Diablo 3 Patch 2.1: Legendary Gems, plus Infernal Machine Overhaul

Diablo 3 Patch 2.1: Legendary Gems, plus Infernal Machine Overhaul

news-soonNews on features coming soon™. Diablo 3 Patch 2.1: Legendary Gems, possibly only for jewelry. Stats are yet unknown. The devs are also going to overhaul the Infernal Machine/Hellfire Ring. Blizzard confirmed that we’d see a blog fairly soon with details on the new stuff, but there are some good teases for now.

i just watched the theorycraft stream on twitch and travis day squeezed out some nice infos. Save up ur good rings and amulets that have a socket, legendary gems are coming for them. Also, they plan on revamping the Infernal Machine, both reward and overall experience (hard to farm/crap rolls at the end). Travis also mentioned a crazy idea that the Hellfire Ring will proc a 5th passive for a period of time, but that was just an idea if i remember correctly.

They also wanna bring up all class sets to the lvl of WD. so every class can smash through T6 when they have their 6 piece set + RoRG + support items for their build.

Brandy Camel said she was working on a blog, and that blog is just around the corner. I guess we will see tons of info in the coming week, maybe even a ptr
Nevalistis: We’re almost there. 🙂 Glad you tuned in and enjoyed the stream! Part of why you haven’t seen me much on the forums is a heckuva lot of research and writing, and 2.1 has certainly been one of those topics.

I’ll toss up a summary blog for today’s stream soon, but in the meantime, you can rewatch the broadcast at your leisure on our Twitch channel here. Don’t forget to follow us for future broadcasts!

Also, buggy drop rate conspiracies got fed during the stream:

On stream, Nevalistis found an “Adventurer’s Journal” which was supposed to be removed. Travis Day then remarked “Hey, that’s not supposed to be there anymore…I had to look through 38 tables before the patch.”
Nevalistis: This was taken extremely out of context.

The Legendary crafting materials functioned differently than other items, because they were from specific creatures. Those specific creatures had allocations (or loot tables) for those items, and that’s what was needed to be investigated to remove them.

In this case “loot tables” refer to the difference between the items a Treasure Goblin has a tendency to drop versus a common enemy versus an Elite or Rare mob. That’s what Travis was referring to – not to the popular (and incorrect) theory that items are seeded by things like player name or shoe size or game creation at midnight versus 10 AM. Those things have no bearing on the items you are able to find.

None of this is new information. Grimiku referenced a similar situation in regards to Crafting recipes less than a month ago.

The thing with legendary materials seems like a lesson in how Programming works in real life. Nothing ever gets cleaned out of the code — programmers dive in and quickly just turn features on or off. So all the other leg mats had just one or a few possible drop sources, and those all got disabled. But DiabloWikiAdventure’s Journals and DiabloWikiGriswold’s Scribblings are harder to turn off since they drop from dozens (hundreds?) of possible clickables.

As for drop tables, it seems like a confusion in terms more than any conspiracy theory. Of course there are drop tables in Diablo 3. There are enormous spreadsheets of them, as there are in every game of this type, since that’s the only way to rank and calculate and assign which of the thousands of possible things are going to drop from the thousands of possible drop sources. The issue/question is how the drop tables are organized, if there are bugs or dumb stuff in how they choose or rank the items to drop in a given game or to a particular character, etc. And that stuff we fans don’t know and probably never will, unless/until some future date when D3’s online-only era ends and the devs allow modding and let programming-savvy fans dig around in the code.

That said, good news about new features and blogs coming in the semi-soon future. Ladders and tiered riftszzzzzz weren’t doing much to excite me for the future, but new features and items sound interesting.

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13 thoughts on “Diablo 3 Patch 2.1: Legendary Gems, plus Infernal Machine Overhaul

  1. I am looking forward to 2.1 – especially ladders! Its fun to level a new char, but I simply cannot bring myself to delete a fully levelled char, start over, just to end up exactely at the same point as before. Ladders are a good excuse for a fresh start.

  2. Has anybody else found it strange that we have this NPC (covetous shen) called the Jeweler and he only deals with GEMS?!!?

    Would it really kill them to call these new items jewels.

  3. I liked runes better as you could farm them anywhere in the game, it was based on kill speed and clearing your favorite areas. There were other ways as well to farm runes but at least clearing an area was a valid strategy. In diablo 3 picking your favorite area and clearing is one of the worst possible things you can do as the rifts are so over weighted in importance all other methods of grinding gear go down the toilet.

    In Diablo 3 they want us doing VERY specific things and clearing areas is not one of them, the only exception is if that area just happens to be a rift.

  4. I am really hoping these legendary jewels do not require plans and subsequent reliance on gold and crafting mats. I dont want to end up in the situation that I might have the required mats but no stinking plan drop.

    I want these items to drop from monsters, and hopefully not just from monsters in just one area like a tiered rift.

  5. When "Soon(™)" is stylized as "S8N" as in the image above, wouldn't you pronounce that as "Satan"? It's all beginning to make sense now…

  6. Only if you could make runeword-like things with them. Otherwise they're like gems, only better.

  7. Yeah that was the first thing I thought about. Weapons having only 1 socket probably puts a nix in that.

  8. "The thing with legendary materials seems like a lesson in how Programming works in real life. Nothing ever gets cleaned out of the code — programmers dive in and quickly just turn features on or off. "

    Depends entirely how lazy they're being and how badly written the code is.

    It's surprising to me that Griswold's Scribblings and Adventurer's Journals are still dropping if they explicitly went through the loot tables to turn them off. This sort of thing really boils down to a simple text string search across all files, then make the appropriate changes in each place where it comes up.

  9. I don't get why even turn them off all together ? just reduce drop rates to 10% across all difficulties and let the item itself drop , selling them still gives 50k Gold and right now there is no reward for killing unique monsters unless they are a bounty , having a chance at 50k gold is not a bad thing or just turn them all to consumables that expire in 5 minutes if not used or if you leave game and let them give a 2 minute buff duration just like shrines and the buff can be random things from resist increase to crit chance buff or crit damage or magic find , small things.

  10. Don't believe the hype of Witch Doctor sets. WD sets are 2/3 terrible. Both Zuni and Heltooth are not optimized well, at least not for Hardcore, and the best set, Jade Harvester, is substantially more dangerous than a plain old pet doc, but does have really big numbers for damage.

    Where WD itemization *shines* is legendary item procs. Quetzacoatl, Mask of Jeram, Tasker & Theo, Starmetal Kukri, Rhen'lo Flayer, Ukapian Serpent – all of those items have game-changing abilities and when combined together or with our sets (a la Quetz + Jade Harvester 6pc bonus or Tasker + Jeram for pet docs), the WD gets amazingly strong. The only other class that's close, IMO, is the Crusader with their various legendary item unique bonuses.

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