Nevalistis: The quick answer is no, the secondary ability no longer unlocks at level 50 – it now unlocks at 200. The reward scaling and rank power of Legendary gems has been completely revamped, and we’re still working on additional tuning. You’ll see our first iteration in the next PTR patch. It roughly works out to the same amount of power gained over time, but you’ll have fewer “no rank up” droughts. Hope that makes sense.

I’d also like to clarify something that I misunderstood when originally relaying this information. Legendary Gems no longer have a chance to rank up multiple times in one attempt. Instead, when you choose to use

This is a bit hard to illustrate, so here’s an example (though bear in mind the numbers are completely pulled out of thin air and not accurate; they’re just here for the sake of explanation):

Say you complete a level 15 Greater Rift and you decide you want to opt to upgrade your gem. You have a reasonable chance for your gem to upgrade, but you’ll only be able to attempt it once. Instead, you decide to try to push a little further to Rank 20, where you know you’ll get two attempts at a slightly better chance. You can then choose to spend these two attempts on two different gems, or use them both on one to try to get two ranks.

In short, while you could try to upgrade your gems with Level 1 Greater Rifts, the chance will be very low and you’ll only have one attempt. Higher level Rifts offer not only more attempts, but a higher success rate for upgrades. While there will likely be an “efficient” place for you to upgrade your gems based on your current gear, there’s still room to push yourself further for greater reward.

I also want to thank everyone who’s continued to provide valuable and constructive feedback in response to these updates. I’m passing it all on, and it’s greatly appreciated!

I was iffy on that logic until I looked more closely at the actual gem upgrades. Here’s the current full list of LeGems, and you can see details on every page.

Just for instance, take Gogok of Swiftness… BECAUSE GOGOK!1! Here be its progression, one by one and then jumping 5 per level, because I was *not* going to type and math out all 50 ranks for single legem when they were still on the PTR and subject to change. (And with today’s news you see my wisdom, dammit!)

- Rank 1: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds.
**This effect stacks up to 10 times.** - Rank 2: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 3% for 3 seconds.
- Rank 3: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 4% for 3 seconds.
- Rank 4: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 5% for 3 seconds.
- Rank 5: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 6% for 3 seconds.
- Rank 10: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 11% for 3 seconds.
- Rank 15: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 16% for 3 seconds.
- Rank 20: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 21% for 3 seconds.
- Rank 25: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 26% for 3 seconds.
- Rank 30: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 31% for 3 seconds.
- Rank 35: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 36% for 3 seconds.
- Rank 40: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 41% for 3 seconds.
- Rank 45: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 46% for 3 seconds.
- Rank 50: 50% chance on hit to gain Swiftness, increasing your Attack Speed by 51% for 3 seconds.
- Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.

“This effect stacks up to 10 times.” is present at every level, of course, so at level 50 you’d have the ability to increase your attack speed 51% x 10 for a Flash-like 510% AS boost, and you’d get up to 20% cooldown reduction… though the stack only lasts 3 seconds, so it would only be active during constant combat and you’d need to rebuild the 10 stacks every time you paused long enough to even pick up an item.

That’s how it was with 50 ranks, though, and you were gaining 1% more AS with every level. Now that gems are going to 200 ranks, you’ll only gain 1% AS every 4th level? Seems less fun. I guess they’ll use decimals, like with adding

Yesterday Elly and me were talking about the LGem progression, and I boldly predicted that the system would be simplified. Having 50 ranks with miniscule increases per rank, and a weird gem upgrade system where Urshi would randomly upgrade your gem from zero to four ranks, seemed confusing excessive. I figured they’d lower the number of LGem ranks to 10 or 20 and make more impactful improvements per level, so an upgrade felt like a real change in performance. Silly Flux, hasn’t yet learned that in D3, bigger numbers are always better numbers!

You got it all wrong for Gogok, the rank increase is on the % chance on hit, the IAS per stack remains constant (max 20% for 10 stacks)

I also understand it the same way:

Rank 2: 51% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds.

Rank 3: 52% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds.

Rank 4: 53% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds.

So the more you upgrade, the more consistently you stack up to reliabiliy having 2%ASx10 = 20%AS

M

Wow! This rather exponentially increases felt threat of having to extensively grind senselessly again, before any benefits worth of dropping a constantly useful stat for a socket can be gained, that already has been looming over the general gem design. And I doubt that ridiculing the small upgrades obtainable in the process to such a degree will still allow them to work as incentive enough to cope with the time investement needed to get there.

All in all I'm rather left with the expression of a potentially interesting arpg-concept being turned into an mmo-style mechanic, simply by turning the fun behind into workload again. And I've thought such mishaps in developing with the wrong target audience in mind would have been a thing of the past, with all mindsets possibly responsible already rooted out of the developement team by the experience, initial release fallout had provided. At least that was the my impression after all these positive changes made to the game. Well, PTR is there for a reason…

Originally, the leg gem rank required for the secondary effect is level 50.

And then, they double DOUBLE it

Jay Wilson is back guys.

Please stop jinxing the future of the series so much. This ritual to evoke this particular demon is seriously starting to take on a flair of self-fulfilling prophecy.

So, there's 2 grift playstyles as I see them:

1st – Upgrading your *family* jewels i.e. jump to the greatest lvl grift from the nephalem trial and then clear grift lvls as fast as possible.

2nd – Leg hunt i.e. remain as much as possible at low grift levels(and thus clear the grift closer to 15 min mark). This is since grift guardian drops a leg on any grift lvl.