Item Affixes and Monster Levels
There has been some confusion among players how affixes are now picked for items. Lylirra hits the forums with some information.
Does this mean that items from monsters from act 1 inferno (monster ilvl 61) will roll stats = ilvl 61 even if the item is ilvl63 or 62 or 58 or...
On the PTR currently, an item's level will determine its base DPS and armor stats, and the monster's level will determine the level of the affixes that roll on the item. There is an exception to this, though:
If an item's level is higher than the monster's level, the affixes will roll at the item's level instead. We felt this was an important exception to make, because players farming Act I of Inferno without any Monster Power may still get ilevel 62 and 63 items from sub-63 monsters, and we want to make sure that those items are still good.
Think they are limiting items to 58 and above in Inferno.
Correct!
More on Monster Powers
Lylirra returns to the same thread you reported on yesterday with some more information.
Must be bugged then, because MP1 the bosses tear through my char where normally it was only the rarest of the rare that could do that with my MF set.
Are you a) playing on your witch doctor and using a very similar build to what's in your profile? This is just for context so I can pass on the information (though you might also want to report this in the PTR Bug Report forum).
I haven't logged on yet to see but does the increase to monster power increase chances for higher end ilvl's drops in Act 1 or 2?
So, the moment you go into Inferno with any kind of Monster Power (e.g. Monster Power 1 and above), all monsters become level 63, and they can now all drop iLevel 63 items the same way that Act III and Act IV Inferno currently do. However, bumping up Monster Power beyond 1 will not further increase your chance of getting iLevel 63 items.
So, I am taking from this statement that post 1.05, while running 1+ Monster Power, all monsters in all Acts become level 63 and drop iLevel 58-63 with iLevel 63 stat rolls (per patch notes). I realize that upping the MP does not change the drop rates on specific item levels, but the clause "in the same way that Act III and Act IV currently do" suggests to me that the drop rates become uniform as well, and reflect the current 3 and 4 drop rates on iLevel 61,62, and 63. Is this accurate?
I'm pretty sure you got it.
As it is currently on the PTR, for Monster Power 1 and above in Inferno, all monsters will a) become level 63 and share the same drop tables (for Acts I, II, III, and IV). That's exactly what I meant by "in the same way that Act III and Act IV currently do."
We knew that when we brought up the PTR that players would probably still experience some issues with account creation, character creation, or login (or all three). Rather than keep the PTR offline, we wanted to make it available to the public so players could have the opportunity to test out the new content and decided to continue to work on any issues that were reported to us while the test server was up and running. It's definitely not ideal, but for the moment it's better than not having the PTR available at all.
We're currently looking into a number of issues right now, including but not limited to Error 3005, missing "Create a PTR Account" buttons, and instant disconnects on loading or Retrieving Hero List. All the reports you guys have submitted are being directed right back to our team of engineers and developers who are working towards finding solid solutions. We've also been passing on the workarounds just in case they provide any additional insight.
Unfortunately, we don't have any additional updates to share right now about the PTR's status or stability, but we'll providing new information as often as we can. In the meantime, if report what you can (or what you want) and we'll make sure those reports get where they need to go.
A certain gentleman, Wanderer, has stated that the PTR server could only handle as much as 1500 people at once. Is this true? Did you really just provide a server for PTR only capable of handling a miniscule amount of players?
No, that's not true. While the PTR has a lower capacity than the live game, it's designed to be somewhere around 20,000 concurrent players (not 1500).
1.0.5 PTR System Changes
Though Monster Powers and the Infernal Machine are taking the spotlight, they are by no means the only change coming to 1.0.5. With many players not able to login to the PTR KageKaze has you covered with a video showing off some other random changes coming to 1.0.5 such as the ability to reorder your heroes. Make sure to stop by his thread to leave any feedback.
So if you set the MP to 1 and all mobs are level 63, does that mean that Act 1 mobs are the same difficulty as in act's 3/4, their actual level is one thing, but nothing is clear to say that the monsters difficulty, as in HP / resist/ and damage output is the same, does it still scale by Act as well?
So if you set the MP to 1 and all mobs are level 63, does that mean that Act 1 mobs are the same difficulty as in act's 3/4, their actual level is one thing, but nothing is clear to say that the monsters difficulty, as in HP / resist/ and damage output is the same, does it still scale by Act as well?
At MP1 all monsters should be at lvl 63 and have a slight boost to their stats. This would make it so the overall difficulty of the monsters should be roughly the same. When the PTR first came out, I had no idea it brought the mlvl up to 63, promptly got my butt kicked in Act 1 even on some of the earlier Monster Power levels.
This system seems to give inferno its original design intent on making all acts the same difficulty and allows anyone to farm wherever they want to. It seems we've come full circle on this patch.
lol only 20,000 players? either D3 is really doing that bad or they're skimping on hardware for testing...it's probably capping out because far more than 20k are trying to get in...it's not like some WoW PTRs where some of the patches are just minor bug fixes...this is huge content/system changes and you can believe any whom have the HD space (which is plenty, space is cheap) are trying to play it...at least for a little while.
lol only 20,000 players? either D3 is really doing that bad or they're skimping on hardware for testing...it's probably capping out because far more than 20k are trying to get in...it's not like some WoW PTRs where some of the patches are just minor bug fixes...this is huge content/system changes and you can believe any whom have the HD space (which is plenty, space is cheap) are trying to play it...at least for a little while.
Meh, why play on a PTR when your time spent is wasted?
So now all acts have the same % chance to drop iLvl63 items? I think it's currently 16% in act 3, and less in earlier acts.
If this is correct, then the only reason to farm act 3 would to grind xp due to the higher mob density?
Or just because you want to. You do have to get one key from each of Acts 1-3 for the Infernal Machine though, which you'll want to keep repeating for new Hellfire Ring rolls.
I have a question, if im able to do act 3 farming currently in 1.04.....is there a benefit to set MP lvl1 to farm act 3? Will act 3 mobs become harder at MP lvl 1?
Yes, slightly, and you get the first level of MF/GF/Exp boost. Also, technically in base Act 3 there are both 62 and 63 monsters, so setting MP1 will make them all 63.
Note that MP0 in 1.0.5 will be considerably easier than 1.0.4. They've said that MP2 is roughly equivalent to before.
They've said that MP2 is roughly equivalent to before.
It's not though. I just DL'd the PTR to screw around. Do Act 1 and kill Haedrig's wife. Well, not really, at least.
Live, she has about 250k health. MP0 she has about 250k health. MP1 is about 800k. ML2 is about 1.2million health. The zombies before her have about 25k health on live. MPO about 22k, MP1 I think 80k and MP2 was like 130k or something.
Also, and this may be just me, Haedrig's wife is severely gimped at both MP0 and MP1 on multiple runs. Never did she use her spit attack at me at MP0 or 1, she just walked around real slow and attacked my follower and gargantuan. On MP2, she spit at me at the normal pace. Maybe someone else can test this out and see if it was just a fluke. At 10, she had 16 million and pretty much one shotted me with her spit attack.
So, it might be that MP0 or 1 are "easier" because the mobs hold back on their attacks, even if their health pools are larger?
I also did a bit of the weeping hollow on MP2. I got a 6 affix dagger recipe, which pretty much shows that the mobs are dropped Act 3/4 items. Nothing else of note, though.
But I'll add that with 47k DPS, I got an elite set of the mothers who summon zombies. That fight took -forever- cuz I just couldn't DPS the zombies down fast enough to kill the mothers. Incredibly frustrating. But funny, too.
MP2 run, I also got a resplendent chest in one of the 3 crypts and it dropped 4 yellows. Which never happens for me on live. And the goblin I found took forever to kill and he dropped 2 yellows.
Also, I realized I've been playing TL2 too much. I was like "why is my dude running so damn slow" and hitting Z no longer healed me. :/
They've said that MP2 is roughly equivalent to before.
It's not though. I just DL'd the PTR to screw around. Do Act 1 and kill Haedrig's wife. Well, not really, at least.
Live, she has about 250k health. MP0 she has about 250k health. MP1 is about 800k. ML2 is about 1.2million health. The zombies before her have about 25k health on live. MPO about 22k, MP1 I think 80k and MP2 was like 130k or something.
Also, and this may be just me, Haedrig's wife is severely gimped at both MP0 and MP1 on multiple runs. Never did she use her spit attack at me at MP0 or 1, she just walked around real slow and attacked my follower and gargantuan. On MP2, she spit at me at the normal pace. Maybe someone else can test this out and see if it was just a fluke. At 10, she had 16 million and pretty much one shotted me with her spit attack.
So, it might be that MP0 or 1 are "easier" because the mobs hold back on their attacks, even if their health pools are larger?
I also did a bit of the weeping hollow on MP2. I got a 6 affix dagger recipe, which pretty much shows that the mobs are dropped Act 3/4 items. Nothing else of note, though.
But I'll add that with 47k DPS, I got an elite set of the mothers who summon zombies. That fight took -forever- cuz I just couldn't DPS the zombies down fast enough to kill the mothers. Incredibly frustrating. But funny, too.
MP2 run, I also got a resplendent chest in one of the 3 crypts and it dropped 4 yellows. Which never happens for me on live. And the goblin I found took forever to kill and he dropped 2 yellows.
Also, I realized I've been playing TL2 too much. I was like "why is my dude running so damn slow" and hitting Z no longer healed me. :/
You sure are oddly fixated on Haedrig's wife
I meant equivalent for Act 3, Act 1 is different on account of the difficulty leap from Monster Power. 1.0.4 Act 3 should be about the same as 1.0.5 Act 3 MP2. And Act 1 MP2 is also about the same as Act 3 MP2.
They've said that MP2 is roughly equivalent to before.
It's not though. I just DL'd the PTR to screw around. Do Act 1 and kill Haedrig's wife. Well, not really, at least.
Live, she has about 250k health. MP0 she has about 250k health. MP1 is about 800k. ML2 is about 1.2million health. The zombies before her have about 25k health on live. MPO about 22k, MP1 I think 80k and MP2 was like 130k or something.
Also, and this may be just me, Haedrig's wife is severely gimped at both MP0 and MP1 on multiple runs. Never did she use her spit attack at me at MP0 or 1, she just walked around real slow and attacked my follower and gargantuan. On MP2, she spit at me at the normal pace. Maybe someone else can test this out and see if it was just a fluke. At 10, she had 16 million and pretty much one shotted me with her spit attack.
So, it might be that MP0 or 1 are "easier" because the mobs hold back on their attacks, even if their health pools are larger?
I also did a bit of the weeping hollow on MP2. I got a 6 affix dagger recipe, which pretty much shows that the mobs are dropped Act 3/4 items. Nothing else of note, though.
But I'll add that with 47k DPS, I got an elite set of the mothers who summon zombies. That fight took -forever- cuz I just couldn't DPS the zombies down fast enough to kill the mothers. Incredibly frustrating. But funny, too.
MP2 run, I also got a resplendent chest in one of the 3 crypts and it dropped 4 yellows. Which never happens for me on live. And the goblin I found took forever to kill and he dropped 2 yellows.
Also, I realized I've been playing TL2 too much. I was like "why is my dude running so damn slow" and hitting Z no longer healed me. :/
By far the best and most informative feedback I've seen about this scaling system, thanks, if you can get a concrete thought on if they are holding back there abilities, or if they aren't hitting as hard in MP's1/2 would be awesome
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There has been some confusion among players how affixes are now picked for items. Lylirra hits the forums with some information.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On the PTR currently, an item's level will determine its base DPS and armor stats, and the monster's level will determine the level of the affixes that roll on the item. There is an exception to this, though:
If an item's level is higher than the monster's level, the affixes will roll at the item's level instead. We felt this was an important exception to make, because players farming Act I of Inferno without any Monster Power may still get ilevel 62 and 63 items from sub-63 monsters, and we want to make sure that those items are still good.
Think they are limiting items to 58 and above in Inferno.
Correct!
More on Monster Powers
Lylirra returns to the same thread you reported on yesterday with some more information.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Are you a) playing on your witch doctor and
I haven't logged on yet to see but does the increase to monster power increase chances for higher end ilvl's drops in Act 1 or 2?
So, the moment you go into Inferno with any kind of Monster Power (e.g. Monster Power 1 and above), all monsters become level 63, and they can now all drop iLevel 63 items the same way that Act III and Act IV Inferno currently do. However, bumping up Monster Power beyond 1 will not further increase your chance of getting iLevel 63 items.
So, I am taking from this statement that post 1.05, while running 1+ Monster Power, all monsters in all Acts become level 63 and drop iLevel 58-63 with iLevel 63 stat rolls (per patch notes). I realize that upping the MP does not change the drop rates on specific item levels, but the clause "in the same way that Act III and Act IV currently do" suggests to me that the drop rates become uniform as well, and reflect the current 3 and 4 drop rates on iLevel 61,62, and 63. Is this accurate?
I'm pretty sure you got it.
As it is currently on the PTR, for Monster Power 1 and above in Inferno, all monsters will a) become level 63 and
Status of the PTR
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're currently looking into a number of issues right now, including but not limited to Error 3005, missing "Create a PTR Account" buttons, and instant disconnects on loading or Retrieving Hero List. All the reports you guys have submitted are being directed right back to our team of engineers and developers who are working towards finding solid solutions. We've also been passing on the workarounds just in case they provide any additional insight.
Unfortunately, we don't have any additional updates to share right now about the PTR's status or stability, but we'll providing new information as often as we can. In the meantime, if report what you can (or what you want) and we'll make sure those reports get where they need to go.
A certain gentleman, Wanderer, has stated that the PTR server could only handle as much as 1500 people at once. Is this true? Did you really just provide a server for PTR only capable of handling a miniscule amount of players?
No, that's not true. While the PTR has a lower capacity than the live game, it's designed to be somewhere around 20,000 concurrent players (not 1500).
1.0.5 PTR System Changes
Though Monster Powers and the Infernal Machine are taking the spotlight, they are by no means the only change coming to 1.0.5. With many players not able to login to the PTR KageKaze has you covered with a video showing off some other random changes coming to 1.0.5 such as the ability to reorder your heroes. Make sure to stop by his thread to leave any feedback.
Now i can farm act 1 (my favorite act) FOR ETERNITY!
MWUAHAHAHAHA
The feedback will be welcomed if anyone wants to leave any.
So if you set the MP to 1 and all mobs are level 63, does that mean that Act 1 mobs are the same difficulty as in act's 3/4, their actual level is one thing, but nothing is clear to say that the monsters difficulty, as in HP / resist/ and damage output is the same, does it still scale by Act as well?
At MP1 all monsters should be at lvl 63 and have a slight boost to their stats. This would make it so the overall difficulty of the monsters should be roughly the same. When the PTR first came out, I had no idea it brought the mlvl up to 63, promptly got my butt kicked in Act 1 even on some of the earlier Monster Power levels.
This system seems to give inferno its original design intent on making all acts the same difficulty and allows anyone to farm wherever they want to. It seems we've come full circle on this patch.
Can't wait, very excited now ...
If this is correct, then the only reason to farm act 3 would to grind xp due to the higher mob density?
Or just because you want to. You do have to get one key from each of Acts 1-3 for the Infernal Machine though, which you'll want to keep repeating for new Hellfire Ring rolls.
Yes, slightly, and you get the first level of MF/GF/Exp boost. Also, technically in base Act 3 there are both 62 and 63 monsters, so setting MP1 will make them all 63.
Note that MP0 in 1.0.5 will be considerably easier than 1.0.4. They've said that MP2 is roughly equivalent to before.
Live, she has about 250k health. MP0 she has about 250k health. MP1 is about 800k. ML2 is about 1.2million health. The zombies before her have about 25k health on live. MPO about 22k, MP1 I think 80k and MP2 was like 130k or something.
Also, and this may be just me, Haedrig's wife is severely gimped at both MP0 and MP1 on multiple runs. Never did she use her spit attack at me at MP0 or 1, she just walked around real slow and attacked my follower and gargantuan. On MP2, she spit at me at the normal pace. Maybe someone else can test this out and see if it was just a fluke. At 10, she had 16 million and pretty much one shotted me with her spit attack.
So, it might be that MP0 or 1 are "easier" because the mobs hold back on their attacks, even if their health pools are larger?
I also did a bit of the weeping hollow on MP2. I got a 6 affix dagger recipe, which pretty much shows that the mobs are dropped Act 3/4 items. Nothing else of note, though.
But I'll add that with 47k DPS, I got an elite set of the mothers who summon zombies. That fight took -forever- cuz I just couldn't DPS the zombies down fast enough to kill the mothers. Incredibly frustrating. But funny, too.
MP2 run, I also got a resplendent chest in one of the 3 crypts and it dropped 4 yellows. Which never happens for me on live. And the goblin I found took forever to kill and he dropped 2 yellows.
Also, I realized I've been playing TL2 too much. I was like "why is my dude running so damn slow" and hitting Z no longer healed me. :/
You sure are oddly fixated on Haedrig's wife
I meant equivalent for Act 3, Act 1 is different on account of the difficulty leap from Monster Power. 1.0.4 Act 3 should be about the same as 1.0.5 Act 3 MP2. And Act 1 MP2 is also about the same as Act 3 MP2.
By far the best and most informative feedback I've seen about this scaling system, thanks, if you can get a concrete thought on if they are holding back there abilities, or if they aren't hitting as hard in MP's1/2 would be awesome