Travis Day offered up a few paragraphs of detail about how the Paragon 2.0 system is going to work.
First let me start with the intent of the system so everyone has a bit of context. The initial implementation of the paragon system was meant to help provide players a form of end game progression. The primary end game progression is items, Diablo is all about finding awesome items and using them to murder the hordes of evil. Sometimes though you may go for a while and not find a new exciting item, paragon’s primary goal is provide you with some form of tangible benefit for killing lots of monsters even if you didn’t find new items.
The initial system accomplishes what it set out to do but unfortunately there comes a time when you have maxed out that progression and suddenly you start losing out of part of your reward for killing monsters (experience). The first change to the Paragon 2.0, removing the cap, is intended to ensure that no matter how much or how little you play you will always be earning that experience.
Click through for the moar, because long. Also, in this post or on the Paragon 2.0 article you can see all 16 bonuses granted by Paragon points, and the max bonus you can add to (most of) them.
Lastly, spendable points. Anyone who has played Diablo games in the past has some fond memories (or not if you ever misclicked the wrong stat) of picking how they wanted to spend their points whenever they leveled. While giving players more character customization options isn’t the core intent of the system, it did present itself as a good place to introduce the mechanic. Players already earn bonus stats, magic find, and gold find when they earn a paragon level but we thought giving players more options and letting them choose what they wanted their bonus to be was just better all around. When you gain a paragon level in the new system you will receive a paragon point to spend, what category that point can be spent in is determined by what paragon level you earn. Paragon level 1 gives you a point to spend in a core stat, Paragon 2 gives you a point in the offensive category, 3 is defensive, and 4 is utility, each level past that folows the same pattern. At present all categories other than core stats (Str, Int, Dex, Vit) have a cap on the number of points that can be allocated to them which also means there is a cap to the total number of points that 3 of the 4 categories can have. If you reach paragon 800 you will have maxed the number of points that can be allocated to the offense, defense, and utility categories and all future paragon levels will grant you a point in the core stat category.
Hopefully this covers the majority of questions that people have. While I am incredibly busy working on the expansion at present I’ll do my best to answer whatever remaining questions people have about paragon 2.0.
Refer to the Paragon 2.0 article in the wiki if you’ve still got questions. Nothing Travis said in this post wasn’t on that page already except for the cap at 800. Here are the four tabs and the properties you can boost via paragon points.
We do not yet know the values each point gives you in +max resource and +resource regen. It appears that those are the same field, so that a Barb would add a point and get a bonus to +max Fury *and* +Fury generation rate. One of the devs named +% blocking as one of the bonuses in a Gamescom interview, but that isn’t one of the bonus strings in the recent datamined info. We don’t know exactly which bonuses are in the Defensive and Adventure tab; MS, Pickup, and MF are definitely in Adventure, plus one of the 5 now listed in Defensive. (Though that doesn’t really matter, since you can spend your Paragon points all in the same or in a variety of different tabs. The only limit is the hardcap of 50 points per bonus field.)
All this is subject to change during further development, of course.