Are the additional stash tabs earned in seasons going to be available across all characters, or just the seasonal you are playing?

2.4 patch notes up. I had assumed 2.3 was the last epic patch for a good long while. Turns out it was just a prelude to 2.4.

A taste:

Legacy of Nightmares
Has been redesigned
(2) Set Bonus
While this is your only item Set Bonus your damage dealt is increased by 800% and damage taken is reduced by 4% for every Ancient item you have equipped

Wow! The 2.4 patch is amazing. So many changes, and most of them buffs. Some really fun stuff in there. Now if they’d just make a necro, I’d be all set lol.

The bounty locators now show up immediately! They now also show up for Key Wardens as well.

What a great looking patch. When do we expect it to hit live?

I recall reading that Season 4 is supposed to end in mid-late December, so I’d imagine the patch would hit around then, before Season 5 starts.

Just about lost my hc season character a couple of nights ago. THe Uliana build is going nicely, and damage isn’t a problem - however survivability is. After successfully testing things at GR24 for a while, I went into GR25 for the cheevo, and very nearly had my ass handed back to me. I did end up completing it though.

What can i do to enhance survivability some more? I still don’t have the build complete, so that could be the problem (I’m still missing an item(offhand), 2 of the 3 abilities, and have switched out a lengendary gem for one that enhances survivability) …

Is that +800% damage per ancient legendary if you only use the ring set a real thing? That seems…excessive and game breaking.

Not at all. It’s actually extremely freeing-- previously, you were unable to get past Torment 2 or so without a 6 piece set bonus. The set bonuses are incredibly powerful. With that ring set, you’re freed to use whatever items, and more importantly whatever skills, you actually enjoy. So if you want to use Frozen Orb, which is a frickin’ awesome skill that has been useless forever, you can. You aren’t roped into playing the way the designers of your 6 set bonus planned.

Set bonuses are powerful, there is no doubt about that. With my 6-piece Helltooth, I can roll through TX pretty easily. But 6-piece helltooth is 1500% weapen damage dot + 20% bonus damage from later hits, -50% damage taken and +800% damage to certain skills after using Wall of Death. Now replace those 6 pieces with 6 ancient legendary items and you end up with +4800% damage plus the legendary bonuses themselves. The only downside I see is losing the 50% damage reduction, which can be a big deal.

Maybe I’m thinking about this wrong, but that just seems like an excessive amount of increased damage.

Oh you were referring to the actual numbers they used? I’m sure they will be tuned in the test server to be reasonable. Otherwise everybody would be forced to use that specific set, which is the opposite of the intent.

Getting kinda excited to see the new patch

Where are you getting +4800% damage from?

800% damage per ancient item equipped.

You sure that’s how it works? I read it as a flat 800% damage boost and then the 4% damage reduction is per ancient item.

No, I’m not sure at all. I was just guessing that is how he arrived at the 4800% figure. I should have ended my post with a question mark, sorry. It was a quick reply on mobile.

The patch note is ambiguous, but 4800% would seem… very high. :)

It actually doesn’t seem that high. Here’s the demon hunter marauder set, which by the way is not particularly strong right now.

  1. Companion summons all six types of animals at once. They can be empowered every 30 seconds.
    Raven: Melees for 100% weapon damage.
    Spider: 60% snare, melee cleaves for 100% weapon damage.
    Bat: 1 hatred per second regenerated, melees for 100% weapon damage. Empowering gives 50 hatred.
    Boar: Melees for 100% weapon damage, gives 5k life per second, 20% resist all. Empowering taunts every monster nearby.
    Ferret: +10% movement speed (remember this saves you paragon points), +10% gold find. Each melees for 100% weapon damage.
    Wolf: Melee cleaves for 100% weapon damage. Empowering gives +30% damage to all allies for 10 secs.
    Total passive: 2 100% weapon damage melee cleaves, 5 100% weapon damage melee cleaves, a snare, 1 hatred/sec regen, 5k life/second, 20% resist all, +10% movement speed, +10% gold find.
    Total empowered (every 30s): 50 hatred, +30% total damage to all allies, a life-saving AE taunt.

  2. Sentries deal 200% damage and each Sentry will shoot one of the Hatred spender skills currently equipped by the Demon Hunter (Elemental Arrow, Cluster Arrow, Multishot, Impale or Chakram), fully benefiting from runes and enhancements, every time the Demon Hunter uses them, at the same target.

  • With the talent and a legendary quiver, you can very easily have 5 sentries up simultaneously, each one shooting a double-damage Cluster Arrow or Multishot when you do. That’s 1000% damage right there.
  1. Hatred generator (Primary) skills, Chakram, Cluster Arrow, Elemental Arrow, Impale, and Multishot deal 100% additional damage for every active Sentry
  • Again, 5 sentries, so this is a 500% multiplier to your primary damage-dealing skill.

… and that’s why +4800% damage isn’t so crazy.

It was crazy high. They’ve already decided to lower the bonus:

"our next PTR patch is changing the bonus damage from Legacy of Nightmares (aka the new ā€œno setā€ set) from the current 800% to 100%. "

They did a pretty good job of showing there reasoning here: http://us.battle.net/d3/en/forum/topic/19891249066

Yeah, the patch notes can be taken either way, which was why my original post was more a question of ā€œIs this 800% damage per ancient a real thing?ā€. If it’s a flat 800% and then 4% damage reduction per legendary, that would make a lot more sense and would jive more with how set items work today. Would mean that you could get 800% damage + ~40% damage reduction if you’re using full ancients, which is mostly on par with some of the sets out there.

I’m going to assume you’re all right and that its:

Set Bonus
(2): increase all damage by 800%
(2): reduce damage taken by 4% per ancient legendary equipped

As opposed to:

Set Bonus
(2): increase damage by 800% and reduce damage by 4% per ancient legendary equipped

edit: oh, nevermind, so the damage boost IS based on a per ancient equipped, as opposed to a flat bonus. Nerfing it to 100% per ancient makes a lot more sense now.

double edit: reading the dev post, it’s still open to interpretation. It might be a flat damage boost, but now boosted to a flat 100% instead of 800%. Now I don’t know what to think. Guess we’ll just see how it plays out in action.

4800% might have been too high, but I kinda doubt 800% is enough to make it competitive, but we’ll see. Still time to tune the numbers.