Diablo 3 v2 Issues: Transmog, Area Damage, CC on Bosses, and Speed Leveling


Lots of little questions are popping up about version 2 of Diablo 3, and the Blues have been replying here and there. Before the quotes, a couple of things I saw come up repeatedly in clan chat. (These and many other common questions were covered in our new Diablo 3 v2 Tutorial.)

Legendary material.

Legendary material.

  • Legendary and Set Crafting plans now drop regularly. The items made via them can be comparable to found legendaries, if the RNG is kind.
  • Legendary Materials drop rarely. There are ~26 types, they are orange and have weird names, and almost all come *only* from certain types of Purple bosses. Master list here. They are required in all legendary/set crafting recipes.
  • There are now commas in the Auction House! Enjoy them for the final 3 weeks. (It’s like your GF getting a boob job the day before you break up.)
  • Infernal Machine pieces only drop on Torment+ difficulty, the odds improve slightly each higher diff level, and there are now four keys, one from each Act’s KW, and 4 uber portals and the 4th is much harder than the others. Full article about this from RoS (it works the same in D3v2.)
  • None of the crafting mats you find in D3v2 are of much use in RoS, since there’s a higher tier of materials that drop from 61-70. So no point in saving them up now.
  • Loot 2.0 uses “Smart Drops” which means you’ll usually find items useful for your class, and almost always with your mainstat. (This makes farming for another class difficult.)
  • On to the blue FAQs.

    Area Damage? So if I cast blizzard there’s another 20% chance it’ll do x% more dmg with an additional 10 yard radius?
    This is correct! Each time a skill damages a target, regardless of whether the skill is AOE or single-target, there is a 20% chance for Area Damage to occur.

    Area (Splash) Damage sounds cool, but I tested it a lot (article here) in the RoS beta and found it insignificant. The problem was that it’s a 20% chance to yield X% of your *base* damage, never of your Crit damage, so it’s tiny, even if it’s hitting lots of enemies all the time. Supplemental at best.

    Click through for questions and Blues on Transmog unlocks (they count towards RoS now), cursed chests, improved KeyWardens, Nephalem Valor, and several more.


    So, quick question. Will the Legendary gear I find in 2.0 unlock transmog for the Exp? Or will it only unlock Transmog AFTER the exp arrives? My understanding is you unlock the transmog when you ID the legendary.
    Grimiku: This is a good question, and I had to ask around to find out how it’s currently working. Here’s what I found out. Legendary items found in patch 2.0.1 will unlock as Transmogrify options, and you do not need to wait for Reaper of Souls goes live to ID them. If you find a Legendary item in patch 2.0.1, then you should have the option to use it for Transmogrification once you upgrade to Reaper of Souls, and have access to the Mystic.

    Earlier I posted a bit of misinformation about whether or not Legendary items found in patch 2.0.1 unlocking Transmogrify options, and I want to correct that mistake. That previous statement was based on some initial test results, and we discovered it was inaccurate after digging a little deeper. Sorry for the confusion, everyone!

    Now, on to business. Legendary items found in patch 2.0.1 will unlock as Transmogrify options for you in the expansion. That includes the ones you identify, so feel free to do so! Once you upgrade your account to Reaper of Souls and have access to the Mystic, you should see the Legendary items you found in patch 2.0.1 as available Transmogrify options. Normally unlocking a Legendary Transmogrification option will be notified to you, but the ones found (and identified) between patch 2.0.1 and Reaper of Souls will not.

    I should note that legacy Legendary items (those found prior to patch 2.0.1) do not unlock Transmogrify options.


    Crowd Control for elites mechanic reverted?

    A while back, elites and bosses had a flat resistance to crowd control effects. The devs changed that so that the first crowd control effect would work for the full duration, and give the elite/boss 10% resistance per second of crowd control, up to the base resistance (for Inferno, 65%).

    Now, the new game guide seems to have reverted back to the original mechanic.

    Lylirra: Just checked with Wyatt Cheng, and the basic functionality described in the blog hasn’t changed and should still be in effect right now with patch 2.0.1. (See below.)

    How It Works:

  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • The only part that’s been updated in patch 2.0.1 is that CC resistance caps are now consistent across all difficulty levels, and are indicated in the table you linked. So, the monster resistance values listed are still relevant numbers; they just refer to the maximum CC resist the monster will apply at any given time.

    I’ll follow up with our web team. 🙂


    I taught my blacksmith a legendary plan, and I cant make it, it doesnt show up. What is wrong? is it an item level above 60 so it won’t show?
    Nevalistis: There are several sorting categories available in the Crafting UI that might be causing a bit of confusion here. By default, you’ll generally see a list of items that are “Highest Usable,” which is the highest level of items that your character can equip. If you are playing a Barbarian and the recipe you learned is for a Wand, the recipe won’t display when this option is selected.

    By clicking the drop down menu in the upper right hand corner where it says Show, you should be able to change the list to All for all of your various Legendary recipes.


    We will receive more character slots in RoS?

    Well, I like to have one class in each mode (softcore and hardcore), but to have the new class account should have 2 more slots. Someone know if they plan to add those extra slots for RoS?
    Lylirra: Players who purchase the standard edition of Reaper of Souls will receive 2 additional character slots by default, for a total of 12 character slots. (This functionality is currently implemented and live for Closed Beta).

    Players who purchase the Digital Deluxe or Collector’s Edition of Reaper of Souls will receive the base 2 character slots (for purchasing the expansion) plus another 3 character slots (for purchasing the DD or CE), for a total of 15 character slots.

    So:

  • Base game = 10 characters slots
  • Standard edition Reaper of Souls = 12 character slots
  • Digital Deluxe or Collector’s Edition Reaper of Souls = 15 character slots
  • Will there be some other way to earn/purchase even more slots afterward?
    No plans currently.

    Give us an additional slot for every other Blizzard game (new ones) that we own! 🙂
    That could either be brilliant or awful. Or both. Brawful? Awfrilliant?

    Either way, again—we’ve no plans at this time to provide additional ways to earn/purchased character slots outside what I listed above. 😉


    They need to nerf the powerleveling in the new patch, its extremely easy to get people to 60.
    We agree that powerleveling is a little *too* easy right now. However, I want to clarify that we don’t want to completely destroy powerleveling. We like it (to an extent), but what’s occurring right now is a tad overboard. We’re looking into ways to address this, and seeing if these changes can be applied via hotfix.


    In Diablo3, you needed a NV=5 to be able to have a chance to get a key from a Key Warden. Now NV is very limited, i.e. must pick up power globe, and only last for a very short time. Does anyone know what the requirements are now to be able have a chance to get a key?
    Nevalistis: “You’re confusing the old NV system with the new Nephalem Glory bonus. You do not need Nephalem Glory to get keys…..here is all the info you need:

    1) You don’t need to do anything special just kill the KWs
    2) Keys only drop on Torment 1 and higher
    3) Key drop rates from the Beta / PTR were as follows (presumably the same now on live)

  • Torment I: 25%
  • Torment II: 28%
  • Torment III: 33%
  • Torment IV: 38%
  • Torment V: 43%
  • Torment VI: 50%
  • 4) Legacy keys can only be used to make the lvl 60 version of the hellfire ring….different keys drop at level 70 and they can’t be crossed.”

    Just wanted to pop my head in here to verify this information is correct. These are the current requirements and drop rates for Keys (and Hellfire Ring crafting components from the boss fights).


    I hear people talk about trading. Explain how you go about it.
    Grimiku: Here are the steps on how to trade in game, but remember that trading Legendary items after patch 2.0.1 will be to players who were present in your game when it dropped, and only for a 2 hour time window.

  • You can initiate a trade with other players by standing close to them and right clicking their portrait.
  • Select Trade from the pull down menu and you should see a trade window pop up.
  • Move the items you want to trade from your inventory to that trade window, and confirm that the items the other player is offering is what you agreed upon.
  • Once you both confirm the trade the items are exchanged and placed in your inventory(s).
  • You’re not required to receive an item to complete a trade, so you can use this method to simply give an item to another player. Also, you can give items to another player by dropping them on the ground if you’re not worried about someone else taking it (and the item isn’t boa).


    SO, with the launch of 2.0, can we get a new game guide on the website that will let me play with the new skill mechanics?
    Lylirra: Short answer: Yes!

    Long answer: See below.

    The class skill pages have actually already been updated to reflect the new patch 2.0.1 changes.
    Skill calculators have been updated, too.
    The Items database has also been updated with Primary/Secondary split information as well as itemization all the way to 70.
    And last but not least, you can check out additional changes to the game guide here: http://us.battle.net/d3/en/blog/13020721/

    Actually, I kind of question that.

    Mempo of Twilight page doesn’t really show anything useful. I know based on previous play that a Mempo has 4 static Primary rolls and 2 random Secondary rolls, but there’s nothing there that tells me that it has 4 Primaries and 2 Secondaries.
    Lylirra: Just spoke with our web team about this, here’s what they had to say (to provide some additional clarification):

    “Good catch!

    The answer is that many Legendary items such as Mempo of Twilight on the game guide will list “+X Random properties” without taking into consideration the Primary attribute budget already present on the item. (I.E. In the game guide, “+X Random Magic Properties” doesn’t tell you whether or not they will be Primary or Secondary properties, and it’s not meant to currently.)

    http://us.battle.net/d3/en/item/mempo-of-twilight

    As you can see, Mempo already has 4 Primary attributes. All Resist, Attack Speed, one of three random stat rolls, and a Socket. This means Mempo’s +2 Random Magic properties will always be Secondary attributes.

    Here’s an example of a Legendary that has a guaranteed stat that falls under Secondary: http://us.battle.net/d3/en/item/blind-faith

    In this case, both Primary and Secondary properties are included in the visual “tooltip” since they are guaranteed rolls.

    Hope that helps, and thanks for the feedback!



    I just wanted to voice my support for the new-and-improved Odeg, Keywarden of Act I.

    This guy is such a jerk, making me chase him all over the zone, knockback/slow, trudging through his firetrails and not reaching him before he knocks me back and slows me again. He’s infuriating, and I love it.

    I kill this guy on principle. I usually don’t go looking for him but if I come across him, he has to die. Murdering his stupid goat-face is a reward in and of itself, the drops are just gravy.
    Grimiku: “Murdering his stupid goat-face is a reward in and of itself” It’s pretty rare that I fundamentally agree with statements like this for obvious reasons, but I concur with this sentiment.

    Bonus trivia on the last one… did you know that Odeg is an ogre? He’s got not one… but two stupid goat faces! Seriously, he’s got two heads from two necks. I’d never noticed that in-game despite murdering him literally millions hundreds of times, but when cropping out a screenshot for the DiabloWiki.net, I took a closer look and felt like an eleven year old with his first porn — shocked and slightly horrified to see the details clearly.

    odeg-the-keywarden1odeg-the-keywarden2

    Comments

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    1. Do you know what nemesis means?

    2. Odeg the Ogre.

      Why powerleveling when leveling is fun at last?

    3. Are They really giving away character slots based on the version of game you buy?

      Word “joke” doesn’t even cover this.

      • What’s so weird about paying more to take up more space on their servers? (character information space)

      • That is just so they show that they can start to sell them to you later 🙂 Need mo moneyz.

      • The expansion introduces a new class. I think it’s pretty reasonable to give 2 additional slots to people that have it, so that they can have one of each class in both SC and HC if they so desire.

    4. I never noticed he had two heads either… My world has been altered by this revelation.

    5. Got a question about the new Infernal Machine: how do you make it? I’ve looked at the Blacksmith, and I can make the old Machine fine, but I can’t make any of the new machines. In addition, I killed the Act IV keywarden yesterday, and he dropped me a Key of Hate, which is the key from Act III. Do you just use a fourth machine after you complete all of the other bosses, or is there something I’m missing?

      • You buy the new HR design from squirt in Act 2. It was 5m on the beta. There’s only one recipe; smart loot shapes it to the class you roll it with. I think you buy the new machine plans also, but I don’t remember exactly.

        • I don’t believe we are able to find the new keys yet. My friend received a key of terror from the KW in act 4 two days ago and it stacks with his keys from before D3v2.

          Flux, do you know if there are four new keys with new names?

    6. The only gripe I have thus far is when I find a legenday plan in t3, get excited to see what it is, teach it to ole smithy, and have my heart broken because it’s a level 31 item. That does not a happy farmer make. Seems to me those plans should be relative to difficulty/char level until other drops are found.

      • You would rarely find low level plans then, since most of your time will be spent at the max level. The upside is that the game won’t drop the same plan for you twice.

    7. Torment 1 to Torment 6 only doubles your chance of a key drop? Hardly seems worth it.

      • The problem with previous design was that at MP1, the key really hardly dropped so you could not make the ring and if you can do MP5, the hellfire ring was useless because your gears are better than it.

    8. Helpful collection of Blues Flux, thanks. One important correction about Area Damage though:

      “The problem was that it’s a 20% chance to yield X% of your *base* damage, never of your Crit damage.”

      The damage numbers for Area Damage will never be displayed in yellow, but they correctly scale with critical hits, unless things changed after the last PTR patch. If they would be shown in yellow then that would mean that AD’s damage benefits from crits twice.

      • It’s still true. Or it has to be, since I can’t come up with a good reason to why they would change it.

        I would like to try to maximize area dmg. I have a feeling it could be extremely effective. If you could get your area dmg up to 120% (should not be impossible). That would mean at least a 120*0.2 = 24% increased dmg for every target that you hit that is within 10 yards of each other (assuming my calculations are correct).

        If we pair that up with Black hole, Cyclone strike, Piranhado or Ess of Johan(amulet) I bet it could be really effective for clearing large group of monsters.

      • They could just put in yellow the splash damages of a critical hit.

        • That would be hella confusing if you ask me. Yellow numbers mean that the individual damage displayed was affected by your crit multiplier. For demonstration purposes, imagine that you have these stats: 100 damage, 100% crit damage, 100% area damage.

          You will crit for 200 damage, which will be displayed in yellow. If AD also procs the game will display 200 damage with white numbers on the surrounding enemies. Makes perfect sense. You have 100% AD, so you’ll do 100% of your 200 crit damage as AD.

          Now imagine if the game would display AD as yellow when it was based on a crit. You could easily think that AD originally did only 100 damage and did 200 in the end only because it was also a crit. It can be confusing, since the game doesn’t say anywhere that AD cannot include critical damage. In fact, AD’s tooltip only states that it does x% of your damage. Not weapon damage, not skill damage, not critless damage, just damage. To me that implies that it’s based on our final damage, although it would probably be a good idea to state this explicitly in the tooltip.

    9. The splash damage has another side effect that is quite inconvenient…
      Sometimes you want to take out enemies before starting with a Treasure Bandit/Imp… But with splash damage it will be alerted of your arrival and start to run. So now you have to start with the Bandit/Imp before killing the rest if you don’t want to see its black portal and hear its chuckle… 🙁

    10. The AH comma’s lol, that comparison sums it up nicely Flux 🙂

    11. QUOTE

      I think I've read that new keys are for level 70.
      As I set. There's a level 60 set and a level 70 set. No level 70 content = no level 70 keys.

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