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

Resist Mechanics Modifications
The way resist works has been changed for all offensive magic. Instead of being a binary on/off factor, it now functions as a chance at a tiered damage reduction.
This sounds pretty awesome.
QUOTE(Tenboro @ Sep 14 2013, 11:11)

Peerless Gear
Equipment can now drop in a new, extremely rare "Peerless" quality. This is similar to Legendary as far as max stats go, but they are guaranteed to always have all stats maxed, as well as to have a prefix and all possible attribute bonuses. Essentially, if you get a Peerless Fuzzy Staff of the Badger, that will be the best possible Fuzzy Staff of the Badger obtainable.
Sweet, easy max stat gears!
QUOTE(Tenboro @ Sep 14 2013, 11:11)

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).
More number crunching!
QUOTE(Tenboro @ Sep 14 2013, 11:11)

Equipment drop tweaks
So when do kites get rolled into bucklers (or vice versa) and daggers/axes get retired? Also with these changes what is the new ratio between common/rare?
QUOTE(Tenboro @ Sep 14 2013, 11:11)

Specific Mitigation
- 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.
- Debuffs and negative stat modifiers can no longer reduce stats below 0, or reduced them further if the stat is already negative. This primarily affects specific mitigation.
- Scan now shows actual mitigation values instead of lumping elements into weak/strong/impervious.
Pretty much as expected, except for the last two lines.
Though I thank you a lot for the scan showing actually elemental resistance, why not go one step further and tell us base stats?
Why is it that we can't reduce elemental resistance past 0? Doesn't that reduce the overall effectiveness of the prof change?
This post has been edited by skillchip: Sep 15 2013, 02:36