QUOTE(Tenboro @ Sep 14 2013, 06:11)

The previously promised Evil GP Sink has now been added, in form of the Lottery, which can now be found in the Bazaar.
Every day, a new weapon of magnificent to legendary status will be generated and put up as the grand prize. You buy tickets in the lottery for 1000 GP each, and at the end of the day (corresponding with the dawn event), a winning ticket is randomly picked.
In addition to the grand prize, 50% of the total GP entered will be shared between four more winners, at a 20/15/10/5% ratio. However, you can only win one of the prizes no matter how many tickets you hold, so if one person buys a thousand tickets and four more buy one each, all five are guaranteed a prize.
Occasionally, the Lottery will generate a Peerless Weapon as its grand prize, so keep an eye out for those.
Nice. Now just to wait until a rare tier peerless armor shows up and the GP exchange will be through the roof. Thanks for justifying my purchase of hundreds of millions of GP at bare minimum. (IMG:[
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QUOTE
Potency tweaks
- Two new 1H/2H weapon potencies were added: Fatality (+attack crit damage) and Overpower (+counter-parry).
- Three new staff potencies were added: Spellweaver (+cast speed), Annihilator (+spell crit damage) and Penetration (+counter-resist).
- The primary attribute potencies were retired. Note that they will eventually be removed.
Sounds good, but I don't like the idea of trying to re-IW my staff once the PABs drop off. That thing is really a bitch with its insane PXP and me having nothing else to level it with.
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Max specific mitigation reduction from Imperil was reduced to 40 percentage points for elemental and 25 percentage points for holy/dark.
- Max specific mitigation reduction from Proficiency was increased by 25 percentage points, to 50pp.
-- The proficiency factor used here, which is linear from 0 to 1, is now scaled exponentially to the power of 1.5. For example;
-- A low factor of say 0.2 (120 prof against level 100 monster) will give a ~4.5pp decrease compared to 5pp before
-- A high factor of say 0.9 (190 prof against level 100 monster) will give a ~42.7pp decrease compared to 22.5pp before.
This actually sounds like it could be a buff, but I'm sure I'll be back later to complain about legendaries being even more impractical for elemental.
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A new difficulty level was added. While base monster health is the same as on IWBTH, the new one increases the damage and max level of encountered monsters, and gives them certain bonuses:
-- Monsters do all actions in 75% of the usual time
-- Monsters get +50% health/mana regen and have a higher chance to use skills/magic attacks
-- Monsters have an additional +10% resist/parry
If they have the same HP as IWBTH and bonuses are generated from HP mods, then what benefits does this new difficulty have? Sounds like
none a measly EXP increase only.
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Five new Hath Perks were added, one for each magic proficiency. These will increase the effective proficiency in question by 10% of the base natural proficiency.
How nice, spend tons more money to get something that should have been included to begin with. Just like DLC in all commercial games now. 1000 hath is a lot to us normal folk, you know.
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Artifacts now give 1000 crystals per pop, but are no longer affected by the Crystarium perks.
1000 is good. Means ppl should expect even less credits for "crystal packs" in WTB.
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Hitting spacebar to offer Snowflake additional items now works in Chrome.
Great. That was the only reason I ever open HV in firefox, aside from occasional random encounters.
This post has been edited by hitokiri84: Sep 14 2013, 19:50