Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Itemization Quest
Ergebnisse 11–20 von 27
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Update: 20. Sep. 2021 um 11:52

16.0 - Monster Regulation - Act 2

Adjustments:

- Reduced the health points of most slimes by 33%.

- Found that instant poison damage does not scale with dexterity (must be a bug as the formula exists), so I had to adjust the instant poison modifier on the difficulty handicaps (as I added stats, I lowered the modifiers).

- Poison Beetles have 5-10% (small-big) chance to inflict poison on attack, small fire beetles will attack melee if close enough, big fire beetles will use their earth stomp skill in higher difficulties.

- Added the shield skill Pulverize to Mummy Guardians, as their DW and Crosscut skills goes to waste if they are equipped with a shield instead of a second weapon.

- Non-caster Mummies have a minor chance to cast a curse on the player. The curse lowers all resistances, block, evasions and total speed by 10%, also does a steady damage over time, and lasts 10 seconds.

- All Eurynomus demons have a 5% chance for a 1.2 second stun with a extra physical and leech in that hit.

- Dune Raider Sandvipers and Assassins run 20% faster.

- Telkine's Tomb guardians will start to cast a fire nova, which does burn at close range if you let them alive too much time.

- Upgraded the damage is some capacity for Shadowstalkers, Guardian Statues, Tomb Guardians, Ant Lions, Big Scarabs, Big Crypt Worms.

Fixes:

- Proper spinning animation for Jackalman hero with DW Tumult.

- Removed the mana cost for Tropical widow's Toxic Bite skill, so they can use it.

- Most of the Egypt skeletons had 0 str/int/dex for no reason, as a result they deal 15-20% less damage and easy to land crits: added all missing values.

- Small fire scarab projectiles are fire, instead of instant poison damage as the visuals strongly suggest... The small burn damage remains.

- Siege Strider's normal fire attacks also had 1/3 of its damage as instant poison, changed to physical instead.

- Fixed the Mummy guardian Crosscut DW animation.

- Fixed Mind Raker Eurynomus hero being able to use his Phantom Strike (with a version with no weapon requirements).

- Fixed fire and lightning retaliation skills for monsters, their max level was caped to 20 from 100. I guess it was due to the huge scaling of the retaliation formula, halved the values and restored the 100 levels for more consistency.

- Dune Raider Assassins can properly cast their Lay Multi-Trap and their throwing knives.

- Non-DLC trap devices (Blade Trap, Fire Trap...) didn't have passive armor.

- Recovered Dark Obelisk Skeletons Spectral Touch passive, adds Vitality damage with chance of mana burn.

- Fixed Mummy Hyena boss Ring of Flame (didn't have an animation to cast it), replaced the Volcanic orb that doesn't work properly (explodes at his feet) with a shield charge-like skill.

- Fixed Zombie animations for Shield skills and to be able to self-buff while dual wielding (missing animation).

- Now all four dark obelisks from the Pharaoh Statues mini-boss summon skeletons: two ranged and two melee, before only two melee from the two obelisks on the front.

Update: 12. Sep. 2021 um 3:21

15th round Monster Regulation - Act 1 Part 2

Same a previous patch, the focus is skill upgrading in higher difficulties, aside most bosses and some monsters, most won't have their skills properly updated to do revelant damage or effect.

As i finished the first act, I must say most questline bosses (Polyphemus, Alastor, Minotaur Lord) and special bosses (Hydra, Talos) were properly buffed in each difficulty, but almost none of the normal monsters, champions and heroes (maybe about 20% of those) got their skills upgraded for higher difficulties.

Finished the update of Act 1: Harpies, Centaur, Ratmen, Zombies, Ichthian, Maenad, Giant Turtles, Gorgons, Limos, Orthus, Automatoi, Boarman and Minotaur with their heroes.

Adjustments:

Monster squall skill adjusted to do the same types of damage the storm version does, has a fixed area of effect but scaling in duration.

Centaur horn does less health percent damage (down from 33% to 24%) on normal, but does a bit of stun: stun duration and health percent is roughly the same on higher difficulties.

Itchian Tidal Orb: Also fixed the skill modifier Tidal Orb Burst, that adds 5 projectiles and more cold/frostburn damage.

Gorgon Slayers have Art of the Hunt aura in higher difficulties (L0 - L3 - L5).

Automatoi champions (both act 1 and Olympus versions) now have a 50% chance to appear as dual sword wielders. They already had the dual wield skill in their arsenal. Improved animations.

Fixes:

Same as previous patch, fixed some monster names, some incoherent stats and skills that could not be used by some monsters or heroes, a few monster variants without passive armor...

Maenad Rogues/Shadowblades: Fixed the ability to use throwing knives in higher difficulties.

Reduced all the dexterity from Act 1 Limos and the Limos boss by 100: They had higher values than the ancient versions on Act 3.

Automatoi Campions now have their title in yellow same as any other champion, also the Act 1 versions have energy to cast their spin attack, Act 1 Heroes have Dual Wield to be able to use Spin Attack.

Minotaur Juggernauts have their correct title instead of Conqueror (variants with rally instead of onslaught).

Update: 4. Sep. 2021 um 2:12

14th round - Skill scaling Act 1 monsters part 1

Most monster skills have been reviewed and upgraded for higher difficulties. This is why Acts 1 and 2 are so weak in higher difficulties. Seems only some quest monsters and bosses did have a proper skill scaling.

IE: doing an extra 15 flat physical per weapon hit for a Minotaur is noticeable in normal, but is meaningless on Epic/Legendary damage levels.

Some minor stat adjustments: some monsters with energy for no reason, or higher level monsters of the same type and much less health or stats than their kin.

Monster fully revised: Carrion Crow, Satyr, Skeleton, Plague Bird, Cave Bat, Ravenous Boar, Cavern Crawler, Arachnos Minion and Arachnos.

- Stationary Traps (Fire trap, Blade trap...) now have proper increasing level with difficulties (remember som 100+ level traps at legendary?), and base damage scales in higher difficulties.

- Carrion Birds now have some flat pierce damage in epic and legendary (about 20% of their base physical damage).

- Higher poison damage on Plague Birds' Disease skill.

- Shade ~ Fallen Warrior/General (Act 2 and 3): Their mana burn skill also does some vitality damage. Added the passive for bare-handed physical damage scaling in higher difficulties.

- Satyr Peltast gets an animation for shield smash skill, now all peltast satyrs have this shield skill and can use it if they have one.

- Satyr Pillagers aside of their fire enchantment, some extra flat fire damage in higher difficulties.

- Proper dual wield animation for satyr brutes dual wield procs.

- Satyr Fire Magi have Volcanic Orb - Conflagration, only in higher difficulties.

- Satyr Spirit Caller's Spirit boars have proper level and passive for physical damage scaling in higher difficulties, some passive armor and 20% dodge & deflect projectiles as a bonus.

- Added the movement speed passive (all Satyr monsters have 12% move speed in epic and 16% in legendary) to a few Satyr quest monsters and bosses that didn't have it.

- Desecrated Dead ~ Frost Liche (two variants with deathchill aura) have their life leech spell restored.

- Vampire bats have their life leech attack restored.

- Some level 12 Arachnos didn't have they levels properly scaled in higher difficulties.

Other Adjustments:

- Buffed the regeneration aura from itchians, health regen scales exponentially with levels, and now absorbs 1/8th of damage (12.5% damage absorption).

- Reptilian overseer frenzy aura now has a visual effect (some kind of orange blaze), scaling range (from 6m to 8m) less attack speed (4% instead or 5% per level), and 10% move speed in all levels.

- Hero monsters and bosses have a higher health scaling in higher difficulties (ranges from 25%-60% more health as result, more base health, less percent increase), and a few extra str/dex/int (from 25 epic heroes to 75 legendary bosses).

- Bosses 10/20/30% dodge is now 10/15/20% instead, projectile deflect is 5% in all difficulties (5/10/15% with then difficulty handicap). Is quite annoying missing burst skills a few times in a row.

- Onslaught charges adjusted for a range 1.65s to 1.35s duration, light rings visual effect reduced at higher charges.

- Onslaught's Hamstring armor reduction down to 5 seconds and movement speed reduction down to 3 seconds.

- Mandrake's Petrify effect now with much less duration (rarely resisted you could easily perma-petrify many monsters): from 1.6 - 2s to 1.6 - 4.2s at level 12/8.

Fixes:

All kinds of monster-related fixes: skills that are not eligible, wrong monster descriptions, wrong monster tier, skills not properly configured for use...

- Fixed Baleful Arachnos: Deathspinner and Runeweaver names (were Malevolent Arachnos instead).

- Fixed Exhumed Dead Hoplite names (were "Putrescent Zombie" instead), also labeled as common monsters instead of champion (yellow name).

Update: 25. Aug. 2021 um 2:49

Rogue:

Blade Honing: 10%-20% Physical Damage Modifier, to counter the loss due to pierce ratio.

Throwing knife: Pierce through enemies 10-15% increasing through levels.

Disarm Traps: Values reduced 20% vs construct/devices, added Percent Dexterity up to 10% at Lv 6.

Anatomy: 10% less bleeding damage, 33% improved duration, and up to 16% Bleeding res at Lv 6.

Toxin Distillation: swaped percent and duration (as in old IT), reduced percent by 10%, up to 180% poison with 100% increased duration.

Nightshade: Instead of up to 50% poison, up to 20 reduced resistances during 5 seconds.

Mandrake: Changed the confusion effect into petrify, chance lowered, up to 22% at max, also fumble scales less at higher levels, from 70% to 60% now.

Lethal Strike: 100% movement increase.

Blade barrier: Changed the visuals, one big visual in the center and 5m radius.

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Warfare:

Battle rage: now the base cooldown gets reduced, up to 3 sec less (12 -> 9) at max.

Dual Wield: instead o 10 phys damage, ranges from 8 to 32.

All dual wields skills have better percents to go off earlier (about 1-2% in mid levels), the final value is same.

Onslaught: The physical damage percent now is also strength percent, up to 50% on both at max. Charge levels 1.75s to 1.25s instead of 1.5s in all levels.

Slam: +20 physical damage in all levels and higher scaling on max value, up to 500-580 damage at max.

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Spirit:

Death ward: higher initial absorption, from 13% - 94% absorption to 45% - 92%.

Ternion Attack: from -75% total damage and 5% increase per level, to -60% total damage with 4% increase. Energy starts at 20 instead of 30, but rises faster with levels.

Ravages of Time: Damage reduction effect reduced by 20%, up to 36% at max.

Vision of Death: 50% higher damage reduction. Fixed the two last levels.

Dark Covenant: higher life cost scaling: 15 to 28, better mana regen: 9 to 33 range.

Unearthly Power: higher life cost scaling: 10 to 21, Higher Bleeding percent: 75% at max, added 15% str and int.

Circle of Power: Bleeding, Vitality and Life leech percents down from 100% to 50%, added a increasing Total Damage: 15% to 60% at max.

Soul Vortex: Added 12-25 resistance reduction, 1 second, duration from 4 to 5 sec, cooldown from 70 to 75 sec.

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Earth: Fire/Burn Percents -20%, Flat Fire/Burn in all skills/pets +15%.

Volativity: Physical percent -10%.

Inner Fire: Dex percent, from 75% to 25% ar max, added flat up to 112 OA at max.

Methamorphosis: added flat DA, up to 112.

Heat Shield: Mana cost scaling up to 125 points, fire absorption decreased up to 50%, and duration scales up to 421s at max.

Meteor Shower: impact area from 14m to 12m, added an aditional meteor (now 9), less of a gamble.

Fire Nova: Buffed Fire / Burn 15% extra, 20% more impaired aim.

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Nature:

Regroth and Dissemination: Healing +15%.

Stinging Nettle: Half the duration (3s), but poison damage +60%.

Sanctuary: Greatly increased health regen up to 64 at max.

Plage: spread interval reduced from 1.5s to 1.25s.

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Hunting: Bleeding/Pierce Percents -20%, values +15%.

Study Prey: About 15% less physical reduction, at max -56% instead of -66%.

Finesse: OA +40 / level instead of +50.

Puncture shot arrows: now works also with thrown weapons, Total Damage instead of Pierce + Bleeding percent, up to 32% at max.

Scatter shot arrows: buffed the pierce damage by 80%, the nerf was too much.

Eviscerate: Also reduces armor for 3 seconds up to 230 reduced armor.

Gouge: +2% chance to trigger at all levels, up to 22%

Detonate: Physical damage +25%. Scaling stun duration up to 2.5s.

Spear Dance: Physical percent from -20% / +40% to -12% / +50%.

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Rune:

Rune weapon: charges duration: 2.1 -> 2.0 secods first charge, but 0.9 -> 1.0 seconds the last one, 20% less int percent (8% per charge).

Sacred Rage: From now cooldown to 8 seconds cooldown once is over, it was nuts.

Energy armor: Higher starting shield with lower scaling, cost scales 1/4 of shield points instead of 1/2.

Runeword Absorb: Spell absorb / energy retal way overtuned, reduced the scaling a bit. 84% spell absorb and 66 energy retal at max.

Rune Storm: A bit of better physical scaling, fixed chance for a random status: sums 100% chance instead or 80% (minor bug).

Guardian Stones: Skill Cooldown from 240s to 180s.

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Defense:

Concussive Blow: Less scaling on stun durations, increasing chance to trigger stun, up to 8% at max, and a equal chance for +33% Physical Damage.

Battle Awareness: +20% Armor, 80 armor at max.

Iron Will: Less scaling in secondary resistances, still the two last levels are 80.

Perfect block: What a mess of skill. Removed the -100% speed mods, 1.2 duration instead of 1.1, scaling stun duration from 1.4 to 2.8 at max.

Batter: Slow attack debuff from 8 to 5 seconds, higher Physical Modifier, up to 42% at max.

Shield Smash & Pulverize: DA/OA reduction from 50% to 40%.

Disable: Instead of 50% Attack speed debuff, 30% slow.

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Storm: 20% less elemental percents and 15% more base cold/lightning damage.

Spell Breaker: physical damage is now elemental damage.

Chain Lightning: more stun duration in all levels from 0.5 to 0.7.

Velocity: Now gives extra cold gamage instead of percent. 62 cold at max.

Thunder Ball: Stun and DA% decrease increases from level 12 to 16, up to 6s at Lv 16.

Eye of the storm: cold + lightning res is now elemental res with same total magnitude.

Arch Discharge: Stun scales from 0.5 to 0.75. The skill sound have 30% lower volume.

Squall - Lightning with half the accuracy and added constant frostburn. Spell Visuals much bigger to match the real area of effect.

Squall - Obscured Visibility: Damage reduction effect reduced by 20%, up to 36% at max.

Lightning Dash: Lightning now scales, up to 24-64 Lightning, and is applied without chance. Has 45 degree angle and can hit 2 targets max.

Freezing Blast: Better Frostburn scaling, up to 50 at max.

Energy Shield: Mana cost scaling increased, up to 167 at max, cold/lightning absorption decreased up to 65% at max, duration scales greatly up to 421s at max.

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Dream: +15% electrical burn damage.

Trance of Empathy: Slight scaling ADCtH, up to 5-15% at max.

Trance of Convalescence: Better health / mana regen scaling, up to 20 health / 6 mana points at max.

Temporal Flux: +2% total speed in all levels up to 20% at 10/6.

Dream Image: 2 seconds extra life time at all levels, 30s at max level.

Nightmare - Master Mind: 40% of the pet bonuses also applies to players, up to 24% Total Damage and 78% life/energy regen.

Psionic Beam: -1 Charge to Psionic blast from the start, and -2 from level 6 (was level 4 and 8).

Phantom Strike: +100% Movement Speed while invisible.

Distortion Wave: +15% Physical damage.

Chaotic Resonance: Back to Physical Damage Percent like in old IT, but a bit less (max 75%), as the extra flat physical had to deal again with armor.

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Difficulty adjustements:

- Modified the damage passive for most pets, I added flat dex, sustracting equal value to OA & DA, and related percent damages.

- Act 5 Triton speed and attack speed animations increased.

- Buffed a few bleeding enemy skills.

Fixes:

- Some class skills didn't have scaling values for the last levels (as a result maintains the previous level effect).

- Fixed enemy skill "Mantid Feast", 3 max bleeding was meant to be duration.

- Fixed a few Karkinos variant with Mantid Feast but not in their attack patterns.

- Fixed gouge levels out of range for mounted yerren in act 5.

- The Werefolfs (Ulvjotun) had the rogue "Open wound" skill, which need weapons, replaced with a monster version.

Update: 14. Aug. 2021 um 6:49

Twelve round - Epic uniques & Legendary Dif. Sets and uniques Regulation

The Epic and Legendary Sets where greatly buffed, mostly covering resistances to counter the rigidity on wearing full sets, but also toning up their strengths a bit.

Buffed all legendary uniques, mostly base game uniques, a bit on TQ uniques and some adjustements on Ragnarok uniques.

Reduced the physical damage modifier for monsters in all dificulties by 10%, (roughly 5% less physical damage as result), as I didn't take into acount the extra damage from strength formula and was a bit overtuned.

Reduced legendary Ragnarok & Atlantis common/monster swords weapon damage, was a bit overtuned with previous changes, just about 5% less weapon damage.

Fixes:

Altantis Mounted Serpentoid weapons (Both Monster/MI) not having affixes.

Legendary dif. staff "Riddle of the Sphinx" had 33 elemental resist, but was placed in resist chance instead (no effect as result).

Epic Ragnarok "Bow of Artio" and Legendary Set item "Wild Hunt" not having a correct duration for their huge bleeding damage. As a result no bleed damage.

Epic Ragnarok thrown "Chakram of the Lawless", fear included in the 20% chance of as intended.

Epic Ragnarok thrown "The Crow", the Defensive Ability almost sure was intended as flat instead of percent, reduced from 50% to 20% percent DA increase.

Epic Ragnarok amulet "Necklace of Glauberg", had 33% elemental resist chance (not effect at all), instead of 33% elemental resist.

Legendary Atlantis shield "The Sleeper", with no duration on poison and frostburn retaliation.

Legendary TQ sword "Huo Qubing's Ceremonial Blade", having a chance of percent DA reduction on hit, but with no duration specified, so it had no effect.

Hippocamp Riding Boots, Esus' Travelling Boots, Hervor's Fine Steel - Fixed slow resistance in wrong property (was at a chance, not effect at all).

Fixed all Legendary Dif. Atlantis sets, sometimes missing items, sometimes not properly configured values per number of pieces equiped.

Fixed "Freyja's Coronet" having instant poison and vit flat damages instead of the resistances, removed those resitances from "Armlets of Freyja": had 290 total resistance magnitude plus lots of extra stuff, seems was for the coronet instead.

Fixed many many unique gear having lower armor values by their type and item level, in some cases, changed the armor type instead.

Update: 17. Juli 2021 um 4:57

Eleventh round - Epic Dif. Sets Regulation - Difficulty handicap regulation

Epic sets are not usually worth the huge effort of collecting them. Individual pieces from epic/legendary difficulty usually a few levels lower than legendary dif items and these are so much better, and without the lack of flexibility that comes with using set pieces. Now all sets are solid, they usually at least cover the negative resistances, and some them provide so much extra value.

Same philosophy used with normal armor sets, but on epic the buffs are as a result higher, specially for Epic difficulty sets, making themed sets worthwhile (while not necessarily best-in-slot), specially with improved resistances in both individual pieces and set bonus. Some sets have extra effects that play well with the set, but most of the buffing effort is made to resistances. Again, old TQ items got the larger buffs, IT items got lighter buffs, and Atlantis/Ragnarok items some adjustements.

Changes in game difficulty handicaps for epic and legendary difficulties:

- 125/250 extra str/int/dex for monsters, in epic/legendary difficulty, adjusted OA/DA and percent damages to reach similar damage values. This change should minime the diminishing returns on skills/passives with percent damage, granting strong monsters a bit more damage scaling.

- Damage in epic increased by roughly 15% on all types of damage.

- Pierce Damage boosted by 10/20% in epic/legendary: originally is 0% in all difficulties, as physical inherently augments pierce damage from pierce conversion on weapons. Also due to the increased stats, piercing conversion multiplier is a bit higher, so pierce damage can be meaningful in high difficulties.

- Vitality and Acid (instant poison only used by some monsters) damage increased by 10/20% in epic/legendary.

- Added 35%/48% (epic/legendary) extra damage for Physical damage over time damage. Originally was 0%, is a very rare type of damage.

- Added 8/16% Extra cast speed for enemies on epic/legendary.

- Buffed physical damage for unarmed monsters (effectively is about 10% mor damage... usually 20% more phys after armor reduction), to bring values closer to old TQ IT. On anniversary edition they lowered this damage (there are three monster-specific skill passives that add phys damage) due to the new formula for physical non-weapon damage, but they lowered the value way too much, as most monsters doesn't have that much strength with very few exceptions.

Fixes:

"The Perishing Form" item: Deathchill Aura no longer interferes and bugs out with Spirit skill Deathchill Aura.

Fixed "Hadopelagian Garb" set pieces having 10 flat resistance reduction in 0 seconds, removed it and added increasing resistance reduction to the set bonus (up to -25 flat in 3 seconds with full set).

Update: 10. Apr. 2021 um 7:22

Tenth round - Item Requirements &Normal Dif. Uniques and Sets Regulation

Adjusted formula for all level requirements for Epic and Legendary dif. uniques, the level requirement is 4 levels more on average, 5 on jewelry, for a more linear and coherent requirement transition from normal to epic.

Removed the manual level requirement on Ragnarok uniques, so they are calculated as every other unique item. Even with the changes with epic/legendary levels, the requirements have been effectively lowered some levels as a result. With the change also de attribute requirements were affected lowering the requirements a bit.

Slight adjusts to common/rare/monster weapon and armor formula for Str/Dex/Int requirements. As a result, Epic and Legendary attribute requirement scaling is a bit less sharp, up to 30-35 points less on high end legendary Ragnarok gear and weapons. Slight augment in scaling for normal unique shields, slight decrease for normal unique staves. These changes are to align a bit more the requirements of uniques vs the rest of gear, also reduces the gap in requirements between late normal and early epic.

Some light adjustments on Epic/Legendary gear attributes: Slight increase in Mace/Clubs Str Requirement, slight decrease on heavy armor Str Requirement.

* Reduced health regen on suffix a bit, it was a bit too much with the passive from max health. 3 last affixes health per sec: from 3.5 - 5 - 7 to 3 - 4 - 5.

Uniques and Sets play a special role in this game, they are powerful, offering a lot of value, but they lack flexibility, as you cannot tailor them further using charms/relics unlike rare gear and MIs.

Ragnarok and Atlantis items are OP, to an extent, I'm mostly fine with that, but sometimes the value provided is so high it disrupts the gear progression or any variety on endgame gear.

- I did both rise old and underperforming uniques / sets especially vanilla TQ ones, and slight nerf some Atlantis/Ragnarok items, keeping their overall value near the same. The objective is closing the gap in power a bit in order to give players more choice.

- Changed some abilities in order to compliment instead of reinforcing abilities if the usual classes should already have those abilities in abundance, or the set effect/other set gear already tops that ability (IE too much fire resist in a fire-related item/set, trap resist / lots of poison when is an item/set clearly designed for hunting classes).

- Added some extra resists to sets in general, to cover more/all primary resist values, due to the fact if you equip an entire set the flexibility diminishes when managing resistances with other non-set slots.

Fixes:

- Some Atlantis Throwing weapons with wrong requirements.

- "Priest of Ba'al Hammon" set was broken, only 2 piece set effect, 4 items, unused greaves, and one of them has a wrong reference. The ring had the abilities of the boots, including the armor. The ring inventory image was not compatible, black background and made the ring take 4 slots in the inventory.

- "Reptilian Limbs" set was in full effect with only one piece.

- Brennus plate's Battle Awareness no longer interferes and bugs out with Defense skill Battle Awareness.

- Fixed all Atlantis unique items not hiding prefix/suffix on the name (IE when using Ragnarok's legendary upgrade).

- Fixes some specific unique gear with wrong armor values or wrong armor type.

- Boarman Monster (not the MI) Bracers Epic and Legendary versions with way too low attribute requirements.

Update: 26. März 2021 um 10:34

Ninth round - Artifacts Regulation

- Some tweaks here and there, but mostly buffing existing abilities. Added some extra abilities to a few artifacts.

- Reworked abilities on Carnyx Ragnarok artifact.

- Removed health and energy leech on 'Shroud of Eternal Night', the energy leech was told to be removed on original AE full changelog but didn't happen. Also nerfed Talisman of the Jade Emperor a bit with elemental res down from 50% to 45%.

- Most of the artifact special skills with 15-20% less cooldown, to somewhat compensate for the fact you cannot reduce it with cooldown reduction.

- Upgraded some completion bonuses, some element resistances not scaling on Epic and Legendary, and some DA/OA/Attack speed not scaling properly on Epic/Legendary. Affix values were upgraded previously, so better damage/percent values usually as a result.

- Replaced the extremely niche dexterity requirement reductions on 'Effigy of the Panther' & 'Glorybringer' with a global requirement reduction with less magnitude.

Fixes:

- Quite a few artifacts had a wrong "Increased Shield Block Chance" effect, as a result, no effect at all ingame:

Amber Flask (4%)
Pale Moon (5%)
Bloodrage (was 10%, I changed it for 7% Life Leech though)
Jade Idol (11%)
Lionheart (15%)
Hand of Gaia (15%)
Arcane Mirror (16%)
Conqueror's Mark (15%)
Talisman of the Jade Emperor (35%)

- Accommodated several 100% or more resistances/evasion in both artifacts and artifact skills to the 80% cap (doesn't have any practical effect, just less confusing reading abilities).

Update: 20. März 2021 um 6:02

Eighth round - Monster Infrequent Regulation

- All Atlantis Moster Infrequent weapons damage upgraded to get a better scaling into Epic and Legendary values, using the normal dif. version damage and the other content as reference.

- Full regulation on monster infrequent abilities/effects. Mostly some scaling with damage to species, attack speed, leech life percent, etc. In some cases the MI's Normal diff. version has a slightly lower value than on vanilla as a result.

- Modified damage of many item abilities, the damage is usually boosted about 10% much like the affixes regulation.

- In some MIs, I added extra effects, as the abilities already on those items have a very poor combat/utility value, and boosting such abilities didn't make much sense (IE Dvergr-Forged weapons).

- For item skills in MIs, in most cases boosted the skill levels (IE 2-4-6 in each dif. instead of 1-2-3), as skill levels used originally were in many cases a bit underwhelming, but depends on the skill.

- Modified all armor values for Ragnarok & Atlantis Monster and MIs, to keep a better consistency with their requirements, armor type and difficulty scaling.

- Greek Bandits Monster and MI armor is now medium armor.

Fixes:

- Fixed some Monster infrequent weapons that had some if not all values swapped, scaling in power from Epic > Legendary > Normal, instead of Normal > Epic > Legendary.

- Fixed all Atlantis Monster and MI heavy armor having defensive values of medium armor.

- Fixed Ragnarok Monster and MI helms and some Chests having reduced defensive values.

- Fixed all Troll Monster and MI gear helms medium armor requirements but heavy armor defensive value (now are medium as well).

- Fixed Alfheim Monster and MI gear having dexterity armor requirements but heavy armor values instead of medium.

- Fixed Valkyrie boots Monster and MI variants having Heavy armor values being Mage armor (Also having swapped values per difficulty).

Update: 12. März 2021 um 3:53

Seventh round - More Fixes, many inspired or copied from 'A Few Bug Fixes And Some More' mod

- Fixed Storm Wisp level and name on levels 4 and 10.

- Ferrus Gnosi (Act 1 Legendary - Str Chest) and The Greg (Act 4 Epic & Legendary - Shield) can drop from chests/bosses.

- Aunoran chest armor inventory image (both Monster and MI) fixed for both warrior and mage versions.

- Fixed all prices for charms and relics for Atlantis and Ragnarok: Same as Act 4 charms/relics.

- Swapped names for Epic Celtic Helms (Great Helm <> Helm)

- Centaur Elder variant is now named Centaur Patriarch.

- Roughneck Giant Turtle Hero has some base mana to use his Heart of Oak skill.

- Many quest monsters and bosses from Act1-3 not having passive armor (wrong skill reference/ missing). On 'A Few Bug Fixes And Some More' they added the correct armor passive reference but didn't edit the skill levels, also half of quest monsters were still without armor.

- Crosscut animation fixed for a few weapons, Will of Horus Envenom Weapon fixed.

- Lacking boss status immunities and resists on salt mine ghost boss and the two Dvergr heroes. Enabled flame aura for use on Dvergr hero.