Actually Staffs are considered as Mace so it works. Stir until smooth. 1.) I don't play HC, but Berserker Barb is rather unusual for HC, right? (70% chance to get a mod and 30% chance for no change), Amazons velocity speed bonus from evade is now properly applying (does not show in the advanced stat sheet), Tristram ubers resistances are now properly set to 95% for all resistances and they are no longer immune to some elements, Mini ubers now have 90% for all resistances (however duriel and izual have 95% cold resist and lilith has 95% poison), Throwing weapon corruptions can no longer result in no change, Claw and dagger mastery is no longer applying to all weapon types, Barbarians warcry buffs are no longer displaying incorrect duration synergies, Barbarian general mastery is now applying to all maces, Ethereal armors were previously bugging when you upgrade them and not gaining their defense increase however that should be fixed now, O skills and melee splash no longer bug when leveling up (this includes assassin whirlwind from chaos and summons from items), Crafting ethereal items will now keep the item ethereal so you can craft Ethereal berserk axes, warpikes etc (For anyone who doesn't know crafting in PD2 is not base specific only item type specific so for example a caster belt can be made with ANY belt or a blood weapon can be made with ANY weapon, You can now upgrade the bases of crafted items! A Stalagmite with Ribcracker's attributes would be quite simplyawesome.Overpowered?

Rare items will be useable as crafting ingredients: (strictness level condition = FILTLVL, strictness level keyword that determines when notifications apply = %TIER-X% where X is 0-9), Auto-gold-pickup will be handled client-side instead of on the server so it can be done.

Also remember to record your solo Diablo Clone attempts if you want to be eligible to be put on the leaderboard, There is currently a bug where creating a mini uber portal with a stack of 1 key will consume the keys and not create a portal, at the moment please do not create mini uber portals without AT LEAST 2 keys in the stack, THE FOLLOWING MODS NOW SPAWN ON MAGIC AND RARE ITEMS, THE FOLLOWING MODS HAVE BEEN ADDED TO RARE CHEST ARMORS AND GLOVES, THE FOLLOWING CAN NOW SPAWN ON RARE HELMS, THE FOLLOWING NOW ROLL ON AMAZON SPECIFIC RARE / MAGIC WEAPONS, THE FOLLOWING MODS HAVE BEEN ADDED TO MAGIC AND RARE SHIELDS, THE FOLLOWING HAVE BEEN ADDED TO RARE WEAPONS, THE FOLLOWING HAVE BEEN ADDED TO RARE JEWELS. Notice: This wiki acted as documentation for the season 1 patch notes, and many changes were not documented at the time by the community.

That's 182 max damage for an elite 200 % Buricannon vs. 110 for the regularone. :). Below is a list of the Best Bosses to farm that can drop Ribcracker, the (Normal Difficulty) Diablo (Act 5 | The Worldstone Chamber) has among the highest chance to drop the Ribcracker in D2. Required Level: 31 There is: to add a socket to a rare item. Unwrap each Twinkie and *****dip inchocolate mixture until completely covered*****.

just the base item changes. WW would benefit more from dual wielding for more mods but its still a great weapon for that. Give and Receive Likes "Do I invest the necessary STR and DEX and get me that nice upgraded unique,or do I rather boost VIT, to stay alive ?" This converts the charge system to a "stage" system where your attacks are based on the amount of charges you have or the "stage" you are on and cycle from stages 1-3 and repeat. 50%+50%=75%, 75%+75%=93%), Deadly Strike and Critical Strike are now 1.5x modifiers instead of 2x. =>exact same mods as on the 1.09 crystal sword<=. Im in NM with my barb rocking the rib cracker quarterstaff and was wondering what the level/stats req for stalagmite was. No, I am not serious. I didn't say "I" was good at this! o, well let's take this a step further.

Comedy is when you fall into an open sewer and die."

I just never knew they were a 'twinkie' until Igot older :)I'm pretty sure the noname brands we have are just as good, and just ascheap, as the 'real' ones in the US. Gotta love this one On Wed, 04 Jun 2003 04:25:10 GMT, Polarhound <, you can bet your bottom dollar that if i can find some twinkies i am going. I don't see much throwing uniques currently(Titan, Death bit, Scalper). Staff class - Normal Attack Speed

The dark wanderer can move within the map up to three times. > And you can turn the 1.10 Lightsaber crystal sword into a Phase Blade. A good, too valuable theses days, to give it away, just so, at no cost. This includes all items such as: Normal, Magic, Rare, Crafted, Unique, Runeword items. +50% Damage To Undead

Use aknife to smooth surface. The following zones have had their area levels increased in hell mode, The following areas are now level 85 areas in hell mode, The odds of rolling a staff mod have been changed from, The new staff mod odds have been changed to, Tentative Open Beta Notes (reddit thread, stream VOD), Tentative Closed Beta Notes (reddit thread, stream VOD), Stream highlights: https://www.youtube.com/watch?v=vkWhZ_-CyAs, Stream VOD unavailable - stream highlights: https://www.youtube.com/watch?v=7WbzIrVtdNI, Stream highlights: https://www.youtube.com/watch?v=iYDzelAJe1w, Rare items will be useable as crafting ingredients: https://www.twitch.tv/videos/1451044967?t=00h29m58s, Items for Uber Ancients (expect 1 sigil per 3-4 maps), Previously Undocumented Changes from Season 1, Season 1 Patches after release (a lot of info missing), Previously Undocumented Changes from Season 2, Season 4 Enlightenment - December 3rd 2021, Crafters Race League - April 1st 2022 through May 6th 2022, League Extension Announcement (2022-04-19). > Only weapons AFAIK. > Skullders would work too right? Use Drafts & Revisions Why? I *really* gotta learn to readespecially when I'm overtired*sigh*: "Well be adding many new Horadric Cube recipes to Diablo II with theupcoming 1.10 patch. How about a Windforce and 4 SOJs to produce a deep-fried twinkie, for. Shadow of Mendeln Event: A necromancer appears within your map and summons waves of undead filled with Uniques and Champion monsters. Then I took a look at my stash again desperately, wondered if there's any build using Ribcracker. Learn more at. Ididn't know some folks have a mule full of SOJs until they told me. That's comparable to Grief. >> > Blizz takes note of the Modding community for sure. Also PSA: Rathma is currently disabled in Single Player until a few players have completed it on the live realms. With a shael, the cb and other mods it makes a nice, reasonably inexpensive weapon for a ww druid, espeically with a might merc and HoW in tow.

Leave a comment on this entry; insightful information about the entry, pictures uploaded as attachments, and other useful info snippets are welcome. +2 energy or max stamina) will get maximum alvls so they can't roll on high ilvl items, making high level items have higher chances to roll better stats, Corruptions will be refined, with about 30% fewer total corruptions available (higher chance to get most desirable corruptions), Blade Fury now bounces off walls and shatters into multiple projectiles when it does, Fixed how the AR bonus applies to missile skills (Blade Fury, bowzon skills, etc), Details for map #1 (name undecided) - tier 1 with, Multiple Shot range is being increased by 10%, piercing penalty after each hit changed from x50% (50%, 25%, 12.5%, 6.25%) to -20% (80%, 60%, 40%, 20%) and can't be reduced below 20%, Poison Creeper will now attack poison-immune enemies (can be used to break poison immunities), Solar Creeper & Carrion Vine will now eat corpses even while at full life, making their effects more consistent (and also useable for support-focused builds), and may also be useable together, Teleport reverted to fast casting frames & breakpoints, 1 second debuff starts at -65% damage instead of -50%, Burst of Speed starts at 20% instead of 10% and scales a little less at level 16+ (still an improvement at high levels), Evade FRW bonus increased to 15% with +2% per level (was 10% with +1%) and capped at 65%, Dark Pact only removes 1 curse at a time and never removes the first curse that was applied, Dark Pact no longer limited to 3 total curses (i.e. Here's an exercise for the whole> group. But maybe players that like to make L99 chars have lessproblems with those reqs. Only weapons AFAIK.

This way I just might get that Azurewrath phase blade after all :-). Tiamats?

Think of a steeldriver great maul turned into a thunder maul. Since it's been ~4 months from the beginning of S4 and the next season won't be for a while, this mini-league with a twist will be available to anyone itching for a reset. I'd upgrade those.he might actually be able to kill things withthem. You will have to throw away Jewels with Enhanced Damage mod on them. You will have to throw away unidentified items that could have Enhanced Damage. You cannot use a rare Amulet as input for creating a tempered base Amulet (see the ReadMe.txt). 2H damage: 54-169

I assume you havethem over there, too ;) (iirc, you're over in WA - I'm in Vic)I only know what a twinkie is from too many comics, american friends on irc,and some childhood image of mini swiss rolls made out of chocolate cake,with cream stuffed in them. "Adam Sawyer" wrote in message, news:3ede4ea6$0$21@echo-01.iinet.net.au: you can bet your bottom dollar that if i can find some twinkies i am going, : to make this! Discreet Notifications ", (This post was last modified: 07-25-2004, 08:51 AM by, An example of a "tempered" Amulet and Ring (at max. Finishers are no longer required however if you use one you will cast every stage of every charge you have generated.

This league will temporarily replace S4 on the live realm - S4 will resume afterward with restored S4 characters. "Bob Irelan" wrote in messagenews:vdq8fgc@corp.supernews.com >> On that special day, Aginrikr, (gla@universitetetitrondheim.no) >> said>> >> > > http://www.battle.net/diablo2exp/>> >> > This way I just might get that Azurewrath phase blade after all :-)>> >> You are referring to that mysterious screenshot from a fortnight ago, >> don't you? 163 str req for 36extra damage (at 200ED). Quarterstaff (uses the same recipes as rare items), Project Diablo 2 team and community credits were missing and have now been added in game by selecting the credits button, big shoutout to the phrozen keep modding community <3, Made some changes to the Ctrl + C copy feature in order to prepare for the trade site, Fixed the LoD bug that caused trap sins to reduce the amount of elites within areas, Fixed a bug that caused Diablo clones death portal to sometimes not spawn, Fixed a crash related to desecrate necromancers in maps, Guided Arrow magic damage conversion now works (values reduced to half for balance), Mercenaries now show which auras they provide at vendors (except for act 5 currently which is might). 136.5 average.

Is Eaglehorn the only weapon that adds a PERCENT to max damage based oncharacter level? Just one of the thousands of cheap-to-make, high-profit goodies that haveturned us Americans into the globe's fattest folk.--chainbreaker. >> That along with the new>> secret quest should thin out the SOJ numbers. There are even scientific reports on experiments with twinkies, like, http://www.rdrop.com/~jimka/text/twinky.html. The River of Blood Tier 3 Map now has a new additional layout, Diablo clones physical resist has been reduced from 60% to 30%, Diablo clones chance to block has been reduced from 50% to 25%, Map corruptions are currently disabled while we troubleshoot a bug, Map hover tooltip will currently not show -player resist while we troubleshoot a bug (warn your party if you're on hardcore before popping one of these maps), Made the final changes to diablo clone for this ladder, Reverted some of the reduction to Diablo clones physical resist and is now back to 50 (still less than its original 60), Diablo clone now has 95 elemental resist instead of 99, Diablo clones ai has been altered slightly, Tormented souls bone spirits fire damage is now magic instead of fire, Uber duriel should now be targeted by summons, traps and minions, Avunaos the rotten miniboss (griswold) in tier 3 maps now has the same drop table as any other map boss (this should allow for better tier 3 sustain), Avunaos's two blood golems now have improved loot tables, Elder vampires spells damage has been slightly increased, Fixed an invisible wall in one of the tier 1 layouts, The breakpoint sheet for pluggy was previously bugging sometimes and should hopefully be fixed, Torches were on extremely rare cases sometimes dropping from mini ubers and shouldn't anymore, report if it happens (you can even keep the torch if it does just please report it), Griswold's set weapon is no longer missing melee splash (you'll have to find a new one to spawn it with this mod), Corruptions on maps are enabled again! Private Messaging You can turn a gull dagger into a gull poignard, and then into a gullbone knife.

(Maybe it could give some extra resistance, if ya wannabe sucky about it), > well let's take this a step further. e.g. > i'm in Australia dood!> Most of us don't even really know what a twinkie is!> i didn't know til some kind soul posted a msg for me about it a couple of> days ago!> There's no way i'm flying to America just to have a twinkie!

type ".p" or ".party" before your message and only people in your party will see it, edit: Not quite there yet apparently, will fix in next patch, Fixed a bug with blade shield hitting ES/Bone armor outside of normal range, Fixed a bug where council member hydras were doing too much damage to players, Added a maximum number of maggot spawns to the torajan jungle map boss, Holy bolt pvp penalty changed from 80% -> 70% in all difficulties, Mind blast pvp penalty changed from 10% -> 16% in normal difficulty only, Psychic hammer pvp penalty changed from 10% -> 16% in normal difficulty only, Bone spear penalty changed from 80% -> 90% in normal and from 50% -> 66% in hell, Bone Spirit penalty changed from 80% -> 90% in normal and from 50% -> 45% in hell, Teeth pvp penalty changed from 33% -> 45% in normal difficulty, Blessed hammer pvp penalty changed from 80% -> 70% in hell difficulty, Holy fire and holy shock aura tick damage now have a pvp penalty of 50%, damage added to attacks unchanged, Whirlwind pvp penalty changed from 80% -> 90% in hell difficulty, Charged bolt pvp penalty changed from 50% -> 66% in hell difficulty, Plague javelin now has a pvp penalty of 80% in hell difficulty, Fixed torajan jungle boss from last patch, Decreased mind blast level 1 stun length by 0.2 seconds, Tornado pvp modifier changed from 80% -> 70% in hell only, Molten Boulder pvp modifier changed from 100% -> 90% in hell only, Desecrate pvp modifier changed from 25% -> 100% in normal only (still 25% in hell), Ice barrage pvp modifier changed to 110% in hell and 120% in normal (increased damage), Blizzard pvp modifier changed to 110% in hell and 120% in normal (increased damage), Frost nova pvp modifier changed to 110% in hell and 120% in normal (increased damage), Lightning pvp modifier changed to 115% in hell and 130% in normal (increased damage), There is now a pvp arena sold at anya. ), > Skullders would work too right? This can be opened in normal, nightmare and hell. Maybe people will actually start calling a Harley by it's name, instead ofjust Shako.

And if so, could we have a Blastbark(normal unique long bow) upgraded to a Goldstrike (exceptional unique gothicbow) and then to a Windy :), That would be great assuming they don't have any plans for a "better thanthe windy" bow. Ooorgh! You must log in or register to reply here. >> Is Eaglehorn the only weapon that adds a PERCENT to max damage based on> character level?

Now, that would be a proper explanation for this strange riddle. Still.Buricannon Colossus X-Bow, Goldstrike HydraBow.OMG. Bookmark Pages & Posts

You will have to throw away items socketed with Jewels or Runes that gives Enhanced Damage. You have the highest chance drop rate to find Ribcracker in (Nightmare Difficulty) Tamoe Highland and other locations listed below. Durability: 130 50% Faster Hit Recovery

when using Darkforce Spawn), Dark Pact now gets an additional 10% damage bonus per curse applied, Dark Pact explosion radius is now 3 with one curse and gains +1 per additional curse (was always 5 previously), Attract & Confuse will no longer override other curses, Taunt duration now scales by 0.25s per level, Support for filter strictness levels that can be changed in-game, Combat Reflexes life bonus now scales at +15 per soft level instead of +20 per base level, Increased Speed now also gives +2% IAS per base level, Blade Sentinel pathing fixed (goes through enemies & around corners/objects) and has less delay between damage ticks, Psychic Hammer no longer caps at hitting 2 extra enemies (hits 1 extra enemy per 10 soft levels), Allows using right click for attacks without sacrificing functionality & quality-of-life, Helps separate buttons for attacking, moving, and picking up items, Can currently use 2 auras simultaneously, which means being unable to use other skills (may stay that way since it's a huge downside), Both left click and right click skills no longer halt movement after killing name-locked enemies (similar to how right click skills worked with non-name-locked enemies), Also applies to clickables like loose boulders & chests (previously halted after left clicking them), Almost every Hell-difficulty zone that isn't an area walked through for quests or connected to a waypoint will be level 85, Area level is now shown in the top right next to the area name, Feral Rage now adds +20% increased melee splash radius (+1 range) when charged up, Martial arts skill charges now reset before the 1st stage of the next cycle rather than after the 3rd stage of the current cycle (allows finishers to use charges from all 3 stages instead of just 2), New Uber Ancients with scalable difficulty (can choose to fight 1, 2 or all 3 ancients), Different tokens drop fairly frequently in T1/T2/T3 maps which need to be combined to access the encounter, Rewards experience and random loot (similar to Baal) based on the number of ancients defeated (currently testing loot drops equivalent to 5/7/9 baal kills), Will probably be available in non-ladder too (meaning no difference between ladder and non-ladder other than the reset), Find Item will get +1% synergy from Find Potion, Blood Warp is now a level 24 skill and has Blood Golem as a prerequisite skill, Fire Golem damage scaling will be improved, Zenith runeword will be makeable in all bows (instead of just amazon bows) as well as spears/polearms, Druid spirits/vines will no longer be targetable or damageable - they won't aggro enemies or block/collide with enemies, When saving Anya in Hell difficulty, she'll reward you with a random common T1 map in addition to a random rare class item, There will be more of a difference in difficulty between T1/T2/T3 maps, with lower tiers more entry-player-friendly, Map affixes with "monsters have +X% of physical damage as extra elemental/magic damage" will be fixed (they were mistakenly applying to base damage which resulted in much higher damage than intended for certain monsters), Move Only skill will no longer halt movement after name-locking enemies, Whirlwind will no longer halt movement or use a basic attack when name-locking enemies, and will move through name-locked enemies instead of stopping slightly before hitting them (this also fixes whirlwind desync in PvP), Regenerating skill charges (like Blink on Enigma) will regenerate 4x as quickly in PvP arenas, Large charms will roll 2-4% elemental damage instead of 1-3%, Elemental damage on charms will be rebalanced so that each element has more similar average damage (all elemental damage except lightning on small charms will be buffed), Elemental damage on charms will be normalized based on inventory spaces used, Large charms will be able to have 2x the elemental damage of small charms, Grand charms will be able to have 2.7x the elemental damage of small charms (10% less than 3x since GCs are more convenient/popular), Adjusting level requirements of elemental damage affixes on small/large/grand charms to to be in ascending order instead of the reverse (currently small charms have the highest requirements and grand charms have the lowest), Elemental damage affixes for jewels and weapons will also be improved, Poison damage affixes on items will be rebalanced & standardized so they all have 2 second durations, and poison dps will be increased, Magefist will be reverted to only grant +1 to, Infinity (staff version) will have 15% chance to cast level 20 Lightning on casting, Other staves (like Doom) will have yet-to-be-spoiled ctc-on-casting effects, Prayer will have a mana cost again but will heal more, Certain skills will no longer try using a basic attack when out of mana: Fist of the Heavens, Holy Shield, Charge, Whirlwind, Hydra will be getting nerfed somehow (no details), Bash will have Concentrate instead of Berserk as a synergy, Hurricane will have the Twister synergy removed and the other synergies increased from 8% to 12%, Armageddon will have the Fissure synergy removed and the other synergies increased from 8% to 12%, Druid wolves will now have melee splash damage like other summons, Arctic Blast scaling improved at levels 1-8/9-16/17-22/23+ by 15%/66%/82%/54%, Arctic Blast synergies are now all 24% (was 25%/20%/20%/20%), New Rampage RW will use Shael+El+Ith+Eth instead of Shael+El+Ith+Shael, New Neophyte RW will use Thul+Tir instead of Hel+Tir, and will also be makeable in claws; will gain an extra +10% FCR in staves, Map Tier Balancing: T1 monsters will have roughly 30% less hp (similar to crafted league where they had 25% less hp), Act 1 Rogue Mercenaries will be able to use quivers, Shadow of Mendeln will spawn enemies continuously instead of in waves, occasionally cast curses, and all loot will drop at the end of the event instead of during it, Map events now trigger a text message specific to the event, and their map icons are more visible, Map goes dark and shadow enemies spawn which have a chance to drop uber keys (expect roughly 6-10 keys per event), Darkness goes away when all shadows have been defeated, Map events will spawn near the map entrance if it makes sense for them to do so, Chaos RW now has an Assassin-specific version of Whirlwind called Blade Dance so that it can be balanced independently (currently, Blade Dance just hits every 3 frames instead of every 4 frames), Cyclone Armor and Bone Armor now have a synergy for Energy (+2 additional absorb per energy), Infinity will have 2% chance to cast level 5 Cyclone Armor on casting (staff version) or when struck (polearm/spear version), New item "Larzuk's Puzzlepiece" which is the same as Larzuk's Puzzlebox except it cannot be used on unique/set items, New Act 5 mercenary that uses Whirlwind and Battle Cry, and casts Battle Orders instead of using Might, Flying enemies that die over voids will now drop their loot in a nearby walkable area (e.g. I hope this only works with ID'd items You forgot to calculate how much damage would be lost because you now had toreplace all your poison/maxdam charms with STR charms in order to be able touse the upgraded item :). Think of a 300ED Ribcracker, going from 120 average to 416.Requirements 63 strength, 35 dex.

I guess Bone knife.I think gull would go from 10.5 to 44 average. With enhanced damage, an impressive chance of Crushing Blow, and increased Attack Speed, Ribcracker is a powerful weapon and often upgraded to a Stalagmite for more raw physical damage. 6 Hostess Twinkies1 package chocolate-flavored almond bark1 12 oz. That along with the new, well, your set is in my mod. We may use cookies to personalize content, ads, and analyze our site traffic. 100%>50%>25%>12.5%>etc) to 20% flat reduction per pierce capping at 20% minimum (ex 100%>80%>60%>40%>20%>20%>etc), Strafe damage per level increased from 14% to 15%, Strafe missile speed reduced by 25% (to help prevent some missile desync), Strafe missile range increased by 33% (this results in roughly the same total range due to the missile speed loss), Strafe now has penetrate as a synergy at 10% damage per level, Charged strike now fires 3 bolts at level 1 instead of 2 bolts, Dodge and evade now have a 4 frame cooldown after mitigating an attack, Evade movement speed bonus changed from a diminishing return scaling capping at 45% to gaining an additional 2% per level capping at 65%, Evade level 1 movement speed bonus increased from 10% to 15%, Slow movement movement speed reduction per level increased from 1% to 2%, Slow movement missile speed reduction level 1-16 scaling increased from 1% per level to 2%, Slow movement radius cap increased from 12 yards to 16, Slow movement radius now increases by .6 per level, Slow movement base duration increased from 5 seconds to 10 seconds, Slow movement now gains .2 seconds duration per level, Inner sight radius cap increased from 18 yards to 20, Inner sight level 1 -1% to enemy attack rating increased to -10%, Decoy ai delay reduced by 20% (will now attempt actions more often), Decoy duration increased from 15 seconds to 30 seconds, Decoy level 1 mana cost reduced from 10 to 5, Valkyrie base power strike level increased from 1 to 5, Valkyrie dexterity per level increased from 12 to 20, Valkyrie strength per level increased from 20 to 25, Valkyrie decoy synergy increased from 20 strength per level to 25, Valkyrie power strike nova synergy increased from 10% to 20%, Valkyrie pierce synergy increased from -1% enemy lightning resist per level to -2% per level, Jab damage per level reduced from 18% to 14%, Fire arrow level 8-16 scaling increased from 6-10 to 7-12, Fire arrow level 16-22 scaling increased from 16-20 to 20-24, Fire arrow level 22-28 scaling reduced from 36-40 to 35-39, Fire arrow level 28+ scaling reduced from 56-60 to 50-54, Fire arrow synergies increased from 24% to 26%, Ice arrow magic arrow synergy reduced from 20% to 16%, Ice arrow cold arrow synergy reduced from 14% to 10%, Ice arrow freezing arrow synergy reduced from 14% to 10%, Lightning bolt now deals full weapon damage up from 3/4, Martials arts attacks now maintain their third charge and allow you to use a finisher to cast all three stages at once, Cobra strike, claws of thunder, blades of ice, fists of fire and phoenix strike charges now last 5 minutes, Tiger strike attack rating per level increased from +10% to +15%, Dragon talon attack rating per level increased from +15% to 25%, Dragon flight attack rating per level increased from 10% to 15%, Cobra strike attack rating per level increased from +8% to 14%, Claws of thunder attack rating per level increased from +8% to 12%, Blades of ice attack rating per level increased from +4% to 10%, Phoenix strike attack rating per level increased from +4% to 10%, Phoenix strike chain lightning base damage increased from 1-40 to 1-60, Phoenix strike level 1-8 chain lightning scaling increased from 0-20 to 0-40, Phoenix strike level 8-16 chain lightning scaling increased from 0-40 to 0-70, Phoenix strike level 16-22 chain lightning scaling increased from 0-60 to 0-100, Phoenix strike level 22-28 chain lightning scaling increased from 0-80 to 0-130, Phoenix strike level 28+ chain lightning scaling increased from 0-100 to 0-160, Phoenix strike meteor fire duration reduced from 55 frames to 25, Phoenix strike meteor level 1-8 scaling increased from 5-5 to 5-6, Phoenix strike meteor level 8-16 scaling reduced from 10-10 to 8-9, Phoenix strike meteor level 16-22 scaling reduced from 16-17 to 11-12, Phoenix strike meteor level 22-28 scaling reduced from 22-24 to 14-15, Phoenix strike meteor level 28+ scaling reduced from 30-32 to 17-18, Venom cobra strike synergy increased from 6% to 8%, Shockweb level 8-16 scaling increased from 1-8 to 1-10, Shockweb level 16-22 scaling increased from 1-14 to 1-16, Shockweb level 22-28 scaling increased from 1-20 to 1-22, Shockweb level 28+ scaling increased from 1-26 to 1-28, Claw and dagger mastery +10% enhanced damage per level increased to +12%, Traps no longer benefit from elemental pierce (they still benefit from +% elemental damage), Wake of fire sentry base mana cost reduced from 8 to 5, Wake of fire sentry mana cost now increased by .25 per level, Wake of Fire level 16-22 scaling increased from 12-16 to 13-16, Wake of Fire level 22-28 scaling increased from 20-24 to 22-26, Wake of Fire level 28+ scaling increased from 28-32 to 31-36, Charged bolt sentry death sentry synergy has been removed, Charged bolt sentry synergies have been increased from 6% to 8%, Charged bolt sentry shockweb synergy removed, Charged bolt sentry now has fire blast as a synergy, Charged bolt sentry base mana cost reduced from 6 to 4, Charged bolt sentry mana cost now increased by .25 per level, Charged bolt sentry level 8-16 scaling increased from 0-9 to 0-10, Charged bolt sentry level 16-22 scaling increased from 0-12 to 0-13, Charged bolt sentry level 22-28 scaling increased from 0-14 to 0-16, Charged bolt sentry level 28+ scaling increased from 0-16 to 0-19, Lightning sentry shockweb synergy removed, Lightning sentry now has fire blast as a synergy, Lightning sentry fires 12 shots reduced to 5, Lightning sentry base mana cost reduced from 20 to 8, Lightning sentry mana cost now increased by .25 per level, Lightning sentry level 8-16 scaling increased from 0-20 to 0-21, Lightning sentry level 16-22 scaling increased from 0-25 to 0-27, Lightning sentry level 22-28 scaling increased from 0-30 to 0-33, Lightning sentry level 28+ scaling increased from 0-35 to 0-39, Chain lightning sentry shockweb synergy removed, Chain lightning sentry now has fire blast as a synergy, Chain lightning sentry fires 12 shots reduced to 5, Chain lightning sentry base mana cost reduced from 20 to 8, Chain lightning sentry mana cost now increased by .25 per level, Chain lightning sentry level 16-22 scaling increased from 0-17 to 0-18, Chain lightning sentry level 22-28 scaling increased from 0-23 to 0-26, Chain lightning sentry level 28+ scaling increased from 0-30 to 0-36, Death sentry fires 5 times increased to 10, Death sentry synergy increased from 6% to 8%, Death sentry charged bolt sentry synergy removed, Death sentry now has fire blast as a synergy, Death sentry base mana cost reduced from 20 to 8, Death sentry mana cost now increased by .25 per level, Death sentry level 1-8 scaling increased from 1-2 to 3-4, Death sentry level 8-16 scaling increased from 3-4 to 5-6, Death sentry level 16-22 scaling increased from 5-6 to 7-8, Death sentry level 22-28 scaling increased from 7-8 to 9-10, Death sentry level 28+ scaling increased from 9-10 to 11-12, Inferno sentry death sentry synergy removed, Inferno sentry synergies increased from 6% to 10%, Inferno sentry base mana cost reduced from 20 to 8, Inferno sentry mana cost now increased by .25 per level, Inferno sentry base damage increased from 40-100 to 60-100, Inferno sentry level 1-8 scaling increased from 32-36 to 34-40, Inferno sentry level 8-16 scaling increased from 38-42 to 68-80, Inferno sentry level 16-22 scaling increased from 44-48 to 102-120, Inferno sentry level 22-28 scaling increased from 50-54 to 136-160, Inferno sentry level 28+ scaling increased from 56-60 to 170-200, Shadow warrior base health in normal increased from 376 to 600, Shadow warrior base health in nightmare increased from 376 to 800, Shadow warrior base health in hell increased from 376 to 1000, Shadow warrior health per level reduced from 15% to 5%, Shadow warrior all resist scaling has been changed from +4 all resist per level capping at 75 to a diminishing return scaling from 5 to 90 (it's all resist scaling now matches shadow master), Shadow master base health in normal increased from 376 to 600, Shadow master base health in nightmare increased from 376 to 800, Shadow master base health in hell increased from 376 to 1000, Shadow master health per level reduced from 15% to 5%, Burst of speed base movement speed increased from 10% to 20%, Burst of speed level 8-16 movement speed bonus reduced from 2% to 1%, Burst of speed base duration increased from 2 minutes to 5 minutes, Burst of speed duration scaling reduced from 12 seconds per level to 5 seconds, Fade base duration increased from 2 minutes to 5 minutes, Fade duration scaling reduced from 12 seconds per level to 5 seconds, Blade shield duration now increases by 5 seconds per level, Blade shield now has the ranged leech penalty (50% reduced leech), Blade sentinel synergies reduced from 12% to 8%, Blade sentinel base mana cost reduced from 7 to 4, Blade sentinel mana cost per level reduced from 1 to .5, Blade sentinel now attacks every 5 frames instead of every 15, Blade sentinel now always paths to your mouse location and no longer has its pathing blocked by monsters, Blade fury now splits into multiple projectiles when colliding with a wall, Blade fury synergies reduced from 8% to 6%, Psychic hammer now gains an additional bounce every 10 soft levels instead of capping at 3, Psychic hammer bounce distance increased by 20%, Claw block now has a 4 frame cooldown after mitigating an attack, A new assassin skill has been added called blade dance.