A preview of the changes that [['''Patch 1.0.7''' went live on the [[PTR]] will introduce was released on 12 15 January 2013 with not set date for the patch but it is felt it is to follow shortly. <ref>[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Wyat Cheng, Blizzard. 12 January 2013</ref>
==Patch 1.0.7 - v.1.0.7.14161==
Patch 1.0.7 is currently under development and many of the changes included in that update These notes will soon be on updated through the course of the PTRtesting process. Before we hit you with patch notes, though (and Please be aware some changes may not go live until a new client to download), here’s a preview of what’s comingPTR build is released.
==The Scorched ChapelNew Feature: Dueling==
As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players For those who wish to test their mettle against fellow Nephalem, your time has come. Here’s a quick rundown of how dueling Players will work now be able to duel one another in Diablo III as well as some insight into our design philosophy a new zone designed specifically for this style of combat. This zone can be accessed by speaking with [[Nek the systemBrawler]] located at the inn in New Tristram, and supports 2 to 4 players in a Free-For-All format.How it works
*To duel another player, you’ll need to speak with [[Nek the Brawler]] at the inn in [[New Tristram]]
*Speaking with Nek will take you and your party to the [[Scorched Chapel]], a new zone designed specifically for player combat
*This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake
*Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA
Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II.==General==
*[[Nephalem Valor]] stacks will now persist through Acts
*Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
*The resurrection timer will no longer increase if a player is killed multiple times in a row
*Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
The :*MP 1: 25% (up from 10%):*MP 2: 50% (up from 20%):*MP 3: 80% (up from 30%):*MP 4: 120%(up from 45%):*MP 5: 165% (up from 60%):*MP 6: 215% (up from 75%):*MP 7: 275% (up from 95%):*MP 8: 340% (up from 115%):*MP 9: 420% (up from 135%:*MP 10: 510% (up from 160%) When resuming a game doesn’t keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system — we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don’t expect that battles will now be necessarily balanced. But that’s okay, because dueling in Diablo III is more about kicking ass and taking names placed in town instead of at the last known checkpoint (a no-holds-barred sort of way, and this design certainly allows portal will be available to take you to accomplish that.Additional Info:your last known checkpoint, if desired)
*If you die in the dueling world, you will be resurrected in the dueling zone*Death is not permanent in the dueling zone, even for Hardcore characters*You don’t take any durability damage while in the dueling zone*When you’re done dueling you can take a portal out or use your Town Portal to return to town.==Auction House==
'''User Interface'''
==Stay Classy, Sanctuary==*Cancelled PayPal auctions will now display a UI error '''Bug Fixes'''
*Stash Tab Art will now properly update when viewed in the Auction House ===Wizard=Battle.net==
The [[Wizard]] is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We’re also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds.'''General'''
===Monk===*[[Monster Power]] is now available for Public Games*Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu*“Report Botting” has been added to the right-click > report player menus*The Battle.net UI now displays how many players are online
The [[Monk]] is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus. While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.==Bosses==
Although '''General''' *[[Izual]] is now included in the Wizard and Monk are receiving the most changes this patch, list of bosses that doesn’t mean we feel the other classes are perfect. Other classes grant an extra reward when you have received more substantial changes in previous patches5 stacks of Nephalem Valor, and we still have lots of ideas the overall reward for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.killing him has been increased
==Classes==>
==Item Hunting==[[Barbarian]]
One of the most common requests we get from players is that they’d like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can’t use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.'''Bug Fixes'''
[[Patch 1.0.5]] and the [[Infernal]] Machine event were successful in this regard, particularly with the [[Hellfire Ring]] reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can’t just go *Threatening Shout – Grim Harvest should no longer cause monsters to the drop loot multiple times [[Auction HouseDemon Hunter]] and buy a ring that someone else had found or made—you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs).
'''Bug Fixes'''
==New Crafting Recipes==*The Reflects Damage affix will now properly reflect damage caused by Bola Shot [[Monk]]
We feel like the [[Hellfire Ring]] was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we’re adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.'''Active Skills'''
These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno. Much like the reagents in the [[Infernal MachineCyclone Strike]] event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each [[Monster Power]] will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45*Weapon damage increased from 100%, etc. up to 80.91313% at MP10). These are the numbers we’ll be going to PTR with and are subject to change.
The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of [[Nephalem ValorDashing Strike]]:*Weapon damage increased from 160% to 303%
*[[Skeleton King]]
*[[Spider Queen]]
*[[Maghda]]
*[[Zoltun Kulle]]
*[[Ghom]]
*[[Cydaea]]
*[[Rakanoth]]
*[[Izual]]
[[Exploding Palm]]
*Explosion damage increased from 30% to 50% of the target’s maximum health
==New Gems: The Marquise==[[Inner Sanctuary]]*Radius increased from 8 yards to 11 yardsSkill Rune – [[Forbidden Palace]]*Damage bonus increased from 10% to 15%Skill Rune – [[Sanctified Ground]]*Now reduces enemy movement speed by 80% (up from 60%)
In addition to new items, we’re also adding a new tier of [[gems ]]for those who really want to push their character farther. The new tier is called “Marquise” and most of its stats are in line with the current gem progression.
We also took the opportunity to modify the [[Ruby]] effect in weapons. At the moment, the [[Critical HitLashing Tail Kick]] *Weapon damage bonus provided by the Emerald is a clear choice for anybody looking increased from 235% to do more damage with their weapon. The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra.470%
Players often ask why their Sentry or Hydra doesn’t inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren’t always automatically the right answer. While this is not something that will change overnight, “different stats for different builds” is a high-level design goal and introducing a very strong Ruby is a step in the right direction.
[[Mystic Ally]]*The current design amount of damage a Mystic Ally can take from a single hit is now capped*The cap scales with the player's level, and is that these gems can be combined at further reduced by the Jeweler for player's Armor and ResistanceSkill Rune – [[Eternal Ally]]*Weapon Damage increased from 40% to 60%.*The Eternal Ally now has a substantial reagent and gold cost 100% chance to be reborn after 3 seconds (3 Radiant Star gems, 20 million gold, up from 50% and 1 Demonic Essencedown from 5 seconds), and .Skill Rune – [[Fire Ally]]*The cooldown of the designs will drop randomly Fire Ally’s special attack has been reduced from level 63 monsters around 8 seconds to 4 seconds.Skill Rune – [[Water Ally]]*The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%).*The cooldown of the world.Water Ally’s special attack has been reduced from 8 seconds to 4 seconds
[[Sweeping Wind]]
*Base weapon damage increased from 15% to 20% per stack.
Skill Rune – [[Blade Storm]]
*Weapon damage increased from 20% to 26% per stack
Skill Rune – [[Cyclone]]
*Weapon damage increased from 20% to 26% per stack
==Monster Power Changes==[[Tempest Rush]]*Weapon Damage increased from 85% to 155%
Overall, we’ve been very happy with [[Monster Power]]. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we’re seeing a lot of build diversity there.
We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in [[InfernoWave of Light]]*Weapon damage increased from 390% to 829%.
===Monster Power in Public Games===
When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn’t want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they’re ready for. (For example, you wouldn’t want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.)'''Monk Passive Skills'''
What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at [[Near Death Experience]]*Dying will now reset the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we’re doing to public games by not supporting Monster Power is greater than the potential damage we’d be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leecherscooldown.
So, in patch 1.0.7 we’re going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course—same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected.
Experience Bonuses in Inferno
We’re increasing '''Bug Fixes'''Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what’s changing, though, here’s a little note on design philosophy. . . .player
People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you’re able to beat something doesn’t mean that it’s optimal. In fact, we think there’s a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people.
To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what’s best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they’d be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don’t enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don’t want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen.==Witch Doctor==
We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate.'''Active Skills'''
In line with all [[Spirit Barrage]]*Skill Rune – [[Well of that, we’re currently planning to increase XP bonuses for Monster Power levels to Souls]]*The secondary missiles fired by this rune can now hit the following values:primary target
:MP 1: 25% (up from 10%)
:MP 2: 50% (up from 20%)
:MP 3: 80% (up from 30%)
:MP 4: 120%(up from 45%)
:MP 5: 165% (up from 60%)
:MP 6: 215% (up from 75%)
:MP 7: 275% (up from 95%)
:MP 8: 340% (up from 115%)
:MP 9: 420% (up from 135%
:MP 10: 510% (up from 160%)
These numbers are still being worked on. We’re going to monitor how things play out on PTR and make adjustments as necessary.==Wizard==
'''Active Skills'''
[[Arcane Orb]]
*Weapon damage increased from 175% to 200%
Skill Rune – [[Obliteration]]
*Weapon damage increased from 228% to 260%
==Monster Changes==
And speaking of monsters, we’re making some changes [[Blizzard]]*Weapon damage increased from 210% to a few affixes this patch:510% over 6 seconds*Proc coefficient increased from 0.01 to 0.0125Skill Rune – [[Grasping Chill]]*Proc coefficient increased from 0.01 to 0.0125Skill Rune – [[Frozen Solid]]*Proc coefficient increased from 0.01 to 0.0125Skill Rune – [[Stark Winter]]*Proc coefficient increased to from 0.005 to 0.0125Skill Rune – [[Snowbound]]*Proc coefficient increased to from 0.01 to 0.0125Skill Rune – [[Unrelenting Storm]]*Weapon damage increased from 280% to 680%
===Reflects Damage===
We’ve adjusted the [[Reflects DamageShock Pulse]] mechanic*Weapon damage increased from 105% to 150%*Proc coefficient increased from 0.667 to 0. Monsters with this affix will now pulse a 8Skill Rune – [[Fire Bolts]]*Weapon damage reflection shield on and offincreased from 152% to 195%*Proc coefficient increased from 0.667 to 0. While the shield is down, the monster does not reflect 8Skill Rune – [[Explosive Bolts]]*Weapon damageincreased from 70% to 105%*Proc coefficient increased from 0.5 to 0. When the reflect shield is on, the monster will Reflect Damage the way it does now on live8Skill Rune – [[Lightning Affinity]]*Proc coefficient increased from 0. The shield has a strong visual associated with it so you’ll know it is reflecting667 to 0. (We’ve also made it so that pet 8Skill Rune – [[Living Lightning]]*Weapon damage is no longer reflected back increased from 37% to the player.)52%
===Molten and Plagued==='''Passive Skills'''
We’ve made changes to [[MoltenCritical Mass]] and *Critical Mass now affects the cooldowns of [[PlaguedArchon]], too. Molten often feels like one of the more threatening ground-based damage effects, : Teleport and Plagued feels a bit low. So, we’re reducing the damage from Molten packs and increasing the damage from Plagued.Quality of Life ChangesArchon: Slow Time while in Archon Form
We’re removing the incrementing resurrection timer on consecutive deaths. With the removal of enrage timers in the previous patch [[Temporal Flux]]*Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 2 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged. :D )
We’re also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even [[Unstable Anomaly]]*Now activates upon receiving fatal damage (changed from when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up. We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius player is modest. Many players may not even notice. For those who are very meticulous with health globes, reduced below 30% Life)*Dying will now reset the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose.cooldown
'''Bug Fixes'''
*Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit
==PTR Coming Soon==
These are really just a few of the topline systems changes we’ll be making in 1.0.7, and we hope you’re looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what’s new, and let us know what you think!==Crafting==
–[[Wyatt Cheng]]'''General'''
*A new crafting reagent, [[Demonic Essence]], has been added to the game
*This reagent is account-bound and can be acquired from Elite monsters in Inferno difficulty
*Nephalem Valor will not be required in order for Demonic Essences to drop
*However, each level of Monster Power will increase the drop chance of Demonic Essence from Elites according to the following values:
==References==:*MP 0: 20.0000%<font size="-:*MP 1: 23.0000%:*MP 2: 26.4500%:*MP 3">: 30.4175%:*MP 4: 34.9801%:*MP 5: 40.2271%:*MP 6: 46.2612%:*MP 7: 53.2004%:*MP 8: 61.1805%:*MP 9: 70.3575%<references/>:*MP 10: 80.9112%
The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400% '''Blacksmith''' Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers) Each crafted item will have the following characteristics: :*iLevel 63:*6 Affixes:*Account-bound Similar to the [[CategoryHellfire Ring]], it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game Crafting the item will require 1 [[Demonic Essence]] (other reagent costs will vary per recipe). '''Jeweler''' A new Rare recipe has been added to the Jeweler for an Amulet. This amulet will have the following characteristics: :*iLevel 63:*6 Affixes:*Account-bound Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game Crafting the item will require the 1 Demonic Essence as well as: :*100,000 gold:*1 Perfect Gem (varied depending on which core stat you select):*1 Fiery Brimstone A new tier of account-bound gems of has been added to the game: [[Marquise]]. Marquise Gems stats are as follows: Marquise Emerald :*Weapon: Increased Critical Hit Damage by 110%:*Helm: +33% Extra Gold from Monsters:*Armor: +62 Dexterity Marquise Topaz :*Weapon: Melee attackers take 2200 per hit:*Helm: 33% Better chance of finding magical items:*Armor: +62 Intelligence Marquise Amethyst :*Weapon: Each Hit adds +700 Life:*Helm: +19% Life:*Armor: +62 Vitality Marquise Ruby :*Weapon: +150 Minimum and +150 Maximum Damage:*Helm: Increases Bonus Experience by 33%:*Armor: +62 Strength These gems can only be created at the Jeweler and will require the following reagents: :*3 Radiant Star Gems:*20 million gold:*1 Demonic Essence Un-socketing Marquise gems will cost 5 million gold. The designs for the Marquise gems will drop randomly from all level 63 monsters.*Note: The designs are not account-bound ==Items== General Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above. These plans (excluding the chest piece) will drop randomly in the world, but have a 50% chance to drop off the following bosses when you have 5 stacks of Nephalem Valor: :*[[Skeleton King]]:*[[Spider Queen]]:*[[Maghda]]:*[[Zoltun Kulle]]:*[[Ghom]]:*[[Cydaea]]:*[[Rakanoth]]:*[[Izual]] The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each. Please note that neither the Crafting plans nor the Jeweler Design are account-bound. *Holding shift while buying health potions will attempt to purchase 5 potions at once*Follower items below iLevel 60 will no longer drop in Inferno.*Goldskin now has a limit on the number of times it can proc on a single target. ==Vendors== [[Squirt the Peddler]] no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each ==Bug Fixes== *[[Goldskin]] will no longer proc when attacking monsters that drop no loot*Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold*All Staves of Herding can now be sold to a vendor for 0 gold ==Monsters== '''General''' The [[Reflects Damage]] affix has been redesigned: *It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active*A visual effect will display whenever the durational buff is active *Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player*Damage dealt by the Molten affix has been reduced by 40%*Damage dealt by the Plagued affix has been increased by 120%*[[Fallen Lunatics]] should now detonate in a more consistent manner*The Triune Berserker before Alcarnus should no longer swing faster after a few attacks. [[Keywarden]]s:*The Act II Keywarden ([[Sokahr]]) should now only use its mortar ability in Inferno difficulty*The Act III Keywarden ([[Xah’Rith]]) should now only use its rain of corpses ability in Inferno difficulty*The Act IV Keywarden ([[Nekarat]]) should now only use its earthquake and charge abilities in Inferno difficulty '''Bug Fixes'''*Rare Sand Dwellers will now spawn in The Forgotten Ruins*Champion Plague Swarms will now spawn in Cryder’s Outpost*Champion Fallen Cur will now spawn in The Storm Halls ==User Interface== '''General''' Legendary items now have a new mini-map icon*This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item*Note: The icon will only display when Legendary items are dropped by a monster, not a player Bug Fixes'''*Fixed an issue causing the Enable Monster Power option to reset*Fixed an issue affecting the scroll speed of text*Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0. ==Bug Fixes==*Fixed an issue where new Hardcore characters were not labeled as Hardcore on the homepage*Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running[/blue] Tons of new stuff there and some big boosts to the Monk's skills, including ones that players actually use. I'm eager to get onto the PTR and test stuff out myself, especially since I've been playing a lot of Monk lately. ==Undocumented Changes== There is a thread detailing [http://diablo.incgamers.com/forums/showthread.php?843184-Undocumented-Changes-and-Bugs-in-Patch-1-0-7|undocumented changes and bugs] found by players</a> which you can add to should you discover anything. [[category:Patches]]