0.9.7c Patch Notes

Version 0.9.7c
  • Fixed a problem where players could not visit the Maelstrom of Chaos unless they already had access.
  • Attack speed, accuracy (percentage), critical strike damage and multipliers that occur on weapons are now calculated multiplicatively with other instances of the same stat off-weapon. These values have been lowered slightly to offset this.
  • The Upper Prison has been been renamed to the Warden's Quarters. The Prison (level 2) has been renamed to the Upper Prison.
  • Fixed the sound effects of Summon Skeletons so that it isn't too loud when multiple skeletons are summoned.
  • Fixed a bug where Quivers could let you block.
  • Fixed some problems with the Currency item data page on the website.
  • Updated the random names of rare weapons.
  • Reduced Hillock's damage on normal difficulty.
  • Fixed a bug with level 19 and 20 Molten Shell had the wrong values.
  • Added taunts back to goatmen.
  • Fixed a quest reward where the same gem was offered twice.
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Dreggon wrote:
My client hasn't updated to 0.9.7c. When is the update occurring?


We aborted the deploy and are making a tiny fix before deploying again. It's pretty close.
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Xapti wrote:
I hope critical chance wasn't reduced though, because it was already pretty low (like 35% max or something?). So now accuracy in one weapon doesn't affect the other if dual-wielding? kinda nerfs dual wielding a bit, but I'm sure that's either not a big deal, or could be balanced out with some other buff to it.


Critical wasn't touched actually. Implicit accuracy (on swords) was nerfed a little. Dual wielding weapons never affected each other anyway.

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Xapti wrote:
How about reducing the effectiveness of "increased damage" modifier though? Ever since it went local the numbers didn't need to be as high as they are now. The values just seem overpowered compared to other mods (which is at least mitigated a bit compared to some mods now)


Maybe, but there are implications. For a start, players would complain they can't generate "good" items any more :P

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Xapti wrote:
Also, any ETA on when increased charge duration, and "gain power charge on minion death"/"gain power charge on melee critical" passives will return? Those really weren't part of the problem with charges.


The charge duration will be in 0.9.7d. We don't yet have a firm plan to return the conditional charge passives you mention.

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Elynole wrote:
Chris,

You had talked about possibly lowering the damage of yellow mobs to 66% while giving them a 33% increase in attack speed to counter the high burst damage that they currently have with more consistent damage - making it easier for players to manage their health pools.

Is this still an idea that may be implemented? and if so, would it be a 0.9.7 patch?


It will be implemented. It is on our whiteboard. I don't know which patch it will make it into, but it's on my "very short term" timeline.
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Last edited by Chris on Mar 20, 2012, 10:58:38 PM
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Dreggon wrote:
212.35 MB.

Chris, what's in this patch? What makes it so big?


A lot of art upgrades. I'm trying to get 0.9.8 out faster which means keeping the 0.9.7 series as close to our office copy as I can.

Edit: for example, have a look in the new special (purpose not yet disclosed) room in the Warden's Quarters level. It has paper strewn everywhere now. That's the type of thing that previously would have made it into the next major patch. In the interests of getting patches out fast, I'm merging changes like that into Beta earlier.
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Last edited by Chris on Mar 20, 2012, 11:00:25 PM
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Dreggon wrote:
edit: Important thing - I usually download the patch at around 500kb/s which is pretty good. However, it's just dropped down to 50kb/s. It ALWAYS does this when it nears the end but it's only at 65% right now. Any reason it slows down, or is it just me?


There is a technical reason - we download ten files at once, so if all of them are finished then the remaining might be slower.
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Lo4f wrote:
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Chris wrote:
  • Added taunts back to goatmen.

What exactly do these taunts accomplish for the monsters? I see them stop and perform the animation, but the only taunt I ever noticed a result was for the ape chieftain.

Do the other monster taunts provide hidden boosts to damage, or call other nearby monsters to reinforce?


To keep things in sync, we have monsters stop and do nothing briefly every few seconds. This allows them to get back into the correct place if they're out of sync. We've replaced the "do nothing" with "taunt occasionally", which has the same sync benefits but looks nicer!
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Xapti wrote:
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Chris wrote:
Version 0.9.7c
Attack speed, accuracy (percentage), critical strike damage and multipliers that occur on weapons are now calculated multiplicatively with other instances of the same stat off-weapon. These values have been lowered slightly to offset this.

Something's really wrong with this.

Best example i can give is a sword that says it has 1.48 attacks per second gives me 1.45 attacks per second on the char sheet when I equip it (even though I have at least 19% attack speed bonuses).

Other weapons have been weird too. Before the patch I had one that was 1.44 per second on my char sheet, now it's 1.33 — why would it go down (well I guess I can kinda see how it could go down since the nerf was probably applied to attack speed, but it would have had to of been a pretty serious nerf to cause such a loss)


This may be a display bug. It shouldn't have negatively affected weapons that already exist. I'll talk to Rory/Mark about it.
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deMoxE wrote:
Chris,

I know that somekind of item change is coming soon so I'm giving my 3 cents here.

In terms of item balancing and time of item usability reducing the spread in TOP mods would actually prove to be better. I don't mean 50% cut per stat but now 0-400% enhaced base defense/energy shield/evasion on armor-type items seems to be overkill. Also I don't know what you got in mind about level scalling of items for future versions.

It will be bad for market if weapons / armors will be usable just for 5-10 levels. At last some part of the equipment (maybe rings and amulets) should be avaliable to be maxed or close maxed at lvl around 50. This could be balanced again by reducing the chance of appearing of mods on that items for instance rare items would have only 1/20 chance to apear with 6 mods. If all the best items will be avaliable in lvl 90+ high end game this will basically kill the market because most of the people won't even reach the chance to find something good enough to trade with top players. What would that change ? Actually it would force people to seek items not with just one powerful mod but items with 5-6 mods. Maybe reducing the mods on rares from 4-6 to 3-6 would be an option too. Improving usability of regals and exalts in same time.

Now it is very artifical there is no point in blowing 10 chaos into level 40 weapon because it's far more worse than level 50 one. The spread should be a lot more slower or somehow balanced so items with good mods (even if low level) could be usable for more than just few hours.

Also Item Quanitity/Rarity mods are way too strong, there should be some more hard (at last to understand) mechanic of farming be avaliable in game than just stacking pure IQ/IR. Not an party / leeching easy mode farm for sure :) And 50% Item Quantity bonus per person in party is too much (they already kill faster and co-op which gives them benefits) the bonus is too good for the effort in my opinion (Just 50% more hp for mobs is nuff for two persons to brake trough). Right now it's not so bad because game is much harder than most of people could stand (while the market is saturated with good items). But generally getting strong items is too easy in my opinion. In shorcut, Raw-power of character don't give as much benefit as full Item Quantity/Rarity character. I remember in d2 people were stacking a lot of MF, reducing greatly their character power. And it was never ever efficient because being strong with proper balance of MF was working far better. It's funny thing actully game have more than 10 years and people still know not too much about efficient farming there. But what I like in PoE is that getting godlike items is near-impossible and there is always chance for something better.


I agree.
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