Diablo 3 PTR v1.0.7 Changes

Some game updates have been added to the PTR and the changes since the last update are as follows:


Rare Colossal Golgors will now count towards the “Rare Kill” achievements


Wave of Light

  • Follow-up weapon damage increased from 390% to 829%
  • Skill Rune – Explosive Light
    • Weapon damage increased from 430% to 914%
  • Skill Rune – Pillar of the Ancients
    • Now deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds (up from 280% weapon damage)



A new crafting reagent, Demonic Essence, has been added to the game

  • This reagent is account-bound and can be acquired from Elite monsters and bosses in Inferno difficulty
    • Major in-game events that grant a stack of Nephalem Valor when completed now also have a chance to drop Demonic Essence
  • 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 and bosses according to the following values:
    • MP 0: 20.0000% 15.0000%
    • MP 1: 23.0000% 16.5000%
    • MP 2: 26.4500% 18.1500%
    • MP 3: 30.4175% 19.9650%
    • MP 4: 34.9801% 21.9615%
    • MP 5: 40.2271% 24.1577%
    • MP 6: 46.2612% 26.5734%
    • MP 7: 53.2004% 29.2308%
    • MP 8: 61.1805% 32.1538%
    • MP 9: 70.3575% 35.3692%
    • MP 10: 80.9112% 38.9061%


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

  • The values for several of the fixed core stats have been increased:
    • Archon Spaulders:
      • Dexterity, Intellect, and Vitality can now roll 201-230 in their respective stat (up from 100-115)
      • Strength could already roll in this range, and so remains unchanged
    • Archon Gauntlets:
      • Strength and Vitality can now roll 201-230 in their respective stat (up from 100-115)
      • Dexterity and Intellect could already roll in this range, and so remained unchanged
    • Archon Armor:
      • Strength, Dexerity, and Intellect can now roll 201-230 in their respective stat (up from 101-115)
    • Razorspikes:
      • Strength, Dexeterity, Intellect, and Vitality can now roll 201-230 in their respective stat (up from 101-115)
  • Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)
    • The Rare and Magic reagent costs for Archon Gloves and Razorspikes have been updated:
      • Archon Gloves
        • Now require 20 Iridescent Tears (instead of 50 Exquisite Essences)
      • Razorspikes
        • Now require 30 Exquisite Essence (instead of 25 Iridescent Tears)


Marquise Topaz

  • Weapon: Melee attackers take 2200 2500 per hit
  • These gems can only be created at the Jeweler and will require the following reagents:
    • 3 Radiant Star Gems
    • 20 million gold
    • 1 10 Demonic Essence



  • Demon Hunters, Witch Doctors, and Wizards now receive a 30% damage reduction while in the Scorched Chapel
  • Barbarians and Monks now receive a 35% damage reduction while in the Scorched Chapel
    • Note: Barbarians and Monks are receiving an additional 5% reduction due to the fact that they generally need to be closer to their targets (as compared to Demon Hunters, Witch Doctors, and Wizards)
  • Nek the Brawler has been evicted from the Slaughtered Calf Inn and now resides alongside your followers in Act I
    • He’s now also available in the Act II and Act III/Act IV hubs
  • A PvP chat channel has been added


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 and also 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 drop rate from the above bosses will now scale according to your Monster Power level:
    • MP 0: 20%
    • MP 1: 23.2%
    • MP 2: 26.912%
    • MP 3: 31.218%
    • MP 4: 36.213%
    • MP 5: 42.007%
    • MP 6: 48.728%
    • MP 7: 56.524%
    • MP 8: 65.568%
    • MP 9: 76.059%
    • MP 10: 88.228%


  • Damage reflected back from the Reflects Damage affix should now be capped at 10% of the monster’s current health pool (overkill damage is not considered in the reflect)

Thanks Genocides

Tagged As: | Categories: Diablo 3 Patches, Diablo 3 PTR


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  1. Great news for topaz-in-weapon lovers 😉

  2. Sounds good.
    Captcha: let it be.

  3. I find the Marquise topaz change quite puzzling. Why would anyone want to spend 20 million crafting a gem that does 2500 thorns damage when put in a weapon? Anyone who has the 20 million required to upgrade the gem probably has the gear needed to play on higher MPs where 2500 thorns damage is irrelevant. Make it scale with monsters’ health pool instead, just like crit damage scales with your own offensive stats.

    • It’s not irrelevant. They want each class to feel powerful. 2,500 damage is CLEARLY A TON OF DAMAGE.

      Oh yeah, finally got my wizard to 100k unbuffed.

      • While this gem is useless on Inferno, it would be nice for twinks. With barb 50% thorns damage + some thorns gear I bet you could get mobs to 1shot emselves till late Nightmare on mp10 ;p

    • 20 millions? How long do you have to play for? I’d rather do something else.

  4. Great, but constant changes means that we will wait very long for 1.0.7 to go live…

  5. Could we please have Reflect Damage hot…lukewarmfixed until this masterpiece of a 3-changes-total patch hits live servers in 2017?

  6. I watched livestream(s) of PTR and Monk DR was necessary, but it fells weird. What we need is everyone doing as well as barb on PvE and as well as Monk on PvP (aka class balance) – then, cut the damages afterwards.

    People hate when haters say D3 is cartoonish, but monks just throw a bell on your head and beat on it to kill you. What if a new class throws a piano or anvil on expansion?

    I believe Moldran comments about barbarian pretty much describe pvp. On class description, if fells like a powerful warrior that smashes foes. In game, it’s a crazy dude running around, leaving a trail of tornadoes/throwing hammers at people before they gloom/smash him with a giant bell or something. Flavor seems to be gone.

    What’s next? DH gains an AK-47 when entering scorched chapel? Or the fact that marquise ruby puts the DPS of Calamity at 2k mark is good enough, to the point that not even an AK-47 would be BiS? At last, crossbows finnaly are good on a FPS game. Oh, wait… (I always thought “Oh, wait” comments were stupid, but actually, they’re liberating and fun. Oh, wait…)

  7. missed a spot. This was changed or fixed too and not put up there.

    Cyclones generated by Sweeping Wind should now travel roughly in the same direction that the player is facing

    Vanishing Dye and All-Soap’s Miraculous Dye Remover can now be used on Legendary items
    Hellfire Rings now salvage into Legendary crafting materials

  8. How much gold do the new blacksmith items cost to craft? (in addition to mats)


  9. They could add a 0 at the end of the damage values for the weapon topaz and it would still be crap.

    • Right? I don’t get it either. Ruby adds damage, amethyst adds LoH and Emerald adds CD. All of these are useful mods, though IMO ruby and amethyst need to scale higher with the higher tier gems. But topaz… wth? It should be something more useful for end game like IAS.

      • I don’t want them to change the thorns mod, I want them to find a way to make thorns a valuable, useful, competitive mod for certain builds. The game still needs waaaay more variety in its mods.

  10. This isn’t even close to enough to fix the monk. Buff a skill nobody uses, and still won’t use? Wow.

    • This reflects a problem in their think tank that overshadows all past and future updates. They just don’t understand build diversity. They want to give EVERYONE the same skill buffs INSTANTLY which always results in either the skill continuing to be “not the best” (ignored) or becoming the new standard cookie cutter build everyone flocks to. They could easily avoid this in a number of ways. 1.) Create new items (craftable or legendary) where a certain combination would make a particular NEW build better than the current cookie cutter BUT requires some time investment. 2.) Buff blacksmithing to grant players the ability to SLOWLY improve items WITH GOLD (lol intelligent goldsink) which would eventually buff certain unused skills that they are interested in. 3.) Allow players to choose a small buff on certain runes with each paragon level further enhancing player customization and build diversity. (Whoops we also just gave players who quit a good reason to return LOL DERP)

      Blizzard is just brain dead plain and simple when it comes to encouraging customization and build diversity. I blame it on WoW brain rot syndrome where their goals have now become “improve accesibility” rather than the actual quality of the game.

      The solutions are staring them in the face. They are making a conscious decision to ignore them at this point either due to arrogance or lack of financial incentive.

  11. Again the monk buffs are damage number tweaks which supposedly can’t fix the class as said by the devs themselves. I feel dumb.
    MP0 remains to be THE best place for item farming- BOA or not. Theorycrafters will have to enlighten us about XP farming efficiency in MP.
    The 10% of maxhp cap on reflect effectively neuters this fearsome affix – for my DH.
    Maybe I’ll have fun playing d3 after this patch.

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