On the WD, they upped it from 20 to 45 on the mana regen.
If it was 20 at 300 %, that means it was 80 with VQ.
45*1.3 = 58.5. It is slightly less, but you don't have to use it though. The rest of the stuff got buffe,d I am sure it was for a good reason they lowered VQ.
If you read Dev Blog, they did. "Have 4 skills on cooldown" is the worst mechanic ever. Basically, sure now you have less regen (60 instead of 80), but at least, you now have cooldowns you can use... Now you can Spirit Walk for Mana because you need mana, not because the skill went off CD and you risk losing VQ...
Im not sure if I should be sad that you made this joke, or that I didn't think about it when typing that =P
Hehehhehe, indeed. a prime opportunity, and it was just too good not to pass up the chance.
In all seriousness, glad that you are showing all this info for all to see. Checking over the Demon Hunter stuff and it's a bit of a mixed bag for me with ups and downs, though the Grenades and Jagged Spikes 'buffs' got me excited. Then I looked closer and realized they were just tooltip clarifications and the abilities weren't getting buffed or nerfed...well...at least glad for no nerfs to them.
Changes to Immortal Kings set are awesome, same with Bul Kathos Set. They changed the names too, likely to keep them from being confused with the old set.
Changes to Immortal Kings set are awesome, same with Bul Kathos Set. They changed the names too, likely to keep them from being confused with the old set.
I see the set names, but not all of them have the tooltip info popping up when you mouse over them, specifically for Immortal Kings and Natalya's set. What changes were made to them?
NAMEME is probably just a developer flag to remind them that this needs a new name
But they had already been renamed, thats the tricky part. (and the the parent set does not have that). Otherwise id have no doubt that would be the case. (and still very well could be)
Changes to Immortal Kings set are awesome, same with Bul Kathos Set. They changed the names too, likely to keep them from being confused with the old set.
I see the set names, but not all of them have the tooltip info popping up when you mouse over them, specifically for Immortal Kings and Natalya's set. What changes were made to them?
The New Immortal Kings helm has
1 socket
10-12% life
5-6 % critical hit chance
90-100 str or 170-200 str
5-6% reduced melee damage
+2 random props
The new armor
71-80 All Res
Sockets
90-100 str or 170-200 str
Armor 340-390 or 240-290(approx)
+1 random prop
Yess, this will be good stuff. Though I do not think simply buffing skills will essentially get them more skillbar time. I still dont see the need to deviate from my current monk build, maybe give SSS another chance, but thats about it.
So my WD build doesn't change, except that GoD and WoZ will do 2x more damage. That's pretty sweet.
Although, I might change splinters to something else.
Also seems that putting ZD on the bar -still- doesn't make sense. If you have a boner for dogs, just use passives and get sacrifice. You'll have dogs coming out your ears anyways.
I figure with this patch, 1.1 and future patches we will start to have a game that it should have been at release, gameplay wise. Hopefully they will rethink their approach to story and story delivery in the expansions. Less linear, more open world feel.
Looks like a lot of minor buffs to terrible skills/runes that people still won't use because of mechanics not damage. If that is really the complete list of changes then they still missed a lot of skills that were in dire need of attention.
WD pets might have more survivability and garg has more dps but no longer being able to proc at all is a huge nerf. They could have at least let them have a low proc rate or excluded legendary procs from them. There's nothing exciting about having mindless pets aggro'ing everything before you're ready and losing the ability to proc loh and crowd control effects for you.
Personaly, I would guess your MF will still work just as well as it did.
However, it will be less valuable in a way, as if you have 300% mf, then you can expect 4x the rares to a 0mf char, but if you have 300% +100% from paragon and the 0MF char gains 100MF from Paragon (or whatever), then you will only get 2.5x the rares that he does.
Maths might not be right, but the general idea should be.
Your math is correct. 500% odds / 200% odds = 2.5 times more
The more MF you have, the less you gain by adding 1 MF more. ie. If you have 400MF then your odds are 500% but 1 more MF only raises that to 501% and 501%/500% is 1.002 which is only 0.2% better odds of finding magic items. If Paragon MF just adds to normal MF then it is going to decrease the benefit of using MF gear. If they make it multiply like (base odds) * (1 + (MF gear)/100) * (1 + (MF Paragon)/100) then MF from gear would because extremely OP though. Hopefully they work out a way that it doesn't hurt or help MF on gear too much.
So then...your updates got...Jay Wilson'd?
*sunglasses*
Yeeeeeeeaaaaaahhhhh
If you read Dev Blog, they did. "Have 4 skills on cooldown" is the worst mechanic ever. Basically, sure now you have less regen (60 instead of 80), but at least, you now have cooldowns you can use... Now you can Spirit Walk for Mana because you need mana, not because the skill went off CD and you risk losing VQ...
Im not sure if I should be sad that you made this joke, or that I didn't think about it when typing that =P
Hehehhehe, indeed. a prime opportunity, and it was just too good not to pass up the chance.
In all seriousness, glad that you are showing all this info for all to see. Checking over the Demon Hunter stuff and it's a bit of a mixed bag for me with ups and downs, though the Grenades and Jagged Spikes 'buffs' got me excited. Then I looked closer and realized they were just tooltip clarifications and the abilities weren't getting buffed or nerfed...well...at least glad for no nerfs to them.
I see the set names, but not all of them have the tooltip info popping up when you mouse over them, specifically for Immortal Kings and Natalya's set. What changes were made to them?
But they had already been renamed, thats the tricky part. (and the the parent set does not have that). Otherwise id have no doubt that would be the case. (and still very well could be)
The New Immortal Kings helm has
1 socket
10-12% life
5-6 % critical hit chance
90-100 str or 170-200 str
5-6% reduced melee damage
+2 random props
The new armor
71-80 All Res
Sockets
90-100 str or 170-200 str
Armor 340-390 or 240-290(approx)
+1 random prop
all of his stuff is now top notch.
Although, I might change splinters to something else.
Also seems that putting ZD on the bar -still- doesn't make sense. If you have a boner for dogs, just use passives and get sacrifice. You'll have dogs coming out your ears anyways.
WD pets might have more survivability and garg has more dps but no longer being able to proc at all is a huge nerf. They could have at least let them have a low proc rate or excluded legendary procs from them. There's nothing exciting about having mindless pets aggro'ing everything before you're ready and losing the ability to proc loh and crowd control effects for you.
The more MF you have, the less you gain by adding 1 MF more. ie. If you have 400MF then your odds are 500% but 1 more MF only raises that to 501% and 501%/500% is 1.002 which is only 0.2% better odds of finding magic items. If Paragon MF just adds to normal MF then it is going to decrease the benefit of using MF gear. If they make it multiply like (base odds) * (1 + (MF gear)/100) * (1 + (MF Paragon)/100) then MF from gear would because extremely OP though. Hopefully they work out a way that it doesn't hurt or help MF on gear too much.
Well Blizzard is owned by the same people as Activision afterall
Can I stop F5'ing?
We will have one more run over of the items. I also want to grab set item bonuses.
But tahat will be a bit later. Need to wait on others for that. Ill be taken a nap myself until then