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    ENDERDiablo 4 - puvodni nejsledovanejsi Diablo klub na NYXu.
    DAVIDOWITCH
    DAVIDOWITCH --- ---
    Koukám že to Sanctify umí itemy dobře bricknout. Že někoho vůbec napadne indestructible jako bonus. Nebo změnit affix.
    NESS
    NESS --- ---
    Tak to vypada ze se jim perma teleport u sorc vubec nelibi, tohle je mega nerf

    Teleport Enchantment

    Previous: Evade is replaced with a short range Teleport on a 17 second Cooldown. This version does not make you Unstoppable.
    Now: Evade becomes a Teleport with a 5 second Cooldown that cannot be reduced.
    NESS
    NESS --- ---
    Natemperujes sice na prvni dobrou ale sezereto neskutecne materialu, tech forgoten soulu a legendary salvage je tam docela dost

    Vezmes ancestr base a:

    prdnes temperu
    Ancestral Legendary: 25 Legendary Salvage and 25 Forgotten Souls.

    natocis treti stat na enchantu
    Ancestral Legendary: 10 Forgotten Souls and scaling(with re-rolls) gold.

    das tam imprint
    Ancestral Legendary: 5 Forgotten Souls and 1,000,000 gold

    a das MW sice to tam neni napsano ale ve videu to bylo
    20x 50 obduc a 1 Forgotten Souls a 2 Legendary Salvage a 125K goldu
    na max= 1K obduc a 20 Forgotten Souls s 40 Legendary Salvage a 2.5M goldu
    + ten posledni upgrade na GA = 500 obduc a 3 Souls a 6 to novy matro a 375K goldu

    A mas jeden predmet a opakujes 10x u barba 12x, jako nebude to levna zalezitost :-)
    NESS
    NESS --- ---
    EVILMIND: Introducing Season Rank
    The Season Journey is now shifting into a more challenging version stocked with even greater rewards, Seasonal Rank. Each Rank now requires you to complete a Capstone Dungeon before progressing to the next Rank. Similar to previous Capstone Dungeons, these can be attempted before the recommended level and difficulty.

    Renown is changing in a big way on the Seasonal Realm as it’s being removed in exchange for the Season Rank system, completing optional objectives with the Season Rank to earn Skill Points, Smoldering Ashes, and Cosmetics.

    Renown Changes in the Seasonal Realm
    Your Renown will now only stand permanently in the Eternal Realm.

    Within the Seasonal Realm, you can still earn additional benefits associated with the former Renown system based on your progress in the new Season Rank system.
    Season Rank rewards additional Skill points at Rank 1, 2, and 3.
    Season Rank awards additional Paragon points at Rank 3, 4, 5, and 6.
    Extra Potion capacity has been removed from the Renown reward tracks in the Eternal Realm, and replaced with a different bonus.
    Altars of Lilith and Tenets of Akarat will still grant some Experience and minor rewards, rather than permanent stats and power.
    EVILMIND
    EVILMIND --- ---
    NESS: dobry, aspon budu zase mit jen jednu postavu za sezonu no :)
    NESS
    NESS --- ---
    //Jako imprint za 1M goldu se posrali ? :-)

    Crafters
    General
    Material costs no longer scale with Item Power. Gold cost has remained unchanged.
    Developer’s Note: Crafting Costs will generally never cost more than two types of crafting materials.

    Alchemist
    Eternal-only conversion recipes for legacy materials will no longer appear for seasonal character.
    Added new recipes for converting Salvage Materials.
    Enrich Scrap: Convert Rawhide and Iron Chunks into Veiled Crystals.
    Refine Materials: Convert Veiled Crystals into Forgotten Souls or Legendary Salvage.

    Occultist
    Imprinting

    Material cost for Imprinting has been adjusted.
    Examples:
    Previous:
    Rare: 5-10 Common Salvage (Iron Chunk, Silver Ore/Superior Leather, Rawhide), 3-7 Veiled Crystals, 0-3 Legendary Salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward), and 5000-200,000 gold.
    Ancestral Legendary: 25 Common Salvage, 15 Veiled Crystals, 8 Legendary Salvage, 5 Forgotten Souls, and 325.000 gold.
    Now:
    Rare: 5 Veiled Crystals and 5000-200,000 gold.
    Ancestral Legendary: 5 Forgotten Souls and 1,000,000 gold.

    Enchanting

    Material cost for Enchanting has been adjusted.
    Examples:
    Previous:
    Rare: 5-10 Common Salvage 2-5 Veiled Crystals, and scaling(with re-rolls) gold.
    Ancestral Legendary: 30 Common Salvage, 20 Veiled Crystals, 2 Legendary Salvage, 5 Forgotten Souls, and scaling(with re-rolls) gold.
    Now:
    Rare: 10 Veiled Crystals and scaling(with re-rolls) gold.
    Ancestral Legendary: 10 Forgotten Souls and scaling(with re-rolls) gold.

    Blacksmith
    Yields for Item Salvage has been adjusted.
    Examples:
    Previous:
    Salvaging a Rare item provides 1 Common Salvage(Iron Chunk, Silver Ore/Superior Leather, Rawhide) and 2 Veiled Crystals.
    Salvaging an Ancestral Legendary Item provides 10 Common salvage, 10 veiled crystals, and 10 Legendary salvage(Abstruse Sigil/Baleful Fragment/Coiling Ward).
    Salvaging a Mythic Unique provides 100 Common Salvage, 100 veiled crystals, 100 legendary salvage, and a Resplendent Spark.
    Now:
    Salvaging a Rare item provides 5 Common Salvage and 2 Veiled Crystals.
    Salvaging an Ancestral Legendary Item provides 5 Legendary Salvage and 1 Forgotten Soul.
    Salvaging a Mythic Unique provides 1000 legendary salvage, 100 Forgotten Souls, and a Resplendent Spark.

    Tempering
    Tempering has been redesigned. Instead of randomly gaining an affix from the desired Temper Manual, any learned temper affix can be selected specifically and rolled onto the item.
    The number of Temper rolls available on an item has changed.
    Rare
    Previous: 5 Tempers
    Now: 1 Temper
    Legendary and beyond
    Previous: 5 Tempers, plus one per Greater Affix.
    Now: 3 Tempers, plus one per Greater Affix.
    Scrolls of Restoration have been redesigned.
    Scrolls of Restoration no longer restore all temper charges to an item. Instead, they restore 1 temper charge.
    There is no limit to the number of times a Scroll of Restoration can be used on an item.
    Material cost for Tempering has been adjusted.
    Previous:
    Rare: 10-25 Common Salvage and 2-5 veiled Crystals.
    Legendary: 10-25 Common Salvage, 2-10 Veiled Crystals, and 0-1 Legendary Salvage.
    Ancestral Legendary: 40 Common Salvage, 15 Veiled Crystals, 2 Legendary Salvage, and 1 Forgotten Soul.
    Now:
    Rare: 25 Common Salvage and 5 veiled Crystals.
    Legendary: 15 Veiled Crystals and 5 Legendary Salvage.
    Ancestral Legendary: 25 Legendary Salvage and 25 Forgotten Souls.

    Masterworking
    Masterworking has been redesigned. Items have a new stat, Refinement, which is displayed on the item tooltip.
    Each time the player Masterworks an item, the refinement value of the item is increased by a random tunable amount (1-3%), up to a Max Refinement Threshold (20%).
    Once at the cap, the item is considered Masterworked.
    The base properties of an item are scaled by Refinement at a 1:1 bonus.
    Example:
    A Chest item with 100 armor
    Refinement 0% = 100 Armor
    Refinement 5% = 105 Armor
    Refinement 20% = 120 Armor
    A Masterworked item can be refined one more time to upgrade an affix to a GA.
    Players may re-roll the Masterworked Greater Affix by spending Neathiron, a returning resource to once again discover in Sanctuary.
    The quantity of Obducite you ear has been adjusted. Players will earn 85% less Obducite, and recipes requiring Obducite have been similarly reduced.
    Items no longer need to have been tempered to be masterworked.

    Vendors
    The sell value of items has been reduced by 60%.
    The gold cost of items has been reduced by 90%.
    NESS
    NESS --- ---
    EVILMIND: Ty capstony jsou ted navazane na renown, tzn uz nebudes tartovat se skill rankama na prvnim lvl a nebudes zacinat paragon s hejnem paragon pointu
    EVILMIND
    EVILMIND --- ---
    NESS: tak to je debilni zmena, ten Pit byl myslim na to zrovna idealni... hadam se jim nelibi to rychly delani altu
    NESS
    NESS --- ---
    No uvidime, chteji zpomalit levlovani

    Economy Updates
    Developer’s Note: With the changes to Renown, the pace of the early leveling journey is a fair bit slower. With the longer time to level, players were spending long periods of time where only one rarity of item was dropping. To combat this, we adjusted the level-over-level shift in item frequency to be more gradual for Normal, Legendary, and Rare Items.

    Item Rarity
    Normal Items will continue dropping for longer while leveling.
    Magic Items will more frequently have a bonus affix.
    Rare Items will be rarer before Level 30.
    Legendary Items will be rarer before Level 40, and rapidly increase in frequency after.
    The legendary rate for a Level 40 character in season 11 will be equivalent to the legendary rate for a level 25 character in season 10.
    The legendary rate is unchanged for a Level 60 character.
    Legendary Items have an additional Affix for a total of 4.
    Monster Loot
    Killing the last Champion in a pack, or any Elite, will always drop equipment and gold, in addition to their standard reward chances.
    In addition to dropping Gem Fragments, Monsters have a chance of dropping a level-appropriate Gem.
    LIQUIDFREAK
    LIQUIDFREAK --- ---
    Twe Nessi jak vidim ty zmeny, neco asi bude dobre ale to zas bude slusny maglajz :D to chci videt jak to vyladej :))
    NESS
    NESS --- ---
    Capstony jsou zpet a jejich 5

    Capstone Dungeons Return
    The Capstone Dungeons have returned, aimed to challenge your progress through the many difficulty tiers as you gain power through your journey. Note that despite Capstone Dungeons stating a suggested Level to attempt them, they do not scale in difficulty with your current level.

    There are five Capstone Dungeons to conquer:

    Torrid Menagerie

    Suggested level: 30
    Difficulty Tier: Normal
    Hellish Descent

    Suggested level: 50
    Difficulty Tier: Expert
    Unseen Awakening

    Suggested level: 60
    Difficulty Tier: Torment I
    Tempest Oasis

    Suggested level: 60
    Difficulty Tier: Torment II
    Sins of the Many

    Suggested level: 60
    Difficulty Tier: Torment III
    NESS
    NESS --- ---
    Defense Overhaul: Introducing Toughness
    In an effort to better equalize effective Health across classes and builds, we’re making several changes to the way effective Health interacts with Damage Reduction and how those individual stats are calculated. Our goal is to properly test you defensively as you climb through difficulty tiers, putting more emphasis on gearing your builds towards survivability.

    Armor and Resistances will both become rating systems, with diminishing returns at higher values.
    Armor now reduces all damage taken, both Physical and Non-Physical.
    We’re introducing a new type of Damage Resistance: Physical Damage.
    The Armor and Resistance penalties per Torment Tiers have been removed.
    Skills and Paragon Nodes are being reworked with these changes in mind. Paragon Nodes and Skills that provided various form of Damage Reduction now grant a multiplicative bonus to your armor or all resistances.
    To help you understand your defenses better, we’re adding a new stat called Toughness that represents the total amount of raw damage of each type you can take after considering all damage mitigation sources.

    Toughness is displayed under your character stats beneath Attack Power.
    The Toughness value summarizes your average defense against each damage type, hovering over this value will give a detailed view of how effective your defenses are against each specific damage type.

    Healing Updates
    Potions are changing significantly to make their use more impactful and tactical. These changes go in tandem with the Renown changes next, so keep that in mind when reading these changes.

    Base Potion capacity has been reduced to 4 (regardless of previous Renown progress).
    Potion healing is now an instant, percentage based heal. Using a Potion heals you for 35% of your total Health immediately on use.
    In addition to the Potions you pick up, you’ll also slowly regenerate a Potion every 30 seconds.
    Life on Hit has been improved and re-added as a potential affix.
    We’ve also increased values for Life Regeneration, Life on Kill, Healing %, and made them more readily available.
    Healing Potion upgrades have been removed considering Potions are now a portion of your overall Health.

    Fortify Re-design
    To work in tandem with the changes to Healing and Potions, Fortify is shifting from a type of Damage Reduction to an additional reservoir of Life that’s drained to heal you over time.

    When you now gain Fortify, it will stack up to your Maximum Life. When you have Fortify under Maximum Life, you’ll heal for a percentage of your Maximum Life per second in exchange for an equal amount of Fortify.
    You will be considered Fortified as long as you have any amount of Fortify.
    Specific changes to Skills, Passives, and items related to Fortify are detailed in the 2.5.0 PTR Patch notes found at the bottom of this blog.
    NESS
    NESS --- ---
    Tempering
    You can now select which specific affix you want to apply to your item from a Tempering Recipe. No longer will you have to have it randomly applied!
    Items can now only have one tempered affix.
    Tempering Charges can be restored indefinitely.

    Masterworking
    Masterworking no longer increases your item’s affix values. Instead, it improves the Quality of an item, which gives a bonus to the base damage, armor, or resistance of an item.
    Items can be Masterworked to a maximum Quality threshold of 20. Each time you Masterwork the item, it adds a random amount of Quality to the item (from 2-5 levels). Once at maximum Quality, you can roll it one last time for a Capstone bonus.
    This Capstone bonus upgrades a random non-greater affix on your item into a Greater Affix. You can then choose to re-roll the Masterworked Greater Affix, without resetting your Masterworking Quality. Re-rolling the current Masterworked Affix will cost Obducite and Neathiron.
    Additionally, we’re increasing the amount of base affixes found on non-unique items from 3 to 4.

    Sanctification is your opportunity to take the ascendant power of the Angels and imbue that into your items.

    Sanctifying your item has the chance to:
    Apply a bonus Legendary power
    Improve an Affix into a Greater Affix
    Add a bonus Affix from a pool of special Sanctification affixes
    Replace an existing Affix with a random Sanctification affix
    Make your item indestructible, preventing it from losing durability
    Sanctifying your item makes it unmodifiable, ending that item’s journey. This should be the last upgrade you make to your item.

    There are a couple different ways to attain this celestial improvement:

    In Pre-torment difficulties, after defeating a Lesser Evil within one of the gamemodes they’ve taken over (such as Helltide) you’ll have a rare chance to sanctify an item at the Heavenly Anvil. If you choose not to use this at the time of invitation, you will not have the option to Sanctify your item again until you receive another divine invitation.
    You can also obtain Heavenly Sigils, which can be used at will to transport you to the Heavenly Forge to undergo Sanctification. These are only needed to Sanctify items at Ancestral quality. These can only be earned in Torment difficulties.
    NESS
    NESS --- ---
    The 2.5.0 PTR: What You Need to Know — Diablo IV — Blizzard News
    https://news.blizzard.com/en-us/article/24242857/the-2-5-0-ptr-what-you-need-to-know

    The 2.5.0 Public Test Realm (PTR) for Diablo IV will be available from October 21, 10:30 a.m. PDT to October 28, 11 a.m. PDT, offering you the chance to test upcoming changes and features releasing with the next season for the base game, which revitalizes the way you play on both Eternal and Seasonal Realms.

    + vsechny zmeny
    NESS
    NESS --- ---
    NESS
    NESS --- ---
    Pridavaji Azmodana, na Diabla si jeste pockame
    NESS
    NESS --- ---
    Reworkovane defenze jsou znovu reworknute, jako tech zmen je fakt hodne, muj tip ze to neukocirujou, rozeserou a budou zase reworkovat
    NESS
    NESS --- ---
    Tempery jsou po jednom, MW se vraci kde byl ale az do 20 tzn 1-20 co zveda jen stat itemu a pak se na zaver da jeden krit co udela GA, pridavaji neco co se jmenuje Sancififaction, co udela nahodny efekt a uzavre predmet, pak uz se tam da dat jen neco do soketu, muze to pridat napr afix nebo neco jako aspekt
    NESS
    NESS --- ---
    Diablo 4 Season 11 Reveal: Sanctuary Sitdown Interview
    https://www.youtube.com/watch?v=rEoP0wgNgCg
    NESS
    NESS --- ---
    tldr Andy/Dru/Harb boss farm S10 https://www.reddit.com/r/diablo4/comments/1o65umz/100_greater_boss_belial_farming_loot_analysis/

    Belial Ambushes: 15-20% chance
    Legendary Runes: 10% chance
    Mythic drop: 3-5% chance
    Chaos Drop: 5% chance
    Mythics/hr (boss kill time only): ~3
    Legendary runes/hr (boss kill time only): ~12
    Chaos Uniques/hr (boss kill time only): ~5
    Using Kurast Undercity Tributes of Titans and assuming ~2 minute runs, you can expect to farm ~30 Greater Boss summons per hour.
    Kliknutím sem můžete změnit nastavení reklam