QUOTE(Tenboro @ Jun 29 2012, 06:25)

Forge Levels
Still not reforging things while you keep adding and removing equipment classes/stats. Are the "elemental strike" weapons really necessary? I would have preferred the PAB suffixes to them.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

The Official Item Shop Bot
This is hilarious. It totally mucks up the forum-based trade economy, and fuels some really ignorant greed and rampant speculation, but totally worth it for the lulz. Not sure if this is more entertaining than my DELETE EVERYTHING idea.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- The quality of an item now affects the chance of it receiving primary attribute bonuses. Crude and Average have a lower chance than before, while Superior+ have a higher chance.
Yay.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- Conversely, PA bonuses being added or not also affects the final quality score.
So back to the old system.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- There are now seven new rare elemental weapon prefixes in addition to Ethereal. These give the weapon an innate Elemental Strike as well as a bonus to elemental spell damage for the same element.
-- Using infusions will give the weapon a double Elemental Strike, as long as it's not the same as the innate element.
I don't see the purpose of this. Its fluff that was added when more important things could have been done, instead.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- Legendary weapons will now always be Ethereal or Elemental. Magnificent, Exquisite, Superior and Fine have a 50%, 25%, 10% and 5% chance, respectively.
Eh.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- High powerlevel monsters now also grant a bonus to overall loot drop chance. This kicks in at PL 500 and adds one percentage point to the drop chance per 25 PL. (So a monster at, say, PL 1229 would drop stuff at a rate of about 34% with no other bonuses.)
Sweet.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- The range of the battle damage roll has been tightened somewhat.
Didn't someone mention this before?
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- The temporary monster-exclusive health buff has now been removed entirely.
- Base character health scaling is now +10 per level (up from +5) and +5 per endurance (up from +4). This affects both monsters and players.
Trading the monster HP buff for global HP buff? Okay with this.
The problem, however, is that Spirit Shield is still broken. Or rather, its been re-broken to the way it was before the last patch. Pre-0.6.8, SS barely ever triggered and when it did, it shaved off maybe double-digit damage while you still took the brunt of it. Then shit started hitting like trucks and it consumed SP like a fat American at an all-you-can-eat buffet. Now its back to the former, but we're taking more damage and the Shield is back to sipping SP. We've got a bigger buffer zone between instant death, but that's only a band-aid fix. Spirit Shield's mechanics need to be revamped.
QUOTE(Tenboro @ Jun 29 2012, 06:25)

- Channeled spells now bypass evade and resist rolls.
- The Absorb buff is now permanent until triggered.
Mages rejoiced.
And did you really need to change the stat displays to 1 decimal place? It makes comparing equipment and crunching the numbers in a game that's already about small incremental gains that much more annoying.