Attribute Points Explained
General
You get 2 attribute points per level up. You can spend them at any time you choose, or save them for later usage. You can not reallocate them. If you miss-click, you can undo the choise by clicking “undo” button next to your attributes. The choises are final after you close the character screen. There are five stats that you can spend them on; health, energy, strength, dexterty and intelligence.
Titan Quest is not an extremely picky game when it comes to attribute points, 20 points here or there won’t make or break your build.
The maximum amount of attribute points you can get from level-ups is 74×2 = 148. You get another 18 from quest rewards.
It is a good idea to keep around ten unspent attribute points. Let’s say your strategy is to increase strength and dexterity evenly. You may find a bow that requires a lot of dexterity. If you had spent all your attribute points already, you may not be able to equip the bow due to high requirements. But with unspent points, you could allocate them all to dexterity, and be able to equip the bow.
Anohter reason is that you may be wearing, let’s say, boots that have +15 intelligence among other stats. Then you find a better pair of boots, but with no +intelligence. It may be that you need that +15 intelligence to wear your stave for example. So if you replaced the boots you couldn’t wear the stave due to not meeting intelligence requirements anymore. This is where your unspent attribute points step in.
One trick with attribute points is that you can undo your choises as long as you don’t close the character screen. Let’s say you find a helmet with + 47 strength, and it requires 525 sthrength to wear, but you only have 510 strength. You can spend a few attribute points to increase your strength to 525 or more, then equip the helmet. Your strength increases by that 47. Now hit “undo” and the attribute points you just spent will be returned, but you’ll have 510 +47 = 557 strength due to the bonus of the helmet.
Similar stat boosting can be done with items. Use item A to reach the requirements of item B. Assuming item B has sufficient bonus to the required attribute, you can then remove item A, and still meet the requirement.
Maximum Attribute Requirements for Items:
Values listed by Normal/Epic/Legendary
Intelligence based weapons: 326/452/560
Intelligence based armor: 242/343/460
Strength based weapons: 320/428/524
Strength based armor: 335/470/600
Bows (dex): -/-/458
Spears (dex) : 242/340/427
Dexterity based armor: -/319/394
Intelligence based armor: 242/343/460
Strength based weapons: 320/428/524
Strength based armor: 335/470/600
Bows (dex): -/-/458
Spears (dex) : 242/340/427
Dexterity based armor: -/319/394
Health
Health is the most important attribute for you, obviously. I’ve heard from fairly reliable sources that your DPS is quite low when you’re dead.
Every attribute point spent in health gives you +25 health. How much exactly is that worth, you may ask. Let’s do some math.
You start with 300 health. Quest rewards give you 155/300/400 (normal/epic/legendary) a total of +855 health if you complete all quests that reward you with health bonus.
Increasing your mastery levels increase your health too. Here by how much when masteries are maxed:
Dream: +1120
Defense: +1600
Earth: +720
Hunting: +784
Nature: +640
Rogue: +1120
Spirit: +640
Storm: +672
Warfare: +1280
Defense: +1600
Earth: +720
Hunting: +784
Nature: +640
Rogue: +1120
Spirit: +640
Storm: +672
Warfare: +1280
So you have at least 300 + 855 + 640 + 640 = 2435 health if you choose two materies, max them, complete all quests that reward you with health in all difficulties. The maximum you will have is 4035.
Energy
Every attribute point spent in health increases it by 25.
You need energy to use spells and skills. You start with 300 energy. There are no quests that reward you with energy.
Here are energy gains from maxing masteries:
Defense: 0
Dream: 256
Earth: 192
Hunting: 0
Nature: 512
Rogue: 0
Spirit: 256
Storm: 460
Warfare: 0
Dream: 256
Earth: 192
Hunting: 0
Nature: 512
Rogue: 0
Spirit: 256
Storm: 460
Warfare: 0
Strength
You start out with 50 strength. Every attribute point spent in strength increases it by 4. Every 50 points in strength increases your physical damage modifier by 10%, and adds 2 flat physical damage. The formula is:
(physicalDamageDV * ((strengthDV/500)+1))+(strengthDV*0.04)
Where physicalDamageDV is the flat physical damage you’re doing without modifiers, and strengthDV is the amount of strength you have.
So if you had a mace that does 100 (physical) damage, and you have 100 strength and no other damage bonuses, you’d do 100*((100/500)+1)+(100*0.04) = 122 damage.
Strength does not increase the physical damage of your spells such as Volcanic Orb.
Masteries give you varying amounts os strength:
Defense: 51
Dream: 64
Earth: 0
Hunting: 56
Nature: 0
Rogue: 56
Spirit: 0
Storm: 0
Warfare: 64
Dream: 64
Earth: 0
Hunting: 56
Nature: 0
Rogue: 56
Spirit: 0
Storm: 0
Warfare: 64
Doing all quests gives you +42 strength.
Dexterity
Every attribute point spent in dexterity increases it by 4. Every 50 points in dexterity increases your pierce damage modifier by 5%, and adds 1.5 flat pierce damage. The formula is:
(pierceDamageDV * ((dexterityDV/1000)+1))+(dexterityDV*0.03)
Where pierceDamageDV is the flat pierce damage you’re doing without modifiers, and pierceDV is the amount of dexterity you have.
So if you had a spear that does 100 pierce damage, and you have 100 dexterity and no other pierce damage bonuses, you’d do 100*((100/1000)+1)+(100*0.03) = 113 pierce damage.
Dexterity does not increase the piercing damage of your spells, such as Scatter Shot.
Dexterity increases your defensive- and offensive ability, one point in dexterity increases both by one.
Offensive ability (OA) determines your chances to succesfully hit an enemy in melee combat. You can miss attacks with too low offensive ability. If you have high enough OA, you can do a critical hit which multilies your damage upto 1.5x. Staves and bows ingore OA, so if you use those you don’t need OA at all.
Defensive ability (DA) determines enemies chances to hit you in melee combat. Enemies can miss if you have high enough DA. DA reduces the physical damage that you recieve in melee combat even if you do get hit.
Further details on OA and DA: http://www.titanquest.net/forums/spo…criticals.html
Dexteruty also increases your chances to block projectiles, but only slightly. More info here: http://www.titanquest.net/forums/gam…ojectiles.html
Here are dexterity bonuses from maxing masteries:
Defense: 64
Dream: 0
Earth: 48
Hunting: 80
Nature: 48
Rogue: 80
Spirit: 48
Storm: 32
Warfare: 64
Dream: 0
Earth: 48
Hunting: 80
Nature: 48
Rogue: 80
Spirit: 48
Storm: 32
Warfare: 64
Doing all quests increases your dexterity by 18.
Intelligence
Every attribute point spent in intelligence increases it by 4. Every 50 points in intelligence increases your elemental (fire, cold, lightning) damage modifier by 7.7%, and adds 1.25 flat elemental damage. The formula is:
(elementalDamageDV * ((intelligenceDV / 650) + 1)) + (intelligenceDV*0.025)
Where elementalDamageDV is the flat elemental damage you’re doing without modifiers, and elementalDV is the amount of intelligence you have.
So if you had a stave that does 100 elemental damage, and you have 100 intelligence and no other elemental damage bonuses, you’d do 100*((100/650)+1)+(100*0.025) = 117 elemental damage.
Every 50 points in intelligence increases your elemental (fire, cold, lightning) damage over time (fire burn, frost burn, electrical burn) damage modifier by 10%. The formula is:
(elementalDamageDV * ((intelligenceDV / 500) + 1))
Intelligence increases the elemental damage of your spells. More info here: http://www.titanquest.net/forums/imm…omparison.html
Every 1 point in intelligence increases your mana regeneration rate by 0.01, so 100 intelligence increases it by 1.0.
Here is a list of how much each mastery increases your intelligence when maxed:
Defense: 0
Dream: 56
Earth: 90
Hunting: 0
Nature: 80
Rogue: 0
Spirit: 96
Storm: 96
Warfare: 0
Dream: 56
Earth: 90
Hunting: 0
Nature: 80
Rogue: 0
Spirit: 96
Storm: 96
Warfare: 0
Doing all quests increases your intelligence by 18.
What does all this mean?
Best civ iv mods. Jul 12, 2018 - The best Civilization games are these total overhaul mods. A New Dawn – Civilization IV. Vox Populi – Civilization V. Realism Invictus – Civilization IV.
Health
Obviously your play style and class make a huge impact on how much health you need. Melee classes need more, and mages need less.
Your typical mage ends up at around 3250 health in legendary. Melee classes end up at around 4250.
When thinking of normal diffiuclty, you generally don’t need to put attribute points in health, because you get “enough” health from items, increasing mastery levels and doing quests.
But if you decide to complete legendary, it becomes more complicated. I would aim for at least 3500 health for mages and 4500 for melee classes in legendary difficulty.
If you have Nature mastery, and you have maxed Hearth of Oak (which you should), you gain +65% health. Now every attribute point spent on health becomes more valuable, you gain +41 health with every attribute point spent. However you may end up with a lot of health even with no attribute points spent in health, +65% health is a massive bonus afterall. If you’re a Guardian (Defence + Nature) for example, you have 4780 health when both masteries and Heart of Oak are maxed, and all quests are done. And that doesn’t include health bonuses from items.
Items can give you varying health bonuses, upto 899. +300 health is quite common value with legendary items. There is still a small chance you’ll end up with an item setup that doesn’t boost your health at all.
Mages should put at least 20 there since they end up with less health from masteries, and they are weak defensively. They also get away by not having to focus on two attribute points, so generally they have more to spare. It’s not completely bad idea to stop increasing intelligence after you reach the maximum intelligence requirement of 550, especially if you have a pet build.
Melee classes can get away with spending less attribute points to health, since they get more health from masteries.
You get 18 attribute points as quest rewards if you do all quests. I usually put all those in health with every class. It results in +450 health, 9 levels worth of attribute points.
My final suggestion is to put 0-20 attribute points in health.
Energy
So with some masteries you gain a lot of energy, and none with others. In about 98% of cases, you shouldn’t need to put attribute points into energy if one of your masteries gives you energy.
Some melee classes may end up with very little available energy, since some skills reserve a part of your energy pool.
For example Warden (Defence + Hunting) gets no energy from masteries, but has to good skills that reserve energy at his disposal. Art of the Hunt and Battle Awareness both reserve 75 , and if you use the upgrade skills you’ll be left with only 65 energy, and that is terribly small amount. About 8-10 attribute points will help a lot if you’re using skills that drain energy.
My suggestion is to put not a single attribute points in energy if both of your masteries increase your energy. In most cases you only need 4-8 points in energy, and that’s only when you get no energy at all from your masteries.
Strength and Dexterity
I lump these together since they’re so tightly tied to each other, and one of the most common question is what strength to dexterity ratio should one have.
If you’re a mage, then forget all about strength, unless you really, really know what you’re doing. And as you’re reading a guide about attribute points, chances are you don’t =)
Mages should shoot for 174 dexterity, since that is the highest dexterity requirement for intelligence based items.
For melee classes forget intelligence. Keep up with item requirements and you’ll be fine. I suggest you try to have at least 850 offensive- and defensive ability in legendary act 4. That way you have 100% chance to hit all basic monsters in there, and not get critted by them. How to schedule downloads.
You’ll gain 99,9% melee immunity with 1900 DA. Nothing can hit you in melee combat because of your high DA. At 1400 DA you will be well protected. However those kind of values are difficult to reach.
Recommended values are 900 OA and 1000 DA.
Items play a big role in your OA and DA just as much or slightly more than your dexterity. You can get large bonuses to OA/DA from items, 100-400 a piece in legendary.
Recommendations for mages is none in strength, and get your dexterity to 174.
Recommendations for melee characters is 1:1 strength : pierce ratio for classes that use either bows, spears or both, and 3:2 strength : pierce ratio for sword/mace/axe wielders.
Titan Quest Pierce Rational
Intelligence
Melee classes should not put anything in intelligence.
Mages can put almost all there, some in health and dexterity too.
If you’re part mage, part melee then you can put some points in intelligence.
Check the Complete Guide and Mod List:
Titan Quest Guides, Patches, Mods and Utilities List
Titan Quest Guides, Patches, Mods and Utilities List
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I have retired my Conjurer at level 50 for simply farming Typhon on legendary. From the countless runs on Typhon and almost as many deaths now due to running past everything to get to Typhon as fast as possible and unlucky one-shot kills from mainly the minotaur lords (runs typically take about 2-3 minutes like this) I’ve picked up so many legendaries it’s not funny. So I twinked my Warden with some of this gear and I admit he does have what I think are the two best items in the game for him Achilles’ Spear and Achilles Shield. Anyway at level 35 he packs a real punch. I can reduce his damage from about 2000 dps to 1400dps to maximise all resistances with a different set of gear/rings if needed. He wades through everything on epic. With a battle shrine he tops over 4k dps (cannot recall exactly what it was so 4k as a conservative estimate). What is interesting is the best piece of armour I have in terms of increasing my Warden’s damage are green Sentinel’s Armbands 165 armour, +36% pierce dmg, +26% attack speed, +3 all skills hunting mastery, and a completed embodiment of heracles’ might +24 str, +15 damage, +31% damage.
The journey to 35:
I started with the defense tree and rushed to get pulverise -> maxed. Then I went back and filled in adrenaline rush and the skills above this, then 1 point in rally and maxed the skills above this (inspiration necessary). Then I filled in the rest of the passive shield skills. I’ve dropped 1 point in the other necessary skills like colossus, batter, shield charge and disruption etc…
Up until about level 20 I used any weapon that complemeted my character and his gear. However it was about level 20 that I chose Hunting as my second mastery and pumped 6/6 into Wood Lore. Then forever after I have just equipped green spears with achilles’ relics until I was able to use the legendary spear Achilles’ Spear. I am still currently pumping points into defense mastery for the stats/HP and aiming for Volley (27/32 currently) for further damage. I’ve dropped 1 point into herbal remedy, take down (my second charge!), and art of the hunt and the two skills above this all of which I intend to max down the track.
I started with the defense tree and rushed to get pulverise -> maxed. Then I went back and filled in adrenaline rush and the skills above this, then 1 point in rally and maxed the skills above this (inspiration necessary). Then I filled in the rest of the passive shield skills. I’ve dropped 1 point in the other necessary skills like colossus, batter, shield charge and disruption etc…
Up until about level 20 I used any weapon that complemeted my character and his gear. However it was about level 20 that I chose Hunting as my second mastery and pumped 6/6 into Wood Lore. Then forever after I have just equipped green spears with achilles’ relics until I was able to use the legendary spear Achilles’ Spear. I am still currently pumping points into defense mastery for the stats/HP and aiming for Volley (27/32 currently) for further damage. I’ve dropped 1 point into herbal remedy, take down (my second charge!), and art of the hunt and the two skills above this all of which I intend to max down the track.
So basically my usual tactics are find the biggest group of mobs possible… run around and group them all together and then charge the archers/mages (alternating between shield charge and takedown if there are two groups separate from one another) and then finishing off any melee guys that follow me around that weren’t already killed by pulverise. Addrenalin rush +herbal remedy adds an insane amount of health regen esp. when coupled with rally. If my HP ever drop below 1.8-1.5k I’ll hit rally which lasts 20 seconds and often will benefit from 1 full addrenalin rush and another shortly after for the dying seconds -> ~60 HP/sec regen. And if I am really pushed or taken by surprise I can always pop a potion. Against bosses colossus form + quick recovery + rally to counter the mana drain of colossus = sure win.
So basically this build deals strong physical damage, huge piercing damage. Little or no elemental damage so my 2nd weapon set has a spear with fire + lightning dmg on it just in case (never needed it so far).
Just thought I’d share my experience with this class. I’ve seen and played alot of builds now and this takes the cake for survivability + HUGE damage. The use of a spear + shield and Wood Lore skills = huge defense and attack speed bonus. The only build I’ve seen deal more damage to single targets is an assassin who does not have the luxury of a shield + the defensive/survivability bonuses. And whilst the AoE damage of this build isn’t 100% predictable. Pulverise and batter deal a huge amount of dmg and knock all 3 targets hit for 6. Then remember the two charge abilities which really are as useful in getting out of trouble as in dealing damage.
Statwise I’ve pumped strength and dexterity equally. I am going to pump alot more into health though and when I hit ~4k HP I’ll start pumping them back into str/dex. Still early days and only lvl 35. Alot of room for improvement and lots of skills still to max out (and still no volley!). So expect that the damage will be alot more in time.
Again this thread is here to raise awareness of an often overlooked class. Truly one of the most formiddable melee classes out there. And it looks awesome to be weilding a shield+spear in the true spirit of this Greek mythology style game.
Any questions fire away.
My build at lvl 65 with all quests completed would look like this:
http://www.titancalc.com/TitanCalc.a…8-6-6-12-8-6-0
Alternate build if you don’t mind a bit more active spell casting and mana usage:
http://www.titancalc.com/TitanCalc.a…6-6-12-8-6-0-0
http://www.titancalc.com/TitanCalc.a…8-6-6-12-8-6-0
Alternate build if you don’t mind a bit more active spell casting and mana usage:
http://www.titancalc.com/TitanCalc.a…6-6-12-8-6-0-0
If leveling up the build at lvl 20 should look like this:
http://www.titancalc.com/TitanCalc.a…-1-0-1-0-1-6-0
http://www.titancalc.com/TitanCalc.a…-1-0-1-0-1-6-0
These classes are usually not modified by other mods, so conflicts shouldn't arise.Back up your worlds. Modifies various base classes. Dragon nest mod tools download. This mod is continuing to advance and may contain bugs.
By lvl 35 where I am it is more filled in and looks like this:
http://www.titancalc.com/TitanCalc.a…-1-0-1-1-1-6-0
http://www.titancalc.com/TitanCalc.a…-1-0-1-1-1-6-0
-Guide by Tyorll
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Titan Quest Pierce Ratio 2
..( Description )..
Grim Dawn for PC is a dark mix of action with elements of role-playing game, developed by the Crate Entertainment studio, which includes veterans of Iron Lore, who had previously worked on action role-playing game – Titan Quest.
Story
The story of Grim Dawn throws the player into the middle of a dark, war-torn world of Cairn. This once proud empire has been brought to collapse as a result of the struggle between two powerful forces. Although each of them has different objectives, the rivalry between them proved to be fatal for the human race which has been driven to the verge of extinction.
The underlying conflict between the invaders became a struggle for the human bodies which one of the side use as a resource to grow stronger. The second, in order to prevent this from happening, exterminates the human race so their enemies cannot use the bodies of Cairn residents. The war between the invaders proved to be disastrous for the entire region. The bitter rivalry distorted the structure of reality, bringing to life terrifying monsters. Those who managed to survive the slaughter created small enclaves scattered around. Some of the survivors possessed extraordinary abilities and these give hope to people that with the help of a brave hero they will manage to organize a resistance movement and save what is left of the old Cairn.
Gameplay
The first task faced by the player wanting to face in the fight against the powerful forces of the enemy, is to create a hero. Five character classes are given to our disposal which can be combined to form a hybrid. Each has access to a number of skill trees. During the development of the character, it is possible to reach up to 200 levels of experience, and up to 75 in each class. Each of the general levels provides three points to spend on character improvement that can be assigned to either class levels or to raise the issue of values based on skills. It is a quite interesting solution, because it requires to choose between development of the class, which provides higher attributes, more health and mana, and unique combat skills without which the chances of winning battles considerably decrease.
Each character is described using three attributes: cunning, body, and spirit. This is a classic division of a higher chance to hit / critical hit, a larger number of points of life / chance to dodge, and a greater amount of magical energy / higher magic damage. In addition to the previously mentioned attributes rising by advancing in character classes, each general level provides the opportunity to raise one of them by a few points. This system, although simplified, works pretty well and is intuitive.
Collecting items is also an important part of the game, some of which can be modified and combined (crafting) to create new ones. There are four types of objects: ordinary, very common (yellow), readily available (green), and rare (blue). Of course, the more difficult to find or acquire the item, the better statistics and a greater number of special abilities it has. What is interesting, at the very beginning of the game a lot of enemies drop yellow items and not just tons of metal junk worth next to nothing.
Technology
Graphics-wise Grim Dawn on PC looks similar to its predecessor, as it uses an improved Iron Lore engine, the same one that was used to create Titan Quest. The developers have perfected the looks of the areas, however, and made it possible for the players to use the camera rotation function which increases the feeling of spaciousness and three-dimensionality of the world.
Game modes
In addition to single player mode with expanded storyline, the game also features a multiplayer mode in which the emphasis is put on teamwork.
..( Technical Data )..
Minimum: Intel Core i5-2500K 3.70 GHz, 2 GB RAM, graphic card 512 MB GeForce 6800/Radeon X800 or better, 5 GB HDD, Windows XP/Vista/7/8/10
..( Install )..
1.Download
2.Install From The Setup.exe File
3.Play!
V1.0.6.0
[Major New Features]
A great beast stirs within the waters of Ugdenbog. Worshiped by the local Slith as a god, it yearns for fleshy sacrifices. Seek out Kra'vall the Ancient of the Waters within central Ugdenbog if you dare and earn new Monster Infrequents exclusive to this powerful foe.
The introduction of new factions with the upcoming Forgotten Gods expansion necessitated some minor changes to the save format. As such, characters loaded in v1.0.6.0 are not compatible with earlier versions of the game.
Three new Legendary quality sets have been added to the loot pool: Radaggan's Folly, Rimetongue and The Blood Knight. These 4-piece sets open up new ways to build your characters. Good luck on the loot hunt!
Item Level Requirements have been removed from the Illusionist. You may now apply illusions on an item regardless of what level the illusion is (ex. make a level 1 character's gear look like a level 94's gear).
Nemesis bosses are now marked on the minimap with a skull icon when they are near.
[Crucible]
Increased Tributes earned for ending the Crucible at Wave 160 and 170.
Adjusted number of non-boss enemies spawned in the 151-170 range.
Reduced effectiveness of % Physical Resist Reduction debuffs applied by Ashes of Malmouth enemies.
With a few exceptions, reduced the effectiveness of Fumble effects applied by monsters in the Crucible by upwards of 50%.
Increased monster penalty to Crowd Control Effects by an additional 15% (to 40%). Previously, monster crowd control effect duration was reduced by 25%. (This is a buff to players)
Removed bonus to Crowd Control Resists for monsters that scaled with Wave #.
Nemesis boss damage reduced by 4% for base game Nemesis bosses and 7% for Ashes of Malmouth Nemesis Bosses.
Increased monster health by ~0-4%, scaling up with Wave #.
Increased monster health scaling with number of players by up to 15%. Solo play health values remain unchanged except for the abovementioned health increase.
Significantly increased the attack rate and damage of all Beacons.
Deathchill Beacon now also reduces enemy Offensive Ability for 5s with its attacks. The potency of this effect increases with upgrades.
Inferno Beacon now also reduces enemy % Damage for 5s with its basic attack. Previously only the Fire Storm reduced damage. The potency of this effect increases with upgrades.
Stormcaller Beacon's Defensive Ability and Total Resist Reduction effects now last 5s, up from 3s. Increased the potency of the Resist Reduction effect to 25/30/33 from 20/25/30.
Stonewall Banner now also increases Defensive Ability by 50 (100 when fully upgraded).
Vanguard Banner now also increases Offensive Ability by 50 (100 when fully upgraded). Increased the % All Speed granted by the Frenzy buff to 35%, up from 20%.
Improved effectiveness of all Celestial Blessings for pets even if pets are resummoned, with an additional bonus from the initial cast of the blessing if you keep the pets alive.
Blessing of Ulo now also boosts resistances against all damage types by 25% (8% to Physical).
Empyrion's Guidance now increases Health by 80%, up from 60%
Might of Amatok now modifies damage by 33%, up from 30%, and is more effective for pets by applying an additional % damage modifier instead of the % All damage bonus pets received. This will no longer appear in the character sheet, but is much more potent.
Ulzuin's Pact now boosts Offensive and Defensive Ability by 30 + 5% and reduces Skill Energy Costs by 25%, up from 20%, but no longer reduces cooldowns.
[Art]
All head gear now correctly displays a shadow when equipped.
[Tech]
Fixed an issue where non-English translations of the game would not display genderization formatting correctly in the Quest Log.
[Game]
The Probability to Hit Formula (PTH) has been adjusted. It is now capped at a minimum of 60%, meaning that excessively high Defensive Ability values can no longer reduce an opponent's chance to hit below 60%. This change applies to both monsters and players, but will have little impact outside of the high-end gameplay in the hardest waves of the Crucible or hunting super bosses.
Adjusted Boss Damage Resistance distribution. A disproportionate number of bosses had baseline resistances to Physical and Pierce damage compared to other damage types. Several of those instances have been adjusted in favor of diversifying the damage bosses are resistant to.
Fixed an issue that caused certain doors to sometimes become stuck despite being visually open.
Fixed an issue where chests would sometimes drop lower level items than intended.
[Itemization]
Added Inquisitor and Necromancer skill bonuses to more of the level 50-75 Legendary items with Mythical versions that already support these classes in order to provide additional options while levelling.
Reduced cooldown of summon skills granted by items that summon permanent pets to 30s. Damage and Crit damage dealt by non-player scaling pets summoned by items now scales better with level.
Non-player scaling pets summoned by items now deal a portion of their attack damage with their special attacks.
Magic Prefix - Stalwart: reduced % Defensive Ability to 5% for accessories, 3% for armor (pre-expansion values)
Rare Prefix - Assassin: reduced % Defensive Ability to 3%
Rare Prefix - Commando: reduced % Defensive Ability to 3%
Rare Prefix - Overseer: reduced % Defensive Ability to 3%
Rare Prefix - Tactician: reduced % Defensive Ability to 3%
Rare Prefix - Vindicator: reduced % Defensive Ability to 3%
Rare Suffix - Grove: added 3% Health bonus, removed % Cooldown Reduction
Relic - Deathstalker: fixed an issue where switching pet stances would disable the summoned pet's aura.
Relic - Menhir's Bastion: replaced % Pierce Resist with 350 Health, increased % Damage Blocked to 38% and redesigned granted skill.
Faction - Aetherbolt Pendant: increased Lightning damage modifier for Aether Ray to 15-120
Faction - Blazerush: added 100% of Lightning converted to Fire modifier for Upheaval
Faction - Hex Launcher: increased Aether damage modifier for Drain Essence to 60
Faction - Hexflame: increased Fire damage modifier for Albrecht's Aether Ray to 55
Faction - Wendigo Oppressor Seal renamed to Wendigo Conjuring Seal
Monster Infrequent - Archon's Warmaul: replaced bonus to Aura of Conviction with +2 to Aura of Censure. Added up to 3 targets modifier for Fire Strike and reduced its % Damage Modifier modifier to 5%.
Monster Infrequent - Ascended Diadem: increased Duration modifier for Mirror of Ereoctes to 0.4s
Monster Infrequent - Bloodsworn Scepter: increased Chaos damage modifier for Sigil of Consumption to 24-90
Monster Infrequent - Fleshwarped Tome: increased Aether Damage modifier for Albrecht's Aether Ray to 80
Monster Infrequent - Loghorrean's Corruption: fixed an issue where this item would drop with lower level affixes than intended.
Monster Infrequent - Rylok Mark: increased Vitality damage modifier for Sigil of Consumption to 60
Monster Infrequent - Spectral War Shield: increased chance of striking additional targets modifier for Drain Essence to 15% of 3 targets on the high level versions of this MI
Monster Infrequent - Ugdenbog Chillstrife: added Offensive Ability bonus, removed % Cooldown Reduction
Monster Infrequent - Ugdenbog Flamestrife: increased Fire damage modifier for Flames of Ignaffar to 66
Monster Infrequent - Ugdenbog Stormstrife: added Offensive Ability bonus, removed % Cooldown Reduction
Legendary Items
Aegis of the Legion Set: renamed to Stronghold of the Legion
Allagast's Masterpiece Set: added 15-80 Lightning damage modifier for Trozan's Sky Shard and increased Offensive Ability to 50
Belgothian's Slicer: added 50 Pierce damage and 60 Reduced Defensive Ability for 5s modifiers for Markovian's Advantage, increased % Pierce Ratio to 40%, damage adjusted accordingly
Blazeheart: increased Cooldown modifier for Mark of Torment to -3s
Dark One's Hood: reduced Vitality damage modifier for Bloody Pox to 50
Deathguard Set: added 30% Cold converted to Acid
Deathguard Shroud: moved Cold converted to Acid bonus to 4p set bonus
Deathmarked Claw: replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends
Deathmarked Jacket: reduced flat Cold damage to 6, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
Deathmark's Shadow Set: increased % Cold/Pierce Resist Reduction to -18% on granted skill
Mythical Deathmarked Claw: added 3% Attack Damage Converted to Health, replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends, added 12% Attack Damage Converted to Health modifier for Whirling Death
Mythical Deathmarked Decapitator: increased Pierce Ratio to 33%, damage adjusted accordingly. Added 3% Attack Damage Converted to Health.
Mythical Deathmarked Jacket: reduced flat Cold damage to 12, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
Diviner's Vision Set: increased Duration modifier for Reap Spirit to 15s
Diviner's Mask: added 25 All Resist Reduction for 3s modifier for Reap Spirit
Farath's Cube: increased Cold damage modifier for Flames of Ignaffar to 75
Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
Herald of Blazing Ends: increased Burn Duration to 100%
Korba's Fury Set: added 40 Bleed damage / 3s modifier for Savagery and increase % Weapon damage modifier for Ring of Steel to 125%
Mageslayer's Armguard: increased Elemental damage modifier for Flames of Ignaffar to 80
Mageslayer's Hood: increased Elemental damage modifier for Flames of Ignaffar to 60
Mythical Abyssal Mask: increased Vitality damage modifier for Drain Essence to 70
Mythical Adversary: increased % Weapon damage modifiers for Canister Bomb and Grenado to 35% and 100%, respectively
Mythical Avatar of Mercy: reduced cooldown on skill proc to 50s
Mythical Blade of the Black Flame: increased Chaos damage modifiers for Albrecht's Aether Ray and Flames of Ignaffar to 66
Mythical Chilling Grip of Hagarrad: added +2 to Grenado and 130 Cold damage and 90 Frostburn damage / 5s modifiers for Grenado
Mythical Cindercore: increased Burn damage modifiers for Canister Bomb and Grenado to 200
Mythical Consumption of Agrivix: increased Burn damage modifier for Flames of Ignaffar to 130
Mythical Crescent Moon: added +1 to Demolitionist Skills, 4% Cooldown Reduction. Added 25% Weapon damage and 100% of Physical dealt as Cold modifiers for Grenado.
Mythical Deathbound Amethyst: increased Cold damage modifier for Drain Essence to 76
Mythical Deathdealer's Sidearm: increased Physical damage modifier for Reaping Strike to 70
Mythical Essence of the Grim Dawn: increased Aether damage modifier for Albrecht's Aether Ray to 75
Mythical Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
Mythical Gauntlets of Ignaffar: increased Fire damage modifier for Flames of Ignaffar to 130
Mythical Grim Fate: increased Fire damage modifier for Sigil of Consumption to 50
Mythical Hagarradian Enforcer: added +3 to Shattering Blast
Mythical Herald of Blazing Ends: increased Burn Duration to 120%, added 10 Fire damage modifier for Blackwater Cocktail
Mythical Iskandra's Texts: increased Duration modifier for Mirror of Ereoctes to 0.4s
Mythical Mark of Divinity: reduced cooldown on skill proc to 80s
Mythical Mark of Ulzuin: increased Burn damage modifier for Albrecht's Aether Ray to 130
Mythical Pagar's Betrayal: increased Chaos damage modifier for Flames of Ignaffar to 60
Mythical Riftwarped Grasp: increased Vitality damage modifier for Drain Essence to 60
Mythical Runed Dagger of Dreeg: base damage changed to Vitality
Mythical Skull of Gul'Amash: increased % Crit damage damage modifier for Drain Essence to 14 and increased Vitality damage modifier for Sigil of Consumption to 70
Mythical Stormseer Sapphire: increased Lightning damage modifier for Albrecht's Aether Ray to 8-150
Mythical Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
Mythical Vigar's Hunger: increased % Attack Damage Converted to Health modifier for Drain Essence to 6%
Mythical Voidsteel Gauntlets: added 10-150 Chaos damage modifier for Flames of Ignaffar
Mythical Warpfire: reduced Burn Duration to 50%
Mythical Witching Hour: reduced All Resist Reduction for pets on the granted skill to 28 and the % Chaos damage bonus for pets to 350%
Nature's Avenger Set: skill proc now grants 25% Physical Resist instead of % Health and grants 15% Attack Speed, increased Health Regen to 90 and % Health Regen to 200%, added 25% Reflect Resist bonus. Replaced % Crit damage modifier for Zolhan's Technique with a 60% Weapon damage modifier.
Avenger's Armor: replaced bonus to Feral Hunger with +2 to Upheaval
Avenger's Crusher: replaced Bleed damage with Internal Trauma damage, replaced Bleed damage on Briar Wave with Internal Trauma damage
Avenger's Girdle: replaced Bleed damage on the granted passive with Internal Trauma damage
Avenger's Pauldrons: replaced Bleed damage with Internal Trauma damage, added 30% Increased Internal Trauma Duration
Runed Dagger of Dreeg: base damage changed to Vitality
Scepter of Malmouth: increased Vitality damage modifier for Flames of Ignaffar to 82
Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
Trozan's Skybreach Set: added -0.4s Cooldown and -15% Energy Cost modifiers for Trozan's Sky Shard
Ultos' Storm Set: increased Lightning damage to 12-72
Ultos' Hood: increased % Physical Resist to 4%
Ultos' Stormseeker: added 6% Physical Resist
Ultos' Tempest Set: increased Lightning damage to 30-98, increased damage and reduced cooldown on skill proc
Mythical Ultos' Hood: increased % Physical Resist to 4%
Mythical Ultos' Stormseeker: added 8% Physical Resist and a 100 Lightning damage modifier for Primal Strike
Ulzuin's Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 20%, added Burn damage to skill proc
Ulzuin's Flamespreader: increased Burn Duration Bonus to 100%, % Crit Damage to 20% and Health to 490
Ulzuin's Infernal Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 25%, added Burn damage to skill proc
Mythical Ulzuin's Flamespreader: increased Burn Duration Bonus to 130%, % Crit Damage to 22% and Health to 740
Uroboruuk's Guise Set: increased Aether damage modifier for Drain Essence to 94
Valguur's Focus: added 50 Vitality damage midifier for Sigil of Consumption
Warpfire: reduced Burn Duration to 33%
Wildheart Vanguard Set: replaced Vitality damage modifier for Grasping Vines with a 40% Weapon damage modifer
Witching Hour: reduced All Resist Reduction for pets on the granted skill to 24 and the % Chaos damage bonus for pets to 200%
[Class & Skills]
Pet Energy no longer scales with skill rank. Energy based on pet's level increased to compensate.
Increased frequency with which non-player scaling pets use their special attacks and reduced their energy costs.
Devotion
Excluded Rune of Hagarrad and Rune of Kalastor from being assigned to several Celestial Powers that they cannot trigger due to how they function (ex. Guardian's Gaze cannot circle around an entity that no longer exists)
Aeon's Hourglass: reduced Defensive Ability to 45
Assassin: increased % Pierce damage to 90%
Autumn Boar: added 30% All Retaliation damage and 10 Internal Trauma damage / 5s
Bard's Harp: increased % Pierce damage to 90%
Huntress: increased % Pierce damage to 50%
Light of Empyrion: increased % Health for the player and pets to 10%, increased % Aether/Chaos Resist for the player and pets to 20%
Lizard: increased Health to 100 and % Health Regen to 25%
Typhos: added 15% Bleed resist for the player and pets, increased % Physical Resist for the player to 4% and for pets to 10%, increased % All Speed for pets to 6%
Unknown Soldier: increased % Pierce/Bleed damage to 180%
Arcane Currents: increased activation chance to 20%
Bysmiel's Command: summoned pet now reduces Offensive Ability with its attacks and gains % Crit damage with rank. Its special attacks now deal a portion of its attack damage.
Flame Torrent: reduced % Weapon damage to 26% and reduced Fire damage scaling with rank
Howl of Mogdrogen: now also grants Bleed damage for pets and increased chance of applying Defensive Ability Reduction for the player to 100% and increased its value to 156 by max rank
Living Shadow: increased % Attack Damage Converted to Health to 25%
Time Dilation: increased cooldown by 1s
Trample: reduced cooldown to 0.3s and increased activation chance to 33%, reduced Knockdown duration to 0.8-1.5s
Soldier
Counter Strike: % Weapon damage now scales with rank, starting at 5% scaling up to 20% by rank 16, 25% by max ultimate rank. Increased Bleed damage scaling with rank.
Menhir's Bulwark: increased % All Retaliation damage to 135% by rank 12, 210% by max ultimate rank
Oleron's Rage: added % Physical damage bonus matching the % Internal Trauma damage bonus
Demolitionist
Canister Bomb: increased Burn damage scaling with rank
High Impact: added chance of % Internal Trauma damage that triggers alongside the % Physical damage bonus, reduced Energy cost scaling with rank
Shattering Blast: reduced Energy cost scaling with rank
Mortar Trap: increased projectile speed by 33%
Thermite Mines: increased duration mines last after triggering to 12s (from 8s), added clarification to the tooltip that mines have a finite lifespan once activated.
Occultist
Summon Familiar: added % Crit damage bonus scaling with rank and increased Electrocute damage scaling with rank. Basic attack now deals a portion of its Attack damage with each orb.
Lightning Strike: added Electrocute damage. Now also deals up to 100% of the pet's attack damage (scaling with rank) in addition to the skill's damage.
Summon Hellhound: increased damage dealt by Blazing Death. Blazing Death now scales with the rank of the skill rather than the pet's level. Added % Crit damage bonus scaling with rank.
Ember Claw: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage. Now strikes up to 5 targets. % Crit damage bonus removed.
Infernal Breath: now also deals up to 72% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.
Nightblade
Blade Barrier: cooldown increased to 36s at rank 1, scaling to its previous values of 16s by rank 12. Cooldown now scales smoothly at ultimate ranks to its previous value of 14s by max ultimate rank. Increased Health Regeneration and Pierce Retaliation scaling with rank, particularly at ultimate ranks.
Dual Blades: added % Physical Resist bonus, 10% by rank 16, 16% by max ultimate rank
Pneumatic Burst: increased base % Heal by 2% and improved % Heal scaling at ultimate ranks to 40% by max ultimate rank and increased % Total Speed scaling at ultimate ranks to 18% by max ultimate rank
Whirling Death: increased % Weapon damage to 100% at rank 1, 120% by rank 8, 140% by max ultimate rank. Significantly increased Pierce and Bleed damage scaling with rank, but Bleed damage now lasts for 3s.
Arcanist
Albrecht's Aether Ray: increased base damage, reduced base Energy Cost by 5
Mirror of Ereoctes: cooldown increased to 38s at rank 1, 20s by rank 12, but now continues to scale into ultimate ranks to its previous value of 18s by max ultimate rank
Shaman
Brute Force: added Health bonus, 700 by rank 12, 1800 by max ultimate rank
Conjure Primal Spirit: added % Crit damage bonus scaling with rank. Special attacks now deal the pet's full Attack damage.
Primal Bond: added flat Bleed damage bonus for the player and pets, added % Internal Trauma bonus matching the % Physical damage bonus and a % Bleed Duration bonus
Stormcaller's Pact: added % Cold damage bonus matching the % Frostburn damage bonus
Summon Briarthorn: added % Crit damage bonus scaling with rank. Cleaving basic attack now deals the pet's full attack damage.
Ground Slam: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage, radius increased by 25% and Internal Trauma damage increased. % Crit damage bonus removed
Upheaval: now also strikes the initial target with the area damage, % Weapon damage adjusted accordingly
Inquisitor
Ranged Expertise: increased % Pierce/Elemental damage scaling at ultimate ranks to 100%
Storm Box of Elgoloth: increased duration to 6s
Necromancer
Mark of Torment: increased cooldown to 18s
Reap Spirit: Increased Aether and Vitality Decay damage scaling with rank. Wraiths are now appropriately immune to Bleed damage and all forms of Crowd Control, as Empyrion intended. Fixed an issue where the Wraith's nova attack was doing significantly less damage than intended.
Summon Blight Fiend: now casts Rotting Fumes faster, increased damage dealt by Virulent Death. Added % Crit damage bonus scaling with rank.
Unstable Anomaly: the Transmuted version of the Blight Fiend now summons nearly instantly, increased Energy Cost Reduction to 60% and Duration to 12s.
Blight Burst: now also deals up to 45% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.
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Titan Quest Vitality Damage
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