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HU 1.6 and 1.6a

a guest Jan 23rd, 2016 617 Never
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  1. 1.6
  2.  
  3. -Adjusted the damage of all elite weapons to be competitive and different. They are no longer so linearly progressive. For example, a Balrog Blade is no longer inferior in every way to a Colossus Blade. A Balrog Blade is 60-166; A Colossus Blade is 81-155. Other weapons can have different speeds, high minimums, or high maximums to add diversity and style for building your character the way you want
  4.  
  5. -Increased DR% and Absorb% of many bosses. Their damage remains the same; this is to help promote longer, fun fights using improved gear against improved bosses
  6.  
  7. -Throwing Knives and Throwing Axes have been greatly nerfed and raised in level req. There was no reason to level with anything other than throwing knives/axes until 20, and that's not how the game is meant to be played. To make up for this, Ritual and Trollbite have been greatly improved, and all normal javelins have been improved to help low level Throw Barbs (this won't affect Amazons) All other throwing weapons, and exceptional/elite throwing weapons remain the same
  8.  
  9. -All Assassin claws now have a 2 range adder
  10.  
  11. -All spears and polearms now have a 4 range adder
  12.  
  13. -All elite swords, axes, maces, clubs, scepters, staves, and mauls have a 3 range adder
  14.  
  15. -All elite daggers now have a 1 range adder
  16.  
  17. -Due to the nature of these changes, the level requirements on lower elite weapons has been raised
  18.  
  19. -Many items ~ rares, sets, and uniques ~ can now provide bonus magic resist. This should help players to have more options to combat Bone Spirits and such.
  20.  
  21. -All elite class sets now have 5-10% magic resist on each piece, chests have 10-15%
  22.  
  23. -Most all set and unique chest pieces include a HP%, DR%, and Magic Resist% bonus
  24.  
  25. -Crow Caw has been redesigned. It is now a fire pierce armor called Flamescale Tunic
  26.  
  27. -Toothrow has been redesigned. It is now a lightning pierce armor called Pillar of Thunder
  28.  
  29. -Guardian Angel has been changed from +2 Pal skills to +2 all skills. This makes this armor effective for all magic damage users and the stats have been adjusted
  30.  
  31. -Spirit Shroud has been changed to a poison-only armor rather than a lesser poison-magic hybrid armor
  32.  
  33. -Duriels Shell has been improved to make it fit more in line with the other ele armors
  34.  
  35. -Gloom's Trap has been redesigned. It is now a fire pierce belt
  36.  
  37. -Gloom's Trap, Snowclash, and Thundergod's Vigor have been somewhat normalized as their respective elemental pierce belts
  38.  
  39. -Silkweave has been redesigned. They are now lightning pierce boots
  40.  
  41. -Silkweave, Infernostride, and Waterwalk have been somewhat normalized as their respective elemental pierce boots
  42.  
  43. -Changed Irathas from a heavy belt to a battle belt
  44.  
  45. -Heaven's Brethren now uses battle boots instead of a shield
  46.  
  47. -Civerb's Vestments now uses a ceremonial javelin instead of a jagged star
  48.  
  49. -Slightly improved elite class sets
  50.  
  51. -Greatly improved Irathas, The Disciple, Cleglaws, Isenharts, Berserkers, Orphan's Call, Cow Kings, Adornement(force/finesse/judgement), Lachdanans, and Sigons sets. The improvements are in both individual items and complete set bonuses. Collect them to find out what new powers they may possess!
  52.  
  53. -Greatly improved many normal and exceptional unique items. Many of these items, with the right build and stat rolls, can be worth upgrading and can even be used as decent mid-late game fillers.
  54.  
  55. -Greatly improved some elite unique class-specific items and throwing weapons.
  56.  
  57. -Improved some other elite unique items that were just not good
  58.  
  59. -NEW MOD AFFIX: Curse Resistance. There are several unique and set items that now reduce the duration in which you are cursed. These reductions stack up to 95%
  60.  
  61. -All rare and magic amulets, rings, weapons, circlets, shields, and charms can now spawn with Curse Resistance. This is a suffix effect and requires level 35.
  62.  
  63. -Greatly improved "Uber" level gems. Moonstone and lesser gems are not changed. This adds usefulness for gems in the end-game and a reason to keep them and upgrade them
  64.  
  65. -Slightly improved many rune stats (this will affect RWs they are used in as well)
  66.  
  67. *SUMMON LOVE!*
  68.  
  69. -Doubled the HP in all difficulties for shadow warrior, shadow master, valkyrie, grizzly, death knight, vines, and all golems. Increased all of their damage, resists, and block chance. Improved skeleton warriors and archers by a lesser amount.
  70.  
  71. -Increased Valkyrie velocity and run from 14 to 17
  72.  
  73. -Increased Death Knight velocity and run from 12 to 17
  74.  
  75. -Increased all golem velocity and run from 9 to 10
  76.  
  77. -Increased the innate absorb of each golem's primary stat
  78.  
  79. -Greatly increased the survivabilty of Druid vine pets
  80.  
  81. -Adjusted all summon scaling to be less OP in Normal and less useless in Hell. Please note that a pure summoner solo will likely still get trashed by bosses, but as a hybrid spec or with a group, they don't just constantly get rekt all the time anymore. These skills are designed to compliment your other skills and your party, not beat the game for you.
  82.  
  83. -Most superunique bosses can now be drained (leeched) though some much less than others, especially in Hell
  84.  
  85. -Increased base and level damage of Jab, Fend, Zeal, Frenzy, Whirlwind, and Fury
  86.  
  87. -Increased initial lvl 1 radius of all auras and curses.
  88.  
  89. -Increased the chill duration on many set and unique items with cold damage
  90.  
  91. -Increased block chance of all hirelings (a1,15%;a2,33%,a3,15%,a5,33%)
  92.  
  93. -Reduced the level requirement of most 99 items to 95. I don't see a point in having to wait until 99 to wear gear from Ubers if you are actually able to kill them
  94.  
  95. -Added new item: Bogle's Benevolence - unique Archon Plate. lvl85 ilvl85. This item can be very good or very bad.
  96.  
  97. -Added new set: Norrec's Nightmare. The tale of Norrec is both inspiring and disheartening. Bartuc's armor is lost, but the whispers of madness still haunt the rest of Norrec's forgotten armory...
  98.  
  99. -Added new set: Fiacla-Géar's Prowess. Fiacla-Géar's innovative resurrection of the Barbarian tribes and druidic attunement is legendary, and the fierceness of his rallying cry can still be heard when wearing his armor...
  100.  
  101. *RARES ARE NO LONGER USELESS!*
  102.  
  103. -Magic and Rare weapons can now spawn with chance to cast Enchant, Amplify Damage, or Lower Resist on attack. This is a suffix effect.
  104.  
  105. -Increased highest tier damage% and attack% bonuses for all rare weapons
  106.  
  107. -Increased the maximum class skill bonus on amulets, scepters, wands, staves, and melee weapons from +2 to +2-3
  108.  
  109. -Increased highest tier skill tree bonus (i.e. 'Offensive Auras') on all applicable items (gloves, amulets, staves, circlets, etc) from +3 to +3-4
  110.  
  111. -Increased highest tier all-resist bonus on rare rings, amulets, and shields
  112.  
  113. -Increased highest tier enhanced defense% on rare armor
  114.  
  115. -Increased highest tier FHR% on armor, helms, and belts
  116.  
  117. -Greatly increased highest tier HP bonus on rare armor
  118.  
  119. -Increased highest tier CB%, deadly%, lifesteal, manasteal, and IAS on all rare weapons
  120.  
  121. -Increased highest tier STR, DEX, and ENR on rare rings and amulets
  122.  
  123. -Increased highest tier IAS, CB%, STR, DEX, and ENR on rare gloves
  124.  
  125. -Greatly increased 'Cruel' modifier for magic weapons
  126.  
  127. -Reduced monster-cast Iron Maiden duration and radius
  128.  
  129. -Increased Hell ilvl of The Pit, Ancient Tunnels, and Swampy Pit to 95. This increases diversity for farming endgame as well as providing possible pre-act5 farm areas. Please note that the monsters here are extremely powerful and won't give up their treasures easily.
  130.  
  131. -Blessed Ring, Amulet, and Sword are now significantly better
  132.  
  133. -Slightly Reduced number of charged bolts from Charged Strike
  134.  
  135. -Reduced number of bolts from Lightning Fury by 4
  136.  
  137. -Removed Charged Strike as synergy for Lightning Fury
  138.  
  139. 1.6a
  140.  
  141. -All mercs have been fixed, normalized, and slightly nerfed
  142.  
  143. *NO MORE FREE SKILLS* (Haters gonna hate)
  144.  
  145. ZON:
  146. -Reduced number of arrows for Multi Shot
  147. -Increased mana cost per level
  148.  
  149. -Reduced Guided Arrow level and synergy damage
  150. -Increased mana cost to 12
  151.  
  152. -Reduced Strafe level and synergy damage
  153. -Increased mana cost per level
  154.  
  155. -Reduced level gains % on Critical Strike
  156.  
  157. -Reduced level gains % on Pierce
  158.  
  159. -Reduced level gains % on Strategy
  160.  
  161. -Reduced Decoy base HP%
  162.  
  163. -Reverted Valkyrie gear ilvl
  164.  
  165. -Increased mana cost per level of Jab and Fend
  166.  
  167. SIN:
  168. -Reduced level gains % on Burst of Speed
  169.  
  170. -Reduced level gains % on Fade
  171.  
  172. -Reduced Trap damage synergies by 5%
  173.  
  174. -Increased mana cost per level of Tiger Strike
  175.  
  176. BARB:
  177. -Reduced level gains % on Natural Resistance
  178.  
  179. -Reduced DMG% and AR% gains of Double Throw and Throwing Mastery
  180.  
  181. -Increased mana cost per level of Bash, Concentrate, Double Swing, Double Throw
  182.  
  183. -Increased mana cost of Frenzy
  184.  
  185. DRUID:
  186. -Increased mana cost per level of Feral Rage, Fury, and Maul
  187.  
  188. -Increased mana cost of Rabies
  189.  
  190. PAL:
  191. -Reduced level gains % on Holy Shield block chance
  192.  
  193. -Increased mana cost per level of Zeal, Vengeance, Smite, and Charge
  194.  
  195. ~~~~~
  196. -Adjusted several popular skills to benefit less from upping it's level, and more from upping it's synergies. The end result is the same, but you will have to up the synergies fully to make great use of the skill, rather than just having an OP skill for 20 points
  197.  
  198. -Slightly improved some boss spells, abilities, ABS%/DR%, and block/dodge chance
  199.  
  200. -Every OP item has been greatly toned down
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