05-13-2014, 02:58 AM
(Esta mensagem foi modificada pela última vez a: 05-13-2014, 03:02 PM por vempire_ghost.)
Teremos patchs hoje, diablofan já dataminou uma boa parte das coisas, link aqui pq ainda tão catando as coisas, só sei que meu DH amou a passiva nova de transformar 30% do dex em armor <img src='http://forum.hangarnet.com.br/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt='
' />
http://www.diablofans.com/news/48064-dat...nd-strings
Comemoraremos o aniversario com uma chuva de buffs aparentemente.
Datamining
Official Patch Notes
' />http://www.diablofans.com/news/48064-dat...nd-strings
Comemoraremos o aniversario com uma chuva de buffs aparentemente.
Datamining
Barbarian
Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 100 yards regenerate 1% of maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry (Up from 50 yards)
Wrath of the Berserker
Arreat's Wail : Activating Wrath of the Berserker deals 3400% weapon damage as Fire to all enemies within 15 yards. (Damage element now specified)
Striding Giant : Reduce all damage taken by 50%. (Previously gave 80% bonus Dodge Chance)
Frenzy
Sidearm : Each strike has a 25% chance to throw a piercing axe at a nearby enemy that deals 130% weapon damage as Cold to all enemies in its path. / Frenzy's damage turns into Cold. (Damage element now specified)
Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 620% weapon damage to enemies up to 45 yards in front of you. (Up from 550%, no longer specifies "in a cone", no longer seems to knock up)
Shattered Ground : Increase damage to 735% weapon damage as Fire and knocks all enemies hit up into the air. (Up from 710%, no longer changes to a Knockback)
Stagger : Reduce the cost to 22 Fury. / Seismic Slam's damage turns into Lightning. (Previously had 80% chance to Stun for 1 sec)
Permafrost : Create a sheet of frost that deals 755% weapon damage as Cold and Slows enemies by 60% for 1 second. (Up from 710%, slow down from 2 seconds)
Whirlwind
Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwinding. / Whirlwind's damage turns into Cold. (Damage element now specified)
Revenge
Best Served Cold : Increase your Critical Hit Chance by 8% for 6 seconds after using Revenge. / Revenge's damage turns into Cold. (Damage element now specified)
War Cry Generate: 20 Fury / Cooldown: 20 seconds / Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 60 seconds. (Up from 50 yards)
Demon Hunter
Awareness Your Armor is increased by 30% of your Dexterity. (Previously gained 6% Dodge every second, resetting after you dodge)
Grenade
Cluster Grenades : Throw cluster grenades that deal 200% weapon damage as Fire over a 36 yard radius. (Up from 32 yards. Note: the current value in-game is displayed as 9 yards)
Hungering Arrow
Devouring Arrow : Each consecutive pierce increases the damage of the arrow by 70%. / Hungering Arrow's damage turns into Cold. (Damage element now specified)
Monk
Fists of Thunder
Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)
Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)
Way of the Hundred Fists
Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage as Lightning. (Damage was Physical)
Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)
Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)
Sweeping Wind
Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)
Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)
Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)
Explosive Light : Release bursts of energy that deal 830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)
Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)
Witch Doctor
Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)
Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)
Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)
Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)
Corpse Spiders
Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)
Hex
Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)
Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)
Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)
Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)
Gargantuan
Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)
Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)
Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)
Firebats Cost: 150 Mana initially, and an additional 75 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire. (Mana cost down from 225)
Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)
Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)
Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)
Wall of Zombies
Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)
Piranhas
Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)
Wizard
Magic Weapon
Force Weapon : Increase the damage bonus of Magic Weapon to 20% damage. (No longer has a chance to Knockback)
Meteor
Molten Impact : Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Now also increases size of Meteor)
Archon
Slow Time : Archon form can cast a Slow Time that follows you. / Archon abilities deal Cold damage instead of Arcane. (Damage element now specified)
Pure Power : Decrease the cooldown of Archon to 100 seconds. / Archon abilities deal Lightning damage instead of Arcane. (Damage element now specified)
Combustion : An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards. / Archon abilities deal Fire damage instead of Arcane. (Renamed from Arcane Destruction, damage element now specified)
Teleport Cooldown: 11 seconds / Teleport through the ether to the selected location up to 50 yards away. (Down from 16 seconds)
Calamity : Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second. (Damage down from 252%, stun duration down from 1.5 seconds)
Fracture : Summon 2 decoys for 6 seconds after teleporting. (Down from 8 seconds)
Safe Passage : For 5 seconds after you Teleport, you will take 25% less damage. (Down from 27%)
Reversal : Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 second. (Down from 8 seconds, remaining cooldown effect added)
Wormhole : After casting Teleport, you have 3 seconds to Teleport 1 additional time. (Previously could teleport 2 additional times within 1 second)
Crusader
Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. (No longer has a Movement Speed penalty)
Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 16515 Life per Kill for 5 seconds. / This effect may occur once every 60 seconds. (Reworked from: Gain 1% Armor for every 3% of maximum Life missing)
Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by 20%. (Note: the current value in-game is actually 2063; Damage reduction up from 5%)
InsurmountableBlocking an attack generates 6 Wrath. (Reworked from: Block Amount when 4 enemies are close)
Iron MaidenYour Thorns is increased by 50%. (Previously gave a static amount based on character level)
Finery Gain 1.5% Strength for every gem socketed into your gear. (Previously gave a static amount based on character level)
Holy Cause The amount of damage dealt by your weapon is increased by 10%. / Whenever you deal Holy damage, you heal 1% of your total Life. (No longer requires Holy damage from weapon)
Towering Shield Increase the damage of Punish, Shield Bash and Blessed Shield by 20%. / Reduce the cooldown of Shield Glare by 30%. (Reworked from: Gain Block Chance every second, which resets with blocking)
Fervor While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%. (Reworked from: When an enemy dies nearby you gain Attack Speed)
Fanaticism - Increase the attack speed of Punish, Slash, Smite and Justice by 15%. (Renamed from Nephalem Majesty. Reworked from: Increases the duration of Nephalem Glory by 30 seconds)
Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 430% weapon damage as Holy plus 250% of shield Block Chance as Holy damage. The shield will ricochet to 3 nearby enemies. (Up from 340%, damage element now specified)
Combust : The shield erupts in flames and has a 33% chance to explode on impact, dealing 310% weapon damage as Fire to all enemies within 10 yards. (Up from 270%, distance up from 8 yards)
Shattering Throw : When the shield hits an enemy, it splits into 3 small fragments that bounce between nearby enemies, dealing 170% weapon damage as Holy to all enemies hit. (Up from 50%, damage element now specified)
Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 480% weapon damage. (Up from 440%)
Gathering Sweep : Enemies caught in the sweep are pulled toward you. / Sweep Attack's damage turns into Holy. (Damage element now specified)
Blazing Sweep : Enemies hit by the attack will catch on fire for 120% weapon damage over 2 seconds. (Down from 170%)
Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 1710% weapon damage as Holy over 6 seconds to all enemies caught within it. (Up from 1260%)
Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 2766% weapon damage as Holy over 6 seconds to enemies caught within it. (Up from 1680%)
Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1550% weapon damage over 5 seconds to enemies who walks through. (Up from 975%)
Split Fury : The ray splits into 3 smaller beams, each dealing 1980% weapon damage as Holy over 6 seconds. (Up from 1440%)
Thou Shalt Not Pass : Ground touched by the ray pulses with power for 6 seconds, stopping enemies who try to pass over it. (Damage was Holy)
Fires of Heaven : Call down a furious ray of Holy power that is focused through you in a beam across the battlefield, dealing 960% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath. (Up from 735%)
Phalanx Cost: 30 Wrath / Summon powerful avatars who charge forward to the targeted destination. Enemies caught in the charge path take 490% weapon damage. (Up from 380%)
Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 185% weapon damage. These bowmen follow you as you move for 5 seconds. / The Bowmen can only be summoned once every 15 seconds. (Up from 160%)
Stampede : Summon warhorses that deal 490% weapon damage and have a 30% chance to Stun enemies for 2 seconds. (Up from 380%)
Bodyguard : Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you and fight by your side for 10 seconds. Each Avatar will attack for 560% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds. (Up from 285%)
Bombardment
Mine Field : Each impact scatters 2 mines onto the battlefield that explode when enemies walk near them, dealing 160% weapon damage as Fire to all enemies within 10 yards. (Damage element now specified)
Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing 340545% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward and deal 340255% weapon damage as Lightning.
Heaven's Tempest : Summon a lightningfiery storm that covers a 8-yard radius for 5 seconds, dealing 150100% weapon damage peras Fire every second to enemies who pass underneath it.
Fissure : Creates a fissure of lightning energy that deals 400410% weapon damage over 5 seconds to nearby enemies. If there is another fissure nearby, lightning will arc between them dealing an additional 185135% weapon damage with each arc.
Divine Well : The holy bolts crackle with holy lightning and zap enemies within 18 yards as they travel, dealing 8040% weapon damage as Holy.
Retribution : Hurl a fist of fire and lightningHoly power that pierces through your enemies, dealing 350270% weapon damage as LightningHoly, and exploding at your target, dealing 150435% weapon damage as LightningHoly to enemies within 8 yards. / The explosion creates 6 piercing charged bolts that crawl outward, dealing 350185% weapon damage as Holy to enemies through whom they pass.
Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 200320% weapon damage as Holy to all enemies hit.
Burning Wrath : The hammer is engulfed in fire and has a 25% chance to scorch the ground over which it passes. Enemies who pass through the scorched ground take 150330% weapon damage as Fire per second.
Thunderstruck : The hammer is charged with lightning that occasionally arcs between you and the hammer as it spirals through the air, dealing 4060% weapon damage as Lightning to enemies caught in the arcs.
Icebound Hammer : The hammer is made of ice, chilling enemies it passes through and has a 10% chance to explode on impact, dealing 75380% weapon damage as Cold and Freezing enemies within 6 yards for 2 seconds.
Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all nearby foes. Deals 7401200% weapon damage plus 500% of your shield's Block Chance as Holy damage.
Crumble : Foes who are killed explode, dealing 660% weapon damage as Fire to enemies behind them and knocking those enemies back.
Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 380740% weapon damage plus 335% of your shield's Block Chance as damage.
Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields take 135155% weapon damage plus 100% of your shield's Block Chance as damage.
Pound : Shield Bash will now deal 7401200% weapon damage plus 500% shield Block Chance as Holydamage. The range is reduced to 8 yards.
One on One : The targeted monster is Immobilizedstunned for 31.5 seconds. All other monsters hit are knocked back.
Steed Charge Cooldown: 16 seconds / Mount a celestial war horse that allows you to ride through enemies unhindered for 1.52 seconds.
Endurance : Increase the duration to 23 seconds.
Draw and Quarter : Bind 5 monsters near you with chains and drag them as you ride, dealing 185% weapon damage peras Holy every second.
Judgment
Resolved : Damage dealt to judged enemies has an 8020% increased chance to be a Critical Hit.
Iron Skin
Explosive Skin : When Iron Skin expires the metal explodes off, dealing 10501400% weapon damage to enemies within 12 yards.
Akarat's Champion Cooldown: 90 seconds / Explode with the power of your order, gaining 25% increased Attack Speed and 100% increasedincreasing your damage by 35% and increasing your Wrath regeneration by 10 for 20 seconds. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Fire Starter : When you spend 20 Wrath, you explode and deal 100Dealing damage burns enemies with the power of Akarat, dealing 460% weapon damage as Fire to nearby enemiesover 3 seconds.
Embodiment of Power : Enemies within 7 yards of you have a 20% chance to become frozen in Fear for 3 secondsIncreases the bonus Wrath regeneration from Akarat's Champion to 10.
Rally : Each time you deal damage, there is up to a 50% chance to reduce the cooldown of your skills by 1 second. / Does not affectUsing Akarat's Champion reduces the remaining cooldown of your other abilities by 12 seconds.
Prophet : Gain 150% additional Armor while Akarat's Champion is active. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Hasteful : Gain 3015% increased movementattack speed while Akarat's Champion is active.
Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 11001700% weapon damage to everything within 14 yards of where you land.
Superheated : The ground you fall on becomes superheated for 6 seconds, dealing 200310% weapon damage as Fire per second to all enemies who pass over it.
Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 165605% weapon damage as Lightning and Stunning them for 2 seconds.
Flurry : A flurry of swords is summoned at the impact location, dealing 60230% weapon damage as Holy, hurling enemies around and incapacitating them for 5 seconds.
Punish Generate: 5 Wrath per attack / Strike your enemy for 270335% weapon damage and gain Hardened Senses, increasing your Block Chance by 15% for 5 seconds.
Retaliate : When you block with Hardened Senses active, you deal 94140% weapon damage as Holy to the attacker.
Roar : When you block with Hardened Senses active, you explode with fury dealing 4575% weapon damage as Fire to enemies within 15 yards.
Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing 190230% weapon damage as Fire.
Zeal : Gain 1% increased Attack Speed for every enemy hit for 3 seconds. This effect stacks up to 510 times.
Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 240245% weapon damage.
Sword of Justice : Hurl a sword of justice at your enemies. When the sword hits an enemy, gain 35% increased movement speed for 3 seconds. This effect stacks up to 53 times.
Crack : When the hammer hits an enemy, there is an 80100% chance it will crack into 2 smaller hammers that fly out and deal 175245% weapon damage as Holy.
Hammer of Pursuit : The hammer seeks out nearby targets and deal 300335% weapon damage.
Burst : The hammer is charged with lightning and explodes on impact, dealing 3060% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
Laws of Valor Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 15% increased Attack Speed for 5 seconds. / Passive: Recite the Law, granting you and your allies 8% increased Attack Speed. / Only one Law may be active at a time.
Answered Prayer : Active: EmpoweringWhile the Law also grants a 0% chanceis empowered, each enemy killed increases the duration by 1 second, up to drop Nephalem Glory Orbs on hita maximum of [Unknown value] seconds of increased time.
Laws of Hope Cooldown: 4530 seconds / Active: Empower the Law, surrounding you and your allies in a shield for 3 seconds that absorbs up to 19108 damage. / Passive: Recite the Law, healing you and your allies for 743 Life per second. / Only one Law may be active at a time.
Laws of Justice Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 420 increased resistance to all elements for 5 seconds. / Passive: Recite the Law, granting you and your allies 120 increased resistance to all elements. / Only one Law may be active at a time.
Decaying Strength : Active: While the Law is empowered, any enemy who attacks you or your allies will have their damage reduced by 15% for 4530 seconds, stacking up to a maximum of 60%.
Consecration
Shattered Ground : Enemies standing on consecrated ground take 95155% weapon damage as Fire per second.
Smite Generate: 5 Wrath per attack / Smite enemies up to 1530 yards away with holy chains that deal 165175% weapon damage as Holy. The chains break off and strike up to 35 additional enemies within 20 yards for 125150% weapon damage as Holy.
Shatter : The holy chains explode dealing 2060% weapon damage as Holy to enemies within 3 yards.
Surge : Increase the rangenumber of the initial chainadditional enemies hit to 30 yards5.
Datamined Strings, Community Events, GameTags
More than a few interesting Community Events seem to be in the works by Blizzard! Again. Datamined stuff. Don't get your hopes way up.
BuffTooltips.txt
Community_Event_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
Community_Event_Buff_EXPMF_1 - Community Event Buff
Community_Event_Buff_EXPMF_2 - Community Event Buff
Community_Event_Buff_EXPMF_3 - Community Event Buff
Community_Event_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
Community_Event_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
x1_Community_Theme_0_Buff_EXP_0 - Faith of the Crusader
x1_Community_Theme_0_Buff_EXP_0_desc - Your Experience gain is increased.
x1_Community_Buff_GOLD_0 - Midas Touch
x1_Community_Buff_GOLD_0_desc - Your Gold Find is increased.
x1_Community_Buff_Legendaries_0 - Legend of the Nephalem
x1_Community_Buff_Legendaries_0_desc - Your chance to find Legendary items is increased, including a guaranteed drop during your first hour of play.
x1_Community_Buff_RiftKeystones_0 - Keys to the Rift
x1_Community_Buff_RiftKeystones_0_desc - Extra Keystones awarded.
x1_Community_Buff_Rift_0 - Another World
x1_Community_Buff_BloodShards_0 - Blood Shard Bonanza
x1_Community_Buff_BloodShards_0_desc - You are awarded extra Blood Shards.
x1_Community_Buff_HoradricCaches_0 - Cache Prizes
x1_Community_Buff_HoradricCaches_0_desc - You are awarded extra Horadric Caches.
x1_Community_Buff_Kadala_0 - Crazy Kadala
x1_Community_Buff_Kadala_0_desc - The cost of Kadala's goods are reduced.
x1_Community_Buff_Clan_0 - Among Friends
X1_Crusader_Passive_Indestructible_1 - Indestructible
X1_Crusader_Passive_Indestructible_1_desc - Recently became indestructible.
X1_Crusader_Passive_Indestructible_2 - Indestructible
X1_Crusader_Passive_Indestructible_2_desc - You are indestructible.
Community_Event_Buff_EXPMF_4 - Community Event Buff
Community_Event_Buff_EXPMF_5 - Community Event Buff
Community_Event_Buff_EXPMF_6 - Community Event Buff
Community_Event_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
Community_Event_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
Community_Event_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
Anniversary_Buff_EXPMF_1 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_2 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_3 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_4 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_5 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_6 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
Anniversary_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
Anniversary_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
Anniversary_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
Anniversary_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
Anniversary_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
ItemPassivePowerDescriptions.txt
ItemPassive_Unique_Ring_695_x1 - Gain 10% increased damage while wielding a two-handed weapon (Previously Heavenly Strength no longer reduced Movement Speed)
Bnet_QuestSelection.txt
GameTag_Rift - Rift
GameTag_Bounties - Bounties
GameTag_InfernalMachine - Infernal Machine
Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 100 yards regenerate 1% of maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry (Up from 50 yards)
Wrath of the Berserker
Arreat's Wail : Activating Wrath of the Berserker deals 3400% weapon damage as Fire to all enemies within 15 yards. (Damage element now specified)
Striding Giant : Reduce all damage taken by 50%. (Previously gave 80% bonus Dodge Chance)
Frenzy
Sidearm : Each strike has a 25% chance to throw a piercing axe at a nearby enemy that deals 130% weapon damage as Cold to all enemies in its path. / Frenzy's damage turns into Cold. (Damage element now specified)
Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 620% weapon damage to enemies up to 45 yards in front of you. (Up from 550%, no longer specifies "in a cone", no longer seems to knock up)
Shattered Ground : Increase damage to 735% weapon damage as Fire and knocks all enemies hit up into the air. (Up from 710%, no longer changes to a Knockback)
Stagger : Reduce the cost to 22 Fury. / Seismic Slam's damage turns into Lightning. (Previously had 80% chance to Stun for 1 sec)
Permafrost : Create a sheet of frost that deals 755% weapon damage as Cold and Slows enemies by 60% for 1 second. (Up from 710%, slow down from 2 seconds)
Whirlwind
Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwinding. / Whirlwind's damage turns into Cold. (Damage element now specified)
Revenge
Best Served Cold : Increase your Critical Hit Chance by 8% for 6 seconds after using Revenge. / Revenge's damage turns into Cold. (Damage element now specified)
War Cry Generate: 20 Fury / Cooldown: 20 seconds / Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 60 seconds. (Up from 50 yards)
Demon Hunter
Awareness Your Armor is increased by 30% of your Dexterity. (Previously gained 6% Dodge every second, resetting after you dodge)
Grenade
Cluster Grenades : Throw cluster grenades that deal 200% weapon damage as Fire over a 36 yard radius. (Up from 32 yards. Note: the current value in-game is displayed as 9 yards)
Hungering Arrow
Devouring Arrow : Each consecutive pierce increases the damage of the arrow by 70%. / Hungering Arrow's damage turns into Cold. (Damage element now specified)
Monk
Fists of Thunder
Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)
Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)
Way of the Hundred Fists
Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage as Lightning. (Damage was Physical)
Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)
Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)
Sweeping Wind
Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)
Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)
Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)
Explosive Light : Release bursts of energy that deal 830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)
Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)
Witch Doctor
Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)
Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)
Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)
Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)
Corpse Spiders
Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)
Hex
Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)
Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)
Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)
Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)
Gargantuan
Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)
Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)
Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)
Firebats Cost: 150 Mana initially, and an additional 75 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire. (Mana cost down from 225)
Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)
Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)
Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)
Wall of Zombies
Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)
Piranhas
Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)
Wizard
Magic Weapon
Force Weapon : Increase the damage bonus of Magic Weapon to 20% damage. (No longer has a chance to Knockback)
Meteor
Molten Impact : Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Now also increases size of Meteor)
Archon
Slow Time : Archon form can cast a Slow Time that follows you. / Archon abilities deal Cold damage instead of Arcane. (Damage element now specified)
Pure Power : Decrease the cooldown of Archon to 100 seconds. / Archon abilities deal Lightning damage instead of Arcane. (Damage element now specified)
Combustion : An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards. / Archon abilities deal Fire damage instead of Arcane. (Renamed from Arcane Destruction, damage element now specified)
Teleport Cooldown: 11 seconds / Teleport through the ether to the selected location up to 50 yards away. (Down from 16 seconds)
Calamity : Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second. (Damage down from 252%, stun duration down from 1.5 seconds)
Fracture : Summon 2 decoys for 6 seconds after teleporting. (Down from 8 seconds)
Safe Passage : For 5 seconds after you Teleport, you will take 25% less damage. (Down from 27%)
Reversal : Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 second. (Down from 8 seconds, remaining cooldown effect added)
Wormhole : After casting Teleport, you have 3 seconds to Teleport 1 additional time. (Previously could teleport 2 additional times within 1 second)
Crusader
Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. (No longer has a Movement Speed penalty)
Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 16515 Life per Kill for 5 seconds. / This effect may occur once every 60 seconds. (Reworked from: Gain 1% Armor for every 3% of maximum Life missing)
Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by 20%. (Note: the current value in-game is actually 2063; Damage reduction up from 5%)
InsurmountableBlocking an attack generates 6 Wrath. (Reworked from: Block Amount when 4 enemies are close)
Iron MaidenYour Thorns is increased by 50%. (Previously gave a static amount based on character level)
Finery Gain 1.5% Strength for every gem socketed into your gear. (Previously gave a static amount based on character level)
Holy Cause The amount of damage dealt by your weapon is increased by 10%. / Whenever you deal Holy damage, you heal 1% of your total Life. (No longer requires Holy damage from weapon)
Towering Shield Increase the damage of Punish, Shield Bash and Blessed Shield by 20%. / Reduce the cooldown of Shield Glare by 30%. (Reworked from: Gain Block Chance every second, which resets with blocking)
Fervor While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%. (Reworked from: When an enemy dies nearby you gain Attack Speed)
Fanaticism - Increase the attack speed of Punish, Slash, Smite and Justice by 15%. (Renamed from Nephalem Majesty. Reworked from: Increases the duration of Nephalem Glory by 30 seconds)
Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 430% weapon damage as Holy plus 250% of shield Block Chance as Holy damage. The shield will ricochet to 3 nearby enemies. (Up from 340%, damage element now specified)
Combust : The shield erupts in flames and has a 33% chance to explode on impact, dealing 310% weapon damage as Fire to all enemies within 10 yards. (Up from 270%, distance up from 8 yards)
Shattering Throw : When the shield hits an enemy, it splits into 3 small fragments that bounce between nearby enemies, dealing 170% weapon damage as Holy to all enemies hit. (Up from 50%, damage element now specified)
Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 480% weapon damage. (Up from 440%)
Gathering Sweep : Enemies caught in the sweep are pulled toward you. / Sweep Attack's damage turns into Holy. (Damage element now specified)
Blazing Sweep : Enemies hit by the attack will catch on fire for 120% weapon damage over 2 seconds. (Down from 170%)
Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 1710% weapon damage as Holy over 6 seconds to all enemies caught within it. (Up from 1260%)
Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 2766% weapon damage as Holy over 6 seconds to enemies caught within it. (Up from 1680%)
Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1550% weapon damage over 5 seconds to enemies who walks through. (Up from 975%)
Split Fury : The ray splits into 3 smaller beams, each dealing 1980% weapon damage as Holy over 6 seconds. (Up from 1440%)
Thou Shalt Not Pass : Ground touched by the ray pulses with power for 6 seconds, stopping enemies who try to pass over it. (Damage was Holy)
Fires of Heaven : Call down a furious ray of Holy power that is focused through you in a beam across the battlefield, dealing 960% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath. (Up from 735%)
Phalanx Cost: 30 Wrath / Summon powerful avatars who charge forward to the targeted destination. Enemies caught in the charge path take 490% weapon damage. (Up from 380%)
Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 185% weapon damage. These bowmen follow you as you move for 5 seconds. / The Bowmen can only be summoned once every 15 seconds. (Up from 160%)
Stampede : Summon warhorses that deal 490% weapon damage and have a 30% chance to Stun enemies for 2 seconds. (Up from 380%)
Bodyguard : Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you and fight by your side for 10 seconds. Each Avatar will attack for 560% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds. (Up from 285%)
Bombardment
Mine Field : Each impact scatters 2 mines onto the battlefield that explode when enemies walk near them, dealing 160% weapon damage as Fire to all enemies within 10 yards. (Damage element now specified)
Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing 340545% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward and deal 340255% weapon damage as Lightning.
Heaven's Tempest : Summon a lightningfiery storm that covers a 8-yard radius for 5 seconds, dealing 150100% weapon damage peras Fire every second to enemies who pass underneath it.
Fissure : Creates a fissure of lightning energy that deals 400410% weapon damage over 5 seconds to nearby enemies. If there is another fissure nearby, lightning will arc between them dealing an additional 185135% weapon damage with each arc.
Divine Well : The holy bolts crackle with holy lightning and zap enemies within 18 yards as they travel, dealing 8040% weapon damage as Holy.
Retribution : Hurl a fist of fire and lightningHoly power that pierces through your enemies, dealing 350270% weapon damage as LightningHoly, and exploding at your target, dealing 150435% weapon damage as LightningHoly to enemies within 8 yards. / The explosion creates 6 piercing charged bolts that crawl outward, dealing 350185% weapon damage as Holy to enemies through whom they pass.
Blessed Hammer Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 200320% weapon damage as Holy to all enemies hit.
Burning Wrath : The hammer is engulfed in fire and has a 25% chance to scorch the ground over which it passes. Enemies who pass through the scorched ground take 150330% weapon damage as Fire per second.
Thunderstruck : The hammer is charged with lightning that occasionally arcs between you and the hammer as it spirals through the air, dealing 4060% weapon damage as Lightning to enemies caught in the arcs.
Icebound Hammer : The hammer is made of ice, chilling enemies it passes through and has a 10% chance to explode on impact, dealing 75380% weapon damage as Cold and Freezing enemies within 6 yards for 2 seconds.
Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all nearby foes. Deals 7401200% weapon damage plus 500% of your shield's Block Chance as Holy damage.
Crumble : Foes who are killed explode, dealing 660% weapon damage as Fire to enemies behind them and knocking those enemies back.
Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 380740% weapon damage plus 335% of your shield's Block Chance as damage.
Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields take 135155% weapon damage plus 100% of your shield's Block Chance as damage.
Pound : Shield Bash will now deal 7401200% weapon damage plus 500% shield Block Chance as Holydamage. The range is reduced to 8 yards.
One on One : The targeted monster is Immobilizedstunned for 31.5 seconds. All other monsters hit are knocked back.
Steed Charge Cooldown: 16 seconds / Mount a celestial war horse that allows you to ride through enemies unhindered for 1.52 seconds.
Endurance : Increase the duration to 23 seconds.
Draw and Quarter : Bind 5 monsters near you with chains and drag them as you ride, dealing 185% weapon damage peras Holy every second.
Judgment
Resolved : Damage dealt to judged enemies has an 8020% increased chance to be a Critical Hit.
Iron Skin
Explosive Skin : When Iron Skin expires the metal explodes off, dealing 10501400% weapon damage to enemies within 12 yards.
Akarat's Champion Cooldown: 90 seconds / Explode with the power of your order, gaining 25% increased Attack Speed and 100% increasedincreasing your damage by 35% and increasing your Wrath regeneration by 10 for 20 seconds. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Fire Starter : When you spend 20 Wrath, you explode and deal 100Dealing damage burns enemies with the power of Akarat, dealing 460% weapon damage as Fire to nearby enemiesover 3 seconds.
Embodiment of Power : Enemies within 7 yards of you have a 20% chance to become frozen in Fear for 3 secondsIncreases the bonus Wrath regeneration from Akarat's Champion to 10.
Rally : Each time you deal damage, there is up to a 50% chance to reduce the cooldown of your skills by 1 second. / Does not affectUsing Akarat's Champion reduces the remaining cooldown of your other abilities by 12 seconds.
Prophet : Gain 150% additional Armor while Akarat's Champion is active. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Hasteful : Gain 3015% increased movementattack speed while Akarat's Champion is active.
Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 11001700% weapon damage to everything within 14 yards of where you land.
Superheated : The ground you fall on becomes superheated for 6 seconds, dealing 200310% weapon damage as Fire per second to all enemies who pass over it.
Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 165605% weapon damage as Lightning and Stunning them for 2 seconds.
Flurry : A flurry of swords is summoned at the impact location, dealing 60230% weapon damage as Holy, hurling enemies around and incapacitating them for 5 seconds.
Punish Generate: 5 Wrath per attack / Strike your enemy for 270335% weapon damage and gain Hardened Senses, increasing your Block Chance by 15% for 5 seconds.
Retaliate : When you block with Hardened Senses active, you deal 94140% weapon damage as Holy to the attacker.
Roar : When you block with Hardened Senses active, you explode with fury dealing 4575% weapon damage as Fire to enemies within 15 yards.
Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing 190230% weapon damage as Fire.
Zeal : Gain 1% increased Attack Speed for every enemy hit for 3 seconds. This effect stacks up to 510 times.
Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 240245% weapon damage.
Sword of Justice : Hurl a sword of justice at your enemies. When the sword hits an enemy, gain 35% increased movement speed for 3 seconds. This effect stacks up to 53 times.
Crack : When the hammer hits an enemy, there is an 80100% chance it will crack into 2 smaller hammers that fly out and deal 175245% weapon damage as Holy.
Hammer of Pursuit : The hammer seeks out nearby targets and deal 300335% weapon damage.
Burst : The hammer is charged with lightning and explodes on impact, dealing 3060% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
Laws of Valor Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 15% increased Attack Speed for 5 seconds. / Passive: Recite the Law, granting you and your allies 8% increased Attack Speed. / Only one Law may be active at a time.
Answered Prayer : Active: EmpoweringWhile the Law also grants a 0% chanceis empowered, each enemy killed increases the duration by 1 second, up to drop Nephalem Glory Orbs on hita maximum of [Unknown value] seconds of increased time.
Laws of Hope Cooldown: 4530 seconds / Active: Empower the Law, surrounding you and your allies in a shield for 3 seconds that absorbs up to 19108 damage. / Passive: Recite the Law, healing you and your allies for 743 Life per second. / Only one Law may be active at a time.
Laws of Justice Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 420 increased resistance to all elements for 5 seconds. / Passive: Recite the Law, granting you and your allies 120 increased resistance to all elements. / Only one Law may be active at a time.
Decaying Strength : Active: While the Law is empowered, any enemy who attacks you or your allies will have their damage reduced by 15% for 4530 seconds, stacking up to a maximum of 60%.
Consecration
Shattered Ground : Enemies standing on consecrated ground take 95155% weapon damage as Fire per second.
Smite Generate: 5 Wrath per attack / Smite enemies up to 1530 yards away with holy chains that deal 165175% weapon damage as Holy. The chains break off and strike up to 35 additional enemies within 20 yards for 125150% weapon damage as Holy.
Shatter : The holy chains explode dealing 2060% weapon damage as Holy to enemies within 3 yards.
Surge : Increase the rangenumber of the initial chainadditional enemies hit to 30 yards5.
Datamined Strings, Community Events, GameTags
More than a few interesting Community Events seem to be in the works by Blizzard! Again. Datamined stuff. Don't get your hopes way up.
BuffTooltips.txt
Community_Event_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
Community_Event_Buff_EXPMF_1 - Community Event Buff
Community_Event_Buff_EXPMF_2 - Community Event Buff
Community_Event_Buff_EXPMF_3 - Community Event Buff
Community_Event_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
Community_Event_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
x1_Community_Theme_0_Buff_EXP_0 - Faith of the Crusader
x1_Community_Theme_0_Buff_EXP_0_desc - Your Experience gain is increased.
x1_Community_Buff_GOLD_0 - Midas Touch
x1_Community_Buff_GOLD_0_desc - Your Gold Find is increased.
x1_Community_Buff_Legendaries_0 - Legend of the Nephalem
x1_Community_Buff_Legendaries_0_desc - Your chance to find Legendary items is increased, including a guaranteed drop during your first hour of play.
x1_Community_Buff_RiftKeystones_0 - Keys to the Rift
x1_Community_Buff_RiftKeystones_0_desc - Extra Keystones awarded.
x1_Community_Buff_Rift_0 - Another World
x1_Community_Buff_BloodShards_0 - Blood Shard Bonanza
x1_Community_Buff_BloodShards_0_desc - You are awarded extra Blood Shards.
x1_Community_Buff_HoradricCaches_0 - Cache Prizes
x1_Community_Buff_HoradricCaches_0_desc - You are awarded extra Horadric Caches.
x1_Community_Buff_Kadala_0 - Crazy Kadala
x1_Community_Buff_Kadala_0_desc - The cost of Kadala's goods are reduced.
x1_Community_Buff_Clan_0 - Among Friends
X1_Crusader_Passive_Indestructible_1 - Indestructible
X1_Crusader_Passive_Indestructible_1_desc - Recently became indestructible.
X1_Crusader_Passive_Indestructible_2 - Indestructible
X1_Crusader_Passive_Indestructible_2_desc - You are indestructible.
Community_Event_Buff_EXPMF_4 - Community Event Buff
Community_Event_Buff_EXPMF_5 - Community Event Buff
Community_Event_Buff_EXPMF_6 - Community Event Buff
Community_Event_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
Community_Event_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
Community_Event_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
Anniversary_Buff_EXPMF_1 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_2 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_3 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_4 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_5 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_6 - Happy Anniversary, Diablo III
Anniversary_Buff_EXPMF_1_desc - Your Experience gain is increased by Experience_Bonus_Percent_Community_Buff * 100%.
Anniversary_Buff_EXPMF_2_desc - Your chance to find Legendary items is increased by Legendary_Find_Community_Buff * 100%.
Anniversary_Buff_EXPMF_3_desc - Your Gold Find is increased by Gold_Find_Community_Buff * 100%.
Anniversary_Buff_EXPMF_4_desc - Receive twice as many Rift Keystones.
Anniversary_Buff_EXPMF_5_desc - Receive twice as many Blood Shards.
Anniversary_Buff_EXPMF_6_desc - Treasure Goblins appear in pairs.
ItemPassivePowerDescriptions.txt
ItemPassive_Unique_Ring_695_x1 - Gain 10% increased damage while wielding a two-handed weapon (Previously Heavenly Strength no longer reduced Movement Speed)
Bnet_QuestSelection.txt
GameTag_Rift - Rift
GameTag_Bounties - Bounties
GameTag_InfernalMachine - Infernal Machine
Official Patch Notes
GENERAL
Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards
Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty
This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear.
Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.
The 300% Gold Find cap applied to items and Paragon Points has been removed
The Vote Kick system has received several changes to make it less restrictive:
Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes)
Killing a champion or rare pack no longer disables vote kicking for 15 seconds
After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes)
Some additional restrictions were also relaxed
Known Issue: The tooltip will not reflect these changes
Tyrael will now chat about his poor eating habits with less frequency
CLASSES
Barbarian
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage.
Active Skills
Frenzy
Skill Rune - Sidearm
Damage type changed from Physical to Cold
Overpower
Skill Rune - Crushing Advance
Damage type changed from Physical to Cold
Rend
Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit.
Revenge
Skill Rune - Best Served Cold
Damage type changed from Physical to Cold
Seismic Slam
Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone
Base weapon damage increase from 550% to 620%
Altered the duration of the cast animation to be the same as most other Barbarian abilities.
Removed the short knock up
Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage
Skill Rune - Permafrost
Weapon damage increased from 710% to 755%
Slow duration reduced from 2 seconds to 1 second
Skill Rune - Shattered Ground
Weapon damage increased from 710% to 735%
Changed the 5 yard knockback to a short knock up
Skill Rune - Stagger
Has been redesigned: Now reduces the Fury cost from 30 to 22
War Cry
Range increased from 50 to 100 yards
Whirlwind
Skill Rune - Hurricane
Damage type changed from Physical to Cold
Wrath of the Berserker
Skill Rune - Arreat's Wail
Damage type changed from Physical to Fire
Skill Rune - Striding Giant
Has been redesigned: Now reduces all damage taken by 50%
Passive Skills
Inspiring Presence
Range increased from 50 to 100 yards
Relentless
Now has a buff icon when it's active
The damage reduction provided will now be reflected in your Toughness
Crusader
Philosophy
Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield.
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes.
Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught.
To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin.
Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased.
Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices.
General
Crusaders now take 30% less damage from all sources
Active Skills
Akarat's Champion
Has been redesigned:
This skill now:
Increases your damage by 35%
Increases Wrath regeneration by 5 per second
Makes you immune to crowd control effects
Skill Rune - Embodiment of Power
Has been redesigned:
Now increases the bonus Wrath regeneration to 10 per second
Skill Rune - Fire Starter
Has been redesigned:
Dealing damage now burns enemies with the power of Akarat, for 460% weapon damage as Fire over 3 seconds
Skill Rune - Hasteful
Has been redesigned:
Now gain 15% attack speed while Akarat's Champion is active
Skill Rune - Prophet
Now also returns you to full health the first time you take fatal damage
Skill Rune - Rally
Has been redesigned:
Now reduces the remaining cooldown of your other abilities by 12 seconds when Akarat's Champion is activated
Blessed Hammer
Weapon damage increased from 200% to 320%
Skill Rune - Burning Wrath
Scorched ground weapon damage increased from 150% to 330% per second
Skill Rune - Icebound Hammer
Explosion weapon damage increased from 75% to 380%
Skill Rune - Thunderstruck
Arc weapon damage increased from 40% to 60%
Blessed Shield
Weapon damage increased from 340% to 430%
Skill Rune - Combust
Explosion weapon damage increased from 270% to 310%
Explosion radius increased from 8 to 10 yards
Skill Rune - Divine Aegis
Damage type changed from Holy to Physical
Skill Rune - Shattering Throw
Fragment weapon damage decreased from 333% to 170%
Bombardment
Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable.
Skill Rune - Annihilate
Damage type changed from Physical to Fire
Skill Rune - Mine Field
Damage type changed from Physical to Fire
Skill Rune - Targeted
Damage type changed from Physical to Holy
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Condemn
Skill Rune - Reciprocate
Damage type changed from Holy to Fire
Skill Rune - Shattering Explosion
Damage type changed from Holy to Physical
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Consecration
Skill Rune - Shattered Ground
Weapon damage increased from 95% to 155%
Damage from this rune can now trigger procs
Falling Sword
Weapon damage increased from 1100% to 1700%
Replaced the knockback effect with a small knock up
Skill Rune - Flurry
Sword weapon damage increased from 60% to 230%
Damage type changed from Physical to Holy
Skill Rune - Part the Clouds
Cloud weapon damage increased from 165% to 605%
Skill Rune - Rapid Descent
Damage type changed from Physical to Lightning
Skill Rune - Rise Brothers
Avatar weapon damage increased from 143% to 280%
Skill Rune - Superheated
Superheated ground weapon damage increased from 200% to 310% per second
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen
Fist of the Heavens
Explosion weapon damage increased from 340% to 545%
Bolt weapon damage reduced from 340% to 255%
Skill Rune - Divine Well
Bolt weapon damage reduced from 80% to 40%
Skill Rune - Fissure
Fissure weapon damage increased from 400% to 410% over 5 seconds
Arc weapon damage reduced from 185% to 135%
Skill Rune - Heaven's Tempest
Weapon damage reduced from 150% to 100% per second
Damage type changed from Lightning to Fire
Skill Rune - Retribution
Pierce weapon damage reduced from 350% to 270%
Explosion weapon damage increased from 150% to 435%
Bolt weapon damage reduced from 350% to 185%
Minimum cast range removed
Damage type changed from Lightning to Holy
Heaven's Fury
Weapon damage increased from 1260% to 1710%
Skill Rune - Ascendency
Weapon damage increased from 1680% to 2766%
Skill Rune - Blessed Ground
Scorched ground weapon damage increased from 975% to 1550%
Skill Rune - Fires of Heaven
Weapon damage increased from 735% to 960%
Skill Rune - Split Fury
Weapon damage increased from 1440% to 1980%
Skill Rune - Thou Shalt Not Pass
Damage type changed from Holy to Lightning
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Iron Skin
Skill Rune - Explosive Skin
Weapon damage increased from 1050% to 1400%
Judgment
Skill Rune - Resolved
Critical Hit Chance bonus reduced from 80% to 20%
Justice
Weapon damage increased from 240% to 245%
Skill Rune - Burst
Explosion weapon damage increased from 30% to 60%
Skill Rune - Crack
Additional hammer weapon damage increased from 175% to 245%
Proc chance increased from 80% to 100%
Skill Rune - Hammer of Pursuit
Weapon damage increased from 300% to 335%
Damage type changed from Holy to Physical
Skill Rune - Sword of Justice
Damage type changed from Holy to Physical
Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks.
Laws of Hope
Cooldown reduced to 30 seconds
Laws of Justice
Cooldown reduced to 30 seconds
Laws of Valor
Cooldown reduced to 30 seconds
Skill Rune - Answered Prayer
Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds
Phalanx
Weapon damage increased from 380% to 490%
Enemies can now be hit by multiple Phalanx avatars
Skill Rune - Bowmen
Weapon damage increased from 160% to 185%
Skill Rune - Bodyguard
Weapon damage increased from 285% to 560%
Skill Rune - Stampede
Reduced the distance enemies are knocked back
Skill Rune - Shield Bearers
Reduced the distance enemies are knocked back
Provoke
Bug Fix: Fixed an issue that allowed Provoke to proc other powers
Skill Rune - Charged Up
Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient
Punish
Weapon damage increased from 270% to 335%
Skill Rune - Fury
Damage type changed from Physical to Lightning
Skill Rune - Retaliate
Weapon damage dealt when you block increased from 94% to 140%
Damage type changed from Physical to Holy
Skill Rune - Roar
Explosion weapon damage increased from 40% to 75%
Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage
Shield Bash
Shield Bash should now more reliably hit targets close to the Crusader
If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast
Shield Bash now has smart targeting
If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged
Skill Rune - Crumble
Damage type changed from Holy to Fire
Skill Rune - One on One
Damage type changed from Holy to Lightning
3 Second immobilize effect has been replaced with a 1.5 second stun
Skill Rune - Pound
Weapon damage increased from 740% to 1200%
Damage type changed from Holy to Physical
Should now always hit the chosen target
Skill Rune - Shattered Shield
Fragment weapon damage increased from 380% to 740%
Skill Rune - Shield Cross
Additional shield weapon damage increased from 135% to 155%
Damage type changed from Holy to Physical
Slash
Weapon damage increased from 190% to 230%
Skill Rune - Carve
Should now more reliably hit targets next to the Crusader
Skill Rune - Zeal
Increased maximum number of stacks from 5 to 10
Smite
Weapon damage increased from 165% to 175% to primary target
Weapon damage increased from 125% to 150% to secondary targets
Increased range to 30 yards
Now destroys destructible objects, but prioritizes enemies
Skill Rune - Shared Fate
Damage type changed from Holy to Lightning
Skill Rune - Shatter
Explosion weapon damage increased from 20% to 60%
Skill Rune - Surge
Has been redesigned:
Now increases the number of additional targets hit by 2
Steed Charge
Duration increased from 1.5 to 2 seconds
Steed Charge should now start its cooldown immediately when used
Steed Charge now goes through and destroys destructible objects and doors
Skill Rune - Draw and Quarter
Damage type changed from Physical to Holy
Skill Rune - Endurance
Increases the duration to 3 seconds up from 2 seconds
Sweep Attack
Weapon damage increased from 440% to 480%
Width of the cone increased from 120 to 180 degrees to match the visual
Skill Rune - Blazing Sweep
Additional weapon damage reduced from 170% to 120%
Damage over time from Blazing Sweep can now stack with itself
Skill Rune - Gathering Sweep
Damage type changed from Physical to Holy
Passive Skills
Fanaticism
New Passive Skill: Replaces Nephalem Majesty
Increases the attack speed of Justice, Punish, Slash, and Smite by 15%
Fervor
Has been redesigned:
While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%
Finery
Has been redesigned:
Gain 1.5% Strength for every gem socketed into your gear
Heavenly Strength
Removed the movement speed penalty
Holy Cause
Damage bonus now applies to all weapons, not just Holy weapons
Indestructible
Has been redesigned:
When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds
This effect may occur once every 60 seconds
Insurmountable
Has been redesigned:
Blocking an attack generates 6 Wrath
Iron Maiden
Has been redesigned:
Your Thorns has been increased by 50%
Nephalem Majesty
Has been removed
Towering Shield
Has been redesigned:
Increases the damage of Blessed Shield, Punish, and Shield Bash by 20%
Reduces the cooldown of Shield Glare by 30%
Vigilant
Increased Non-Physical damage reduction from 5% to 20%
Demon Hunter
Philosophy
Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased.
Active Skills
Companion
Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies
Grenade
Will now more reliably explode when an enemy is near the thrown grenade
Explosion radius increased from 5 to 6 yards
Collision radius of the projectile has been significantly increased
Will now explode closer to your click location if it did not explode before reaching it
Max range increased from 45 to 75 yards
Hungering Arrow
Skill Rune - Devouring Arrow
Damage type changed from Physical to Cold
Passive Skills
Awareness
Has been redesigned: Armor is now increased by 30% of your Dexterity
Monk
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders.
Active Skills
Crippling Wave
Skill Rune - Rising Tide
Damage type changed from Physical to Holy
Deadly Reach
Skill Rune - Keen Eye
Damage type changed from Physical to Fire
Skill Rune - Scattered Blows
Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage
Skill Rune - Strike from Beyond
Damage type changed from Physical to Cold
Fists of Thunder
Skill Rune - Bounding Light
Damage type changed from Lightning to Holy
Skill Rune - Lightning Flash
Has been removed
Skill Rune - Quickening
Damage type changed from Lightning to Physical
Skill Rune - Wind Blast
New Skill Rune: Replaces Lightning Flash
Every third hit Freezes enemies for 1 second
Deals Cold damage
Mantra of Conviction
Bug Fix: Fixed an issue causing this to provide less bonus damage than intended
Sweeping Wind
Skill Rune - Inner Storm
Damage type changed from Physical to Holy
Wave of Light
Impact weapon damage increased from 473% to 605%
Skill Rune - Blinding Light
Has been removed
Skill Rune - Explosive Light
Weapon damage increased from 731% to 830%
Damage type changed from Holy to Fire
Skill Rune - Numbing Light
New Skill Rune: Replaces Blinding Light
Critical Hits Freeze enemies for 4.5 seconds
Deals Cold damage
Skill Rune - Pillar of the Ancients
Has been redesigned:
Now deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area
Skill Rune - Wall of Light
Impact weapon damage increased from 709% to 870%
Damage type changed from Holy to Physical
Way of the Hundred Fists
Skill Rune - Blazing Fists
Damage type changed from Physical to Fire
Skill Rune - Hands of Lightning
Damage type changed from Physical to Lightning
Skill Rune - Spirited Salvo
Damage type changed from Physical to Holy
Witch Doctor
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more.
Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way.
Active Skills
Corpse Spiders
Skill Rune - Leaping Spiders
Damage type changed from Physical to Poison
Skill Rune - Medusa Spiders
Damage type changed from Physical to Cold
Firebats
Initial cost reduced from 225 to 150 Mana
Skill Rune - Dire bats
Weapon damage increased from 300% to 495%
Skill Rune - Hungry Bats
Weapon damage increased from 350% to 635%
Skill Rune - Vampire Bats
Now increases the initial cost from 150 to 225 Mana
Gargantuan
Skill Rune - Humongoid
Damage type changed from Physical to Cold
Skill Rune - Bruiser
Damage type changed from Physical to Fire
Skill Rune - Wrathful Protector
Replaced the knockback effect with a small knock up
Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear
Haunt
Jump distance increased to 70 yards
Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Hex
Skill Rune - Angry Chicken
Replaced the knockback effect with a small knock up
Now allows you to walk through enemies while transformed
Skill Rune - Toad of Hugeness
Weapon damage increased from 24% to 580% per second
Damage type changed from Physical to Poison
Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT
Note: As a side effect of this change, this skill will no longer proc "on crit" effects
Horrify
Radius increased from 12 to 18 yards
Cooldown reduced from 16 to 12 seconds
Duration reduced from 4 to 3 seconds
Now Immobilizes enemies
Skill Rune - Phobia
Removes the Immobilize effect
Locust Swarm
Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Piranhas
Skill Rune - Bogadile
Weapon damage increased from 840% to 1100%
Damage type changed from Poison to Physical
Spirit Walk
Now allows you to walk through obstacles created by the Waller monster affix
Wall of Zombies
Skill Rune - Offensive Line
Maximum cast range increased from 24 to 28 yards
Skill Rune - Unrelenting Grip
Damage type changed from Physical to Cold
Summon Zombie Dogs
Weapon damage per bite increased from 12% to 30%
Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear
Passive Skills
Fetish Sycophants
Now procs on hit rather than on cast, and will be affected by proc coefficients
The chance to summon has been increased from 5% to 10% to compensate
Fierce Loyalty
Has been redesigned:
Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30%
Now also allows you to have 1 additional Zombie Dog summoned at a time
Spirit Vessel
Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm
Zombie Handler
Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan
Wizard
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases.
Active Skills
Archon
Skill Rune - Arcane Destruction
Has been renamed Combustion
Skill Rune - Combustion
Damage type changed from Arcane to Fire
Explosion now deals Fire damage
Converts all of Archon's abilities to Fire damage
Skill Rune - Pure Power
Damage type changed from Arcane to Lightning
Converts all of Archon's abilities to Lightning damage
Skill Rune - Slow Time
Damage type changed from Arcane to Cold
Converts all of Archon's abilities to Cold damage
Hydra
Skill Rune - Blazing Hydra
Bug Fix: Damage now properly scales with attack speed
Magic Weapon
Skill Rune - Force Weapon
Knockback effect has been removed
Meteor
Skill Rune - Molten Impact
Impact area increased from 12 to 20 yards
Slow Time
Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired
Teleport
Cooldown reduced from 16 to 11 seconds
Skill Rune - Safe Passage
Damage reduction reduced from 27% to 25%
Skill Rune - Wormhole
Delay before the cooldown begins increased from 1 to 3 seconds
Maximum number of allowed teleports reduced from 3 to 2
Skill Rune - Reversal
Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location
Skill Rune - Fracture
Decoy duration reduced from 8 to 6 seconds
Skill Rune - Calamity
Weapon damage reduced from 252% to 175%
Stun duration reduced from 1.5 to 1 second
ITEMS
Legendary potions may now be traded with other players who were present for the drop for up to 2 hours after the item is acquired
Cinder Switch
The fireball proc now deals 250% weapon damage, up from a flat amount of approximately 750 damage at level 70
Bug Fix: Fixed an issue causing this item to ignore its internal cooldown
Istvan's Paired Blades
Fixed an issue preventing The Slanderer and Little Rogue from dropping for Barbs and Monks
Pride's Fall
Bug Fix: Fixed an issue causing the Pride's Fall buff to persist indefinitely while a Unity was also equipped
Puzzle Ring
The goblins have been scouring Sanctuary for better loot to drop:
Legendary drop chance doubled
Rare items dropped will now always have six affixes
The counter for picking up normal-quality items will now persist through death, act transitions, and un-equipping the item
It still will not persist across game sessions
The goblin will now play a sound when its counter reaches max and it drops an item
Sanguinary Vambraces
The Thorns damage dealt by these bracers will now benefit from your main stat damage increase at a 25% rate, as normal Thorns damage does
Radius reduced from 25 to 15 yards
Spectrum
Bug Fix: Fixed an issue preventing this item from having a chance to drop off a certain unique monster
Tasker and Theo
Will now reduce the time between Hydra attacks
Windforce
Bug Fix: Fixed an issue preventing the knockback effect from activating the Strong Arm bracers Legendary Power
Class-Specific Items
Barbarian
Might of the Earth
Bug Fix: Fixed an issue that allowed Earthquakes caused by this set to generate Fury via the Earthen Might passive
Crusader
Level 70 Legendary Crusader Shields now roll with higher Block Amount ranges than level 70 Magic and Rare Crusader Shields
This change will affect existing Legendary Crusader Shields
Fate of the Fell
Fixed an issue preventing the damage from multiple Heaven's Fury beams from stacking
Hellskull
Has been redesigned: Now grants you 10% increased damage while wielding a two-handed weapon
Demon Hunter
Danetta's Spite
Clones now deal 25% weapon damage instead of the attacks being a purely cosmetic effect
Embodiment of the Marauder
The frequency at which Hatred spenders are cast by your sentries has been increased; the rate varies by Hatred Spender, but overall your sentries should be using them about twice as often as before
Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items
The Cloak of the Garwulf
The buff applied by this item will now display the correct number of wolves
Monk
Inna's Mantra
Bug Fix: Fixed an issue preventing the four-piece set bonus from working properly
Witch Doctor
Level 70 Legendary Mojos now roll with higher damage ranges than level 70 Magic and Rare Mojos
This change will affect existing Legendary Mojos
The Grin Reaper
Images summoned by the Grin Reaper are now more aggressive and use a larger arsenal of your skills
The Tall Man's Finger
Damage dealt by the single dog that is summoned is now significantly greater than the damage of your individual dogs combined
Wizard
Level 70 Legendary Orbs now roll with higher damage ranges than level 70 Magic and Rare Orbs
This change will affect existing Legendary Orbs
Atrophy
Bug Fix: Fixed an issue causing this item to have lower damage values than intended
Chantodo's Will
Bug Fix: Fixed an issue causing this item to have the incorrect number of primary and secondary stats
Vyr's Amazing Arcana
Will now choose which element to use based on the player's highest +% Elemental Damage type
Bug Fix: Fixed an issue preventing the set bonus from properly granting the effects of the Pure Power and Improved Archon runes
Bug Fixes
+% Damage on weapons will now correctly apply to all +% elemental types of damage instead of just Physical
Level 70 Legendary shields now roll with higher Block Amount ranges than level 70 Magic and Rare shields
This change will affect existing Legendary shields
Fixed an issue that could sometimes cause bracers to roll a Critical Chance affix that was far below its level range during enchanting
Fixed an issue that allowed several auto-casted Legendary item powers to trigger proc effects
Fixed an issue that allowed Legendary items to roll from higher stat ranges than were appropriate for their level
ADVENTURE MODE
Horadric Caches
Now have an increased chance to drop Legendary items on Torment II - VI
Bounty Rewards
Lowered rewards for Hell Rift Bounties in Act IV
Kadala
Can now drop Torment only Legendary items
Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types
Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields
Nephalem Rifts
Increased the number of Blood Shards that can drop from Horadric Caches
The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty
CRAFTING
Greatly increased the drop rate of Legendary crafting plans
Plan: Reaper's Wraps
Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill
Blacksmith
Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials
Jeweler
Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems
Unsocket costs for top tier gems have been reduced
Flawless Imperial: 150k to 125k gold
Royal: 250k to 150k gold
Flawless Royal: 500k to 175k gold
Mystic
It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls
When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes
This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting
Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process
FOLLOWERS
Followers are now available at level 1 in Adventure Mode
Templar
Inspire
Reduced Wrath regeneration from 1.8 to 1.1 per second
MONSTERS
Chiltara will now spawn more often
Reduced the clickable height of the Death Maiden
Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced
Arcane Enchanted
Desecrator
Fire Chains
Frozen
Frozen Pulse
Molten
Mortar
Orbiter
Plagued
Poison Enchanted
Wormhole
Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time
USER INTERFACE
Friends who are currently playing Diablo III will now be sorted to the top of the friends list
Legendary items received from Kadala will now broadcast to the clan
Elite kill messages will now also appear in single player games
Bug Fixes
Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap
Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example
Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected
BUG FIXES
Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain
Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group
Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell
Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing
Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards
Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty
This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear.
Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.
The 300% Gold Find cap applied to items and Paragon Points has been removed
The Vote Kick system has received several changes to make it less restrictive:
Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes)
Killing a champion or rare pack no longer disables vote kicking for 15 seconds
After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes)
Some additional restrictions were also relaxed
Known Issue: The tooltip will not reflect these changes
Tyrael will now chat about his poor eating habits with less frequency
CLASSES
Barbarian
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage.
Active Skills
Frenzy
Skill Rune - Sidearm
Damage type changed from Physical to Cold
Overpower
Skill Rune - Crushing Advance
Damage type changed from Physical to Cold
Rend
Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit.
Revenge
Skill Rune - Best Served Cold
Damage type changed from Physical to Cold
Seismic Slam
Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone
Base weapon damage increase from 550% to 620%
Altered the duration of the cast animation to be the same as most other Barbarian abilities.
Removed the short knock up
Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage
Skill Rune - Permafrost
Weapon damage increased from 710% to 755%
Slow duration reduced from 2 seconds to 1 second
Skill Rune - Shattered Ground
Weapon damage increased from 710% to 735%
Changed the 5 yard knockback to a short knock up
Skill Rune - Stagger
Has been redesigned: Now reduces the Fury cost from 30 to 22
War Cry
Range increased from 50 to 100 yards
Whirlwind
Skill Rune - Hurricane
Damage type changed from Physical to Cold
Wrath of the Berserker
Skill Rune - Arreat's Wail
Damage type changed from Physical to Fire
Skill Rune - Striding Giant
Has been redesigned: Now reduces all damage taken by 50%
Passive Skills
Inspiring Presence
Range increased from 50 to 100 yards
Relentless
Now has a buff icon when it's active
The damage reduction provided will now be reflected in your Toughness
Crusader
Philosophy
Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield.
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes.
Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught.
To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin.
Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased.
Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices.
General
Crusaders now take 30% less damage from all sources
Active Skills
Akarat's Champion
Has been redesigned:
This skill now:
Increases your damage by 35%
Increases Wrath regeneration by 5 per second
Makes you immune to crowd control effects
Skill Rune - Embodiment of Power
Has been redesigned:
Now increases the bonus Wrath regeneration to 10 per second
Skill Rune - Fire Starter
Has been redesigned:
Dealing damage now burns enemies with the power of Akarat, for 460% weapon damage as Fire over 3 seconds
Skill Rune - Hasteful
Has been redesigned:
Now gain 15% attack speed while Akarat's Champion is active
Skill Rune - Prophet
Now also returns you to full health the first time you take fatal damage
Skill Rune - Rally
Has been redesigned:
Now reduces the remaining cooldown of your other abilities by 12 seconds when Akarat's Champion is activated
Blessed Hammer
Weapon damage increased from 200% to 320%
Skill Rune - Burning Wrath
Scorched ground weapon damage increased from 150% to 330% per second
Skill Rune - Icebound Hammer
Explosion weapon damage increased from 75% to 380%
Skill Rune - Thunderstruck
Arc weapon damage increased from 40% to 60%
Blessed Shield
Weapon damage increased from 340% to 430%
Skill Rune - Combust
Explosion weapon damage increased from 270% to 310%
Explosion radius increased from 8 to 10 yards
Skill Rune - Divine Aegis
Damage type changed from Holy to Physical
Skill Rune - Shattering Throw
Fragment weapon damage decreased from 333% to 170%
Bombardment
Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable.
Skill Rune - Annihilate
Damage type changed from Physical to Fire
Skill Rune - Mine Field
Damage type changed from Physical to Fire
Skill Rune - Targeted
Damage type changed from Physical to Holy
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Condemn
Skill Rune - Reciprocate
Damage type changed from Holy to Fire
Skill Rune - Shattering Explosion
Damage type changed from Holy to Physical
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Consecration
Skill Rune - Shattered Ground
Weapon damage increased from 95% to 155%
Damage from this rune can now trigger procs
Falling Sword
Weapon damage increased from 1100% to 1700%
Replaced the knockback effect with a small knock up
Skill Rune - Flurry
Sword weapon damage increased from 60% to 230%
Damage type changed from Physical to Holy
Skill Rune - Part the Clouds
Cloud weapon damage increased from 165% to 605%
Skill Rune - Rapid Descent
Damage type changed from Physical to Lightning
Skill Rune - Rise Brothers
Avatar weapon damage increased from 143% to 280%
Skill Rune - Superheated
Superheated ground weapon damage increased from 200% to 310% per second
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen
Fist of the Heavens
Explosion weapon damage increased from 340% to 545%
Bolt weapon damage reduced from 340% to 255%
Skill Rune - Divine Well
Bolt weapon damage reduced from 80% to 40%
Skill Rune - Fissure
Fissure weapon damage increased from 400% to 410% over 5 seconds
Arc weapon damage reduced from 185% to 135%
Skill Rune - Heaven's Tempest
Weapon damage reduced from 150% to 100% per second
Damage type changed from Lightning to Fire
Skill Rune - Retribution
Pierce weapon damage reduced from 350% to 270%
Explosion weapon damage increased from 150% to 435%
Bolt weapon damage reduced from 350% to 185%
Minimum cast range removed
Damage type changed from Lightning to Holy
Heaven's Fury
Weapon damage increased from 1260% to 1710%
Skill Rune - Ascendency
Weapon damage increased from 1680% to 2766%
Skill Rune - Blessed Ground
Scorched ground weapon damage increased from 975% to 1550%
Skill Rune - Fires of Heaven
Weapon damage increased from 735% to 960%
Skill Rune - Split Fury
Weapon damage increased from 1440% to 1980%
Skill Rune - Thou Shalt Not Pass
Damage type changed from Holy to Lightning
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Iron Skin
Skill Rune - Explosive Skin
Weapon damage increased from 1050% to 1400%
Judgment
Skill Rune - Resolved
Critical Hit Chance bonus reduced from 80% to 20%
Justice
Weapon damage increased from 240% to 245%
Skill Rune - Burst
Explosion weapon damage increased from 30% to 60%
Skill Rune - Crack
Additional hammer weapon damage increased from 175% to 245%
Proc chance increased from 80% to 100%
Skill Rune - Hammer of Pursuit
Weapon damage increased from 300% to 335%
Damage type changed from Holy to Physical
Skill Rune - Sword of Justice
Damage type changed from Holy to Physical
Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks.
Laws of Hope
Cooldown reduced to 30 seconds
Laws of Justice
Cooldown reduced to 30 seconds
Laws of Valor
Cooldown reduced to 30 seconds
Skill Rune - Answered Prayer
Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds
Phalanx
Weapon damage increased from 380% to 490%
Enemies can now be hit by multiple Phalanx avatars
Skill Rune - Bowmen
Weapon damage increased from 160% to 185%
Skill Rune - Bodyguard
Weapon damage increased from 285% to 560%
Skill Rune - Stampede
Reduced the distance enemies are knocked back
Skill Rune - Shield Bearers
Reduced the distance enemies are knocked back
Provoke
Bug Fix: Fixed an issue that allowed Provoke to proc other powers
Skill Rune - Charged Up
Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient
Punish
Weapon damage increased from 270% to 335%
Skill Rune - Fury
Damage type changed from Physical to Lightning
Skill Rune - Retaliate
Weapon damage dealt when you block increased from 94% to 140%
Damage type changed from Physical to Holy
Skill Rune - Roar
Explosion weapon damage increased from 40% to 75%
Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage
Shield Bash
Shield Bash should now more reliably hit targets close to the Crusader
If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast
Shield Bash now has smart targeting
If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged
Skill Rune - Crumble
Damage type changed from Holy to Fire
Skill Rune - One on One
Damage type changed from Holy to Lightning
3 Second immobilize effect has been replaced with a 1.5 second stun
Skill Rune - Pound
Weapon damage increased from 740% to 1200%
Damage type changed from Holy to Physical
Should now always hit the chosen target
Skill Rune - Shattered Shield
Fragment weapon damage increased from 380% to 740%
Skill Rune - Shield Cross
Additional shield weapon damage increased from 135% to 155%
Damage type changed from Holy to Physical
Slash
Weapon damage increased from 190% to 230%
Skill Rune - Carve
Should now more reliably hit targets next to the Crusader
Skill Rune - Zeal
Increased maximum number of stacks from 5 to 10
Smite
Weapon damage increased from 165% to 175% to primary target
Weapon damage increased from 125% to 150% to secondary targets
Increased range to 30 yards
Now destroys destructible objects, but prioritizes enemies
Skill Rune - Shared Fate
Damage type changed from Holy to Lightning
Skill Rune - Shatter
Explosion weapon damage increased from 20% to 60%
Skill Rune - Surge
Has been redesigned:
Now increases the number of additional targets hit by 2
Steed Charge
Duration increased from 1.5 to 2 seconds
Steed Charge should now start its cooldown immediately when used
Steed Charge now goes through and destroys destructible objects and doors
Skill Rune - Draw and Quarter
Damage type changed from Physical to Holy
Skill Rune - Endurance
Increases the duration to 3 seconds up from 2 seconds
Sweep Attack
Weapon damage increased from 440% to 480%
Width of the cone increased from 120 to 180 degrees to match the visual
Skill Rune - Blazing Sweep
Additional weapon damage reduced from 170% to 120%
Damage over time from Blazing Sweep can now stack with itself
Skill Rune - Gathering Sweep
Damage type changed from Physical to Holy
Passive Skills
Fanaticism
New Passive Skill: Replaces Nephalem Majesty
Increases the attack speed of Justice, Punish, Slash, and Smite by 15%
Fervor
Has been redesigned:
While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%
Finery
Has been redesigned:
Gain 1.5% Strength for every gem socketed into your gear
Heavenly Strength
Removed the movement speed penalty
Holy Cause
Damage bonus now applies to all weapons, not just Holy weapons
Indestructible
Has been redesigned:
When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds
This effect may occur once every 60 seconds
Insurmountable
Has been redesigned:
Blocking an attack generates 6 Wrath
Iron Maiden
Has been redesigned:
Your Thorns has been increased by 50%
Nephalem Majesty
Has been removed
Towering Shield
Has been redesigned:
Increases the damage of Blessed Shield, Punish, and Shield Bash by 20%
Reduces the cooldown of Shield Glare by 30%
Vigilant
Increased Non-Physical damage reduction from 5% to 20%
Demon Hunter
Philosophy
Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased.
Active Skills
Companion
Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies
Grenade
Will now more reliably explode when an enemy is near the thrown grenade
Explosion radius increased from 5 to 6 yards
Collision radius of the projectile has been significantly increased
Will now explode closer to your click location if it did not explode before reaching it
Max range increased from 45 to 75 yards
Hungering Arrow
Skill Rune - Devouring Arrow
Damage type changed from Physical to Cold
Passive Skills
Awareness
Has been redesigned: Armor is now increased by 30% of your Dexterity
Monk
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders.
Active Skills
Crippling Wave
Skill Rune - Rising Tide
Damage type changed from Physical to Holy
Deadly Reach
Skill Rune - Keen Eye
Damage type changed from Physical to Fire
Skill Rune - Scattered Blows
Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage
Skill Rune - Strike from Beyond
Damage type changed from Physical to Cold
Fists of Thunder
Skill Rune - Bounding Light
Damage type changed from Lightning to Holy
Skill Rune - Lightning Flash
Has been removed
Skill Rune - Quickening
Damage type changed from Lightning to Physical
Skill Rune - Wind Blast
New Skill Rune: Replaces Lightning Flash
Every third hit Freezes enemies for 1 second
Deals Cold damage
Mantra of Conviction
Bug Fix: Fixed an issue causing this to provide less bonus damage than intended
Sweeping Wind
Skill Rune - Inner Storm
Damage type changed from Physical to Holy
Wave of Light
Impact weapon damage increased from 473% to 605%
Skill Rune - Blinding Light
Has been removed
Skill Rune - Explosive Light
Weapon damage increased from 731% to 830%
Damage type changed from Holy to Fire
Skill Rune - Numbing Light
New Skill Rune: Replaces Blinding Light
Critical Hits Freeze enemies for 4.5 seconds
Deals Cold damage
Skill Rune - Pillar of the Ancients
Has been redesigned:
Now deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area
Skill Rune - Wall of Light
Impact weapon damage increased from 709% to 870%
Damage type changed from Holy to Physical
Way of the Hundred Fists
Skill Rune - Blazing Fists
Damage type changed from Physical to Fire
Skill Rune - Hands of Lightning
Damage type changed from Physical to Lightning
Skill Rune - Spirited Salvo
Damage type changed from Physical to Holy
Witch Doctor
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more.
Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way.
Active Skills
Corpse Spiders
Skill Rune - Leaping Spiders
Damage type changed from Physical to Poison
Skill Rune - Medusa Spiders
Damage type changed from Physical to Cold
Firebats
Initial cost reduced from 225 to 150 Mana
Skill Rune - Dire bats
Weapon damage increased from 300% to 495%
Skill Rune - Hungry Bats
Weapon damage increased from 350% to 635%
Skill Rune - Vampire Bats
Now increases the initial cost from 150 to 225 Mana
Gargantuan
Skill Rune - Humongoid
Damage type changed from Physical to Cold
Skill Rune - Bruiser
Damage type changed from Physical to Fire
Skill Rune - Wrathful Protector
Replaced the knockback effect with a small knock up
Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear
Haunt
Jump distance increased to 70 yards
Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Hex
Skill Rune - Angry Chicken
Replaced the knockback effect with a small knock up
Now allows you to walk through enemies while transformed
Skill Rune - Toad of Hugeness
Weapon damage increased from 24% to 580% per second
Damage type changed from Physical to Poison
Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT
Note: As a side effect of this change, this skill will no longer proc "on crit" effects
Horrify
Radius increased from 12 to 18 yards
Cooldown reduced from 16 to 12 seconds
Duration reduced from 4 to 3 seconds
Now Immobilizes enemies
Skill Rune - Phobia
Removes the Immobilize effect
Locust Swarm
Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Piranhas
Skill Rune - Bogadile
Weapon damage increased from 840% to 1100%
Damage type changed from Poison to Physical
Spirit Walk
Now allows you to walk through obstacles created by the Waller monster affix
Wall of Zombies
Skill Rune - Offensive Line
Maximum cast range increased from 24 to 28 yards
Skill Rune - Unrelenting Grip
Damage type changed from Physical to Cold
Summon Zombie Dogs
Weapon damage per bite increased from 12% to 30%
Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear
Passive Skills
Fetish Sycophants
Now procs on hit rather than on cast, and will be affected by proc coefficients
The chance to summon has been increased from 5% to 10% to compensate
Fierce Loyalty
Has been redesigned:
Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30%
Now also allows you to have 1 additional Zombie Dog summoned at a time
Spirit Vessel
Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm
Zombie Handler
Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan
Wizard
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases.
Active Skills
Archon
Skill Rune - Arcane Destruction
Has been renamed Combustion
Skill Rune - Combustion
Damage type changed from Arcane to Fire
Explosion now deals Fire damage
Converts all of Archon's abilities to Fire damage
Skill Rune - Pure Power
Damage type changed from Arcane to Lightning
Converts all of Archon's abilities to Lightning damage
Skill Rune - Slow Time
Damage type changed from Arcane to Cold
Converts all of Archon's abilities to Cold damage
Hydra
Skill Rune - Blazing Hydra
Bug Fix: Damage now properly scales with attack speed
Magic Weapon
Skill Rune - Force Weapon
Knockback effect has been removed
Meteor
Skill Rune - Molten Impact
Impact area increased from 12 to 20 yards
Slow Time
Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired
Teleport
Cooldown reduced from 16 to 11 seconds
Skill Rune - Safe Passage
Damage reduction reduced from 27% to 25%
Skill Rune - Wormhole
Delay before the cooldown begins increased from 1 to 3 seconds
Maximum number of allowed teleports reduced from 3 to 2
Skill Rune - Reversal
Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location
Skill Rune - Fracture
Decoy duration reduced from 8 to 6 seconds
Skill Rune - Calamity
Weapon damage reduced from 252% to 175%
Stun duration reduced from 1.5 to 1 second
ITEMS
Legendary potions may now be traded with other players who were present for the drop for up to 2 hours after the item is acquired
Cinder Switch
The fireball proc now deals 250% weapon damage, up from a flat amount of approximately 750 damage at level 70
Bug Fix: Fixed an issue causing this item to ignore its internal cooldown
Istvan's Paired Blades
Fixed an issue preventing The Slanderer and Little Rogue from dropping for Barbs and Monks
Pride's Fall
Bug Fix: Fixed an issue causing the Pride's Fall buff to persist indefinitely while a Unity was also equipped
Puzzle Ring
The goblins have been scouring Sanctuary for better loot to drop:
Legendary drop chance doubled
Rare items dropped will now always have six affixes
The counter for picking up normal-quality items will now persist through death, act transitions, and un-equipping the item
It still will not persist across game sessions
The goblin will now play a sound when its counter reaches max and it drops an item
Sanguinary Vambraces
The Thorns damage dealt by these bracers will now benefit from your main stat damage increase at a 25% rate, as normal Thorns damage does
Radius reduced from 25 to 15 yards
Spectrum
Bug Fix: Fixed an issue preventing this item from having a chance to drop off a certain unique monster
Tasker and Theo
Will now reduce the time between Hydra attacks
Windforce
Bug Fix: Fixed an issue preventing the knockback effect from activating the Strong Arm bracers Legendary Power
Class-Specific Items
Barbarian
Might of the Earth
Bug Fix: Fixed an issue that allowed Earthquakes caused by this set to generate Fury via the Earthen Might passive
Crusader
Level 70 Legendary Crusader Shields now roll with higher Block Amount ranges than level 70 Magic and Rare Crusader Shields
This change will affect existing Legendary Crusader Shields
Fate of the Fell
Fixed an issue preventing the damage from multiple Heaven's Fury beams from stacking
Hellskull
Has been redesigned: Now grants you 10% increased damage while wielding a two-handed weapon
Demon Hunter
Danetta's Spite
Clones now deal 25% weapon damage instead of the attacks being a purely cosmetic effect
Embodiment of the Marauder
The frequency at which Hatred spenders are cast by your sentries has been increased; the rate varies by Hatred Spender, but overall your sentries should be using them about twice as often as before
Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items
The Cloak of the Garwulf
The buff applied by this item will now display the correct number of wolves
Monk
Inna's Mantra
Bug Fix: Fixed an issue preventing the four-piece set bonus from working properly
Witch Doctor
Level 70 Legendary Mojos now roll with higher damage ranges than level 70 Magic and Rare Mojos
This change will affect existing Legendary Mojos
The Grin Reaper
Images summoned by the Grin Reaper are now more aggressive and use a larger arsenal of your skills
The Tall Man's Finger
Damage dealt by the single dog that is summoned is now significantly greater than the damage of your individual dogs combined
Wizard
Level 70 Legendary Orbs now roll with higher damage ranges than level 70 Magic and Rare Orbs
This change will affect existing Legendary Orbs
Atrophy
Bug Fix: Fixed an issue causing this item to have lower damage values than intended
Chantodo's Will
Bug Fix: Fixed an issue causing this item to have the incorrect number of primary and secondary stats
Vyr's Amazing Arcana
Will now choose which element to use based on the player's highest +% Elemental Damage type
Bug Fix: Fixed an issue preventing the set bonus from properly granting the effects of the Pure Power and Improved Archon runes
Bug Fixes
+% Damage on weapons will now correctly apply to all +% elemental types of damage instead of just Physical
Level 70 Legendary shields now roll with higher Block Amount ranges than level 70 Magic and Rare shields
This change will affect existing Legendary shields
Fixed an issue that could sometimes cause bracers to roll a Critical Chance affix that was far below its level range during enchanting
Fixed an issue that allowed several auto-casted Legendary item powers to trigger proc effects
Fixed an issue that allowed Legendary items to roll from higher stat ranges than were appropriate for their level
ADVENTURE MODE
Horadric Caches
Now have an increased chance to drop Legendary items on Torment II - VI
Bounty Rewards
Lowered rewards for Hell Rift Bounties in Act IV
Kadala
Can now drop Torment only Legendary items
Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types
Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields
Nephalem Rifts
Increased the number of Blood Shards that can drop from Horadric Caches
The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty
CRAFTING
Greatly increased the drop rate of Legendary crafting plans
Plan: Reaper's Wraps
Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill
Blacksmith
Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials
Jeweler
Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems
Unsocket costs for top tier gems have been reduced
Flawless Imperial: 150k to 125k gold
Royal: 250k to 150k gold
Flawless Royal: 500k to 175k gold
Mystic
It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls
When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes
This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting
Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process
FOLLOWERS
Followers are now available at level 1 in Adventure Mode
Templar
Inspire
Reduced Wrath regeneration from 1.8 to 1.1 per second
MONSTERS
Chiltara will now spawn more often
Reduced the clickable height of the Death Maiden
Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced
Arcane Enchanted
Desecrator
Fire Chains
Frozen
Frozen Pulse
Molten
Mortar
Orbiter
Plagued
Poison Enchanted
Wormhole
Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time
USER INTERFACE
Friends who are currently playing Diablo III will now be sorted to the top of the friends list
Legendary items received from Kadala will now broadcast to the clan
Elite kill messages will now also appear in single player games
Bug Fixes
Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap
Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example
Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected
BUG FIXES
Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain
Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group
Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell
Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing


Spoiler
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