Potential PvP Match Summary Menu

Posted by DHAdmin on October 20th, 2012 at 12:13 am

Maglincer a user from Reddit experienced a bug while he was playing a public game that sent him a PvP match summary menu. Unfortunately there isn't anymore information but it's still interesting to look at.

Now if I had to guess I would say the top left recaps the experience, gold, PvP tokens and renown gained from a battle. I have no idea what the renown stat is but I assume it will be similar to arena points from World of Warcraft and used as your ranking points. PvP tokens is the one thing we actually know a little about as people have datamined information related to it. In particular this string exists in the client "TIP015 - Visit Gryffith the Warmaster at New Tristram’s Slaughtered Calf Inn to redeem PvP tokens for items." Which clearly means PvP tokens will be used as a currency for PvP items.

The bottom left is perhaps where your team members portraits will be along with their stats from the battle. Lastly the right side with takedowns seems to be a place to recount all the kills and maybe even rank the top 3 players from the match.

Community Creation of the Week: The Spear of Valor

Posted by DHAdmin on October 20th, 2012 at 12:11 am
Blizzard Quote [source]

This week's community spotlight shines on Caleb Neal, a Blizzard game enthusiast who also happens to be one hell of a prop artist. Whether you're on Team Angiris Council, a costumer yourself, or just want to see some great Diablo fan art, you won't want to miss his rendition of the archangel Imperius' weapon of choice. Check it out below.

 

(For more images of Solarion, the Spear of Valor, click here.)

While it may not have been forged in the heart of a dying star or felled scores of demons alongside the Heavenly Host, this replica is certainly worthy of its namesake. To learn more about this piece and other works in progress by Caleb Neal, head on over to his website at http://fabricatordjinn.wordpress.com/

Xah'Rith the Keywarden - Too Hard?

Posted by DHAdmin on October 18th, 2012 at 8:04 pm

Players have been complaining that Xah'Rith is too difficult and makes normal progression through the act frustrating. Lylirra chimed in and noted that Blizzard agrees he is a bit too challenging and they may make changes in the future.

Blizzard Quote [source]

It's not a bug, but we're definitely paying close attention to player feedback about Xah'rith's current difficulty -- not just in Inferno, but in all difficulty levels, and at all MP levels too.

We agree that he may be a little bit too challenging at the moment, and are discussing the possibility of either reducing his outgoing damage, tweaking what affixes he spawns with, or moving his spawn location (right now, he's kind of hard to avoid if you're just questing normally). We'd like to hear more from the community on the topic first, though, before we make any decisions.

In the end, we want the keywardens to provide a fun challenge for players, and be a little more difficult than the surrounding wildlife (i.e. a fight you have to put some thought into), but we don't want that to happen at the expense of being able to progress through an Act.

Diablo III Hotfixes - October

Posted by DHAdmin on October 18th, 2012 at 2:36 pm
Blizzard Quote [source]

Below you'll find a list of hotfixes for the month of October which address various gameplay and service issues affecting Diablo III.

Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require a restart to go into effect. As always, please keep in mind that some issues cannot be addressed without a client-side patch update. 

October 31

Bug Fixes

  • Goldskin's "100% Extra Gold from Monsters" affix will no longer affect monsters that are not intended to drop any loot
  • Fixed an issue that sometimes caused Sokahr the Keywarden to become stuck at 1 point of health
  • Fixed an issue that caused the Butcher to go idle when stunned after performing his Charge attack during "The Imprisoned Angel: Kill the Butcher"
  • Fixed an issue that allowed some players to continue to dual-wield two-handed weapons under extremely rare circumstances
  • Fixed an issue that caused many players to receive an “Error 3006” when reaching the Retrieving Heroes step during login
    • Please note that we've only resolved one cause for this error, and that it may still occur in some situations
  • Fixed a crash that could occur when gold dropped in bad locations
  • Fixed a crash that could occur when the game loaded the wrong zone (based on incorrect information about the player's location) and then attempted to clear that zone

October 23

General

  • The scaling bonus to monster damage in Inferno difficulty has been reduced by approximately 25% for all Monster Power levels
  • The following changes have been made to Xah'rith the Keywarden:
    • He can no longer spawn with the Illusionist or Fast affix
    • The damage dealt by a number of his abilities has been reduced 
    • The movement speed reduction applied by his Cold attacks has been reduced
    • His size has been slightly reduced

Bug Fixes

  • Fixed a server crash that could occur if a player transitioned between Acts while a "goatman" monster was drumming

October 18

Bug Fixes

  • Fixed a bug with the Reflects Damage monster affix that caused it to generate errors and deal no damage when triggered by a pet
  • Fixed a crash that could occur when Arcane Enchanted monsters spawned their arcane beams in locations outside of the game world
  • Fixed a crash that could occur when "uber" Skeleton King (in the Realm of Discord) or "uber" Rakanoth (in the Realm of Chaos) teleported outside of the game world
  • Fixed a crash that could occur when "uber" Siege Breaker (in the Realm of Turmoil) used his Roar attack while holding a player in mid-air

Clarifications on Infernal Machine & Monster Power

Posted by DHAdmin on October 18th, 2012 at 12:03 pm

Monster power is not mandatory for receiving a key or organ but it is very much recommended.

Blizzard Quote [source]

1.) can keys actually drop without monster power enabled, as was suggested in the infernal machine blog? Or was this a mistake in the blog, and the keys will only drop in Monster Power 1 or higher, as was previously

suggested?

Monster Power isn't required. At MP0, the drop rate for both the keys and organ pieces is 5%. At MP1, that chance increases to 10%, at MP2 it's 20%, and so on until MP10 (which grants a 100% drop chance for those items).

A full five stacks of Nephalem Valor is required, though, so just keep that in mind.

2.) since the chance for a bonus item to drop on MP10 is 100%, shouldn't that mean that any enemy that drops an item will drop 2? if the bonus item chance is 100%, no normal enemy should be able to drop only 1 item, right?

If you kill a monster while playing on MP10, and that monster makes its initial roll check to drop an item, it should have a 100% chance to drop a bonus item. So, yes, in that sense, the monster should drop at least two items. BUT, since the initial item a monster drops might just be a pile of gold, it's possible (with auto-pickup) that you may have just missed it. If you feel that something isn't working correctly, though, then please be sure to post in the Bug Report forum so our Quality Assurance team can investigate.

(Also, I saw this asked earlier, but the bonus item will always be a piece of gear, not a potion or gold or anything else.)

Magic Find does not have any impact on the drop rate for keys or organs.

Blizzard Quote [source]
I just wanted to jump in to clarify that Magic Find does not increase the chance of key drops. Only Monster Power level does so.
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