Build 30 is an update that was released on January 13, 2016. This update included substantial changes to skills across all masteries, as well as many other changes.
The developers announced the following build, B31, would remove the Reckless Power transmuter, Unlimited Power. Additionally, players might have needed to reassign skills to certain celestial powers due to changes to the devotion system.
The Loghorrean encounter has received a tuning pass. On Normal/Veteran difficulty, the boss now summons chthonians with reduced frequency and the summons have less health. The tentacle summons have had their health reduced and no longer cast additional Void Zones. The Void Zones last for a shorter duration. The amount of Chaos and Vitality damage dealt by the boss has been reduced. On Elite/Ultimate difficulty, the boss has received a slight damage bonus on several of its abilities, and some of its spawns are now more dangerous. On all difficulties: diversified the damage dealt by the boss's summons so that a more general spread of resistances will be required rather than stacking Chaos and Vitality resistance. The boss's Chaos Barrage now deals a combination of Fire and Chaos damage, instead of Vitality and Chaos damage. The area in front of the boss has been slightly enlarged, and more pets can now target it at the same time.
Added an additional chest to the Loghorrean as reward for overcoming the challenge.
Ultimate difficulty enemy offensive ability and defensive ability scaling reduced. Enemy life and damage bonuses reduced. Slight adjustments to Ultimate as well.
Destroying the 3 blood wagons now opens the final crypt permanently. It is now possible to destroy the blood wagons across multiple sessions for the quest without having to destroy all 3 again.
It is no longer possible to open riftgates within the chamber of the Loghorrean, but a shortcut now opens to the area upon defeating Bloodlord Thalonis and takes the player to and from the tomb entrance.
Legendary item drop rates have been adjusted based on difficulty. They are now significantly reduced on Normal/Veteran difficulty, remain the same as before on Elite difficulty, and have been increased by about 40% on Ultimate difficulty.
Special chests in challenge dungeons (e. g. the big chest after the final boss) now have an increased chance of dropping Legendary items to equalize them with the effort required.
Epic item drop rates are now slightly increased on Elite difficulty, and then increased again on Ultimate difficulty.
Fixed an issue with the quest The Bane of Cairn not rewarding a Legendary item if the player was too low level to receive one. The list of Legendary items that can be received from this quest has been reduced.
Slightly increased drop rate of Manticore Eye from Boss and Hero manticores. Doubled the drop rate from Champion manticores.
The Avatar of Mogdrogen is now easier on Normal difficulty, but instead drops an Epic version of his unique shoulders. He will continue to drop the Legendary shoulders on Elite and Ultimate difficulty.
To help emphasize the function and relative power of each, "%Total Damage" and "Damage Modified by %" have been changed to "%All Damage" and "Total Damage Modified by %" respectively.
Fixed an issue with shortcut rifts (e. g. Obsidian Throne, final boss) disappearing if the area is unloaded.
Increased spawns from corrupted devotion shrines on Elite and Ultimate difficulty, with the exception of the Steps of Torment shrine, which had its armada of Bone Golems toned down.
Increased the level gap between the player level and monster level before which rare crafting materials stop dropping by 10, making it feasible to farm up crafting materials on Elite before needing to move on to Ultimate.
Diversified damage dealt by Chthonian enemies so that they are not almost exclusively Chaos and Vitality damage.
Reduced stun, freeze and other crowd-control effect resistances on heroes and bosses. Those without 100% resistance will stay stunned, etc. a little longer, some of those that are immune have been brought lower, so that with resist debuffs, they can become stunnable, etc.
Player default attack and cast speed slightly increased.
Loxmere Nightmage energy burn reduced, and spawn set so that he will only appear at level 60+.
Fixed a potential cause of the obsidian gate past the Fields of Despair getting stuck in a visually locked position.
Fixed an issue with nemesis troves remaining locked if the associated nemesis is killed while pulled far enough away from the chest for it to become unloaded.
Performed a sweep on Magical affix loot tables, pruning generally undesirable combinations by level 20-30. For example, level 25+ Magic weapons will always roll something that increases damage. Magic medals and belts can now also roll % Damage bonuses.
Rare-quality item drop rates increased by 30% at level 55+ from all sources.
Faction armor augments can now also be applied to belts.
Slightly increased shield physique requirements in the mid-levels.
Shield recovery time on shield items increased by around 20%.
Increased flat and % damage bonus values on all two-handed guns by 15%.
Increased the chance of rolling Rare affixes from crafting by 30% and the chance of crafting a double Rare by 25%.
Legendary items have received a tuning pass. Most received various buffs or improvements to their stat distribution or skill allocation. This does not mean that Legendary items will never be adjusted again. We will continue to monitor feedback and make changes based on any issues that arise.
Fixed a variety of issues relating to Legendary item skills (e. g. broken durations, missing summons, unusually low damage, missing/incorrect text, etc.)
Adjusted the item table for Legendaries so that level 50 Legendary items can still drop at max level.
Added a new level 75 Legendary sword (Reaver's Claw) for Physical/Pierce builds.
Added a new level 75 Legendary 4-piece set (Trozan's Ascension) for Cold/Lightning build favoring Arcanist and Shaman. The art for this set will be finalized in Build 31.
Added a new level 75 Legendary 4-piece set (Valdun's Treachery) for Pierce/Physical two-handed ranged builds favoring Soldier and Demolitionist. The art for this set will be finalized in Build 31.
Blood of Dreeg: cooldown reduced from 24 s to 12 s, allowing it to be continuously active. % Heal now scales from 15% to 25% by rank 16 and 30% at max ultimate rank, and regen scaling reduced slightly.
Armor of the Guardian: Poison Resistance now scales to 100% by rank 12 and 150% by max ultimate rank.
Phantasmal Blades and its transmuter have been reverted to their original form, where the transmuter, renamed Frenetic Throw, removes cooldown. The skill and transmuter have received corresponding damage and penalty adjustments. It was always preferred that the skill should work that way, but prior to the addition of Total Damage Modification, it was not possible to adequately balance the transmuter.
Lethal Gambit: Pierce and Cold damage increased, and range on the Cold Damage removed for greater consistency. Cooldown reduced from 2.5 s to 2 s.
Reckless Power and its modifier, Ascendance, have been redesigned as exclusive skills intended for Aether/Fire and Cold/Lightning builds respectively. Both exclusive skills are in Tier 9.
The Reckless Power transmuter, Unlimited Power, no longer affects any skill and will be removed with Build 31.
Proliferation has had its damage significantly increased. These additional fragments now deal Aether damage and are visually distinct from the regular fragments. Moved to Tier 8.
Conversion: bonus values adjusted so the skill does not give such a large return at a single point. Bonuses scale up to their original values by rank 12 and remain unchanged at ultimate ranks.
Maiven's Sphere of Protection: Projectile Avoidance removed. %Cast Speed penalty and -%All Damage replaced with scaling Total Damage Modified by -%. Damage absorption now scales less quickly to 25% at rank 12. Previously, this skill only really penalized casters and was too attractive for melee.
Olexra's Flash Freeze: freeze duration increased, radius expanded from 10 to 16 meters at max rank, damage increased, and cooldown reduced.
Devastation is now truly devastating and launches multiple waves of projectiles at intervals over a duration as the fight goes on.
Reduced Offensive and Defensive ability scaling on Heroes and Bosses at higher levels.
Probability to hit formula adjusted. Equal OA / DA on an attacker / defender will result in a 90% chance to hit, up from 85%. The rate at which chance to miss or hit / crit increases as the difference in attack OA and defender DA grows has been reduced. Crit multiplier thresholds have been reduced so that they're about the same or not much harder to hit than before. The primary purpose of the change is to reduce the overall percentage of attacks that will crit, while still allowing for big crits, just less frequently. Another reason overall crit chance needed to come down is that +%crit damage bonus from items has made it much more powerful to land any tier crit. For us to continue to allow big crit multipliers, the frequency of crits needed to be scaled back. This will also help lower OA builds more easily maintain a reasonable chance to hit since equal OA/DA chance is now 5% higher and chance to miss increases less quickly if you fall below that. Another positive side effect will be less crits / less severe crits from enemies in ultimate.
With the probability to hit formula adjustment, we will do a future pass to adjust OA / DA bonuses in devotions and possibly gear so that builds without skill based bonuses will have a little better access to OA and DA.
Cunning and Spirit damage bonus scaling has been increased by about 10% to give these stats a little more value in higher difficulties relative to Physique.
To-hit formula adjusted again. This time we're trying a hybrid formula that draws part of its value from a tweaked original formula that is more linear, with a bit of more comparative equation for a slight diminishing return. The starting crit threshold has been reduced. This should boost crit chance for everyone relative to the previous formula, but relative to the older formula, it should be easier for builds with lower OA (unless it's really bad) to hit and crit, while stacking OA will not get you to quite as high of a hit chance as it would previously.
Difficulty has been adjusted to compensate for past changes to combat formula and attribute damage bonuses that inadvertently boosted enemy damage too high.
Loxmere Nightmage got nerfed a bit. Originally his energy burn was too punishing for casters but when we nerfed it, it took down his damage dealing too much.
Reduced %OA scaling on Inner Focus. We've made several other skill balancing changes but we're still selectively syncing because too much WIP content is checked into the build for a full sync. This was the only skill that seemed so bad it warranted a special sync for this hotfix, mainly because it's one of the biggest, most accessible sources of OA, favored by crit-focused builds.
This page was last edited on 24 December 2020, at 14:06.
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