1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

It could be pretty severe with nova as a backup skill in midgrade builds (can't speak for CB or top-end equipment). My current FO/Nova sorc started untwinked and if nova is too weak to trigger hit recovery it's not a simple matter to get 1-2 more casts off - it becomes static, static, teleport, nova, nova, teleport, nova, nova, etc. Getting her to matriarch was a serious chore. Once I had the equipment to hit level 30+ nova it's a whole different scenario - can drop onto a pack and nova until they drop in most cases without interruption... it's a much more agressive style. Using the numbers above, Level 30 in 1.13 will be the equivalent of 1.12 level 26ish (almost exactly a 20% damage reduction) - not a disaster by any stretch (particularly if you can shift skillers to sparking and get to level 33-34), but it might be close to that tipping point where another backup makes more sense.

Still going to be close enough that it's more a choice of preference over optimization...
 
Re: 1.13 Public Test Realm online!

UllaV said:
This link though works very well.
Yeah, Arreat Summit is back up now too, so I've no idea if the forums were down. I'd assume so, but even still, there doesn't seem to be anything new on the Summit's news page. :(
 
Re: 1.13 Public Test Realm online!

Are we absolutely sure there wasn't been any tinkering at the lower levels of the game. I started a character from scratch the day the test patch was released and I've taken it to Norm Meph doing full clears on /p8. I've done two more Meph runs at /p1 and I've done a handful of Andy runs earlier in the game and at no time have I had more the about 90% MF. The count is currently 18 set items and 3 uniques. When you add this to the 43 runes I've also found, it's been one hell of a start.
 
Re: 1.13 Public Test Realm online!

I also want to impress upon everyone that 1.13 isn't and never has been intended as a final patch for Diablo II. I realize with the long delays in getting it to PTR, and longer stretches of time inbetween patches that it seems like it's necessary that 1.13 encompass everything because, well, there's just no guarantee that anything will come after. Or in a timely fashion. But, there is a solid long term plan of action for future support of Diablo II. There's obviously plenty of room for skepticism, and I can't blame anyone for that. But even with that skepticism I hope that we can get the message across that we have no intention of stopping here.
link
I don't know whether to rejoice or not but i was kind of expecting this patch to be the last. I just hope they fix the patch as they say but i feel they will rather try to please the majority. At least i now have high hopes that some of the bugs will be fixed. (not because of the post i quoted but the one above it.)
 
Re: 1.13 Public Test Realm online!

That's a huge nerf. If those numbers are correct you lose ~20-25% of your total damage.

Code:
Originally Posted by RTB 
-Lightning Mastery - Reduced overall effect by 15%
Old was 50% Slvl 1, +12% per Slvl, new is 40% Slvl 1, +10% per Slvl. A
 reduction of about 15% indeed, and an absolute difference of 68% at Slvl 35.
From the man himself.

As is clear to see, at slvl 35 LM, you gain +458% in 1.12, while in 1.13 the bonus is +390%. 68% out of that total 558% percent is 68/558 = 12.1863..., which is rather far from 20-25%.

Lightning sorcs hardly are going to be non-viable, or underpowered, given their average damage. Anyone compared Magezons and Sorcs?

The first is wrong and the second is not related to it.

[final damage] = [base spell damage] * [total synergy bonus] * [total mastery and gear bonus]

Copied from the Syneries and Masteries -guide. That's what I was trying to say. Hope that explained my point better then my earlier post.



 
Re: 1.13 Public Test Realm online!

As is clear to see, at slvl 35 LM, you gain +458% in 1.12, while in 1.13 the bonus is +390%. 68% out of that total 558% percent is 68/558 = 12.1863..., which is rather far from 20-25%.
That's why I used the wording 'If those numbers are correct' , which they weren't. :p

Lightning sorcs hardly are going to be non-viable, or underpowered, given their average damage. Anyone compared Magezons and Sorcs?
I was talking about Hybrids. I have played a lot with CL/FO and Nova/FO and both I found barely viable with Full Tal's setup (around +10 skills). Taking away 15% damage is about equal to -2 or -3 Lightning skills. I simply don't see how this can be considered a small nerf or why it was necessary in the first place when the real problem with Lightning sorcs is Infinity. The Lightning tree on itself is not any more powerful than Fire or Cold.



 
Re: 1.13 Public Test Realm online!

Only mastery was nerfed, not all lightning skills, therefore you only need to take away 2 or 3 level from the mastery.
 
Re: 1.13 Public Test Realm online!

Only mastery was nerfed, not all lightning skills, therefore you only need to take away 2 or 3 level from the mastery.

Aye, but that's if you didn't have any +skills. The more + skills your toon had, the harder the impact.


 
Re: 1.13 Public Test Realm online!

How is that? A 15% nerf of the mastery doesn't become a 20% nerf after you get +10 to skills :D

Why is everyone arguing about lightning all of a sudden? I'm still kind of mad that Blizzard neglected to fix bugs.
 
Re: 1.13 Public Test Realm online!

The Lightning tree on itself is not any more powerful than Fire or Cold.

Lightning has never been a skill tree out of which you could get as much out of with, say 40 skill points, as the other two. Fire Ball has too good synergies and Frozen Orb and Blizzard are far more powerful skills with Cold Mastery.

Taking away 15% damage is about equal to -2 or -3 Lightning skills. I simply don't see how this can be considered a small nerf

If you consider that you have over 30 lvl skills on casters usually (twinked playing), -2 or -3 skills is less then 1/10. At lower levels the difference is even less, as was pointed out.



 
Re: 1.13 Public Test Realm online!

I fully understand why they didn`t do anything to infinity. There would have been an absolute riot on Bnet if they nerfed that. Nerfing equipment that people have spent a ton of time collecting (of course most of the runes are duped, but it`s still a high end item) ,and that is useful outside of a light sorc, seems like a horrible idea.
That's not the case.

First - BNet only cares about ladder and it will be restarted with the new patch, so the "ton of time making infinity" is irrelevant.
Second - If they change the item properties, the properties from items already spawned in previous patch will still be the same in the next patch. That's the case with 1.07 unique items, with 1.10 beta runewords etc. So don't worry that the nerf of Infinity would affect those players already having it.



 
Re: 1.13 Public Test Realm online!

Only mastery was nerfed, not all lightning skills, therefore you only need to take away 2 or 3 level from the mastery.
If we only consider lightning mastery the difference is about -1 skill per 5 levels - 1. So for a level 30 Lightning mastery now you would have to subtract ~7, not 2 or 3.

Why is everyone arguing about lightning all of a sudden? I'm still kind of mad that Blizzard neglected to fix bugs.
Because instead of fixing bugs, they just broke more stuff.

San said:
Lightning has never been a skill tree out of which you could get as much out of with, say 40 skill points, as the other two.
So why did this need nerfing?

If you consider that you have over 30 lvl skills on casters usually (twinked playing), -2 or -3 skills is less then 1/10. At lower levels the difference is even less, as was pointed out.
For me +10 is usually around the max I can achieve on casters. This only proves the point that they fixed the wrong end of the problem. At lower levels a Lightning Hybrid is simply not worth playing and it indeed becomes akin to Magezons and Fire trappers.



 
Re: 1.13 Public Test Realm online!

Are we absolutely sure there wasn't been any tinkering at the lower levels of the game. I started a character from scratch the day the test patch was released and I've taken it to Norm Meph doing full clears on /p8. I've done two more Meph runs at /p1 and I've done a handful of Andy runs earlier in the game and at no time have I had more the about 90% MF. The count is currently 18 set items and 3 uniques. When you add this to the 43 runes I've also found, it's been one hell of a start.

I run through the differences between the new and old textfiles and the only changes in TreasureClassEx.txt are indeed only Act boss drops (dropping the new items and bugging the Duriel drop LOL) and higher rune classes. The ItemRatio.txt file (contains the base parameters for MF) is the same. So no, there wasn't any tinkering.



 
Re: 1.13 Public Test Realm online!

So why did this need nerfing?

I'm not sure why, and I was only mentioning that the lightning tree is weak as a backup, or as a secondary skill. The potential for Lightning and Chain Lightning is far inferior to Fire Ball. But if fully synergized, lightning is more powerful then cold or fire. Perhaps that difference was too pronounced, which led Blizzard to even up the scales.



 
Re: 1.13 Public Test Realm online!

I run through the differences between the new and old textfiles and the only changes in TreasureClassEx.txt are indeed only Act boss drops (dropping the new items and bugging the Duriel drop LOL) and higher rune classes. The ItemRatio.txt file (contains the base parameters for MF) is the same. So no, there wasn't any tinkering.

I hope my luck holds then, I've never found so many S/U and runes in general play.



 
Re: 1.13 Public Test Realm online!

That's not the case.

First - BNet only cares about ladder and it will be restarted with the new patch, so the "ton of time making infinity" is irrelevant.
Second - If they change the item properties, the properties from items already spawned in previous patch will still be the same in the next patch. That's the case with 1.07 unique items, with 1.10 beta runewords etc. So don't worry that the nerf of Infinity would affect those players already having it.

Oh, shows how much time I spend online:) Guess my whole argument of "letting-people-have-what-they-worked-for" went down the drain.


 
Re: 1.13 Public Test Realm online!

Some non-scientific testing seems to show that the ridiculously dangerous explosions are the ones from CE/FE monsters. They seem to kill my 3k HP/70% resist barb in a single shot every now and then.


Has anyone gotten Diablo's essence yet? This is probably just a stroke of bad luck, but I got the other three easily, yet Diablo refuses to give his up. I must be up in 40-50 runs on p3 now.
 
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Re: 1.13 Public Test Realm online!

Hrus said:
I run through the differences between the new and old textfiles and the only changes in TreasureClassEx.txt are indeed only Act boss drops (dropping the new items and bugging the Duriel drop LOL) and higher rune classes. The ItemRatio.txt file (contains the base parameters for MF) is the same. So no, there wasn't any tinkering.
You mean they didn't fix Fangskin in Hell? Lazy bastards!

I guess that ruins the plan for my v1.13 Fangskin runner. :(
Thomh said:
Oh, shows how much time I spend online:) Guess my whole argument of "letting-people-have-what-they-worked-for" went down the drain.
Another problem is assuming the cattle.net crowd works hard for these things. It's more like this:

Hopeful b.netter: any1 got ber??/?
Random duper: i got ber 4 40 pgems!!1!one
Hopeful b.netter: ok trade??
Random duper: ok make game!!1!

Five minutes later, the guy has two duped Ber runes, and is making his Infinity. If it's a low roll, he'll trade it for pgems/Hellfire Torch/etc, and give it another shot.
 
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