Version 0.9.3: Difference between revisions

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*Base weapon types now have more appropriate implicit mods to create strong differences between them. For example, [[Axes]] do additional damage and [[Swords]] are more accurate.
*Base weapon types now have more appropriate implicit mods to create strong differences between them. For example, [[Axes]] do additional damage and [[Swords]] are more accurate.
*Rebalanced every single weapon in the game so that they have a hand-crafted progression of median damage, damage range, speed, requirements and variations on their implicit mod.
*Rebalanced every single weapon in the game so that they have a hand-crafted progression of median damage, damage range, speed, requirements and variations on their implicit mod.
*Rebalanced all the [[shields]] to have an interesting progression. They all have different amounts of [[block chance]], [[armour]] (or [[evasion]], or [[energy shield]]) bonus, or implicit mods specific to each type of shield.
*Rebalanced all the [[shields]] to have an interesting progression. They all have different amounts of [[Blocking|block chance]], [[armour]] (or [[evasion]], or [[energy shield]]) bonus, or implicit mods specific to each type of shield.
*The level requirements, drop levels and implicit mods on [[Rings]], [[Amulets]], [[Belts]] and [[Quivers]] have been rebalanced so that there are more interesting choices available at different levels. Most of these items are available substantially earlier in the game.
*The level requirements, drop levels and implicit mods on [[Rings]], [[Amulets]], [[Belts]] and [[Quivers]] have been rebalanced so that there are more interesting choices available at different levels. Most of these items are available substantially earlier in the game.
*[[Strength]]-aligned weapon types now do slightly more damage than other weapons. Many weapon types now have implicit [[accuracy]] built in, due to their [[Dexterity]] alignment. [[Intelligence]] weapons have higher [[critical strike]] chances.
*[[Strength]]-aligned weapon types now do slightly more damage than other weapons. Many weapon types now have implicit [[accuracy]] built in, due to their [[Dexterity]] alignment. [[Intelligence]] weapons have higher [[critical strike]] chances.

Revision as of 23:12, 27 January 2013