0.10.7 Patch Notes

with uniques ...
rich ppl will be even more rich..

poor people will be even more poor...

thanks :-/
Sort of torn on the new item mods - light radius is an issue for low-life builds, so it could be useful for them. But seriously, why not just make it part of the pain atunment keystone - "Spells do 30% more damage on low life, light radius does not diminish on low life" or something like that.

The reduced stat-requirement on items is almost useless for default, great for races. Seeing as how GGG wants races to be a large feature / attraction of the game - it does make some sense for items to favor that league. Just going to suck if you have a near-godly item, exalt it and roll a '-10 Dex Req'.
Can we get some 3D image love for the Mahori Ergi Maul next?
Lots of nice changes. Love new custom unique art (please continue with this!), new flasks, new gems always good.

Also have to give my thumbs down about the new item mods. Crafting items from the regal stage is so bad in the current environment (compared to 2 months ago) as the price of exalts has more than doubled. 30-40 chaos for an exalt? It is an absurdity as it is, making your own items from scratch was one of the biggest appeals of this game when I first started understanding it. And now there's 2 more junk mods you might hit in addition to a more than 100% increase in cost of exalts? Just seems like a giant step in the wrong direction on this issue.

Also can we get some more information on the Critical Weakness changes? Was the critical dmg boost not working at all? // Are we doing more or less damage then before? Also... guess this applied for necro's and spark skeletons too..
Last edited by Pregapago on Apr 18, 2013, 4:11:50 PM
Maybe Im missing something obvious, but what constitutes a "rare unique? Is there a list that would clarify which uniques are now easier to craft with Chance orbs and which are less likely to be rolled?
IGN BearBrew
"
The middle mouse button, right mouse button and two additional buttons (mouse4/5) can now be bound to various functions like skills, flasks, item highlighting or opening the inventory


thanks for this!
they could help clarify what they meant so we all stop freaking out.

the other dilemma with their vision plans:
if you decrease the # of drops but increase #of rare drops thats great.

however that means less 4L, 5L and 6L gear meaning unless you increase the quality of non-rare drops its going to make those items even more difficult to find.

so if they increase the chance to find a unique from 0.001% to 0.01 thats great. But if you decrease the drop rate by 90% its still 0.001%

(roughly estimated)

"
gurkenrudel wrote:
Maybe Im missing something obvious, but what constitutes a "rare unique? Is there a list that would clarify which uniques are now easier to craft with Chance orbs and which are less likely to be rolled?



There are certain steps in uniques

Common ones are ones that enable builds early - Goldrim - Battered Cap
Uncommon ones are ones that are very powerful - Carnage Heart - Onyx Amulet
Rare ones are ones that may be classed as extremely powerful - Astramentus - Onyx Amulet

As examples


There is no list as far as I know.
Beta Member Since 0.9.0 | Current Character : ExExCorpse
Creator of Prismatic Rings AND Unique Thief's Torment Prismatic Ring
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The Guide to Loot Filters - Here
Last edited by davros70 on Apr 18, 2013, 4:27:06 PM
I don't feel like reading through all 30 pages, but have you guys considered reducing the probability of rolling ''lowered req'' on, let's say, iLV50 and over?
This mod shouldnt mess with the end game content imo.

Overall, incredible patch. I'm really impressed by your work. Keep it going!
These are the strangest of times:
Sanctuary is no longer a sanctuary and being Exiled is like coming home.
Rolling low mods on items with ilvl70+ is ridiculously sad.
Last edited by sai25 on Apr 18, 2013, 4:31:00 PM

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