooldown reduced from 60 seconds to 45 seconds
Skill Rune - Rabid Dogs
Proc coefficient has been reduced from 1.0 to 0.10

Skill Rune - Burning Dogs
Proc coefficient has been reduced from 1.0 to 0.05

Wall of Zombies
Now does 800% weapon damage over 5 seconds

Zombie Charger

Skill Rune - Leprous Zombie
Changed from 25% weapon damage for 3 seconds to 240% weapon damage over 3 seconds

Skill Rune - Wave of Zombies
Weapon damage increased from 72% to 115% per zombie

Passive Skills
Circle of Life
Chance to summon a Zombie Dog when an enemy dies increased from 5% to 30%

Grave Injustice
Mana and Life gain increased from 1% to 2% of their maximum values whenever a nearby enemy dies

Rush of Essence
Now returns a flat amount of Mana over 10 seconds (49 Mana at level 60)

Spirit Vessel
Spirit realm duration reduced from 3 seconds to 2 seconds
Heal increased from 10% to 15% of player’s maximum Life
While in the spirit realm, players can now walk through enemy monsters

Vision Quest
Vision Quest has been redesigned and now grants 30% increased Mana regeneration for 5 seconds after doing damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart

Tribal Rites
Now also benefits Gargantuan, Mass Confusion, and Summon Zombie Dogs

Bug Fixes
Corpse Spiders
Skill Rune - Leaping Spiders
Spiders will now always leap to their target as soon as it’s in range


Wizard

Active Skills
Arcane Torrent
Arcane Power cost reduced from 20 to 16
Weapon damage increased from 175% to 210%
Skill Rune - Death Blossom
Projectiles are now less random

Skill Rune - Arcane Mines
Weapon damage increased from 150% to 180%

Skill Rune - Cascade
Weapon damage increased from 175% to 210%

Archon
Slow Time duration increased from 8 seconds to 15 seconds
Skill Rune - Arcane Destruction
Weapon damage increased from 450% to 1600%

Diamond Skin
Skill Rune - Mirror Skin
Amount of damage reflection increased from 50% to 100%

Skill Rune - Enduring Skin
Duration bonus increased from 8 seconds to 9 seconds

Skill Rune - Diamond Shards
Weapon damage increased from 155% to 210%

Electrocute
Weapon damage increased from 80% to 90%  (this also benefits Chain Lightning, Forked Lightning, and Surge of Power)
Skill Rune - Forked Lightning
Weapon damage increased from 46% to 55% per charged bolt

Skill Rune - Lightning Blast
Weapon damage increased from 80% to 86%

Skill Rune - Arc Lightning
Weapon damage increased from 80% to 115%

Energy Twister
Proc coefficient reduced from 0.25 to 0.125

Explosive Blast
Skill Rune - Time Bomb
Weapon damage increased from 293% to 315%

Hydra
Skill Rune - Arcane Hydra
Weapon damage increased from 28% to 60% per Arcane Orb

Skill Rune - Lightning Hydra
Weapon damage increased from 34% to 64%

Skill Rune - Frost Hydra
Weapon damage increase from 31% to 36%
Cone width changed from 15 yards with a 60 degree spread to 35 yards with a 30 degree spread

Skill Rune - Mammoth Hydra
Weapon damage increased from 22% to 67%

Ice Armor
Increased the likelihood that attackers will be Frozen rather than Chilled
Skill Rune - Crystallize
Armor bonus per stack increased from 15% to 30%

Skill Rune - Jagged Ice
Weapon damage as Cold increased from 100% to 130%

Meteor
Weapon damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds
Skill Rune - Molten Impact
Weapon damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds

Skill Rune - Meteor Shower
Weapon damage increased from 80% to 104%  for each smaller Meteor

Skill Rune - Comet
Weapon damage of initial hit increased from 240% to 312%

Shock Pulse
Skill Rune - Fire Bolts
Weapon damage increased from 136% to 152%

Skill Rune - Lightning Affinity
Arcane Power restored per pulse increased from 2 to 3

Spectral Blade
Skill Rune - Impactful Blades
Now guarantees to Slow the movement speed of enemies by 80% for 1 second (rather than a 5% chance to cause Knockback and Slow the moment speed of enemies by 60% for 1 second)

Skill Rune - Siphoning Blades

Arcane Power restored per hit increased from 1 to 3

Teleport
Skill Rune - Calamity
Weapon damage increased from 75% to 265%

Bug Fixes
Cold Blooded
Tooltip has been updated to clarify that all damage is increased by 20% to Frozen or Chilled targets, not just Cold damage (functionality of the skill has not changed)

Source


Коментарът беше редактиран от Dex на 21/08/2012 - 03:58ч.
Dex

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От Dex преди 14 години
В допълнение Patch 1.0.4 Interview with Jay Wilson and Andrew Chambers via DiabloFans

Ето го и самото интервю:

Introduction
First off there is all the skill buffs for all the different classes. Every class is getting updates to insure that the skills that weren't being used before are getting buffed up so that they are more viable now. Players will be able to have more build diversity and have more options there. It’s something we feel is very valuable about Diablo being able to try out your different skills. Before that wasn't very viable, but now hopefully after all the buffs it will be very easy to do.

We’re also updating pretty much all the Legendaries in the game to be way more awesome and Legendary of course! Over 300 Legendaries and we pretty much touch all of them to make them more unique and more flavorful, and make them stand out and be more fun and legendary to play with.

We have also added some new updates to the Auction House. Usability stuff and things that a lot of the players and the community have been asking for. Things like more affixes to search for, and being able to cancel auctions that don't have any bids on them.

And of course the big whammy, the Paragon system that we announced earlier today. Which is the system that allows you to continue playing after level 60 and continue earning Paragon levels which provide you with fixed continual updates to your MF, GF, and an increases to your core attributes as well.

One question a lot of players are asking is about + experience gems, will this be working with the Paragon system?
Yes, +experience does work with the Paragon system.


With that, will we be seeing +exp affixes show up on ilvl 63 items?
We spoke about it internally, we think it's something that takes up a really valuable slot for a lot of players, if you want to replace an existing stat with +experience. So we are not going to be adding that to this patch.


​What about Experience shrines in Inferno?
No, they are still out. We didn't want to jump on putting those back for a variety of reasons. Part of it was just not throwing too many changes at once. But we did put an experince buff onto the Nephalem Valour stacks. So now whenever you get a stack, you get 15% increase to experience gain and that stacks 5 times. So a lot of the bonuses that we are putting in those places, we just moved them to Nephalem Valour to reinforce that system.


One of the comments made in the blog stated it should take players the same time to get level 100 as it did for players to get to level 99 in Diablo 2. How long do you feel it should take?
It will vary on how you're doing and how much +exp gear you're using. But even if you're maxing out your Nephalem Valour stacks and using a lot of +exp gear it should still take hundreds and hundreds of hours.


One question a lot of players were asking, Paragon Levels will be per character and not per account correct?
Yes.


What made the choice for 300 to be the cap for MF? (Without the NV added)
Well it's because right now you can't get 300, so we didn't want to set the cap at a number, that would essentially have someone who was already getting a bunch of MF getting nerfed. Going into the game now, the cap is not going to affect anyone who is at their gear right now. But as you gain Paragon Levels, you'll slowly lose the need for some of that MF. You'll be able to transfer that one attribute towards something that gives you more raw power or survivability.

We definitely wanted to phase out the idea of MF being an item focused stat. But we didn't want to do it in a harsh manner, we wanted to do it in a slow manner.


Is there a chance you might go back and be like “you can go above 300 MF if you have some on your gear”, or do you feel comfortable with this choice?
Part of the reason we did that is we feel that Magic Find on items creates a lot of decisions for players that we don’t feel that, at the end of the day, are very fun. As we played the game live we came to that feeling. We always felt like MF is all right, then we play it and it just doesn't create a great situation that we are putting players in. We are essentially asking them to trade current power for future power and that is not an uninteresting choice, but is also not a very fun choice. You want to be powerful now, you don’t want to have to wait for power. So you already have to spend a lot of time in Diablo to get your power up, and now we're asking you to self-nerf yourself. And it creates a lot of issues with item swapping. We don’t think item swapping before a boss kill is very fun. It’s not an activity that we want to see in the game. So we are looking for a way to long term discourage that, without just flat out killing MF on all items. We think that would have been a big mistake, that would have felt terrible.


A lot of users are still wondering about MF on chests, is this something we will be seeing?
No, we are not planning on adding MF back to chests for the same reasons we talked about before. We don’t like the gear swapping people do with chests. Chests are one of those things that REALLY makes you want to stop and open your inventory and swap your gear, and then open the chest. So we are not planning on adding it back for those reasons.


On the first blog you commented “monsters have a x4 chance to drop Magic and Rare”. Why did you decide not to add Legendaries to this?
Because Legendaries are really good!

We are actually very happy where the Legendary drop rate is past level 50. Players with higher MF do see them fairly often. It is random, we have the edge cases where players have never ever seen a legendary, ever. But we want to make sure they still feel unique and special when they drop. If they were dropping at the same rate as, say, a rare, they just wouldn't feel any good, like it would be “oh I'm just covered in Legendaries, that’s fine, but it's not interesting any more”. But if they are dropping rarely they have this appeal.


This was not covered in the blogs, but users were wondering if there will be any changes to the lower ilvls dropping in Inferno?
We are okay with where it is now. We like that there are a number of different items that drop in Inferno. We like the decision making that it encourages players to engage in. We are still considering stuff.


Back to the first blog. It talked about fire chains and shield affixes that you were working on along with others. Do you have any more information on that?
Most of the changes are just tuning. Most of it is, we just kind of reduced the damage of this. It’s one of those things that, when we do press on changes, they are usually changes that we have been playing with for a month, so we don't always remember it entirely. That’s why we make patch notes!

The big one for us was removing the invulnerable minions. That’s something players would encounter and wouldn't be able to overcome. It just didn’t feel fun. It wouldn’t be interesting. It was not something that you could get better gear and just overcome it. There is nothing in the game that can do that. So it just doesn't fit into the general philosophy of these challenges where they should feel tough when you first encounter them, but when you gear up, they should feel less challenging and easier to deal with.


You mentioned before how you wanted to improve pet AI, and even some Monster AI’s (for example the wasps in Act 2)?
Some of them we already have done, a lot of the monsters we got in before 1.0.4. The wasps are a good example. We tuned them to run away a little less so they weren't so frustrating to fight. For pets it’s hard to answer that question without specifics. I can’t think of anything at the top of my head, but that doesn't mean we didn't do anything. I can’t think of anything really major.


You said for the Demon Hunter you wanted to change up Grenades but just didn't have the time. Were there other skills you thought you could do neat things with that you just didn't have time for, that we might see in the future?
I think we hit everything we wanted to hit. I don't think there was anything we held back on in this patch. At least in terms of player skills. Our goal was when this was done, we got the classes in a good place for a while. Now we play it in live, and see how players react. We might make more changes in the future, but it's going to be based off what we see in these changes.


There was talk, back during the Reddit AMA, about bosses dropping rares on the first kill past normal difficulty. Did this make it into 1.0.4?
That did not make it into 1.0.4, but it is still something we want to add to the game.


There were some blue posts mentioning the Trade UI upgrade, any information on that?
We made some improvements to trading to try and capture some of the shenanigans people are doing with trading. But we did make some improvements, they are not visual improvements, they are more functional to prevent things like trade spoofing and stuff like that.


Could we see a Ladder system get tied into the new Paragon system?
Currently no. We don't have any plans to do a ladder system. Probably the question for that is "are we going to have some kind of seasons for the game like Diablo 2 did". I said in the past we are not really interested in doing that, but I really should clarify that. The idea of doing seasons is a really good idea and something we should introduce to Diablo 3 at some point. I don’t see no reasons for it to be at launch, as that is Season 1. We don't have to worry about it till we do Season 2. What im not really keen on is leveling being the primary element that motivates doing a new season. I don’t think it appeals to that many people.

The people that like it really love it and they compete. But everybody knows it does not take that long to get to level 60 in Diablo 3, and it did not take that long to get to level 99 when you level raced in D2. The people that would do that race, they would do it for a couple weeks, and then essentially the season would be over, and the ladder would be over, and that is something we do not want. We want something that feels like as if we introduced seasons, We want whatever the motivation to join the new season be to be more appealing to a broad group of people. That’s not to say we don’t want it to be appealing to our more hardcore dedicated players. We want it to be super appealing to them as well. We just think there are other things than “lets all just level up a level ladder”. So totally for Seasons, not really that keen on the level ladders because I just don't think a big part of the audience benefits from it. If you're basically not in the top 100, who cares?

That means that basically 100 people think it’s awesome, and maybe a couple more hundred think its cool because they think one day they will be in it and to me it’s like, ok really? Like, we are going to put a big feature in, and I’m not saying those people are wrong, or that I don't want to make something for them, I just think we can do better than that.


Коментарът беше редактиран от Dex на 21/08/2012 - 03:49ч.
Ryoko

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От Ryoko преди 14 години
Определено много сериозен пач... сега с удоволствие ще разцъквам.
overcrash

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От overcrash преди 14 години
Евала Страхотни сте

Първите 6 секунди са какво чувствам към Blizzard в момента.
madsnake

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От madsnake преди 14 години
Wow! Ей, ако беше излезнала така още със старта, щеше да е помела класациите тая игра :)
KalioLoshBil

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От KalioLoshBil преди 14 години
Чудесна работа по темата ;)
SuperVillian

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От SuperVillian преди 14 години
супер тема..благодарим....Jay Wilson е боклук!
PerroBG

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От PerroBG преди 14 години
Големи са! БравО!
който си продаде акаунта да плаче с горчиви сълзи :)
mishef

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От mishef преди 14 години
Масивни промени! Премахват много дразнещи неща от играта, като добавят приятни нововъведения! :) Кеф!

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