**OFFICIAL** Diablo 3 Thread

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slayer202

Lifer
Nov 27, 2005
13,679
119
106
If you're talking about the dmg / life #'s that pop up during gameplay. That's not what i'm looking for.

I want to know exactly how much dmg the skill does before setting it up.
Changing skills on the fly is a pain in the ass and you have to wait for a cool down.

You can't see the exact dmg numbers but turn on advanced toolbar and the skills will tell you the damage they do, for example, "110% dmg"

I really can't understand why that option plus elective mode weren't turned on by default. Took me forever to figure out they existed
 

BadgerYou

Member
Jun 4, 2012
70
0
0
You can't see the exact dmg numbers but turn on advanced toolbar and the skills will tell you the damage they do, for example, "110% dmg"

I really can't understand why that option plus elective mode weren't turned on by default. Took me forever to figure out they existed

Or just hit Ctrl or Alt I can't remember as you hover over the icon. But I'm not sure that's what he is after.
 

SS Trooper

Senior member
Jun 18, 2012
228
0
0
to know the differences when comparing equipment

In that case there's nothing in game. But "people" have created spreadsheets and the like to calculate the estimated numbers. You could try one of those out.

I prefer trail and error method myself, but then again I'm not spending real money or millions of gold on my equipment.

Still it makes sense that IAS allows you to attack quicker but not necessarily hit harder, while your main stat would increase the base number of damage, and +crit damage would give you the biggest numbers.

What are you looking for specifically? Or are you just complaining about a feature that's missing? (Not that there's anything wrong with that)
 
Nov 3, 2004
10,491
22
81
Wrong.

DH gear can be very expensive if your looking for the best.

That means having 4 stat gloves, amulet, and rings which include dex, crit %, crit dmg, and attack speed.

No less than 10 million for any item, and guess what, you're still a glass cannon.

The "cheap" way you are refering to is probably just stacking attack speed and dex which will never push you over 40k dps (just through this number out there). And that is also going to fail when the attack speed nerf comes.

So you tell me which is easier, spending 80 million on a DH and getting 1 shotted by everything or on a monk and standing in the middle of mobs as you slowly destroy everything while taking no damage.

Maxed out, the Monk and Barb are the best classes.

Yes, but since DHs can clear/farm much easier on Inferno softcore, it takes more time for that monk to get gear.
 

JamesV

Platinum Member
Jul 9, 2011
2,002
2
76
Yes, but since DHs can clear/farm much easier on Inferno softcore, it takes more time for that monk to get gear.

Not true; my friend who I added on day 1 has a barb that has since passed my ability (as a Wiz) to farm Inferno. He now can pretty much breeze through the Heart of Sin which I can't even stay alive in for more then 5 minutes.

While I'm kiting forever, he just jumps in the middle of mobs and kills them, albeit slower then I could kill (if I could stand still), due to high stacked life on hit and stats.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I haven't really been playing Diablo III much lately... well, really at all, and I was rather glad to see some of the changes. I'm also glad that I forwent leveling any of my trainers as I forgot that they were adjusting the prices until I read the patch notes!

With the change to IAS, are people going to stop favoring slow weapons as much or will they simply need to stack more IAS to try and use them? Fast weapons are still poor for casters because of the higher resource use, right? That makes me wonder... why doesn't the resource cost scale to weapon speed?

Also, you have to get an authenticator or they wont let you back on the auction. I had to get one after I was hacked as well. It's only $6.50. They actually don't charge you for it, you are paying shipping costs.

Just to clarify (in a rather anal way), the $6.50 is for manufacturing costs. The shipping is free.

It is wrong that you need to buy a authenticator to use the money AH if you got hacked.

If I recall, you need an authenticator to begin with to use the RMAH. I think it's a fan-fricken-tastic idea too! Removing the headache of people losing real money when getting hacked is a rather good thing. It's probably also why there's no cashing out of your Battle.Net Balance.

I got hacked by seeing a email for a Beta for the new expansion for WOW. after I clicked on it the next day I was hacked.

It's really just musing on my part, but even if you weren't gullible enough to enter your information on that phishing site, it may have had malicious items hidden in it. An example could be an Adobe Flash file that has code in it to take advantage of an unpatched vulnerability.
 

biostud

Lifer
Feb 27, 2003
18,684
5,418
136
Is barbarian the easiest character to play on hell? I've just about halfway through 1-act and it still seems quite easy. Sure I die sometimes, but it's not impossible to play. I've bought a life-draining sword ~250 dps/ 2% life drain +181 life on hit, and run around with frenzy.

...I found the bad guys :/

Arcane + wall, not fun when you cannot jump.
 
Nov 3, 2004
10,491
22
81
Not true; my friend who I added on day 1 has a barb that has since passed my ability (as a Wiz) to farm Inferno. He now can pretty much breeze through the Heart of Sin which I can't even stay alive in for more then 5 minutes.

While I'm kiting forever, he just jumps in the middle of mobs and kills them, albeit slower then I could kill (if I could stand still), due to high stacked life on hit and stats.

Well certainly now that he's all buffed up, but I imagine that when you both initially hit inferno, he was struggling to farm a lot more than you?


EDIT: to be fair, I do think DHs need some sort of survivability buff especially because hardly any can survive in hardcore
 
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Bill Brasky

Diamond Member
May 18, 2006
4,324
1
0
at this point in time would you guys still say this game is still worth getting?

I think so, but it's certainly less compelling if you're a hardcore gamer. I'm on my second play through (nightmare) and am having a blast. I only get to play 5 hours a week or so, but I think I've had 60 bucks of enjoyment so far.

edit: Although, I didn't have high expectations for Diablo 3 when I bought since I had never played a diablo game before.
 
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BadgerYou

Member
Jun 4, 2012
70
0
0
I think so, but it's certainly less compelling if you're a hardcore gamer. I'm on my second play through (nightmare) and am having a blast. I only get to play 5 hours a week or so, but I think I've had 60 bucks of enjoyment so far.

edit: Although, I didn't have high expectations for Diablo 3 when I bought since I had never played a diablo game before.

That is the key, if you buy this game w/ this expectation you wont be disappointed, if you come in with other expectations, you might be let down.
 

isekii

Lifer
Mar 16, 2001
28,578
3
81
I hope with the new patch, they have more elites with the slow missle aura.

Firing 20-25 nether tentacles all concentrated into an area and just kiting them in would be easy stacking.
 

Adrenaline

Diamond Member
Jun 12, 2005
5,320
8
81
My friend who has a Monk is making tons of gold every day selling Diablo kills for achievements. He is taking 3 people into a game and charging 500k each, they all die and he still kills him with no problems.
 

BadgerYou

Member
Jun 4, 2012
70
0
0
My friend who has a Monk is making tons of gold every day selling Diablo kills for achievements. He is taking 3 people into a game and charging 500k each, they all die and he still kills him with no problems.

Freaking Barlows (Mal'Ganis reference) in every game. "hey i got an idea, i'm going to not beat the game myself and still find pleasure in it." /dumb
 

isekii

Lifer
Mar 16, 2001
28,578
3
81
My friend who has a Monk is making tons of gold every day selling Diablo kills for achievements. He is taking 3 people into a game and charging 500k each, they all die and he still kills him with no problems.

is there a link to your friend's build ?
 

EDUSAN

Golden Member
Apr 4, 2012
1,358
0
0
In that case there's nothing in game. But "people" have created spreadsheets and the like to calculate the estimated numbers. You could try one of those out.

I prefer trail and error method myself, but then again I'm not spending real money or millions of gold on my equipment.

Still it makes sense that IAS allows you to attack quicker but not necessarily hit harder, while your main stat would increase the base number of damage, and +crit damage would give you the biggest numbers.

What are you looking for specifically? Or are you just complaining about a feature that's missing? (Not that there's anything wrong with that)

well... what i mostly dislike is how not RAW damage stats modify your damage information.
For instance... finding a 150 intelligence item when i have a 20 intelligence item SHOULD be an increase in damage, but as the 20 intelligence item has 12% AS.... the 150 intelligence item looks like SHIT. Is showing me like 1k less damage than the other one.
And that is not right... im a wizard if i cast arcane orb faster i wont do more damage... i will go OOAM (out of arcane power) after firing the same amount of orbs. do you get what im saying?

i havent checked but impretty sure that crit chance show a higher damage number, although if i dont crit its useless

it should have like

"base damage: 10000
Crit damage: 20000
spam skill damage: 15000"

or something like that... meaning... 1 cast of one skill should do damage as if my damage is 10000, but if i crit my effective damage is 20000, and if i spam a skill my damage per sec is 15000"

i am crazy, i know
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
I really, really like a lot of the patch notes. Especially those relating to "General" monsters.

ASPD nerf is unfortunate but I'll live. I still think it'll be invaluable for melee with LoH and proc effects (sidearm), hopefully I can find some good post-nerf ASPD rings lol.
 

isekii

Lifer
Mar 16, 2001
28,578
3
81
General

To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Hollow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies


Battle.net

General

Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
Chat settings and preferences will now be saved whenever you log out
Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session


Bug Fixes

Using the /who command in a heavily populated chat channel should no longer cause the client to crash
The "Invite to Party" button should no longer become grayed-out if a player:

Declines a party invite
Requests a party invite and then declines it
Accepts a party invite, but immediately then leaves the party


The character screen should now always display the display the correct act and quest information
If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."




Classes

Barbarian

Active Skills

Ignore Pain

Skill Rune – Contempt for Weakness

The amount of damage reflected will now cap at the player's maximum Life




Overpower

Skill Rune – Crushing Advance

The amount of damage reflected will now cap at the player's maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected




Weapon Throw

Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)




Passive Skills

Relentless

Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)






Demon Hunter

Active Skills

Cluster Arrow

Skill Rune - Dazzling Arrow

Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)




Grenades

Skill Rune - Stun Grenades

Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)






Bug Fixes

Caltrops

Skill Rune – Jagged Spikes

Effect will now only stack up to 10 times on a single target




Elemental Arrow

Skill Rune – Nether Tentacles

Tentacles will now only hit each target once








Monk

General

Monks can now use two-handed axes, two-handed maces, and two-handed swords


Active Skills

Serenity

Skill Rune – Instant Karma

The amount of damage reflected will now cap at the player's maximum Life




Seven-Sided Strike

Skill Rune - Sustained Attack

Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)




Mantra of Retribution

Damage will now cap based on the maximum Life of the target




Bug Fixes

Near Death Experience

Fatal damage absorbed by Serenity will no longer trigger Near Death Experience






Witch Doctor

Active Skills

Summon Zombie Dogs

Skill Rune – Leeching Beasts

Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)








Wizard

Active Skills

Diamond Skill

Skill Rune – Mirror Skin

The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin




Magic Weapon

When activated, a buff icon will now appear that displays the amount of time remaining


Meteor

Skill Rune - Star Pact

Now deals damage as Arcane instead of Fire




Passive Skills

Paralysis

Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)










Items

General

+ Attack Speed bonus values on weapons and armor have been reduced by 50%

This change does not apply to quivers


High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty

The new approximate drop rates are as follows:

Hell - Act III and Act IV

iLvl 61: 9%
iLvl 62: 1.9%
iLvl 63: 0%


Inferno - Act I

iLvl 61: 17.7%
iLvl 62: 7.9%
iLvl 63: 2.0%


Inferno - Act II

iLvl 61: 18.6%
iLvl 62: 12.4%
iLvl 63: 4.1%


Inferno - Act III and Act IV

iLvl 61: 24.1%
iLvl 62: 16.1%
iLvl 63: 8.0%




Please see the Patch 1.0.3 Design Preview for more information and specific details


Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
The Staff of Herding can no longer be salvaged or dropped
Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed


Weapons and Armor

"Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts

For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.


Manticore now has one additional bonus affix


User Interface

Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
Tooltips for items on the ground will now show comparison stats
Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab


Bug Fixes

Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed

Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.


Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
Fixed a bug with linking items with socketed gems in chat
Fixed a bug where vendors would occasionally not have any items for sale
Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size




Crafting

General

The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%


Blacksmith

The gold cost to level the Blacksmith has been reduced by 50%
The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced

Base levels now require 1 page/tome, down from 5
Milestone levels now require 2 pages/tomes, down from 5


The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
Weapon crafting costs have been reduced
The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced


Jeweler

The gold and material cost to combine gems ranks 2-8 has been reduced

Combinations for these ranks now only require 2 gems, down from 3

The gold cost to combine each rank of gems is now as follows:

Rank 2 - Flawed: 10 gold (down from 500 gold)
Rank 3 - Regular: 25 gold (down from 750 gold)
Rank 4 - Flawless: 40 gold (down from 1250 gold)
Rank 5 - Perfect: 55 gold (down from 2000 gold)
Rank 6 - Radiant: 70 gold (down from 3500 gold)
Rank 7 - Square: 85 gold (down from 7500 gold)
Rank 8 - Flawless Square: 100 gold (down from 20,000 gold)










Followers

General

Bug Fixes

Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI




Enchantress

Skills

Mass Control

Radius reduced from 15 yards to 8 yards
If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
Skill will now correctly target enemies in all circumstances








Bosses

General

Bosses have had their pathing improved
The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced


Skeleton King

Abilities

Will now summon Skeletal Archers in Hell and Inferno difficulties




The Warden (mini-boss)

General

Now has Fast and Molten affixes, in addition to Jailer
In Inferno difficulty, the Warden will also gain the Desecrator affix




Butcher

Bug Fixes

Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended




Ghom

Abilities

Gas Cloud

Radius of Gas Cloud has been slightly reduced
Slowing effect has been removed
The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly






Maghda

Bug Fixes

Punish Dust projectiles can no longer be reflected




Zoltun Kulle

General

Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage


Abilities

Ceiling Collapse

Can now be cast at a player from any range


Fireball

Fireball attack now moves slower
Can now be cast at a player from any range


Teleport

Will now Teleport and run away from the player less often
Will now occasionally Teleport to the player






Belial

General

Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform


Bug Fixes

Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances




Siegebreaker

General

Overall damage has been reduced
No longer vulnerable to Confuse and Charm effects
Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
Now enrages after 4 minutes
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix




Cydaea

Abilities

Spiderlings

Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often






Rakanoth

General

In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes




Izual

General

Health pool has been increased
The number of Oppressors that join the fight has been reduced from 4 to 2
Will no longer target Followers or Tyrael as frequently


Abilities

Base Attacks

Base attack damage has been lowered
No longer does Cold damage on top of base attacks


Charge

Charge damage has been reduced
Knockback has been removed
Will Charge slightly more often, but will only target players


Frozen Bombs

Frozen Bomb damage has been reduced
Bombs will now explode faster
Only 8 Bombs will now spawn around the player rather than 12
Bombs will spawn at Izual's feet less often


Frost Explosion

Frost Explosion damage has been reduced by 70%
Duration of freeze has been increased
Damage dealt to players while frozen will now break the effect
Players can now use defensive cooldown while frozen
Players can no longer avoid being frozen by doing high amounts of amount to Izual




Bug Fixes

Izual will no longer spawn twice if a player skips his introductory cut-scene




Diablo

Bug Fixes

Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
Fixed a bug that was causing pets to not attack Shadow Clones






Monsters

General

Champions, Rares, and Uniques have had their pathing improved
Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
Colossal Golgor base damage has been reduced
Herald of Pestilence tentacle attack damage has been reduced
Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
Succubus monsters will now run away less and for a shorter distance
The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
Bloodclan Warriors no longer knockback when buffed and attack slightly slower
Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%


Bug Fixes

Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players
Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
Fixed a bug where Sandwasp projectiles could sometimes become invisible




Bug Fixes

General

The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
Fixed a bug where The Lyceum in the Southern Highlands was not appearing
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
Fixed a position desync bug (aka "rubberbanding") that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
Several performance improvements have been made to both the PC and Mac client


Auction House

Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
Items with class-specific affixes should now display the class restriction properly
It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
The data displayed in each auction house tab should now properly reset when logging out
 
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