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Patch 2.1 apie Legendary Gem'us

Originally Posted by Blizzard:

Hi everyone. I wanted to pop in here while discussion on Legendary gems is ongoing.

First off, our philosophy on Legendary gems is that, when you pick one up for the first time, you should immediately want to use it (assuming it’s for your build – some gems obviously don’t apply to all builds/needs). This puts a minimum bar on the starting power level. After that, the power increase per upgrade is directly related to the frequency of upgrading, which is closely tied to the Greater Rift reward scheme and is still being iterated on. In the end, we’d like gems to be infinitely upgradeable when it makes sense, but not be outrageous.

Additionally, all Legendary gems have been disabled for followers. These powers were not designed for followers in mind, and this way we can ensure the gems are of a high power level because you can only have 3 equipped. In the future, if followers need avenues of advancement we would likely make Legendary gems specifically designed for them.

Now for the details. The existing stats you see on Legendary gems on the PTR today are somewhat placeholder. So, to steer further discussion in a direction that’s more in line with the next PTR build, here are the freshly tuned numbers (with some of my notes) for each gem.

Bane of the Powerful

  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.


Enforcer

  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
  • Notes: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.


Moratorium

  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.


Zei's Stone of Vengeance

  • Damage you deal is increased by 6% for every 10 yards between you and the enemy hit. Maximum 30% increase.
  • Upgrade rank grants: +0.1% for every 10 yards (+0.5% to max).
  • Rank 50 unlocks: 30% chance on hit to Stun the enemy for 1 second.
  • Notes: The max of 50 yards was added not because it was too powerful (even though it was too powerful), but so that you wouldn’t be incentivized to stay offscreen while your pets killed everything. At 50 yards, I expect you to be in range to actually still use your skills (crazy right?).


Simplicity's Strength

  • Increase the damage of primary skills by 25%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Primary skills heal you for 2% of maximum health on hit.


Bane of the Trapped

  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.


Wreath of Lightning

  • 15% chance on hit to gain a Wreath of Lightning, dealing 500% weapon damage as Lightning every second to 1-2 nearby enemies for 3 seconds.
  • Upgrade rank grants: +10% weapon damage per second.
  • Rank 50 unlocks: While under the effect of the Wreath of Lightning, gain 25% increased movement speed.


Gem of Efficacious Toxin

  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.


Pain Enhancer

  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
  • Upgrade rank grants: +10% weapon damage over 3 seconds.
  • Rank 50 unlocks: Gain Blood Frenzy, granting you 2% increased Attack Speed for each bleeding enemy within 20 yards.


Mirinae, Teardrop of the Starweaver

  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.


Gogok of Swiftness

  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.


Invigorating Gemstone

  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.


Boon of the Hoarder

  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.


Taeguk

  • Gain 1% increased damage for 4 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
  • Upgrade rank grants: +1 max stack.
  • Rank 50 unlocks: Gain 1% increased Armor for every stack.
  • Note: This buff duration on this gem was chosen so that it’s easier to keep up with cheap spenders and not trivial with expensive spenders.



As always, these numbers are not final and we’re keeping a close watch as PTR goes on. Please continue the discussions and let us know what you think. 

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Life on Hit 2.1 pakeitimai

Originally Posted by Blizzard:

Life on Hit has undergone a number of changes, and it can be little confusing at first. We'll go over how LoH is currently working on the PTR, but it's also good to keep in mind that it's still subject to change.

The bullet-point basics:

  • You gain your Life on Hit amount per cast, so long as you're doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We're increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We're aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.



More long-form explanation:

Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.

*Attacks that deal damage, but don't animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.

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PATCH 2.1.0 PTR LIVE!

 

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