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Thread: 5.1 Patch Notes (Beta Test)

  1. #1
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    5.1 Patch Notes (Beta Test)

    Hello everyone! I wanted to get the Patch Notes to you all as soon as possible, so everyone can know what to expect in 5.1 and prepare for it. We will be starting the Beta Test for our Subscribers today unless a disaster happens, so I hope to get a release date to you all very soon!


    Annihilus 5.1 Beta Test Changelog:


    Major Changes:

    • Damage cap / overflow has now truly been fixed. Many skills that seemed to be really weak or do no damage at all at higher levels will now do the proper amount of damage. Some examples of affected skills are Berserk, Dragon Strike, Strafe, Impale, and many more.


    • Monster healthbars have been added! You can now see healthbars above all monsters without having to mouse over them. You can disable this under Extra Settings in the esc menu.


    • You can now see a Monster's exact resistances when mousing over them. You will see 2 numbers for each type of resist, the number on the left is their total resistance, and the number in parenthesis to the right is their effective resistance against you, this number will take your resist piercing stats into consideration.


    • Damage counters have been added! When dealing damage to a monster you will now see the EXACT amount of damage you deal, and will no longer have to rely on a lying character sheet. Normal damage will show up white, Critical / Deadly strikes will show up yellow, Crushing Blow will show up purple, Poison will show up green, and the largest amount of damage you have done over the last several seconds will show up orange. Damage dealt to you will also show up in red. Damage counters will also be toggleable in the Extra Settings.


    • Increased Resolution code has been rewritten. This will fix many problems, such as the window resizing when changing acts, certain UIs such as waypoints and trade screen being off center, and many many more.


    • Glide has been optimized and implemented. You can now enable Glide via the launcher to have much better graphics and colors in-game. However, it is still experimental, and it is not completely done. There will be more resolutions and stability using the GDI / DirectDraw renderer. There is also a known issue with glide where effects that are full body colors will not properly apply, if possible we will fix this in the future.


    • The sprite limit has been removed. Objects, Players, Monsters, etc will no longer go invisible when there are a lot of missiles / sprites on the screen.


    • Forest of the Duelist has been added! This is a special arena found near Gheed in the Rogue Encampment designed to make duels a little more balanced. To get in the Arena you will need the Admission to the Forest of the Duelist, which Gheed will sell you. While inside you take 80% less damage from all sources, your maximum life is increased by 100%, and you gain 75% Magic and Physical Resistances. However, all resistance piercing stats are only 25% effective.


    • Forbidden Charms have been added! By using the power of an upgraded Neo Annihilus, you can use a limited amount of very powerful charms that can be found from all monsters in Hell for true customization of your character. Certain bosses such as the FF8 bosses have their own unique Forbidden Charms that cannot drop as a world drop.


    • Auras and Curses that lower resistances will no longer only be 1/5 effective against monsters that are immune to that element, they will now apply full effect. This will make certain item only Auras such as Armor Penetration and Amplify Magic much more appealing. Numbers have been balanced for all Curses and Auras affected by this.


    • Inventory has been expanded! 2 rows have been added to the Inventory.


    • Mercenary Amulets have been added! They can drop anywhere in the game, and are only wearable by Mercenaries. There are multiple unique versions, including a very rare one. Mercenaries cannot wear normal amulets.


    • Normal and Nightmare Monsters have had their HP increased.


    • End of Act Bosses, Endgame Bosses, and Crucible Monsters no longer have a chance to "Dodge" attacks, and now use a new mechanic that instead reduces all damage taken. This will allow skills that are slow but strong such as Berserk to not be at such a disadvantage.


    • Crushing Blow has been reworked. It now deals 2% (ranged) / 4% (melee) of the monster's current health against any monster. It is affected by Physical Resist and Total Damage Reduction.


    • Crucible Level 17 has been added as a bonus level. The difficulty will be much higher from this point on.


    • The world's strongest Monster is now accepting challenges at The Omega Pinnacle. He is unlike any other encounter, you will likely need to bring some friends.





    Class Changes:


    Amazon

    • Multiple Shot Damage per Level has been decreased at earlier levels, and increased at later levels. This will be an overall net buff to end game Multiple Shot.


    • Strafe Damage per Level and Damage Synergy % has been decreased, as it was simply way too strong after fixing the damage cap.


    • Poison Javelin Damage Synergy % has been increased, and now has a flat duration.


    • Plague Javelin Damage and Damage Synergy % increased, and poison duration has been lowered.



    Assassin

    • Wake of Fire Damage per Level and Damage Synergy % increased.


    • Wake of Inferno Damage per Level and Damage Synergy % increased.


    • Charged Bolt Sentry Damage per Level and Damage Synergy % increased.


    • Lightning Sentry Damage per Level and Damage Synergy % increased.


    • Death Sentry Damage per Level and Damage Synergy % increased. Corpse Explosion damage lowered, it now deals 25%-50% of a monster's health instead of 40%-80%.


    • Fists of Fire Damage per Level drastically increased.


    • Claws of Thunder Damage per Level drastically increased.


    • Blades of Ice Damage per Level drastically increased.


    • Venom Damage per Level increased.


    • Claw Mastery and Jack of all Trades no longer override each other, and can both be active at the same time.



    Barbarian

    • Shield Throw Damage per Level and Damage Synergy % increased.


    • Berserk now reduces all damage received by a percentage instead of giving a chance to dodge, and now converts 50% of its damage to Magic instead of 99%.



    Druid

    • Armageddon's Damage over Time effect by fire left on the ground has had its damage increased, and the DoT now benefits from % + to Fire Skill Damage.


    • Fire Claws has had its Damage Synergies changed to be more inline with Fire Skills, and Damage per Level has been increased.


    • Eruption can now be used while Shapeshifted, and its duration has been increased.



    Necromancer

    • Amplify Damage, Decrepify, and Lower Resist have all been re-balanced due to the 1/5 penalty removal.


    • Bone Spear Damage Synergy % has been increased.


    • Corpse Explosion Damage has been decreased, it now deals 25%-50% of a monster's health instead of 40%-80%.


    • Poison Dagger Damage per Level has been drastically increased, and the poison duration has been lowered.


    • Poison Explosion Damage per Level has been drastically increased, increased Damage Synergy %, and radius has been increased.


    • Poison Nova's Damage per Level and Damage Synergy % has been increased. Range has also been increased.


    • Poison Maelstrom no longer requires a dagger, has increased Damage per Level, and has a shorter poison duration.


    • Fire Golem no longer receives its summoner's +% to Fire Skill Damage, but still benefits from summoner's Fire Pierce.


    • Fixed a nasty error causing Skeletal Power given by Skeletal Lich Form to not actually apply.


    • Skeletal Burst damage now increases with Skeletal Power.



    Paladin

    • Smite now gains Damage per Level, and now has 2 Damage Synergies.


    • Sacrifice now increases all damage taken by the Paladin instead of dealing damage directly to Life.


    • Holy Shield now has Smite as a Synergy.


    • Vengeance Damage per Level and Damage Synergy % slightly lowered.


    • Conviction and Searing Light has been re-balanced due to the removal of the 1/5 penalty.



    Sorceress

    • Firebolt Damage Synergy % has been increased.


    • Fire Ball Damage Synergy % has been increased.


    • Meteor Damage Synergy % has been increased, and now has a new Synergy for the Damage over Time effect. Damage over Time has been increased.


    • Hydra Damage per Level and Damage Synergy % has been increased.


    • Pyroblast Damage Synergy % has been increased.


    • Flamestrike Damage Synergy % has been increased.


    • Blaze Damage per Level has been increased, and Synergies have been reworked. Now also increases Velocity.


    • Inferno Damage per Level has been increased, and Synergies have been reworked.


    • Fire Wall Damage per Level has been increased, and Synergies have been reworked. Cooldown has been lowered.


    • Nova Damage per Level has been lowered at earlier levels, and increased at later levels. This will result in a net buff in the endgame.


    • Energy Shield now takes resistances into consideration when damage is converted to Mana. This will result in a massive buff for Energy Shield tankiness, and the damage ratio may be looked at in the future if this is too strong.


    • Lightning Mastery now benefits from items that give + to Lightning Skills.


    • Cold Mastery now benefits from items that give + to Cold Skills.


    • Blizzard Cooldown has been slightly lowered.





    Item Changes:

    • Fixed an issue that sometimes caused items to display the wrong Aura level they granted. This will not fix existing items unfortunately, but all new items will show the proper Aura level. I am terribly sorry for the inconvenience this has caused.


    • El'druin, the Sword of Justice has been buffed. The CTC skill damage has been drastically increased. Also fixed an issue that prevented +% to Magic Skill Damage from working with the CTC skills. The skill damage buff will affect both new and existing swords, but to get the stat buff on the sword it will need to be rerolled. All existing swords can be cubed once for a free reroll. This will save anything currently socketed into the sword, but all enchants will unfortunately be lost.


    • Thunderfury, Blessed Blade of the Windseeker has been buffed. The CTC skill damage has been drastically increased. The skill damage buff will affect both new and existing swords, but to get the stat buff on the sword it will need to be rerolled. All existing swords can be cubed once for a free reroll. This will save anything currently socketed into the sword, but all enchants will unfortunately be lost.


    • Frostmourne has been buffed. The CTC skill damage has been drastically increased. The skill damage buff will affect both new and existing swords, but to get the stat buff on the sword it will need to be rerolled. All existing swords can be cubed once for a free reroll. This will save anything currently socketed into the sword, but all enchants will unfortunately be lost. Only the Enhanced Damage % has been buffed, so if your sword is enchanted or a good roll you may not want to reroll.


    • Flame Horizon has been buffed. The CTC skill damage has been drastically increased. The skill damage buff will affect both new and existing swords, but to get the stat buff on the sword it will need to be rerolled. All existing swords can be cubed once for a free reroll. This will save anything currently socketed into the sword, but all enchants will unfortunately be lost. Only the Enhanced Damage % has been buffed, so if your sword is enchanted or a good roll you may not want to reroll.


    • Crown of the High Heavens has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Heaven's Champion has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. All enchants will unfortunately be lost.


    • Divinity has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. All enchants will unfortunately be lost.


    • Sanctuary's Balance has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Trag-Oul's True Guise has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Warmonger has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Corrupted Lightsabre has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Zephyr has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Trickster's Mischief has been buffed. This will not affect existing items, but all existing items can be cubed once for a free reroll. This will save anything currently socketed into the item, but all enchants will unfortunately be lost.


    • Dark Messenger now once again converts Spell mana cost to life cost.


    • The Deadly Sin's Corpse Rain CTC will now deal more damage.


    • Oblivion now properly negates lifesteal and will reliably drain life on hit.


    • Mad Rush's Mad Rush Skill can now be used while Shapeshifted.


    • All magic and rare Quivers will now always spawn with Replenish Quantity. This will not take up an affix slot, and it will not affect existing Quivers.


    • Scroll of Sockets has been added to the Gold Vendor, and can also drop as a rare drop in Hell. Cubing this with a non socketed magic item will add a random amount of sockets, similar to cubing one with 3 Divine Gems.


    • Mark of Lies can now drop anywhere in Hell, and is no longer just a Duriel drop. Duriel will still have higher drop rates than a world drop chance.


    • Mark of Sin can now drop anywhere in Hell, and is no longer just a Diablo drop. Diablo will still have higher drop rates than a world drop chance.


    • Black Soulstone can now drop anywhere in Hell, and is no longer just a Baal drop. Baal will still have higher drop rates than a world drop chance.


    • All Puzzles can now drop in The Crucible Level 17, and have a much higher drop rate than they would as a world drop.





    Monster Changes:

    • Azmodan has moved to the real Realm of Sin, and his mechanics have been slightly changed. Sin Pool's hitbox is now accurate with where the pools are, and will tick every 4 frames.


    • Tyrael's damage has been re-balanced.


    • Uldyssian's damage has been re-balanced.


    • Mechanized Archer's damage has been lowered.


    • Mechanized Destroyer's damage has been lowered.


    • The Swamp King no longer casts Acid Inject.


    • Plaguelands monsters are now level 87, and will drop items with ilvl 87.


    • Mistress of Pain's hitbox has been increased, and should no longer be invincible to certain skills such as Vengeance.


    • Bahamut's ??? puzzle has had its hitbox increased, and should no longer be invincible to certain skills such as Vengeance.


    • Due to bosses taking lower damage now, all Mythic bosses have had their heal slightly lowered.


    • Mythic bosses will no longer have the shield effect around them as it can be distracting, they can still be identified by their purple name.


    • FF8 bosses have had their chance to cast Teleport when damaged lowered.


    • Fallen Shaman has had its Fire Ball damage slightly lowered.





    Misc. Changes:

    • Buff timers have been fixed, and now properly show their duration.


    • Magic Damage will now show orange in the character sheet.


    • Asheara is now closer to the spawn point in Act 3.


    • The Crucible's "leader" player aura has been lowered, meaning monsters further away will still be invincible. This will mean partys will need to stay closer together.


    • Armor Penetration aura range now scales with the level of the aura.




    THANKS TO @xghozt55 aka Firehawk FOR HELPING US GET THIS FAR! We wouldn't have gotten many of these major changes in without his help, if you see him around be sure to thank him!
    Last edited by Game; 07-20-2017 at 11:26 PM.

  2. #2
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    WOW this is a lot more than I was expecting and all very exciting. A lot of it (such as puzzles, certain monster nerfs, changes to dodge etc.) really shows that you've listened to the community to. Can't wait!

    Wondering how the new dodge mechanic will change up the meta, as skills like vengence or casters were top due to the fact they would always hit so this could suddenly make something like a zealadin top! Interesting stuff. In general this change could have really unexpected effects to a lot of builds, will be interesting to see how it plays out!

    Bit concerned about the berserk change, given how it's nearly impossible to run a build that could reduce both physical and magic resistance by enough to have both deal damage to a boss. Meaning that this skill is effectively nerfed by 50% as you'll never be able to deal damage with both side?

    Loving the changes to puzzles, can't wait to see the new crucible and forbidden charms.. And this new ultimate boss! Just so hyped for all this.

    Naturally concerned for vengance, as dats my build. Best still be a top tier build Game, don't you be making me reroll again I aint got the wealth for that! haha.

    Hypeeee!

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    ummm... this is sex

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    Quote Originally Posted by Fitsu View Post
    WOW this is a lot more than I was expecting and all very exciting. A lot of it (such as puzzles, certain monster nerfs, changes to dodge etc.) really shows that you've listened to the community to. Can't wait!

    Wondering how the new dodge mechanic will change up the meta, as skills like vengence or casters were top due to the fact they would always hit so this could suddenly make something like a zealadin top! Interesting stuff. In general this change could have really unexpected effects to a lot of builds, will be interesting to see how it plays out!

    Bit concerned about the berserk change, given how it's nearly impossible to run a build that could reduce both physical and magic resistance by enough to have both deal damage to a boss. Meaning that this skill is effectively nerfed by 50% as you'll never be able to deal damage with both side?

    Loving the changes to puzzles, can't wait to see the new crucible and forbidden charms.. And this new ultimate boss! Just so hyped for all this.

    Naturally concerned for vengance, as dats my build. Best still be a top tier build Game, don't you be making me reroll again I aint got the wealth for that! haha.

    Hypeeee!
    Hey there! Just to address a few things, it is a lot easier to get pierce now, since things like auras, curses, and Searing Light can each lower a monster's resist by 50 each. Pierce is still a nice stat, but it won't be the ONLY stat people want now, so Berserk should be super strong. It has some of the highest damage in the game in general when strictly looking at the scaling numbers. As for Vengeance, no worries, it still scales like crazy and with new forbidden charms it'll hardly feel any different.

  5. #5
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    Well done and thank you @Game and @xghozt55!

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    07!

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    Senior Member LordManhammer's Avatar
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    Will all bosses be cursable now? Oh and hot damn this is teh sexy!

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    Very nice!

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    zDzhgfksdbhjsdlfkcjscntn no words to explain how happy i am to see how many balances youve made! really cant wait to see this drop! by the looks of it hory shiet you did an amazing job

  10. #10
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    Quote Originally Posted by LordManhammer View Post
    Will all bosses be cursable now? Oh and hot damn this is teh sexy!
    Not sure if this what he meant.

    Honestly kind of hope this isn't the case, auras are ok as there always-active stuff so you can't gimmick it. But curses tend to lead to boring gameplay imo (I.E. switch on gloves, do lower resist curse, switch off gloves). I don't really like carrying extra gear around that I need to switch pre-combat to apply different effects.

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