PTR Patch Notes Updates

More updates to patch notes have been added to the previous list. Some of them are rather interesting – for instance, they took the legendary and set drop rate, and then doubled it.


  • DiabloWikiWhirlwind
    • Fury cost from 16 to 9 10
    • Current cost is now a flat value per cycle + an additional cost based on attack speed. Changing this slightly so that the new continual cost is 7 flat + 3 per cycle. The end result is that the cost discrepancy between slow weapons and fast weapons has been greatly reduced.

Demon Hunter

  • DiabloWikiEvasive Fire
    • Skill Rune – Shrapnel has been replaced with a new rune: “Hardened”
    • Hardened increases your Armor by 50% 25% for 3 seconds and replaces the backflip


  • DiabloWikiIce Armor
    • Now reduces damage from melee attacks by 8% 12%
  • Skill Rune – Crystallize
    • Armor bonus per stack reduced from 30% to 20%
  • DiabloWikiMeteor
    • Delay between cast and impact reduced from 2 seconds to 1.25 seconds
    • Arcane Power cost reduced from 60 to 50
    • Skill Rune – Star Pact
      • Proc coefficient reduced from 0.1 to 0.05
    • Skill Rune – Meteor Shower
      • Proc coefficient reduced from 0.25 to 0.10625
    • Skill Rune – Liquefy
      • Proc coefficient reduced from 0.125 to 0.10625
  • DiabloWikiRay of Frost
    • Skill Rune – Sleet Storm
    • Weapon damage increased from 215% to 333% 280%
    • Proc scalar reduced from 0.25 to 0.1875
  • DiabloWikiSpectral Blade
    • Proc coefficient reduced from 0.222 to 0.14
    • Skill Rune – Healing Blades
      • Removed Critical Hit requirement
      • Heal amount reduced from 8% to 5% of critical damage done
    • Skill Rune – Thrown Blades
    • Proc coefficient reduced from 0.111 to 0.08

Bug Fixes

  • DiabloWikiArchon: Teleport
    • Now properly breaks roots when cast
  • DiabloWikiMagic Weapon
    • Skill Rune – Blood Magic
    • Blood Magic should now work with damge over time spells (such as Archon: Disintegrate, Ray of Frost, etc)
  • Illusionist
    • Illusionist should now reset the cooldown of Archon: Teleport when it procs


  • The chance for Legendary and set items to drop has been doubled

Bug Fixes

  • The Hellfire Ring can no longer be dropped on the ground
  • Mara’s Kaleidoscope can now correctly roll 3 random affixes in addition to its 3 fixed affixes
  • Fixed an issue with Nagelring and Unity legendary rings which caused them to not drop


  • Elite modifiers have been changed slightly at higher levels:
  • The minimum stun duration required for most Elites is now 0.65 seconds (up from 0.5 seconds); stuns less than 0.65 seconds will have no effect
  • The minimum stun duration required for Rares and bosses is now 0.85 seconds (up from 0.5 seconds); stuns less than 0.85 seconds will have no effect
  • Lacunis now have a cooldown on their combo attack

Bug Fixes

  • Monsters with the Desecrator affix will no longer occasionally cast desecrator pools on players more than 50 yards away
  • Arcane Enchanted will now properly reduced their damage based on a players Damage Reduction Against Elites modifier


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    • If people would stop and thing about it, this in effect does nothing. The drop rate formula obviously has a static % drop rate that they have given details for as far as rares are concerned, so legendaries/sets would be the same. However, the formula includes the AH as well.

      So if the amount of sets/legendaries available on the AH doubles shortly after this change, then the actual drop rate in game will likely stay about where it is now. In other words, changing static drop rates just effects the first day or two after the patch.

      • What are you talking about? Hasn’t it been mentioned by Blizzard CMs numerous times that items in the AH have absolutely zero effect on item drops?

      • They designed the drop rated with the AH in mind, yes. But it has been said numerous times that the AH variations don’t change anything on drops. It’S not related that way. Drop rates don’t change bases on what is currently on the AH…

    • 2 x nothing = still nothing.

      Ok, I am being a little bit facetious here but I sincerely doubt that even doubling the chances for Legendary/set will make a noticeable difference to the individual player drops. Probably AH prices will drop a little bit but that is not particularly useful. I have a couple of accounts and probably several hundred hours played across numerous characters in SC and HC and have yet to find a single set item.

  2. Nice i have found only 1 set so far over 200hours playtim ;P but i sold it for 30million so i shouldnt complain.

    • Double legendary drop rate.. I got legendary/set every 2h of farming and no need more. We dont need more gold/items inflation. Blizard, take care of bots, and find some beter and more fun money sink instead raising drop rate, because socketing and crafting system suck… Even Torchlight II got more interesting money sinks (gambling, enchanting, etc)

  3. Doubled? Really? I’ve found 39 legendarys so far in 1.0.4, I think the drop rate was decent, but whatever, more money for me. 🙂

  4. Everything can be solved by DOUBLING it!

  5. This is hilarious. Seriously.

  6. are these formatting errors ?

    Fury cost from 16 to 9 10

    Hardened increases your Armor by 50% 25% for 3 seconds

    what do they mean ?

    and has anyone else noticed the changes to the AH ?

    one change is AWESOME !
    you can now sort by the the first criteria you use to search by

    so if you search for weapons and your criteria is Strength and Vitality, then the amount of Strength on each weapon shows up in the results list and you can SORT by it !

    I am so freaking happy they FINALLY did this !

    this is something I’ve been wanting for a long time

  7. Well, for those of us who can’t play for 8+ hours a day, it’s great news.

    Granted, given how ridiculously low the drop rates were to begin with, it was only a matter of time. I wouldn’t be the least surprised to see them increased further.

    • Meant to reply to Name, but the page thought otherwise. So, how about that Edit function?

    • Well, the newly doubled ~0.000…0002% drop chance may be a significant change for THE ECONOMY™, but on the individual ‘hunter and gatherer’ level … erm … not so much.

      • Thinking about it, I’d like to see legendary/set items dropping much more often and having a much smaller degree of randomization. In order to balance things and not to risk anything regarding THE ECONOMY™, legendariy/set items should be account-bound in general but have a chance to roll an ‘unbound’ affix. That way, everyone could have shineys while only a few of those were tradeable so Blizzard can have their blasted auction house trading.

  8. “?Weapon damage increased from 215% to 333% 280%”

    erm so which is it? 333% or 280%?

    • @jamesL and Solomon Wreath
      the strike-off somehow hasn’t copied over I guess. For example, the WW cost is now 10 from 9 which is stricken off. Also its now 280% and 330% is stricken off.
      Check out the patch notes in original.

  9. They seriously need to work on some skill rune variations for Monks (and likely others). I still feel like the build diversity is not what it could be and that they are holding back.

  10. @nizaris — You might want to go through and add the strike through for the skills changes that had it. It looks kinda funny/confusing without.

  11. Woot dubble legandairy’s, Lets go from nothing in 300 hours to a little less nothing in 300 hours 😛

  12. So, instead of 0.1% chance to drop unique/set now it will be 0.2%! Splendid!

  13. 39? Christ, I’ve found 1 500 dps pus spitter with +intel in 20 levels of paragon.

    • This was a response to “Name’s” comment about finding 39 legendaries in 1.04… apparently the site didn’t want me to reply though and instead made a new comment (which I cannot delete or edit).

  14. The nerf to the Wizard Meteor is almost enough to make me quit this game. I am so pissed off right now, I could spit nails. Nothing like making the only real way for us to stand up in melee and nerf it in MP5+. I have to test this, but if this is what it looks like that means the only really viable build is Archon. Kiting builds do no where near enough DPS at MP5 + even with 100k + DPS.

  15. It’s more a matter of them finally acknowledging the bad drop rates, as it opens up for similar buffs in the future. It’s true that it won’t matter that much in the grand scheme of things, but any buff to drop rates is a good buff, especially for those of us who don’t use the AH and prefer D2’s drop rates over D3’s (as I imagine most sane people do).

    I’m torn when it comes to BoA because I occasionally play with my brother and losing the ability to share items isn’t that tempting. Then again, if the result is a highly increased drop rate, the need to share may not be needed anyway.

  16. Doubling droprates for rares and legendaries at the same time as they add monster power seems like quite a big buff to droprate as it will increase the amount of mf people will run around with also. If it will be noticeable remains to see, but I thibk so at least.

  17. So I heard you guys complain about legendary & set drop rates.

    We took the drop rates and DOUBLED IT

  18. At this point, I’m just so tired of Diablo III that I won’t even be logging on after the patch hits.

    Maybe I’ll come back when it’s reached 1.1 or later.

  19. How is that beta disguised as a retail game going for you guys? 🙂

  20. yeah for new notes!

    like: drop rates,

    hate: no strafe added love

    on the fence: Skill Rune – Shrapnel has been replaced with a new rune: “Hardened”, probably won’t use it.

    Personally found funny: The Hellfire Ring can no longer be dropped on the ground (does this mean it will never drop? since it can no longer be dropped on the ground? ohhh stop I am just having personaly giggles)

    Don’t care: any note on Wirlwind because i never use the skill. so the barb/wiz drama will not effect me.

  21. Beta… errr.. PTR.. err… Retail Patch 1.0.5 Notes. Forget it, we don’t even know what we are doing with this game anymore.

  22. and then we doubled it xD jay wilson style

    Ahhh good news, looks like I’ll be buying my ik chest for 30 million or less once pages and pages of them start appearing on the market.

  23. I’m casual noob and found, so far 15 legendaries in (I don’t remember how much) 500 hours, but, actually I found 10 of them on the past 100 hours. Doubling them seems to be fair not because the legendaries are “omg too rare”, but mostly because I count them as brimstones 90% of the time.

    On the other hand, set items should drop at least 5-10x more (even if that creates a need of more sets). Why? Sets are intendeed to work with more than just one piece, design wise (on the actual state of the game, they actually are green legendaries).

    While I consider the number of legendaries I found “fair, but not good enough”, I never saw a jeweler design or a set item, not even a bad one. That feels weird.

    Other thing that bothers me: I could log in and check the number of hours/elite kills to let people have opinions about my numbers. But you wanna know what my honest feeling is?

    Imo, besides what is written on game guide, the legendary drop rate works more like the rune drops on d2 than regular MF. It’s just random, zero relation with mf. I found more legendaries with no MF on gear than while I had some MF. I even found a Ivory Tower from a chest with zero nephalem stacks last week. While my bad rares are completely justified by my low mf, the legendaries I found felt just like dumb luck, like popping a HR from a random monster in d2 hell. (Note: I don’t have enough data to justify this claim. Also I couldn’t interpretate data that could justify this claim. I’m not trying to start a conspiracy theory, just exposing my feelings – It’s more likely the game guide is right).

    What I would like to know is the spreadsheet of legendaries drop, how it works, etc. (like the diablo 2 drop calculatores), so I could plan accordingly.

    • I have had similar experiences with magic find and legendary/set drops. MF doesn’t matter in my experience. Nothing to back this up other than my personal opinion after 500+ hours played.

      I received more legendaries and actually found a set item after I reduced my magic find. I used to swap gear before most bosses to bring my MF near the 375% cap. Found 3 legendaries on the day the patch hit, then absolutely nothing for weeks.

      Switched some gear around and dropped MF to about 150, completely stopped swapping mf gear and started receiving 1-2 legendaries per night from doing about 3-4 Cydia/Azmo runs. Ran like this for 2 weeks with 150 mf.

      Changed gear again 5 days ago (sold all those legendaries), added more MF bringing it up to about 275 (with NV buff).

      I am now on my 10th act3 run (some full clears, all at least to Azmo) and have not seen a legendary.

      I know, I know, RNG…it’s the way it works, but it sure seems like it either mf doesn’t matter or is having the reverse effect lately.

      Is it just coincidence that myself and several friends found a couple legendary drops on patch day and then had bad luck the following weeks? Kind of makes it seem like there is some mechanic that ties set/legendary drops to the auction house.

      Still enjoying the game for the most part and looking forward to 1.05.

  24. What about atrociously bad random level generator coupled with 4 difficulties? Honestly, I get this feeling of wanting to play the game at times, but then I remember that I basically already know the layout of 90% of levels and would rather watch paint dry than play through them again.

  25. Doubling the drop rate is not the right fix. Legendaries need more fixed stats – see skorn weapon design for tips.

    Getting twice as many legendaries with pickup radius and thorns is not fun. Make them even rarer to drop even, just make them good when they do drop! I have found 6 or so since patch and they all were bad because they are simply too random.

  26. “The chance for Legendary and set items to drop has been doubled”

    Hmm quite desperate move I’d say, maybe I’ll play after patch 3.0

  27. They need to add like 100 new legendary items and 200 new set items, fix crafting to have crafted items produce certain affix combinations or affixes altogether you can only get with crafting, and have some more gold sinks (like mentioned previously). Then probably increase the drop rate again. Find a way to add tiers to a few selected skills on the behalf of the player (maybe you get 1 skill tier rune to freespec per level difficulty beat) to give even more variety. Add an option to customize the face and skin tone of the character; perhaps even the muscle tone and height of the person. Finally make the level layouts random (mentioned previously).

    I’d probably play again then. There’s probably other stuff they need to do also.

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