Blizzard just posted updated patch notes for 1.0.5. The patch is estimated to be available for download between 2:00PM and 5:00PM PDT.
Blizzard Quote [source]
GeneralFollowers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy (note: Hydra heads and Sentry turrets are not affected by this change)
Auction HouseAn option to display Auction House events (sales, expirations, etc) has been added to the Social menu
Demon Hunter- Active Skills
- Sentry
- Cost changed from 10 Discipline to 30 Hatred
- Increased from weapon damage from 55% to 175%
- Players can now have two turrets active at once, but an 8-second cooldown has been added to compensate
- Sentry can no longer critically hit
- Skill Rune – Spitfire Turret
- Weapon damage increased from 8% to 30%
- Active Skills
- Firebats
- Reduced Mana cost by 20% (from 122 to 98 per period at level 60)
- Haunt
- Weapon damage increased from 575% over 12 seconds to 575% over 6 seconds
- Skill Rune - Resentful Spirit
- Weapon damage increased from 287% to 383% over 2 seconds
- Active Skills
- Archon: Slow Time
- Slow increased from 30% to 60%
- Blizzard
- Arcane Power cost reduced from 45 to 40 (Snowbound cost will remain the same at 20 Arcane Power)
- Disintegrate
- Arcane Power cost reduced from 20 to 18 per period
- Weapon damage increased from 155% to 170%
- Skill Rune - Chaos Nexus
- Weapon damage increased from 40% to 44%
- Skill Rune - Entropy
- Weapon damage increased from 178% to 196%
- Skill Rune - Intesify
- Weapon damage increased from 202% to 221%
- Archon: Slow Time
- Affixes on items will now roll their level based on the level of the monster killed (rather than the item's level) This now applies to random affixes on Legendary items
- "Extra Health From Globes" now benefits potions.
- Treasure Goblins will now play a sound whenever they become aware of a player
- You can now change the icon for each tab in the shared stash
- The intent of this feature is to allow players the option to visually customize their stash tabs to better reflect its contents
Comments (5)
@euggie Only Resplendent chests are impacted by 5 stacks of NV. All other objects are still unaffected by GF/MF. Resplendent chests are rare enough that botting isn't a problem.
@anuiran oh ok, thanks. What about chests and loose rocks? gobs? If i remember correctly, i think they said that resp chests now are mf sensitive, but does that apply to all other chests and what not?
If this is answered somewhere, you can just link me instead of typing it all out.... thanks again!
If this is answered somewhere, you can just link me instead of typing it all out.... thanks again!
@Euggie, at MP1+ all monsters are level 63.
Affixes on items will now roll their level based on the level of the monster killed (rather than the item's level) This now applies to random affixes on Legendary items
not sure if this is a good thing.... i haven't had 1 legendary item drop from an elite/champ/boss, only white/chest/gob/loose tile
where can we find monster levels? also does MP affect the level of the monster?
not sure if this is a good thing.... i haven't had 1 legendary item drop from an elite/champ/boss, only white/chest/gob/loose tile
where can we find monster levels? also does MP affect the level of the monster?
I love that Sentry damage was increased to 175% as I suggested it would need to be bumped dramatically. I bet the damage is still too low with that completely inane cooldown. Drop the cooldown and bump the damage even higher and it might possibly be viable. They're moving in the right direction, though.
I love that the Extra Health Globes impacts potions, because that gives kiting classes like DH's a reason to care about it (kind of).
Hmm, the impact on the Legendary random affixes increasing? Ourboros (ilvl 61 amulet) has the chance to roll 100% Critical Damage on top of it's base 7-7.5% Crit Chance. Unity (ring) can also roll 100% crit damage to go with its 4.5% crit chance. Most ilvl 58 and above Legendary weapons can now spawn with 100% Crit Damage and a socket (including Echoing Fury which soooo needed to get better >_<). I don't see a huge difference overall between all the Legendaries so I think it's a good change to keep everything consistent.
I love that the Extra Health Globes impacts potions, because that gives kiting classes like DH's a reason to care about it (kind of).
Hmm, the impact on the Legendary random affixes increasing? Ourboros (ilvl 61 amulet) has the chance to roll 100% Critical Damage on top of it's base 7-7.5% Crit Chance. Unity (ring) can also roll 100% crit damage to go with its 4.5% crit chance. Most ilvl 58 and above Legendary weapons can now spawn with 100% Crit Damage and a socket (including Echoing Fury which soooo needed to get better >_<). I don't see a huge difference overall between all the Legendaries so I think it's a good change to keep everything consistent.