Patch 16 Information
In case you missed it, patch 16 is going live tonight. We will be updating this post with any goodies we find, including the Official patch notes once posted.
Patch 16 Official Patch notes
Originally Posted by (Blue Tracker / Official Forums)
Diablo III Beta Patch 16 – v.0.10.0.9183
General
Classes
Crafting
Items
Monsters
Bug Fixes
For a full list of documented game and service bugs, please review the Known Issues sticky located in the Beta Bug Report forum.
General
- All characters have been wiped. Please note that this wipe will also affect gold, items, auctions, achievements, followers, and artisans.
- A new feature has been added that allows players to view their FPS while in game
- To access this feature, hit Ctrl+R (for PC) or CMD+R (for Mac) while playing
- The cooldown on swapping skills while in Normal difficulty has been decreased from 15 seconds to 5 seconds
Classes
- Barbarian
- Active Skills
- Bash
- "Clobber" rune now has a 35% chance to stun the target for 1.5 seconds
- Revenge
- Heal decreased from 6% to 5%
- Demon Hunter
- Active Skills
- Caltrops
- Discipline cost decreased from 8 to 6
- Smoke Screen
- Discipline cost decreased from 18 to 14
- Duration decreased from 3 seconds to 2 seconds
- Now provides a 10% movement speed boost while invisible
- Can now be used while under the effects of crowd control abilities
- Using Smoke Screen will break the effects of crowd control, as well as cause your character to be immune to additional crowd control abilities for its duration
- Vault
- Discipline cost decreased from 10 to 8
- Witch Doctor
- Active Skills
- Haunt
- Now performs 575% weapon damage over 12 seconds (down from 15 seconds)
- Sacrifice
- Weapon damage increased from 200% to 275%
Crafting
- Gold and material cost for crafting recipes have been adjusted
- The chance of salvaging Rate materials from Magic items has been increased
Items
- Class-specific items no longer have the chance to be generated with affixes that cannot be used by that specific class
- For example, "Increased Hatred Regeneration" will no longer appear on Wands
- Demon Hunter one-handed Crossbows have received a damage buff
- Spirit regeneration on Monk items has been increased
Monsters
- Slow, stun, and other movement-impairing effects are now more effective on Treasure Goblins
- In response, Treasure Goblins will now sprint away for a moment after being hit
- Scavenger monsters will now burrow less often
- Zombies will no longer feast on corpses unless they are full health
- This is to address an issue which was preventing zombies' enrage timer from resetting correctly
Bug Fixes
For a full list of documented game and service bugs, please review the Known Issues sticky located in the Beta Bug Report forum.
- Players can now queue for Public Games on "Reign of the Black King" after killing the Skeleton King
- Players queuing for a specific Public Games quest should no longer be placed into groups on a different quest
- Being hit with a knockback ability while using Tempest Rush will no longer disconnect you from Battle.net
- Placeholder text should no longer appear when looking at deceased Hardcore characters in the Hall of Fallen Heroes
- There should no longer be a delay when accessing the Auction House
- The female monk should now properly play her "Not Enough Resources" error message instead of her "Invalid Location" error message when attempting to perform an ability without the required amount of resources available
- Items with affixes that reduce resource costs will now correctly reduce the minimum amount of a resource required to perform a skill
- Several Simple and Advanced tooltips have received grammar corrections
Client Strings Changes
This will be updated as we find the goodies
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- Power_Damage_Percent_Bonus
- Power_Resource_Reduction
- Power_Duration_Increase
- Power_Cooldown_Reduction
- Power_Crit_Percent_Bonus
- On_Hit_Immobilize_Proc_Chance
- On_Hit_Knockback_Proc_Chance
- On_Hit_Slow_Proc_Chance
- On_Hit_Chill_Proc_Chance
- On_Hit_Freeze_Proc_Chance
- On_Hit_Fear_Proc_Chance
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Patch 16 Unofficial Class Changes
Here are the class changes that will be coming in patch 16. As always keep in mind there could be a few odd numbers here and there. Let us know if you see anything.
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Barbarian
- Tough as Nails Now Increases Armor by 25%, down from 50%.
- Juggernaut Now also triggers when Immobilized.
- Bash
- Clobber Now has a 35% chance, up from 20% to stun for 1.5 seconds, down from 3
- Cleave
- Scattering Blast Now has a 9 yard radius, down from 14
- War Cry Now has a 50 yard radius, up from 30.
- Sprint
- Forced March Now has a 50 yard radius, up from 30
- Frenzy
- Smite Now adds a 20% chance, up from 10% and stuns for 1.5 seconds, down from 2
- Revenge Now heals for 5%, down from 6%
- Vengeance Is Mine Now heals for 8%, down from 10%
- Overpower
- Revel Now heals for 8%, down from 10%
- Crushing Advance Now lasts for 4 seconds, down from 6
- Night Stalker Now restores 1 Discipline, down from 2
- Perfectionist Now reduces cost by 10%, down from 20%
- Multishot Now costs 40 Hatred, up from 15 an deals 165% weapon damage, up from 115%
- Full Broadside Now increases damage by 215%, up from 150%
- Burst Fire Now does 65% weapon damage, up from 45%
- Arsenal Now deals 60% weapon damage, up from 40%
- Fire at Will Now reduces cost to 20 hatred, up from 10 and deals 165% weapon damage, up from 115%
- Bola Shot
- Bitter Pill Now has a 15% chance, down from 35% to gain 2 Discipline, down from 3.
- Entangling Shot
- Shock Collar Name changed from Chain Lightning
- Vault Now costs 8 Discipline down from 10
- Grenades
- Stun Grenades Now has a 25% chance, up from 15%
- Caltrops Now costs 6 Discipline, down from 8
- Carved Stakes Now reduces the cost of Caltrops to 4 Discipline, down from 6
- Marked for Death Now costs 3 Discipline, down from 6.
- Sentry Now lasts for 30 seconds, up from 20
- Vigilant Watcher Now Increases duration to 40 seconds, up from 30
- Smoke Screen Now costs 14 Discipline, down from 24 and lasts for 2 seconds, down from 3
- Lingering Fog Now lasts for 3 seconds, down from 4
- Breathe Deep Now gains 5 hatred, down from 20
- Special Recipe Now reduces the cost to 12 Discipline down from 21
- Shadow Power Now costs 14 Discipline, down from 20
- Night Bane Now gain an additional 4 Hatred, down from 15
- Well of Darkness Now decreases the Discipline cost to 12, down from 16
- Elemental Arrow
- Screaming Skull Now Grants a 40% chance, up from 35% and lasts for 1.5 seconds, down from 2
- Preparation
- Punishment Now restore all Hatred for 25 Discipline up from 20.
- Battle Scars You now gain life AFTER instead of "while".
- Cyclone Strike
- Sunburst Now has a 35% chance, up from 25% chance and lasts for 1.5 seconds, down from 2
- Dashing Strike
- Flying Side Kick Now has a 60% chance, up from 50% and lasts for 1.50 seconds, down from 2
- Inner Sanctuary Cooldown is now 20 seconds, down from 30 and lasts for 5 seconds, down from 6
- Consecration Now increases duration by 7 seconds, down from 8
- Exploding Palm
- Impending Doom Now deals 220% weapon damage as Physical over 6 seconds.
- Wave of Light Now costs 75 spirit, down from 100 and deals 215% weapon damage, up from 150% and followed by an additional 45% weapon damage, down from 150%
- Wall of Light Now Increases damage of the initial strike to 312%, up from 240%
- Explosive Light Now does 285% weapon damage, down from 330%
- Pillar of the Ancients Now does 210% weapon damage, down from 240% and an additional 210% weapon damage, down from 240%
- Empowered Wave Now reduces cost by 40, down from 60
- Poison Dart
- Snake to the Face Now has a 30% chance, up from 25% and lasts for 1.5 seconds, down from 2
- Haunt Now deals the damage over 12 seconds, down from 15.0
- Draining Spirit now returns 10.2 mana, up from 8.20
- Resentful Spirit Now lasts for 2 seconds, down from 3.
- Grasp of the Dead
- Rain of Corpses Now deals 80% weapon damage, up from 76%, but now deals it over 8 seconds
- Hex Now has a 15 second cooldown, up from 10, and lasts for 12 seconds, up from 8.
- Sacrifice Each now deal 275% weapon damage, up from 200%
- Locust Swarm Now costs 196 mana, down from 392 and deals 360% weapon damage, up from 320%.
- Searing Locusts Now does 468% weapon damage, up from 416%
- Gargantuan
- Wrathful Protector Now just does 55% weapon damage, and not an additional 55% weapon damage
- Firebats
- Hungry Bats "per second" was removed for the description.
- Ice Armor
- Crystallize Now lasts for 30 seconds, up from 10 seconds.
- Explosive Blast Now does 225% weapon damage, up from 205%
- Short Fuse Now does 225% weapon damage, up from 205%
- Obliterate Now does 225% weapon damage, up from 205%
- Time Bomb Now deals 293% weapon damage, up from 267.0%
- Chain Reaction Now does 97% weapon damage, up from 89%.
- Diamond Skin
- Prism Now reduces arcane cost by 7, down from 15
- Hydra Now costs 14 Arcane Power, down from 40 and does 28% weapon damage, down from 33%
- Frost Hydra Now does 31% weapon damage, down from 36%
- Lightning Hydra Now does 34% weapon damage, down from 40%
- Venom Hydra Now does 18% weapon damage, down from 21%
- Mammoth Hydra Now does 22% weapon damage, down from 26%
- Arcane Hydra Now does 28% weapon damage, down from 33%
- BlizzardNow does 210% weapon damage, down from 255%.
- Unrelenting Storm Increases the duration of Blizzard to deal 280% weapon damage, down from 340%
- Stark Winter Now does 210% weapon damage, down from 255%.
- Magic Weapon Now lasts for 5 minutes, up from 120 seconds
- MeteorNow deals 200% weapon damage, up from 180%
- Molten Impact Now Increases the damage of the Meteor impact to 260% weapon damage, up from 234%
- Meteor Shower Now deals 80% weapon damage, up from 72%.
- Comet Now deals 240% weapon damage, up from 216%
- Familiar Now lasts for 5 minutes, up from 120 seconds
Damage per AP means NOTHING if the damage is extremely weak. You have to consider DPS to AP and not just damage to AP. What good are the Hydras if the mobs are dead before they get more than a few shots off? I'll just use FREE magic missle spread glyph instead if you're so worried about damage to AP. If I want utility there are plenty of other skills I can use instead. Sure there MAY be fringe cases where I'll swap for some turret CC to kite some huge mob that can be slowed.
It has nothing to do if I like it or not (btw, I do like it because I love turret skills and dragon-type creatures are awesome) but the math right now does NOT back it up and math is fact not opinion. About the only thing left that neither of us know yet is if the AI is still as crappy as it seems in the video.
Are you saying the skill was nerfed then? I'm still trying to figure out what your saying here. You sound like you agree in general this is a buff, which is the entirety of what I'm saying.
Like, what the fuck. Why would they let us unlock it if they won't let us actually craft it? It makes no sense.
You are alone on that complaint. I love using spiders. I am glad Sacrifice got a little boost
Robbing peter to pay paul. You're getting crap damage for good AP cost. Before it was decent damage for crap AP cost. It's neither. UNLESS you're specifically referring to fringe CC cases (that other skills can't handle on their own). Which would not be "easy to see" as you were questioning the other poster.
It will deal less than 10% less damage and will costs 62% less AP.
I fail to see how the damage it dealt was significant enough to say "did decent damage and now deals crap damage".
Besides, do you not realize that the net gain in 25 AP when you cast it now directly translates into more damage from other spells? The total damage you deal when you use Hydra in any combat scenario is higher than before in every single way you slice it. There is no trade off here. It was a buff.
I won't be replying to you regarding this any longer as you are simply either too stuborn to admit you are wrong, or are too stupid to realize it. I'm personally inclined to believe the former, since that is basically how every debate over internet forums amounts to.
the beta is very boring in general, don't see how wiping characters makes much of a difference.
*sigh*
I didn't like it either, but beta is beta. They allowed us to craft them so the stuff could be tested, and most likely went with increasing the level due to feeling the items were over-powered for the content. Which I would have to agree with because when I played my monk, I didn't bother with avoiding the Skeleton King's pillow punches nor his adds. All I did was spam Mantra of Evasion since it had such a great dodge proc and it wouldn't even put a dent in my spirit resource.
After patch 15, I was sad at first... until I got to enjoy the increased difficulty.
The Lich King drops yellows now, eh?
S'alright, I know what you meant. It's been possible to have a rare item drop off a mob or from a container, too. Just not as likely.
why would you want increased cost for increased damage if you think the aiming is so horrible that the essentially free cost for lower damage doesn't warrant a skill slot? so you can miss a bigger damage for more AP?
-*-The rune thunderclap for fists of thunder is changed (at least I think so)
Now the first strike teleports you, not sure if its new, but I have not noticed it at least.
Second, the effect is now dark purple explosion around the hands of the monk.
edit: got this confused with the old bounding light rune. They just moved thunderclap down from 52. No wonder I thought it looked new
-*-I also saw a purplenamed mob I have never seen before. It was the model of a ghost only much, much bigger.The name eludes me now, but he had the tag "resurrectionist". Found him in one of the three crypts.
-*- Not all achievements have been reset as well.
-*- Monsters with knockback adds a few second of slow after knockback. Shows a hourglass on your debuffs for a few seconds. Not noticed this earlier
Before we had a 40 AP hydra that did garbage damage and couldn't hit anything.
The devs said "wow nobody's using it, well that 40 AP is a huge kicker, let's lower that. But then if targets aren't moving it is too efficient so let's lower its damage."
Here's the problem: You can still only have one hydra. That means your DPS from this skill just went down when it was bad to begin with. Now you have a cheap skill that does worse damage and still can't hit anything, and the only redeeming quality is now you can cast more other spells while using its suckitude.
Yes, that 25 AP you save you can now cast other spells to increase your damage, but guess what? You could just use that last 15 AP and get even more damage.
Let's compare familiar, magic weapon, and hydra, the fire and forget "free damage" spells. Magic weapon just increases your damage, which makes it easy to control. You aim your spells and can force them to hit. Efficient. Familiar can not only fire at things you attack (making it aimable), but also increase your damage. Also efficient. Hydra forces you every time you want to cast it to place it within the game world, taking up precious time while also being uncontrollable in regards to which monster it attacks. As the game difficulty goes up, monsters will only get faster and make hydra worse and worse as it misses more.
Was it a hydra buff? Sure, but the buff is irrelevant because it doesn't address the issue that makes hydra terrible.
What happened to their mantra of making abilities awesome when they got to hydra? They could have made the spell way more impressive but still balanced, instead it's just weak and underwhelming looking and feeling. If you cast it, you don't even seem to notice it doing anything. Missed opportunity so far.
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(jordan shoes) $32
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