Once again, there are undocumented patch notes which are semi important. The Charge-lock and Leap-lock bugs have been common issues for years now.
Official Blizzard Quote:
Two changes did not make it into the 1.13b patch notes:
- Fixed an issue where the Paladin's Charge ability would become locked out if Holy Shield faded while charging.
- Fixed an issue where the Barbarian's Leap ability could become locked out if they were hit while leaping.
In addition, the Rune Drop rates have been increased by 4x again. The 1.13a drop rates were increased as follows:
With 1.13b, all rune drop rates were increased by 4x their original. Meaning all lower, mid, and high runes. The new increases for the high runes are as follows:
If they just made it so it was more visible, or atleast make the hammers visible then it wouldn't be that big of an issue, but when you got some kid just charging around and spamming invis hammers hoping 1 hits you it is kinda annoying.
I liked the increase in the rune drop rates. Maybe it's possible now to make RW in SP.
Yeah that would be great. How much of a difference is this increase actually going to be? Since the original Zod drops were near impossible, this change might still make them really really rare...
Put Vigor on right click skill, put charge on left click skill, hold shift and charge with vigor activated and you guy will move so fast that they will appear and dissapear in different parts of the map, essentially they are moving so fast you can't see them till they stop moving. While they are doing this they spam hammers between stops and pray one hits you. They even have a third party program that does this all with 1 button.
As far as I was concerned charge lock helped stop these builds because they would have to rejoin to fix their charge, but now they have no consequence to doing it.
Can someone do the math on what the current droprate for the high runes is with these changes?
Still ridiculously small for Zod and the likes I wager. Previously you have a 1 in 82721 of getting a Zod whenever the Zod treasureclass was picked, so now it's... 1 in 20.680
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Then take the old results and multiply them by these results I think this should do the trick. Or am I wrong?
yeah, i don't know the original droprates and figured someone who did know them would get the results quicker than me searching for the droprate on each then doing the math. the math isnt the hard part, the finding the droprates is what would take some time.
YAY! More runes! Might be tempted to actually think about rune hunting and getting something more than a Jah rune this time around. The only runeword I ever really used was the Amazon's runeword, I think it was Peace, and never thought about getting other words going because of the crap drop rates, obviously.
@vladdracul - I can confirm this for people who HAVEN'T seen this trick. I've done it on SP and with about 40% faster movement speed on gear my pally looks like he can beat most rocket cars in a race, it's that fast. Without speed increases, besides Vigor at its first level, the game can actually track the Pally's movement. Increases of any kind make it so Paladin's virtually have their own teleport. That's why when I play D2, I always have 2 pallies - one that's Vengeance/Zeal and one that's Charge/Vigor/Hammer.
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[SIGPIC][/SIGPIC]
Avast ye! Scyberdragon be te thank for the sig, arr!
@vladdracul - I can confirm this for people who HAVEN'T seen this trick. I've done it on SP and with about 40% faster movement speed on gear my pally looks like he can beat most rocket cars in a race, it's that fast. Without speed increases, besides Vigor at its first level, the game can actually track the Pally's movement. Increases of any kind make it so Paladin's virtually have their own teleport. That's why when I play D2, I always have 2 pallies - one that's Vengeance/Zeal and one that's Charge/Vigor/Hammer.
Yep, pretty much. I really don't have a quarrel with them moving that fast, but they shouldn't be able to spam attacks at the same time, or atleast their attacks shouldn't turn invisible too.
Maybe it's me or mabye it's something to do with my comp, but when I used Magic Hammer in conjuction with those skills, my Hammers were never invisible. Though, I've not played on-line D2 so, just because I haven't seen it doesn't mean it hasn't happened. My solution to this - maximum speed cap. Make it so at some point, all characters, regardless of speed increases, travel at a certain max speed and fix Charges to a point where they travel at a certain speed.
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[SIGPIC][/SIGPIC]
Avast ye! Scyberdragon be te thank for the sig, arr!
Well you can see your own hammers on your screen. Other people cannot though.
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This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Well you can see your own hammers on your screen. Other people cannot though.
Yep, correct!
Quote from "CrazyCapnMorgan" »
Maybe it's me or mabye it's something to do with my comp, but when I used Magic Hammer in conjuction with those skills, my Hammers were never invisible. Though, I've not played on-line D2 so, just because I haven't seen it doesn't mean it hasn't happened. My solution to this - maximum speed cap. Make it so at some point, all characters, regardless of speed increases, travel at a certain max speed and fix Charges to a point where they travel at a certain speed.
The whole point of the charge glitch (aka desynching) is that you know where your own position is. But you are going so fast that other people can't keep up, so they are essentially attacking the position that they perceive, but you are long gone by then. =P
The drop rates I listed ARE the new drop rates. The quotes were from the 1.13a announcement, those were from 1.13a. The ones without the quotes, where it says, "the new drop rates are as follows" come before the new drop rates, :X.
Official Blizzard Quote:
Two changes did not make it into the 1.13b patch notes:
- Fixed an issue where the Paladin's Charge ability would become locked out if Holy Shield faded while charging.
- Fixed an issue where the Barbarian's Leap ability could become locked out if they were hit while leaping.
In addition, the Rune Drop rates have been increased by 4x again. The 1.13a drop rates were increased as follows:
With 1.13b, all rune drop rates were increased by 4x their original. Meaning all lower, mid, and high runes. The new increases for the high runes are as follows:
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I liked the increase in the rune drop rates. Maybe it's possible now to make RW in SP.
Yeah that would be great. How much of a difference is this increase actually going to be? Since the original Zod drops were near impossible, this change might still make them really really rare...
Charge Glitch? Do tell.
Diablo III Analyst
SC2Mapster
Put Vigor on right click skill, put charge on left click skill, hold shift and charge with vigor activated and you guy will move so fast that they will appear and dissapear in different parts of the map, essentially they are moving so fast you can't see them till they stop moving. While they are doing this they spam hammers between stops and pray one hits you. They even have a third party program that does this all with 1 button.
As far as I was concerned charge lock helped stop these builds because they would have to rejoin to fix their charge, but now they have no consequence to doing it.
Still ridiculously small for Zod and the likes I wager. Previously you have a 1 in 82721 of getting a Zod whenever the Zod treasureclass was picked, so now it's... 1 in 20.680
yeah, i don't know the original droprates and figured someone who did know them would get the results quicker than me searching for the droprate on each then doing the math. the math isnt the hard part, the finding the droprates is what would take some time.
more hr drop rates haha
any chance the barb concentration dmg increase?
@vladdracul - I can confirm this for people who HAVEN'T seen this trick. I've done it on SP and with about 40% faster movement speed on gear my pally looks like he can beat most rocket cars in a race, it's that fast. Without speed increases, besides Vigor at its first level, the game can actually track the Pally's movement. Increases of any kind make it so Paladin's virtually have their own teleport. That's why when I play D2, I always have 2 pallies - one that's Vengeance/Zeal and one that's Charge/Vigor/Hammer.
Avast ye! Scyberdragon be te thank for the sig, arr!
Yep, pretty much. I really don't have a quarrel with them moving that fast, but they shouldn't be able to spam attacks at the same time, or atleast their attacks shouldn't turn invisible too.
Avast ye! Scyberdragon be te thank for the sig, arr!
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Yep, correct!
The whole point of the charge glitch (aka desynching) is that you know where your own position is. But you are going so fast that other people can't keep up, so they are essentially attacking the position that they perceive, but you are long gone by then. =P
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