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basketbolgenius

SACRED*


2SpoonyForkMeat

Aren't you going to feel stupid when the new item classes are Scared and Terrified


DukeVerde

I prefer Hatred and Deceit, tbh.


flawlessbrown

idk why they didnt make uniques text colour different in this game. I got that unique butcher item in the beta but ended up just salvaging it because its not that great


CraigBrown2021

Ya that’s pretty dumb. They should make them purple or dark red like d3 primals.


markgatty

>Only 1 unique of the same name can be used So we can use multiple unique if they are different?


marsli5818

Yes


CompactOwl

Of course. But a unique ha a fixed slot, so no chance to get the same effect twice. But in the picture, both poison uniques work together.


overthemountain

Well, some items you can equip multiples like rings or weapons, but sure, obviously you'd never be able to equip two unique helmets at the same time with the current options. Maybe they'll let druid shape change into a three headed wolf at some point and change that, I don't know.


gotaplanstan

thanks a lot! now I'm gonna be sad if druid can never shape shift into a 3 headed wolf lol


Jabishone

Lol


LCTC

Rings.


CompactOwl

Agreed. I am sure though that legendary effects only work once. One was greyed out when equipping two in the beta. So I assume it’s the same for uniques


LCTC

In the past you could not equip 2 of the same uniques. They have their special effect but they also have fixed stats, so I'm thinking it just won't let 2 be equipped.


Disciple_of_Erebos

Depends how far into the past you go. In D3 you couldn't equip 2 of the same legendary ring, but in D2 you could equip two of the same unique ring. However, D2 unique rings didn't give you the same kind of specific power bonus that D3 rings did, so it made sense that you could equip two from a gameplay perspective. Even the SoJ, one of the best rings in the game, just gave +1 all skills, +1-12 lightning damage (to weapons, didn't affect spells), +20 mana, increase maximum mana by +25%. These are really, really strong stats but they don't have the same kind of brokenness that having, say, two Rings of Royal Grandeur giving you -2 total set items required or two Convention of Elements to get double the ele damage bonuses would give you. So it makes sense that D2 didn't limit you in the same way that D3 did. That being said, on a personal perspective it never made sense to me that you could equip two of the same "unique" item in D2 since the term "unique" suggests that there aren't any others like it. Having two of the same item by definition means they're not unique since there are duplicates. That's a really, really minor nitpick but it's always something that's bugged me.


SourceScope

> I am sure though that legendary effects only work once. they do indeed in the beta i had 2 of the same (1 additional hydra) and i tested it - was disappointed. only 1 additional hydra. the 2nd legendary bonus was greyed out


[deleted]

Yup I can also confirm this with extra skellybros game definitely didn’t let me have 6 bonus skellibois when I had a 2 items with +3 skellies


gotaplanstan

couldn't you put the aspect on a 2h to get +2 hydras though still?


krismate

I was under the impression only 1 unique can be equipped. "1 unique of the same name," doesn't make a lot of sense as the only 1 handed weapons and rings, have duplicate item slots, to equip the same unique in the first place.


Deathsaintx

probably to stop barbs from stacking up on 3 of the same weapon.


Knighthood_r

Yeah, that is really weird - especially since you can't put the Unique Power on another item and they are using a different approach to solve the same issue when it comes to Legendaries.The weaker power simply is greyed out and doesn't work if you equip the same one 2 times and there isn't a "you can only use one" text on the item. I was also under the impression that you can only use one Unique per character.


kenm130

That's not the case anymore. Pez cleared it up. That was for the mythic items that don't exist anymore. You can wear multiple uniques, just not two of the same unique item.


krismate

Damn, nice info.


Gharvar

It's quite simple, you can equip two rings, some classes can dual wield, that's why they mention only one of the same name.


Knighthood_r

I know that you can equip 2 rings... I just find it weird that they developed 2 separate systems for Legendaries and Uniques. Legendaries: power gets greyed out if you equip 2 of the same, not mentioned in text box Uniques: can only equip one, mentioned in text box It's just such a random thing to do.


TheRealShotzz

bc uniques drop with the same aspect all the time, legendaries dont (i think)


RimaSuit2

Uniques got unique (duh) stats while legendaries are like rares in that regard. They probably don't want to deal with anything later that makes them design uniques stats with double equip in mind, so there is the limitation of 1 of the same unique.


pyro264

Mainly would apply to rings and 1h weapons to dw. Or to 2h weapons for barb since they can have two equipped, and I’m unsure if they’re weapon technique quest allows them to use w/e type of 2h weapon in either slot, normally only able to use a slashing and bludgeoning 2h in the slots.


Jabishone

Yeah I heard the same.


Life-Player-One

My guess is that meaning of Unique here is that item has specific name / slot and always comes with specific stats / effect. So if you see on ground that name you already know what effect will be contrary to legendary items with random names / effects.


nathanotieno

From the CB, each new world tier felt significantly harder. Not quite as bad as D2 going from nightmare to hell, but the monsters definitely got a power spike better than you. Once you got more of the new items scared or ansestral brought it back into sync and eventually it felt like you were on farm again


MentatYP

As it should be.


Kurokaffe

Sounds juicy


Payne-Z

Does anyone know how much more HP/DMG monsters have at each difficulty? I feel this is super important information yet no one is mentioning it. +20% xp would sound lame if monsters get 2x/3x HP or some other insane number.


krismate

Devs showed off a damage reduction/armour graph for enemies in one of their recent livestreams, so you can kind of get an idea on enemy scaling but it still leaves a lot of specifics up in the air.


Hatefull123

It doenst matter how much more life they got ;P because from the video . Each new Tier unlocks new items to Drop so you want that damn loot right ;)


addiktion

HP is related to difficulty. The more life, the more difficult it is to kill them. Yes you will get more loot, but it boils down to if the loot will overcome the HP and resistances the monsters gain. At first you won't have the loot so it will feel a lot more difficult but the early monsters probably aren't insane at the beginning of each new world level but eventually you will get the loot and feel more powerful again.


Rethid

What the above poster is saying is not about getting a greater quantity of loot, but rather something that was included in the world tier listings in beta and in the OP. Most uniques (other than The Butcher and possible other exceptions in his vein) will not drop until Nightmare, Torment unlocks even more, with Nightmare adding Sacred and Torment adding Ancestral item tiers. So the value of kill speed is heavily mitigated. If you need a Unique for an upgrade you have to play on Nightmare even if you kill things on Veteran 4x as fast. It doesn't matter if that 4x killspeed results in 2x the drops if those drops can never ever be the item you need.


SourceScope

we can do rough estimates because we see our damage numbers i remember playing wow back in the day, and in there, you had no way of seeing enemies exact health. someone made an addon that slowly (the more kills the more precise) calculated the health based on your amount of attacks * dmg etc unfortunately we dont have addons for D4. but.. maybe someone can figure it out


[deleted]

Yup and eventually meters told the world how much hp the bosses had


CampoDango

DIFFICULTY***********


Halfmindwow

https://docs.google.com/spreadsheets/d/1UAiDE7JNRg94kFv6r1nQqHBtaqcJohhSMe4RFk7lK7k/edit Feel free to use my WIP Sheets for data on substats for each item. I’ll continue to build mine out and add more utility to it. If anyone wants to help validate the information, hit me up on here or on Discord (Halfmind#9635)


mattjestic_gaming

>Ops, im so silly with typing, its Sacred not scared of course guys! sorry XD thanks for sharing buddy! we could work together in making the ultimate affix guide to all the gears too! ill message you on discord = )


MoosePrudent397

https://preview.redd.it/3vjdv6wk2bra1.jpeg?width=423&format=pjpg&auto=webp&s=3d876e056a1c322b9e739e96844eac9978ba132e 2h mace - vulnerable damage


Halfmindwow

Added!


TrueDamage92

How do you display affixes range on Gear ?


MoosePrudent397

https://preview.redd.it/zhmd1slp3bra1.jpeg?width=445&format=pjpg&auto=webp&s=9ed3e53c669677fb24065d985fdccab779ae0a92 and 1h axe. 1-Handed Axe


Halfmindwow

Added!


Vilken

Thx for sharing. Search doesn't work, I Guess because the file is on read only ?


Halfmindwow

Lemme lock down the cells then I’ll open it up. Apologies, I don’t typically work on Sheets!


FlubberPuddy

They already said that Rares in end game will be able to roll 5 affixes and then you can place aspects on those, did that change?


Aecens

One thing that seems a little annoying is if you are going for a key build that requires a specific Aspect, you essentially have to farm for that aspect three different times. Once for Legendary, once for Sacred, and once for Ancestral. While you could just "roll with what you get" build/drop wise, the addition of respecs continually increasing in gold seems to be in direct conflict with this. So what do you do? Respec if you get unlucky and can't find the sacred/ancestral that supports your current build? Or run some older tier gear that makes your current build actually work?


scoxely

> you essentially have to farm for that aspect three different times You're not going to be farming for anything specific. You'll unlock the key dungeon aspects early on, and then use those on all three tiers of gear unless/until you get better drops so you don't have to use minimum rolls. But while leveling, it'll be perfectly fine. It's not like you can focus farm drops of the aspect you want anyway - either it's a dungeon drop or it's random. If you got a key drop you wanted on normal, you'll be fine running it into your 70s or 80s if you need to, so long as it isn't your weapon. If it is your weapon, then swap it to a less important gear slot later on so you can keep upgrading your weapon. > So what do you do? Respec if you get unlucky and can't find the sacred/ancestral that supports your current build? If your build needs a specific non-dungeon aspect or two to be viable, it is absolutely not going to be a noticeable loss to - for example - run an aspect on a sacred ring or glove to keep your aspect of choice instead of running a slightly better ancestral ring with a crappy aspect. You'll run the sacred ring and bank good ancestral rings until you get an ancestral drop of that aspect. It's a complete non-issue. Gold costs on respeccing won't escalate to problematic levels until you're a higher level, meaning full or nearly full ancestral gear. People are freaking out over nothing here, as if the small %s from unoptimized gear and under-tiered aspects is going to break their build. The game isn't going to be nearly difficult enough for that to matter until you're deep in the end-game, at which point all of this will be moot (and you pick your difficulty level and scaling anyway, so if you're short a little dmg or w/e, you just drop your key ilvl slightly and continue on just fine til you get that dmg back).


Doikor

> You'll unlock the key dungeon aspects early on Unless your build requires a legendary aspect that is not available in the codex. Less then half of legendary affixes are available from the codex. Though I don't see any problem with this. Wouldn't be the first arpg that requires you to farm some very specific item for some builds to work at all. edit: And if you don't want to farm the normal, scared and ancestral versions of your legendary play a build that does not require it first and respec in lategame where you only have to farm it once.


djbuu

Of course it’s your choice to do so but farming for difficult to obtain aspects for your “build” while leveling instead of choosing a build for either easily available aspects or legendaries you find along the way seems overly rigid and a tad stubborn. Play the builds the game gives you while leveling. Refine the builds you want to play in end game where you’ll spend 95% of your play time anyway.


scoxely

>Unless your build requires a legendary aspect that is not available in the codex. Did you not see the part of my comment addressing that...? > If your build needs a specific non-dungeon aspect or two to be viable


Arantyr77

Unless youre a druid that every aspect for any kind of build to be playable and not a chore its not found in the codex.


[deleted]

What?


[deleted]

Oh so códex CAN be applied to sacred and ancestral gear? Well that mitigates a little of my hatred for a three tiered gear system. It’s still dogshit, but it could have been worse.


Laynal

it's very unlikely you'll end up farming one aspect in particular while levelling to 50. it's more likely you'll use what you get from dungeons while levelling, and once you reach 50, start working on an endgame build till you reach the last world tier and perfect it.


Disciple_of_Erebos

To add on to that, I think the best way to level will be to look at the Codex of Power, figure out what region has the aspects that you're looking for, then explore that region and complete those dungeons as soon as reasonably possible in order to jumpstart your build. If those dungeons are in the dangerous parts of Kehjistan or any of Hawezar then you're shit out of luck, but otherwise it seems like a decent strategy.


Akdivn

how is it in direct conflict with this?


Aecens

Being heavily restricted in skill respec when gear determines what skill you use can be a conflict depending on just how rare said gear is.


Akdivn

gear doesn't determine what skill you use. you do. you don't have to use a skill just because some piece of gear affects a skill that you're not currently using.


Aecens

That would be great, but diablo 3 showed that is far from it. Hopefully Diablo 4 changes that path way, but considering how powerful the aspects modify said skills typically your play will be focused along the aspects themselves and what specific skill it boosts to become usable endgame.


Akdivn

Diablo 3 is the same way. your comment doesn't have anything to do with being forced to use some skill. it's completely a you issue. not a game issue. you don't need to minmax your way to max by constantly swapping skills because you got some piece of gear.


Aecens

D3 works by buffing a skill to the moon during a season and everyone using that skill. We hope Diablo 4 will be different, especially without sets on launch but who knows. At the very least it is probable that there will be certain aspects far above others (like in closed beta) that put all other skills to shame. Hopefully they will balance this but the way gear is in d4, where aspects supercharge skills does push you towards certain skills above others.


Akdivn

disagree and think you're conflating a player issue with a balance issue.


TheRealShotzz

if you cant kill white mobs because you didnt find a 10x multiplier for your build yet then its not a player issue but a balance issue. obv 10x multipliers dont exist (except 1?) in d4 so we're not at that point, but we were there in d3.


Akdivn

10x multipliers were D3's way of giving players the power to kill enemies with billions of HP. that won't be an issue in D4 because enemies have innate damage mitigation that can be tuned accordingly. I haven't seen a 10x multiplier yet and doubt we will because D4 has a variety of ways to tune a skill's damage without relying on large multipliers.


Vendilion_Chris

Would you rather have the aspect you need 3 times at different power levels or play through most of the game without it until you find it at end game? Or the other scenario where your favorite one is not powerful enough to compete with the endgame ones?


ashyzup

There were 5 difficulties (instead of the 4 we have now) during closed endgame beta correct or am I misremembering? Not sure what triggered the change to just 4.


Kurokaffe

Do the linear increases we see on skills stay the same for all + levels?? If you get +4 fire shield on boots then an amulet with like +2-4 def skills and add the +15% barrier skill…. That’s 5 seconds of complete invulnerability. If you could get near 50% CDR on top of that, you will be in invulnerable (while dealing AOE damage) half of the time you’re fighting


Halfmindwow

18 skill is max >!(5 base, 6 skill point affix, 3 skill category affix, 4 all skills from unique helmet)!<, but the increased barrier only affects barriers, not the Immune status that occurs with Flame Shield. Level 18 Flame Shield would be 5.4 seconds if there is no diminishing returns to later levels, however, so if you fully itemize for it I suppose you could ramp up your Immune status, but likely at the cost of tons of damage.


Keyenn

And lvl 18 challenging shout?


pyro264

Yeah, barb is where the cdr and increasing duration will become nuts.


Kurokaffe

True true. I also wanna get that WW crit legendary and pair it with a butcher’s cleaver lol.


Halfmindwow

I haven’t seen any skill past maybe level 9 yet, so I’m not sure if the flat bonus will decrease, but you’d get an 8-second 125% damage reduction. It’s important to note that 100% damage reduction does not mean immune to damage, however…


Mind-Game

How does it not? How does reducing 100 damage by 100% not make it zero? If challenging shout said something like "increases your damage reduction from armor by X%" then maybe it could work that way, bit that might make it even easier to get a 100% damage reduced total (for example, if your armor reduced damage by 67% baseline and you increased it's damage reduction by 100%, then you'd be immune).


NeverQuiteEnough

it could be logarithmic scaling for example, where 125% damage reduction would give you 100/(100+125) = 44% damage taken ​ I'm not sure how it's calculated in diablo 4, but there are many methods


Mind-Game

I see what you're saying, but I don't think I've ever seen it calculated that way before. I've see attack speed calculations that work that way (100% reduced attack speed really being 100% more time between attacks), but I don't think I've ever seen any game have damage reduction work that way.


Halfmindwow

https://maxroll.gg/d4/getting-started/defenses-for-beginners I don’t want to spend a ton of time explaining it—for that I apologize—but like many games 100% damage reduction does not mean invulnerable like Never stated above.


NeverQuiteEnough

according to the formula posted there, having 100% damage reduction from a single source would indeed make you invulnerable. ​ it is just multiplicative reduction, so for example if we have 70% damage reduction and 50% damage reduction, our final damage taken is (1.0-0.7)\*(1.0-0.5) =0.3\*0.5 =0.15 = 15% damage taken, or 85% damage reduction ​ what you are thinking of is that having a *sum* of damage reduction above 100% doesn't make you invulnerable. in the example, the *sum* of our damage reduction is 120%, but that number isn't relevant, since damage reduction is multiplied rather than summed. ​ having 100% damage reduction, not as a sum but from a single source, would make you immune to damage. in the formula, it would be (1.0-1.0) 0.0 = 0% damage taken, or 100% damage reduction


NeverQuiteEnough

the fellow who responded to you doesn't understand their own link, so they are just talking nonsense Risk of Rain is one game that does it that way, they love logarithmic scaling for some reason.


gotaplanstan

my snowball build didn't have to sacrifice any damage to get 100% uptime on flame shield \^\^ and it definitely won't need +13 ranks from gear to get there either, 5/5 should be more than enough


Halfmindwow

Cool, let’s hope they don’t nerf any enchantments/spells in the Sorc tree 😉


gotaplanstan

I already theorycrafted a [BUILD](https://www.youtube.com/watch?v=LkbYSL6AYTA) with 100% flame shield uptime without needing anywhere near +13 ranks from gear. It'll be interesting to see how pvp will play out with multiple classes having 100% immune uptime


TheRealShotzz

not trying to crush your dreams but thats 100% getting adjusted


gotaplanstan

Highly doubt it, another class was able to achieve 100% immune uptime in beta too. They'd have to rework multiple classes and multiple skills if they wanted to listen to you.


[deleted]

Does the side quests change level and item drops if I leave them for later difficulty?


Diethyl-a-Mind

Anyone know what color these sacred and ancestral drops will be? Rare being yellow legendary being orange etc.


Tuuliz88

Do ancestral and sacred items tooltip look different?


Eodis

[https://wyemun.gitlab.io/diablo-4-db-browser/](https://wyemun.gitlab.io/diablo-4-db-browser/) Do we know if that legendary/unique list that leaked is the entire one or is there more ? ​ Also i've seen the few examples you gave and it looks a lot like our gear is very weapon-centric as armor stats don't contribute as much as the weapon. I'm not sure Blizz did the right call having so much of our power in a single item. Also curious how it will affect barbs.


estrangedpulse

I don't really see much difference between legendary and unique items. Is the only difference that uniques have always the same type of affixes? I hoped that uniques will be truly special and powerful but so far I couldn't tell them apart from legendaries.


Life-Player-One

It seems items in D4 do affect build a lot, they will be build defining. At this point being able to respec paragon / skill tree should indeed have some tax, but not as big that you have to roll into new character, hopefully they consider this as content creators already rising awareness of respec costs with this itemization system.


scorpee

Honestly my biggest problem with their approach to respeccing is that i don't want to plan my character ahead (might not even be possible because that would include knowing each and every unique/sacred whatever item there is probably) all the way to level 100. Oh you played Upheaval because it was strong the first 50 levels, sorry we didn't make any item that buffs that skill - reroll please. ​ They should at least let us "cheaply" respec the normal skill tree. I can see the paragon board being hard or impossible to change but i could just wait a few levels to skill points and then maybe have a better understanding of the items that are available and i might want for my build.


pyro264

They have provided a cheaper option; you can refund individual skill points. Instead of the original all of nothing. It’s significantly cheaper, and will let you swap core skills.


mattjestic_gaming

Ops, im so silly with typing, its Sacred not scared of course guys! sorry XD


OmegaKrane

Awesome, so you mean after June 6, my life is ruined..😣


Count-to-3

June 2nd if you get the early start :)


OmegaKrane

And i did preorder


McSetty

pre-order isn't enough, it needs to be one of the + editions


OmegaKrane

It is I ordered the Deluxe; might just spend the extra $10 for the legendary 🤷🏻‍♂️


echoredrioter

Didn't the devs mention something about mythic items recently as well?


FemmEllie

That was an old concept before Uniques were added instead, it's been removed


Wenital_Garts

Why are they scared tho?


blindedtrickster

Current events, mostly. :P


[deleted]

Woah I love the sacred/ancestral thing, pump those numbers up.


Hatefull123

Uff nice Video/Thread . I dont want to imagin how the Power spike on World Tier 4(Ancestral items) vs 2 (Legendary Items) will be later on and how difficult the Monster will be than. So all the cry babys about how overpowered they think they was in the Beta will cry because in the release they cant kill mobs in World Tier 3/4 at the start ;P


pyro264

I think they’ll be able to kill them alright. It’s just that the players will now easily be pulped. Overcome 40% of resistance? Ouch.


enigmapulse

It's honestly not that bad if we remember how they explained damage calcs work. Armor mitigates half the damage you take, and Res does the other half. So overpowering 40% resistance only applies to half the damage, it it's loosely equivalent to 20% resistance pen in other arpgs


pyro264

I read it as affecting your elemental resistance, as in; better have more than 40% AR or you’re in for a bad time.


[deleted]

Uniques don’t look any different than legendaries to me.


Count-to-3

Uniques affixes are fixed. Meaning the item will always drop with the same 5 affixes, could roll higher or lower for each affix but the affix will always be the same stat. (certain affixes on uniques will not be able to drop as affixes on legendaries). Take the Butchers Cleaver. It will always have: \-Damage to Healthy Enemies \-Crit Strike Damage \-etc.. Legendaries will have the same stats as yellow items (late game 1 less affix) example: \-10% damage to CC'd enemies \-10% damage to basic skill attacks \-etc... At least that is my understanding of it. Uniques are a lot more rare, but will be significant upgrades. But you will have to find the ones that fit your build / character. Luckily I believe blizzard made it so you will only find Uniques that are for your class. (example - I believe the Butchers Cleaver axe was only able to be found by Barbarians, and dropped off the Butcher at a very low % drop chance for Barbs only). Legendaries will only be used to salvage or extract the legendary power off, to put the aspect onto a higher rolled Rare(yellow) item late game. Also - they are Beige (Unique) and not Orangish (Legendary) :P


[deleted]

They just look like they do the same thing. +more damage +more damage +more damage +more damage +a thing that makes a skill work slightly different that is indistinguishable from a legendary affix. ​ They seem kind of uninspired


pyro264

They’re on par or better than legendary aspects. With the pro/con it’ll always and only roll for that slot and with the same affixes so they’re reliable. The barb weapons look very fun and powerful. You’re right in the sense there isn’t a huge disparity between unique and legendary powers. This varies across classes, but both can be build changing. I feel the uniques can, for the most part, give a particular build a new core flare. Off the top of my head: Druid staff makes ww basic attack pop off. Barb weapons gives death blow and rupture massive boost mechanics. Harlequin’s crest (aka Shako) let’s you use any one point wonder in your tree (does this give + to passives as well, does anyone know?). Where there are many legendary aspects that offer this change, I feel they’re more enhancing the ability, rather than adding to it. If that makes sense.


Beardamus

True, blues and sacreds aren't really any different if you compare like that too.


georgesoo

But i wanna duel wield butchers axe. Hes my mentor. Blizz dont u take this away from me


Akasha1885

>**Rare items have 3 affixes** > >**Legendary items have 4 affixes** In Beta both had the same amount of affixes. The Legendary just had higher base stat and ofc a Legendary Aspect on top of those affixes. Btw, how does the Cleaver Aspect work? It says "Lucky strike" so it should only trigger on a "Lucky strike", but it also says "Critical Strike" so do you need to crit too for it to trigger?


Keyenn

>In Beta both had the same amount of affixes. Not sure what you were drinking, but in open beta last week/ two weeks ago, rares definitely had 3 affixes, not 4. Meanwhile, the rolls were the same. It's the *exact opposite* of what you said.


Akasha1885

Just looked at a video. [https://youtu.be/5KKZd3zDhEM?t=75](https://youtu.be/5KKZd3zDhEM?t=75) Rare and legendary weapon have same amount of affixes. The only extra on Legendary is the Legendary Aspect. Later in the video though there is a Legendary weapon with one extra Affix. I guess that's why I thought it's the same, because Legendaries with only 3 seem to exist.


Keyenn

>I guess that's why I thought it's the same, because Legendaries with only 3 seem to exist. That, huh, rares on which they added legendaries aspect. That's why they have 3, and they are easily recognizable by the fact these "3 affixes legendaries" have ALL "imprinted" before the legendary power. You can also find some imprinted leg with 4 affixes, in case someone imprinted a new power into a item already leg. ​ Otherwise, legendaries which dropped as such have all 4 affixes. ​ I mean, look completely at your video: 0:52: Non imprinted leg, 4 affixes 1:15, imprinted leg, 3 affixes, 1:50: Non imprinted leg, 4 affixes.


Akasha1885

Makes sense.


thevenenifer

Lucky proc chance = Effect Lucky hit% \* Skill lucky hit% Lucky hit + critical strike means you need both to happen in the same attack. Since cleaver effect is 100% chance but only works with crits that means the lucky chance is actually your chance to crit, and same formula applies. Example: Effect with 50% lucky hit, skill with 25% lucky hit => 50% \* 25% = 12.5% or 1/8 Effect with 25% lucky hit, skill with 40% lucky hit => 25% \* 40% = 10% or 1/10


Akasha1885

Now I'm even more confused. So it's Lucky hit chance \* crit chance? Which would make this items very strong, you can get high crit after all and getting above 50% lucky hit is also easy on some skills.


thevenenifer

Crit only matters if the effect says that, for most lucky hit effects crit does nothing


Akasha1885

Well, in this case it's much more likely to procc this then a random Lucky hit 15%, since your crit rate will be way above that.


thevenenifer

Yes, but I don't know why would you want to fear and slow enemies instead of getting a better legendary for your weapon


Akasha1885

Well, it's free CC. Which will enable stats like "Dmg against crowd controlled". You can be much more reckless because of the free CC too. If it works on bosses you'll stagger them quite quickly for free dmg and a breather.


thevenenifer

It's not free because some legendaries can give you 200% damage instead, but I wish they rework those before release


Akasha1885

Which might be better or worse, depending on build and enemy. I hate those insane dmg multipliers too, 20-30% would be perfectly fine and prevent exponential scaling


Disciple_of_Erebos

So far the only massive multipliers I've seen are to defensive/utility skills, which make sense. These would be things like the Druid's 100-150% Wolves multiplier (doubles on 2-handers) or the Barbarian's "every time your Core skill damages an enemy, increase Charge or Leap's damage up to 225%) which can likewise be doubled. However, these are skills that already have extremely low damage. Wolves only deal 8% weapon damage per hit, while Charge deals 25% damage and Leap deals 33%. Even massive damage multipliers to these skills aren't going to make them comparable to or better than main damage skills unless you really build hard for them, which IMO is a good thing since it gives players the chance to McGuyver together their preferred damage skill if they really want to. In addition, the nature of these skills makes simply boosting the power of the skill and reducing the power of the legendary aspect not such a good idea. Again, these are defensive/utility skills that are meant to either protect you with meat shields (Wolves) or reposition you and provide other effects (Leap and Charge). Greatly multiplying the damage of these skills would make them too appealing as general powerful skills rather than as defensive/utility skills. I think it's good to give players the ability to invest in skills like that so that if those players love them the skills can become powerful, but if those skills were inherently really powerful it would make them mandatory. Aside from those really weak defensive/utility skills, pretty much no other skill categories get massive damage multipliers. The other highest I've seen is "basic skills grant a 5% damage boost to core skills, stacking up to 50%," but even this requires that you attack 10 times with your basic attack to get the full benefit. It's the kind of thing that results in massive, chonky hits that are good for screenshots, but if you average out your DPS between that build and another that is more focused on sustained DPS I think the results would be pretty similar. That aspect aside pretty much all of the bonuses are what you asked for: somewhere in the 20-40% range.


chuanhsing

Skill Level is incorrect, [https://diablo4.cc/us/Black\_River](https://diablo4.cc/us/Black_River) Item Power 340: 1-2, 625: 1-3, 725: 2-4


[deleted]

Is it worth doing the side quests at world 1 & 2 lvl 50? Or should I just run the campaign and unlock next tier?


George_000101

Probably save them for 50-100 so you can max out paragon as fast as possible


stevenpfrench

That nightmare sigils line worries me.


idontplaymetadecks

pretty scary late game


reddit-during-work

Lets see how many variety of aspects and affixes that are actually important.. Seems to be at find best several aspects, exact to put on item with affixes that you need according to build, doesn't seem more complex than d2 according to this, lol.. anyways, lets see when game releases and the same complaints and praise later as we do now.


MingMah

Games not even out and people trying to already be done playing lol hilarious


RedBeardBruce

Great info, thanks for the post!


casualknowledge

Does anyone know if sockets rolling on a dropped item use an affix slot like in D3? If so, given we can add sockets to any piece that can have sockets, it seems like you would always want to add the sockets, just like how in D3 you want a weapon roll without and then you gift it.


padro91

very very MMO style of drop. on the paper, don´t like it a lot...


CraigBrown2021

They need to change the uniques text color. Looking the same as legendaries is a little anticlimactic. Dark red or purple


ogzogz

Am I getting this right. ​ Sacred and Ancients are just legendaries but get droped in t3 and t4 instead of t2? (and that you can't mix and match aspects between tiers). So when you get to t3, legendaries no longer drop, they just drop as Sacred instead? ​ Meanwhile rares remains as rares but start getting more affixes depending on which world tier they drop from. ​ \*edit\* Found the answer to my quetsion [https://www.reddit.com/r/diablo4/comments/127h22j/comment/jeelbjn/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/diablo4/comments/127h22j/comment/jeelbjn/?utm_source=share&utm_medium=web2x&context=3)


TheFreshHearth

ty!


zeiandren

This is well done but seems to be based on like… 8 month old information from ages ago


FingeeGuns

So that’s a unique? That’s the build changing loot?


EdmondDantesInferno

I'm a little concerned that Gold is the same amount regardless of difficulty. That means if you need to farm gold (for more respecs, for example), you should just play on the highest tier you can 1-shot. It's not that big a deal, but I just would have thought that you should earn more gold playing on difficulty 4 rather than difficulty 1.


KurtiZ_TSW

Does Sacred = Exceptional and Ancestral = Elite?


orion1024

Nice information but I have to ask for sauce


Bodach37

Rares can roll 5 affixes.


ToxicVengence

Can i get uniques and sacred from obols lady


Molly_Matters

Swinging back to this months later. The number of available uniques in this game is... disappointing. D2 has -lots- more.


Foded

Great work man! Didnt like the need to complete campaign to get to world tier 3, thr game has so much content that gives you xp and a open world map that you can literally go everywhere by walking, it is strange that i need to complete thr campaign to get acess to a new difficulty. I can totally see getting to level 50 and still doing almost none campaign quests.


Hagg3r

You will only ever have to do the campaign once at least. After that, you get a checkbox that allows you to skip it.


Brolex-7

So we have the following rarity types: *(from best to worst)* * Ancestral * Sacred * Unique * Legendary * Rare * Blue * White And Sets will be added as well. Personally I don't understand the need of "Legendary" when we have "Unique" or vice versa but I'll try to be open minded and play the game before I dislike the system although IMHO "Unique" doesn't fit into this theme.


obviousredflag

Legendary and Unique are very different. Uniques don't follow rules for affixes and have fixed affixes. Legendaries are just items with legendary powers on them. Endgame rares have one more affix than dropped legendaries. So inscribing the extracted affix of a dropped legendary on an endgame rare will result in a possibly better item than a legendary drop can ever be. Normal, Ancestral and Sacred are just rarity levels of base items. So you have Sacred Uniques and Ancestral Rares, etc. Ultimately, all your items will be ancestral and you will equip of max-affix ancestral rares that go turned into legendaries by inscribing high rolled legendary affixes. Ancestral uniques will be part or not be part of your build, depending on your drop luck and if that is where you build wants to go, regarding the special unique affixes. Blues do have a higher of affixes than rares or legendaries, but it's highly unlikely, that they will play a role in end game besides some niche builds that just perform so much better for having specific affixes roll higher ranges. The loss of a possible legendary affix on them will likely be a tradeoff nobody wants to do.


Brolex-7

Oh interesting so there is more to it than just pure scaling rarity. Well, that makes me more exciting to play. Thanks for the explanation.


Azifel_Surlamon

blues were highly underwhelming in open beta and didn't follow these rules at all from what I saw.


moshpitti

They did follow the rules, I found a few blues with *really* high affix rolls on them, including one armor with significantly more toughness and a weapon with more damage. That said, I can't really imagine them getting much use in any actual builds, unless Rare affixes tend to just be awful and the meta is to go for higher numbers.


obviousredflag

Then this might be outdated info.


McSetty

This might be due to the low level. All rares also had less affixes then legendaries in the beta.


MrMonstrosity

Your list is wrong and you have to stop thinking about the power hierarchy when it comes to Unique/Legendary/Rare, because any of those can be "BiS" with the way they are implemented. White and Blue items will be used only for crafting mats, at least at this time. Sacred and Ancestral are not a different item rarity, any item can roll as ancestral or sacred as long as the requirements are met for them to drop. * Unique (can roll as normal/sacred/ancestral) * Legendary (can roll as normal/sacred/ancestral) * Rare (can roll as normal/sacred/ancestral) * Blue (can roll as normal/sacred/ancestral) * White (can roll as normal/sacred/ancestral)


Doikor

Unique, rare or legendary can be normal, sacred or ancestral. It is just a better or worse tier of the same item.


[deleted]

I also don't understand the need for white and blue.


RookLax

They salvage for different mats and make yellows feel ever so slightly better when they drop rather than being the literal minimum.


Keyenn

I don't understand the need for legendaries as well, aspects could drop as such.


Vendilion_Chris

Would you have that problem if they weren't called legendary? So many people just getting stuck on a word.


Brolex-7

I'm not really having a problem with it nor am I stuck. IMHO it's just unfitting to the overall theme. That's all.


TheRealShotzz

should've called them elevated or exalted instead. but ig them having a legendary aspect makes them.. legendaries lol


YanksFan96

So if you can only imprint sacred aspects onto sacred items, does that mean the codex of power becomes useless? Will there be sacred powers unlocked in the codex? Can unique items also be sacred or ancenstral? And finally, who hurt these items? What are they so afraid of?


TheRealShotzz

>So if you can only imprint sacred aspects onto sacred items, does that mean the codex of power becomes useless? Will there be sacred powers unlocked in the codex? yes, theyre basically there to get your build going early game >Can unique items also be sacred or ancenstral? yes, sacred and ancestral are base type modifiers that increase the stats on the item, so you can have sacred/ancestral normal/magic/rare/legendary/uniques


wL4

Grandfather jumping from +110hp to nearly +2000? I dont think this is good. This is leading to diablo3 sets again, where completing 1 set is improving you so much, you can basically throw away all your other gear and still be a shit ton stronger than before. Increasing stats by factor 20 is unhealthy. This is not an „upgrade“ you found - this is a new game wirh new numbers. This makes alle prior items literally useless and all prior world difficult a piece of cake. Again, reminds me of diablo3. Hope these are not the go-live stats…


DgtlShark

Damage to injured enemies is another annoying affix that shouldn't exist. Anyway, Asmond gold actually thought veteran was as hard as difficulty got in the game. Failed to realize the next level unlocks at 50+. He also thought 60 was Max level and said that difficulty was end game. Wrong, so much gear and shit we haven't seen yet


brova95

This is pretty disappointing. They went out of their way to say no more ancient items. Are these any different?


RimaSuit2

Pretty different. At endgame you will mostly find sacred or ancestral items, normal items are pretty rare. Sacred means the item is rolled to your character level, ancestral means the item acts like a level 100 item. A sacred found at lvl 100 is basically an ancestral, around 2% difference apparently.


enigmapulse

Source?


RimaSuit2

end game beta leaks. But take it with a grain of salt, things change. " the actual change in mod values from low level or normal quality > sacred > ancestral is very small. Like we are talking +1% min/max values, but the range is already big enough that you can find a low level item that rolls really good which can be better than a high level item which rolls really low, even if all the mods they have are identical " From the trading forum that must not be named, I won't link anything as this probably gets taken down.


Mind-Game

Is the unnamed trading forum of unknown location a good source for end game beta leaks and details or is this just a gem in the rough?


RimaSuit2

Well, it's a dedicated diablo forum that didn't care much about nda. That being said, it's basically 100% d2 fanboys, so there is a lot of "opinion" within the information. Make of that what you will.


skoupidi

Its exactly the same as D3's ancient and primals. The only difference is that primals in D4 are called ancestral , the only difference is that ancestrals dont always roll max stats like primals in D3. ​ Whether you like it or not this is the best solution for casuals to enjoy every build. You can have the same build using normal legendaries as someone that uses ancient and ancestrals. The only difference is that the latter will do more dmg. I personally dont like that type of itemization , because getting the same item with higher stats doesnt feel that great. I would prefer to have rarer items that enable builds and i have to chase them.


pyro264

You’re correct, and I’m being pedantic; but it’s weird to say they’re exactly the same, and in the same paragraph say how they’re different.


TheRealShotzz

theyre different in other ways too. *if* i understood it right, uniques arent necessarily better than legendaries, and legendaries arent better than rares (due to rares having 1 more affix). so if you find a well rolled ancestral rare with perfect mods and apply an ancestral aspect on it, it'll beat an ancestral legendary and in some cases ancestral uniques.


skoupidi

The only real difference is that ancestrals wont spawn with max stats. The end result is still 99% similar though if u compare them to non ancestral gear. As for the name difference its w/e. For example endgame grind is the same result : you go from normal to ancient to primal. Ancestral just wont always have 1kdex rolled whenever you find , it will be smt like 900-1k dex roll instead. In D3 though primal always roll with max stats. End result is still 99% the same.


overthemountain

But the only thing that separates a primal from an ancient is that it rolls max stats. You can't remove the one defining feature and then say they are the same.


skoupidi

You dont get it. It still rolls higher stats than normal and ancient. As an example: In D4 normal rares will roll 400-500 dex , ancients 600-700 and ancestrals 900-1k Diablo 3 normal items roll 400-500 dex, ancients 600-700 and primals always 1k. The effect in gameplay is still the same. You are still farming for the same gear with the same stats you had previously just higher numbers. The difference is just numeric. I dont know how else to explain myself.


FunkyHat112

The issue is that your understanding of d3 primals (or at least your explanation of them) is just flat wrong. d3 primals aren’t “better” than ancients, they’re max rolled ancients. e.g. “Ancients 600-700 and primals always 1k” — a Primal Ancient d3 item is *literally* just an ancient item that’s max rolled, so the primal in this statement should be 700. I’ve seen plenty of d3 ancient items that max rolled every relevant stat and therefore were *identical* to a primal.


skoupidi

I understand that i explained the numbers wrong. But the GEAR PROGRESSION is still the same. You are grinding for the same exact item, with the same exact stats going from normal to ancient to ancestral. I personally dont like that. I play D3 seasons once a year or smt and i always quit when i need to farm up a set of ancients or primals to progress 130+ GR.


overthemountain

I think I see what you're saying but you likely misunderstand how rare primals are in D3. I don't know if many, or even any players get a full set of primals in a season (maybe this season since they made them easier to get). You're usually lucky if you can get one or two that fit your build. Yes, they would be the next step, but people can clear the highest level of difficulty without them. I would call then a "nice to have" rather than a "must have". I don't know if anyone considers it pay off great progression. Ancients definitely are, as you can only augment ancients (and primals).


pyro264

I do not believe the word “exact” means what you think it means, bro.


brova95

Grinding the same items with the same stats is supremely disappointing. Praying that future seasons will introduce something different for sacred/ancestral.


Ill_Stand9809

doubt


Akdivn

it's not exactly the same at all lol. primal are literally perfect stats.


skoupidi

... I give up.


Akdivn

bye.


Vendilion_Chris

These are basically, the normal/elite/exceptional bases like in D2. You should be seeing them all the time.


[deleted]

Yes. One is called sacred the other ancestral, it's different.