Update beta v1.033
Update beta v1.033
version beta 1.033
- Added option to enable extended monster information
- Increased effectiveness of hit recovery stat
- Increased Warrior's and Barbarian's hit recovery resistance
- Hit recovery now also reduces chance to be knockedback
- Fixed infravision spell not reseting between games
- Characters should properly unqueue next offensive action when put into hit recovery stance
- Stackable positive and negative effects (frenzy, fanaticism) will display number of stacks
- Reduced price of recipes
- Bows can roll all damage and hit chance prefixes
- Increased Rogue ranged damage gained from dexterity
- Increased Assassin melee damage gained from dexterity and strength
- Golem will now follow player throught stairs and portals
- Golem has been rebalanced and scale with difficulty level
- Golem stays closer to it's master and teleports together
- Added remove minion skill to every character
- Possibly fixed Eldtritch Shrine crash
- Fixed glitch related to crafted item durability
- Increased Bloodlord the Destroyer boss teleport cooldown from 9 to 15 seconds
- Removed Bloodlord the Destroyer initial teleport damage spike
- Increased Fallen Hero's healing cooldown and reduced healing effectiveness.
- Doomlock doesn't have guaranteed affixes anymore
- Apocalypse doesn't damage neutral monsters anymore
- Stone curse now works against unique monsters with exception of super uniques bosses.
- Reduced Stone curse mana cost
- Increased Fire and Lightning wall mana costs
- Increased Charged Bolt mana cost
- Reduced Flamewave mana cost
- Reduced Frozen orb mana cost
- Reduced Apocalypse mana cost
- Reduced Sentiel spell cooldown
- Reduced Dark pact cooldown
- Added option to enable extended monster information
- Increased effectiveness of hit recovery stat
- Increased Warrior's and Barbarian's hit recovery resistance
- Hit recovery now also reduces chance to be knockedback
- Fixed infravision spell not reseting between games
- Characters should properly unqueue next offensive action when put into hit recovery stance
- Stackable positive and negative effects (frenzy, fanaticism) will display number of stacks
- Reduced price of recipes
- Bows can roll all damage and hit chance prefixes
- Increased Rogue ranged damage gained from dexterity
- Increased Assassin melee damage gained from dexterity and strength
- Golem will now follow player throught stairs and portals
- Golem has been rebalanced and scale with difficulty level
- Golem stays closer to it's master and teleports together
- Added remove minion skill to every character
- Possibly fixed Eldtritch Shrine crash
- Fixed glitch related to crafted item durability
- Increased Bloodlord the Destroyer boss teleport cooldown from 9 to 15 seconds
- Removed Bloodlord the Destroyer initial teleport damage spike
- Increased Fallen Hero's healing cooldown and reduced healing effectiveness.
- Doomlock doesn't have guaranteed affixes anymore
- Apocalypse doesn't damage neutral monsters anymore
- Stone curse now works against unique monsters with exception of super uniques bosses.
- Reduced Stone curse mana cost
- Increased Fire and Lightning wall mana costs
- Increased Charged Bolt mana cost
- Reduced Flamewave mana cost
- Reduced Frozen orb mana cost
- Reduced Apocalypse mana cost
- Reduced Sentiel spell cooldown
- Reduced Dark pact cooldown
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- Posts: 61
- Joined: 19 Feb, 2014 15:10
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- Posts: 254
- Joined: 19 Jan, 2014 14:35
about the apocalypse nerf in case of neutral monsters: how am i supposed to kill enemies on torment now? many are immune to all and i have -res to enemy resistance on all staves and to all elements.
this isn't enough. i have to remain on lower res skill only now and that really sucks as the cooldown is so damn long...
this isn't enough. i have to remain on lower res skill only now and that really sucks as the cooldown is so damn long...
It means that you can't take down HP of Gharbad, Lachdanan, Zhar the Mad to 1 HP before activate those guys.sergio_cannabis wrote:about the apocalypse nerf in case of neutral monsters: how am i supposed to kill enemies on torment now? many are immune to all and i have -res to enemy resistance on all staves and to all elements.
this isn't enough. i have to remain on lower res skill only now and that really sucks as the cooldown is so damn long...
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- Posts: 254
- Joined: 19 Jan, 2014 14:35
After this patch you still can do dmg to immunes. As i said, apocalypse wouldn't affect NEUTRAL monsters anymore - neutral monsters are: Gharbad the Weak, Zhar the Mad, Snotspil (or sth like this... this small guy at the entrance to dlvl5), all before activate their hostile mode, and Lachdanan in any case. Only those.
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- Posts: 254
- Joined: 19 Jan, 2014 14:35
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- Posts: 254
- Joined: 19 Jan, 2014 14:35
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- Posts: 254
- Joined: 19 Jan, 2014 14:35
-
- Posts: 254
- Joined: 19 Jan, 2014 14:35
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