Additional 2.0.6 patch datamined content

  • #1
    Full credit goes to데이터를거두는자 of Korean forum Ilbe.

    http://www.ilbe.com/index.php?mid=diablo3&search_target=nick_name&search_keyword=데이터를거두는자&document_srl=3687458799


    Screenshots:

    http://www.ilbe.com/index.php?mid=diablo3&sort_index=best&order_type=desc&document_srl=3687005429


    It should be noted that this is the same person who datamined the drop rates for all the legendaries in the game.

    http://diablo.incgamers.com/blog/comments/diablo-3-legendary-drop-rates-revealed



    Monk
    Momentum (Passive)
    Previously: Moving 25 yards increases your damage by 15% for 4 seconds
    Now: Moving 30 yards increases your damage by 20% for 6 seconds

    Fixed a bug where Pillar of the Ancients impeded player movement



    Barbarian
    Changed durations for leap and earthquake animations



    Items
    Increased the drop chances for following items. Their assigned rarity value has been increased from 50 to 100 (lower being rarer) – same value as the Blackthorne’s set items


    • Classic class sets (Natalya, Immortal King’s, Tal Rasha’s, Inna’s, Zunimasa’s)
    • Expansion class sets (Raekor’s, Marauders, Firebird, Seven storms, Akkhan, Helltooth)
    • Expansion theme sets (Jade Harvester’s, Monkey King’s Garb (Sunwuko), Vyr’s, Shadow’s, Earth)
    • Expansion neutral sets (Invoker’s)
    Drop rates for Istvan's Paired Blades and Bastions of Will have not been modified


    Monkey King's Garb
    4 set bonus:

    Previously: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 100%weapon damage as Holy.

    Now: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 1600% weapon damage as Holy.


    Decoy taunt radius decreased from 20 to 15 meters
    Decoy explosion delay decreased from 1 to 0.5 seconds



    Raiment of a Thousand Storms
    6 set bonus:

    Previously: Whenever you teleport to an enemy, release Lightning at all nearby enemies for 100% weapon damage.

    Now: Whenever you cast dashing strike, release Lightning at all nearby enemies for 3000% weapon damage.

    Damage radius decreased from 20 to 15 meters




    Crafting
    Requirement for unique legendary crafting material (i.e. Essence of the Twin Seas) has been removed for crafted legendary / set items.

    These crafting materials can be sold to vendors for 50,000 (yes 50K) gold each
    Adjusted reagent requirements (set items require more Death’s Breaths; weapons no longer need Death’s Breath to craft)





    Game mechanics
    Plague

    Now takes 6 seconds to fully stack



    UI
    Added elemental damage is now shown on skill tooltips

    Blacksmith
    Now only requires gold for training level 11 & 12



    Jeweler
    Now only requires gold for training level 12
    Last edited by friedkale: 6/10/2014 2:30:13 AM
  • #2
    Oh wow, seems crafting is comming full circle. Returning back to vanilla d3 way of crafting. First they got rid of needing specific whites, now axing specialty mats. Will make it much less bothersome to craft and place emphasis on getting the plans first and foremost again.

    And Im pleased to see that set items is becomming less rare. Blackthorne seriously needs some competition, always a disappointment to ID an item and have it turn out to be that set.
  • #3
    Can't think of this is legit:

    1.) What's the point in class sets if they aren't rarer than any other leg?

    2.) Why are there unique leg crafting mats at all then if not needed anymore? No more mats farming? Then a smallpart of the game will be erased (even if it's not the most fun...)

    3.) These two sets are buffed by a factor of 16x and 30x???
  • #4
    -
    Last edited by Agomerak2: 6/10/2014 3:13:23 PM
  • #5
    Quote from Tannhauser13

    Can't think of this is legit:

    1.) What's the point in class sets if they aren't rarer than any other leg?


    I actually think items changing the gameplay should be pretty common and "power" items not doing anything but giving you dmg (say, witching hour) should be rarer. that way you can choose which gameplay you like most and progress your damage while having it. Completing a set bonus should be on the way to completing your character, not the end of the road.
    Last edited by Vaestmannaeyjar: 6/10/2014 5:09:47 AM
  • #6
    Quote from friedkale

    Crafting
    Requirement for unique legendary crafting material (i.e. Essence of the Twin Seas) has been removed for crafted legendary / set items.

    These crafting materials can be sold to vendors for 50,000 (yes 50K) gold each
    Adjusted reagent requirements (set items require more Death’s Breaths; weapons no longer need Death’s Breath to craft)

    This is such a horrible idea. That'd be nothing but a super-cheap fix to the stash-issues caused by all those different materials. Why not just give everyone one extra tab?

    Also, farming these mats is one of the very few things you can do aside from rifts. They encourage you to use different item sets and skills (more defensive) because you want to do that on t6. So unless you can farm t6 anyway, this means drastic changes. And isn't it wonderful that all those previously useless purple mobs have a purpose now? That we can hunt them and know them by name?

    Making the plans the only requirement at this point is stupid beyond belief because of their inflated drop rate. I wonder, who still misses one of those, they used to drop like gems even before the latest patch-inflation. Even story-wise, it makes sense to require some specific material to craft something specific and not just create everything out of sand.

    So, both story-wise and game-mechanic-wise, this would be bs. That would only streamline us even more into rifts. Next step would be the removal of the keystone fragments. Rifts are in a good spot now, they don't need more incentive.
    Please remove the orange color from my user name!

    http://eu.battle.net/d3/en/profile/Sol77-2972/hero/1407288
  • #7
    Might as well just remove all crafting mats and just put a gold price on crafting recipes.
  • #8
    I agree
  • #9
    Great idea about crafting - and not, it's not a sarcasm :)

    But about 2nd part with set changes - to me it looks like they are trying to fix class with fixing items :P Kinda sad...
  • #10
    I'm with Solmyr77 on this: purple mobs are in a great place in RoS as opposed to vanilla (killing them is kinda fun, farming them promotes build diversity and experimentation, it's awesome). Crafting mats, imo, could use either some streamlining - group them up in some way or give us a guildwars2-collections style stash tab.

    Would be a shame to have that revert to vanilla status.
    Last edited by acolight: 6/10/2014 7:27:51 AM
  • #11
    They said they were moving them down next to the bloodshards and gold, multiple mentions. I call BS on this.

    Prove it. :P
  • #12
    Changes deployed on live servers?

    The monk has no changes at all, the passive is still 15% and 4 seconds, and the set's still do no dmg. Is this minor patch on the PTR, or what the hell is that?
  • #13
    I'd be thrilled to spend less time farming rares, but I'd be REALLY surprised at such a crafting change. Course Diablo knows I've got Death's Breath pouring out of my every orifice and would seriously love to spend more of those in exchange for not farming up some goofy random material from some random rare spawn... Would love the change, but won't believe that until I see it.



    I'd hope Blizzard's plans for putting Monks in a better place doesn't involve the Monk struggling to get their end game sets and then suddenly doing absurd amounts of damage simply due to having their sets.



    Perhaps the change I'd hope is most true is the boost in class sets. I am so sick and tired of seeing Blackthorne's. Green beams should be a lot more exciting than they are currently. Right now a green beam is only semi exciting, and once I open my inventory to identify it, I can already see that it's Blackthorn's before I even confirm it...
  • #14
    Very exciting information, especially for crafting and the monk set buffs. 3000% damage every dash is kind of nutty.

    Wonder if they [Crafting Mats] still drop though? I mean, Razorclaw farm T6 for ridiculous gph?



    Quote fromthatguy181
    I'd hope Blizzard's plans for putting Monks in a better place doesn't involve the Monk struggling to get their end game sets and then suddenly doing absurd amounts of damage simply due to having their sets.

    To be fair, that's exactly how Barbs and DH's operate. I guess we have to hold out hope for 2.1 and hopefully get a real "class pass". Dex really needs to be looked at in general, if only for EHP reasons.
    Last edited by itskaspa: 6/10/2014 8:27:45 AM
  • #15
    Quote from Agomerak2
    I call bullshit!

    And I second this!!!!!
    I see the line in the sand.
    Time to find out who I am.
    Looking back to see where I stand.
    Evolution.

    BNet Tag: Evolution85#1878
  • #16
    Quote from friedkale


    Monkey King's Garb
    4 set bonus:

    Previously: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 100%weapon damage as Holy.

    Now: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 1600% weapon damage as Holy.


    Very unlikely. One of the problems with the set bonus now is that spending 75 spirit on 1 skill is really hard. (Sweeping Wind and Wave of Light.. Thats it?) Also the second you have resource cost reduction the set bonus doesn't even proc anymore. I'm pretty sure Blizzard is aware of these 2 issues and will look for other ways to fix this set rather than merely upping the dmg. + Don't forget the equally lack luster 1st set bonus of +20% on staffs. Highly doubt they will leave that as it is.
  • #17
    Quote from itskaspa
    Very exciting information, especially for crafting and the monk set buffs. 3000% damage every dash is kind of nutty.

    Wonder if they [Crafting Mats] still drop though? I mean, Razorclaw farm T6 for ridiculous gph?



    Quote fromthatguy181 I'd hope Blizzard's plans for putting Monks in a better place doesn't involve the Monk struggling to get their end game sets and then suddenly doing absurd amounts of damage simply due to having their sets.

    To be fair, that's exactly how Barbs and DH's operate. I guess we have to hold out hope for 2.1 and hopefully get a real "class pass". Dex really needs to be looked at in general, if only for EHP reasons.

    Definitely skeptical on the Monk getting a real class pass, though I also hope that it happens. I mean awhile back they said they didn't like how one with everything was mandatory and they were looking at changes without pissing current monks off. They just gave up, and made RoS items unable to spawn with all resist+one resist. When wave of light was really good, they said Monks were "in a good place" then nerfed it later. Fists of Thunder Thunderclap and Mantra of Conviction were really good back then too, both got nerfed for RoS. They did buff some other things to try and make up for it, but they did a really half assed job.
  • #18
    Quote from kg215
    Definitely skeptical on the Monk getting a real class pass, though I also hope that it happens. I mean awhile back they said they didn't like how one with everything was mandatory and they were looking at changes without pissing current monks off. They just gave up, and made RoS items unable to spawn with all resist+one resist. When wave of light was really good, they said Monks were "in a good place" then nerfed it later. Fists of Thunder Thunderclap and Mantra of Conviction were really good back then too, both got nerfed for RoS. They did buff some other things to try and make up for it, but they did a really half assed job.

    Like I said, it really feels more like a "Dex sucks as a defensive stat" thing. Damage dealt feels reasonable, as fire or lite, but you're just so squishy. Us DH's have the advantage of range, thus it's a little more manageable, but it's definitely a glaring issue. I have no idea how they could address it, but they need to stop the random 1 shot deaths in t5-6 without Unity cheese.
  • #19
    I will kind of miss the unique mats required if that's true. I wonder if this is a server stability issue or something with lots of people creating and killing games constantly to find what they need.
  • #20
    ...constantly to find the right bounty....a lot of connect/disconnect right there...
  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes