***This is a test patch***I only have a low-res version for testing right now.
1.4 low res
1.4 High resI reverted some changes mentioned in my previous thread due to qq and the fact that said qq would just slow down the process of this patch actually happening.
You really should re-read the class changes section to get an idea of where this version of my patch is at. Everything still needs play testing though, to make sure the balance still feels right with melee on mobs and bosses and to make sure some of the new skill reworks feel alright damage wise.
Anyways, I'm pretty happy with what I have here and I would like to move forward, if the community is ready to. I feel like with a patch of this size a realm beta test is needed to make sure nothing got completely messed up. I'm doing the work required for a new patch but it all means nothing if you all don't support it and post here saying you all would like to start a testing phase eventually.
AMPLIFY DAMAGE CHANGES!!-----------------------------------------------------------------------------------------------------------
***THIS CHANGE DOES NOT EFFECT MONSTER AMP***
This change is to reduce the requirement of needing a necromancer for physical damage builds. All other damage types have access to pierce to lower boss resistances themselves. Currently melee have access to CTC amp items that do help in normal and nightmare but have essentially no affect afterward, because of bosses having well over 100 physical resistance with their boss charms.
With this change all physical res on boss charms will be removed and player amplify damage will be reduced by 40%. All bosses charms have 30 or 40 physical resistance. Bosses in hell with a 30 physical resistance charm and 'regular' physical resistance of 40 and above will also have their 'regular' physical res reduced by 10. What does this mean? it means the current easy-mode bosses for physical builds become slightly more resistant, but that's okay because this mod is made to be hard. It also means that current bosses that physical builds really cant do anything against with a necromancer with 20pt amp, get a reduction in physical resistances.
Additionally physical resistances of the 'elite' mobs like berserkers, wyrms, seraphims, mariliths, worldstone golems will be reduced a tiny bit as well. Other trash mobs will be fine since physical builds can kill those without amp anyways. Some people may argue that this change will make trash mobs harder for melee builds since amp values are lower and mobs physical resistances aren't being reduced, but I don’t think that argument is a relevant one when the problem melee builds have with trash is lack of AOEabilities, not that they need amp(ex: bowzons). Plus you can always kill high res physical mobs with damage type conversion skills, open wounds, elemental damage from gear, elemental damage procs, mercs or teammates. But honestly there aren’t many high physical res mobs and the ones that are, are meant to be a challenge for physical builds anyways.
With these changes:
1) with no amp you actually deal a bit of damage
2) ctc amp gives you a really good fighting chance
3) 1pt necro amp is a better than ctc amp sources in magnitude, duration and reliability
4) 20pt necro amp gives you the same damage output as it did before
5) some are meant to be highly physical resistant and/or immune and I didn’t touch them, you still wont be killing smith/sszak/izual/etc with physical damage anytime soon
6) “Ok Mraw, its great that you're saying all this but do you have any real numbers?” Yes, see the charts and formula below!
AMPLIFY DAMAGE FORMULA**Remember that boss physical resistances are reduced by 30-40%
old formula: 30+(blvl+(lvl/2)) max of -70
new formula: 9+((blvl/2)+(lvl/5)) max of -30 (caps at slvl 55)
lvl 6 amp with no hard points (item procs):
Old: -33 enemy phys res
New: -10 enemy phys res
lvl 20 amp with 1 hard point:
Old: -41 enemy phys res
New: -13 enemy phys res
lvl 45 amp 20 hardpoints:
Old: -70 enemy phys res
New: -28 enemy phys res
As you can see these changes mainly affect amp values from item procs and 1 point amp from necromancers.
With these changes:
1) Melee can now actually deal damage alone and with a party that does not include a necromancer
2) 1 point necromancer amp is better than ctc amp from items, in magnitude, radius and duration.
3) maxed out amp from a necromancer has the same affect as it did before, only slightly weaker as it requires slvl 55 to max out instead of slvl44, but this difference is minor and -28% vs -30% isnt anything to fuss about.
These values shown above are only for Hell and Normal Baal, but with a reduction of 40% physical res from the harder bosses in hell and a 40% reduction in maximum amp bonus all bosses will effected in a similar way as shown above. All of this will need testing before being implemented but this is a good start at evening out the disparity of physical vs elemental damage and reducing physical builds dependance on have a necromancer with maxed amp, a problem that all other damage types don’t have to deal with.
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CLASS CHANGES-----------------------------------------------------------------------------
Barbs: -Barbs are getting some pretty nice buffs, some might seem overpowered at first but think about how many stats melee druids get just from maxing oak/lycan/wereform, and remember all barb attacks besides WW/DS/Frenzy are capped at 9fpa
-set Shout to a flat 10 min duration and remove longer duration syngeries
-battle orders and battle command now give their bonus to shout so you only need to cast 1 buff to get the full effect of 3
Shout:
-the def boost requires you to have atleast 1 hard point in shout so oskill items like cta and ondals dont give def boosts when used on non barbs
-cta and ondals have been given oskill shout due to new shout/bo/bc changes
BattleOrders:
-set bo to 8%+3% per hard point and +3% per hard point in increasedstamina; caps at 125%
Ironskin:
-add 15% def synergy for hardpoints in increased stamina this will give all barbs +400% def when they max incstam; this only seems fair since druids get 10% per lvl from wolf and 20% per lvl from bear soft points
-remember that bash/stun/conc/berserk cap out at 9fpa vs other melee classes who have skills that can hit 3, 3.5 and 4 fpa; up to 3 times as fast.
bash:
-increase base ed from 50% to 150%
-increase ed% per lvl from 10% to 40% (no one maxes this skill and it caps at 9fpa and it has no other bonus besides KB that doesnt work vs 99% of bosses. This attack needs a huge ED% bonus to even be considered. If you max bash you deserve the huge dmg bonus you get.
-set ar bonus to 40%+20% per lvl
-increase base dmg bonus from 1 per level to 2 per level
-synergies:
-WW +10% ed/ar per pt
-leapattack +10%ed/ar per pt
-berserk converts 1% dmg to magic per pt
stun:
-add small 1/2 weapon dmg aoe shockwave
-ed set to 25%+5% per lvl
-ar set to 10%+10% per lvl
-synergies:
-concentrate +5% ed/ar per pt
-berserk +5% ed/ar per pt
-berserk converts 1% dmg to magic per pt
concentrate:
-remove defense bonus (read the next line before you start crying)
-add 'armor override' at +5%+5% per base level; defense override stat works by multiplying your total TOTAL def; So if you have 100k def after shout/ironskin/frozenarmor/whatever using blvl 20 conc will give you 200k def.
-increased ed per lvl from 10% to 20%
-synergies:
-stun +10% ed per pt
-berserk +10% ed per pt
-berserk converts 1% dmg to magic per pt
berserk:
-synergies:
-self synergy 2% magic pierce per pt
whirlwind:
-synergies:
-bash +10%ed/ar per pt
-leapattack +10%ed/ar per pt
-berserk converts 1% dmg to magic per pt
doubleswing:
-set ar bonus to 40%+20% per lvl
double throw:
-increased ed% per level to 10%
-added passive 2.5% pierce per hard point (50% maxed)
masteries:
-Removed Sword, Mace, Polearm and Spear Masteries.
-Axe Mastery is now 'Melee Mastery'
-increase AR from 60%+10% per lvl to 60%+30% per lvl (barbs have shit AR compared to all other melee builds; maulers get 30%+15% on werebear and 50%+25% on their one attack skill for a total of 80%+40%; barbs should have more AR than bear druids since barbs dont get 3fpa and dont have the luxury of only needing 1 attack skill.
-increase ED from 30%+10% per lvl to 30%+20% per lvl (bearform gets 100% + 20% with an attack that reaches 3fpa)
increased speed:
-attack rate is now a diminishing return from 1-40%
Assassin Blade Sentinel
-increased synergies to 20%
-reduced next hit delay from 25 to 8
Blade Fury
-increased synergies to 20%
Blade Shield
-reduced time between attacks from 1 second to .5 second
Shock Web
-reduced next hit delay from 25 to 8
Fade:
-add 2% hp per hard point as long as you have no points in mindblast/wakeoffire/lightningsentry
Death Sentry:
-Remove skill reqs because of fade change
Fists of Fire:
-1 charge: on hit dmg and cast a fireball
-2 charges: fire burn patch
-3 charges: short range fire nova
Claws of Thunder:
-1 charge: on hit dmg and cast a lightning bolt
-2 charges: nova
-3 charges: chainlightning
Blades of Ice:
-1 charge: on hit dmg and cast a glacial spike
-2 charges: frost nova
-3 charges: chaos ice bolts
Phoenix Strike:
-1 charge: on hit dmg and cast a bonespear
-2 charges: magic nova
-3 charges: magic bolts shoot out randomly
-gets synergy from fof/cot/boi, but you only need to max one to get full dmg on phoenix strike
Sorc -make FrozenOrb/Icebolt/ColdMastery a 60 pt build
-make iceblast/glacialspike/blizzard/coldmastery an 80pt build
Icebolt:
-synergy:
-frozen orb 40%
-cold mastery 40%
-Make Icebolt pierce since this build has no other AOE until level 36
Nova:
-increased tier 5 damage by 20%
Frost Nova
-Increase synergy bonus from 15% to 18%
Hydra:
-reverted to firebolts
-reduced delay to 1 second
-set max heads to 12 (same as before)
Inferno
-remade into a flamewave type spell
Firewall
-reduced delay to from 25 to 15
Blaze
-reduced fire duration to 2 + 0.04 seconds per level (about 4 seconds at slvl 50; remember blazes ability to stack scales really well with FRW too)
-increased buff duration length to 20 + 3 seconds per level
-damage remains the same
Enchant:
-made it an aoe buff
-increased base duration to 120 seconds
Frozen Armor:
-made it an aoe buff
Amazon -set jab/impale/fend to work with knives
-reworked the lightning skills to be a 60pt build and adjusted synergies and damage to remain the same
Lightning Strike
-removed from the lightning javelin build as a synergy
-now deals 1/2 weapon damage as lightning
-3 targets +1 per 2 hard points
Lightning Javelin:
-increased conversion to 100%
Impale:
-added 2 magic pierce per hard point; similar to berserk
-changed animation to normal attack
Poison Javelin
-causes counters again
-increased mana cost to 9+0.5 per level
Plague Javelin:
-reduced range from 25 to 17
-reduced duration to flat 4 seconds; same dps
-causes counters again
-increased mana cost to 9+0.5 per level
Immolation Arrow:
-reduced the inital hit by a lot, but buffed the damage over time to make up for this and the overall damage remains the same; immo arrow is no longer the only spell you use
Exploding Arrow:
-now deals the more instant aoe splash damage than immolation arrow; this will be your main trashing skill; you use immolation arrow on bosses and large mobs that dont die in 1-2 exploding arrows
Ice Arrow:
-buffed the damage signifcantly; now deals about 33% more damage than Frozen Arrow late game and is weaker than immolation arrow if the boss stands still; but Ice arrow makes up for it since it deals its damage all at once
MagicArrow:
- increase convert to 100%
Innersight:
- reduce enemy physical res by -3-(lvl/5)-(blvl/5) so with +22allskills -7 with 1 hard point and -15 with 20hard points
-flag it as a curse so it cant stack with amp/decrep
GuidedArrow:
-give the ability to pierce
-require AR to hit
-added a timer: 1.6 secs -0.08 sec per hard pt (zero timer with 20 hard points)
Strategy:
-add +1% HP per hard point in jab/impale/fend
Valkyrie
-now gets a preset pike with ed
-now gets a preset lance with ed at slvl 20+
-now gets a preset warpike with ed at slvl 35+
Paladin Zeal:
-increase AR% bonus per lvl from 20% to 50% to help with the zeal bug
defiance:
-1%DR per hard point when active
Holyshield:
-add +2% HP per hard points in smite/sacrifice/zeal/vengeance/charge as long as FoH has no hard points in it; max of +40% hp
Druids:
Shockwave:
-change synergy to bearform instead of maul
-increased tier 3, 4 and 5 damage by about 15-20% each
lycan:
-hp% reduced from 25%+6% per lvl to 5%+5% per lvl
werebear:
-base hp bonus reduced from 60% to 45%
werewolf:
-base hp bonus reduced from 30% to 25%
-increase defense per lvl from 5% to 10%
-So werebear gets 45% + 5% per lvl of lycan and wolf gets 25% + 5% per lvl of lycan; previously druids had 60+25%+6%perlvl on werebear and 30%+25%%+6%per lvl on werewolf. Doesnt this seem a little insane to anyone else? druids also have acess to oak which is 25%+5%. This huge bonus HP on wereforms plus the insane amount of dmg/ar/def/crit (from maxing only 3 skills mind you) they now have and the fact that they can reach 3fpa makes them COMPLETELY outclass any other melee build. werebear was the main issue here, wolf form is fine, I even gave them a def boost since bear is so damn OP. Also since druids get access to increased stamina, giving them the most possible life buffs of all the classes, this nerf seems fair
Necromancer Skeleton Warrior:
-Back to 12 skeletons max based on hard points
-reduced health by 40%; there is no reason that each skeleton should be tankier than a golem
Skeleton Archers:
-Ok, so where to begin...seeing as these dudes can each get 20-30k damage or more with cheapo and common gear and the fact that i miss making a LR necro that has his own elemental attacks besides psn, I'd say they could use a bit of a rework
-cut their physical damage in half 10-15k damage with common endgame gear now; you still get insane physical damage with them if you focus that
-added fire damage to their attacks that recieves a synergy from lower resist
-at lvl 55 skeleton mastery archers deal 3-5k fire damage in addtion to their physical damage
-at lvl 55 skeleton mastery and blvl 20 lower resist they deal 10-15k fire damage
-they receive fire pierce and fire mastery from the necro, similar to assassin traps
Golems:
-increased damage from golemmastery
-increased damage of clay/blood golem in NM and Hell
-increased absorbs to match all other summons (this was a big reason they exploded instantly)
Amplify Damage:
- reduce scaling to -9-((blvl/2)+(lvl/5))
-monster amp is not effected
Decrepify:
-reduce enemy phyiscal pierce to 5+(blvl/4); -10% when maxed
Bone Wall
-increased mana cost to 20 + 0.5 per lvl
-duration 10/cooldown 1 second
-add thorns 250% + 20% per level
Bone Prison
-increased mana cost to 20+2 per level
-duration 5 seconds/ cooldown 1 second
Poison Dagger
-passive dagger mastery now applies to all weapons
-now gets 1% Health bonus per hard point in Poison Dagger, Poison Vortex, Poison Nova, max of +60% hp
Poison Vortex
-This skill replaces Poison Explosion
-It is a melee attack that emits a short range, high damage but short poison length, nova. It deals about 50% more dps than Poison Strike, but you have to continue attacking to get it; are you brave enough?)
Poison Nova
-With the new HP buff to psn builds this godly trash spell is getting a nerf
-Now deals about the same amount of damage as before, only it deals it over 5 seconds instead of 3
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MISC CHANGES-----------------------------------------------------------------------------
I kept the chances to cast each spell very similar to old values. I just edited some stuff to make them use good spells and attacks unlike crap like unsynergized firestorm or basic attacks.
I also gave normal a1/a3 mercs all the skills that NM/Hell have at modified values to keep it balanced for normal, so you dont have to wait until NM to hire a good caster a1/a3 merc
Rogues: -60% chance to cast ice arrow
-15% chance to cast cold arrow
-15% chance to cast freezing arrow
-10% chance to cast Slow Missiles (due to the new innersight this was changed)
-60% chance to cast fire arrow
-15% chance to cast exploding arrow
-15% chance to cast immolation arrow
-10% chance to cast Slow Missiles (due to the new innersight this was changed)
Iron Wolves: -5% chance to cast blaze
-60% Chance to cast fire ball
-10% chance to cast firebolt
-25% chance to cast meteor
-5% chance to cast shiver armor
-60% chance to cast glacial spike
-10% chance to cast ice blast
-25% chance to cast blizzard
-25% chance to cast charged bolt
-45% chance to cast lightning
-5% chance to cast thunderstorm
-25% chance to cast chain lightning
-40% chance to cast teeth
-35% chance to cast bonespear
-10% chance to cast bone armor
-15% chance to cast bone spirit
Barbarians:Combat:
-20% chance to cast concentrate
-40% chance to cast berserk (changed zeal to this since stun gives aoe now and wolf merc already zeals faster than combat ever could, plus berserk is cool and it makes combat barb unique)
-40% chance to cast stun
-I gave combat mercs Iron skin and weapon mastery since they are completely outclassed by shifting mercs without them
-(in hell they have a chance to cast WC as well still; the chances for the attacks look like: 17%/36%/36%/10%
-All bow and javelin attacks no longer use quanity; besides normal attacks, strafe and double throw. The way they are coded makes it seem like it wont be possible to remove ammo use for these skills
-Barb helms now have ed/ar auto mods (similar to paladin shields) or +1-3 warcries auto mod; higer values of everything are more rare, naturally
This is due to the complete rework of many barb skills and the way staffmods are coded. This way is an easy fix, since most barb skills give ed/ar anyways.
-I did a similar thing to assassin claws as well, but what I did here is much more extensive. Since half of the MA tree are new skills now the staff mods for assassin claws are messed up. So what I did was create a huge list of tons of +assassin skills auto mods, good ones and good combinations are very rare still. You won't notice much difference in game.
-I changed necro heads and wands in a similar manner to assassin claws, since Iron Maiden and Lifetap were already new skill entries they did not work as staff mods. I added some new skills with this patch, so I just went ahead and reworked the staff mod system for these items. I added just about any combination you would ever want and like before the good ones are really rare.
-ID tomes stack to 100
-Keys stack to 50
-Death craft belts now give 15/20/25 piercing attack for normal/exceptional/elite
-Perfect Elemental craft armors now range from 6-8 pierce
-Starstone Elemental craft armors now range from 6-10 pierce and range from 0-1 all skills
-Moonstone Elemental craft armors now give +1-2 all skills and range from 6-16% pierce
-Power craft belts now give CBF instead of deadly strike
-Jewels are more common in the gambling screen
-Increased the level of proc spells on magic suffixes (not amp proc)
-Removed some pointless class charged skill automods that show up on class items; (fireball charges on sorc orbs, etc)
Set/Unique/Runeword changes are in another post