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Complete Patch 1.0.5 Overview

Patch 1.0.5 hits the live servers later today (Oct 16th), so I've compiled all of the important information into one easy-to-read article for you. I'll include links to related articles for more detailed information on the respective topic. Goodluck, and let the loot Gods smile upon you!

Monster Power

One of the new systems being introduced in patch 1.0.5 is Monster Power. This system allows players to scale up the difficulty level of monsters for increased XP (for those Paragon levels), more Magic & Gold Find and increased loot drops. Players will be able to select how powerful the monsters they face in combat are, ranging from 0 to 10 Monster Power.

Monster Power also affects the loot that is dropped by monsters. As soon as you turn Monster Power on (level 1 or higher), every monster in the game will be bumped up to level 63 and have the same odds of dropping iLvl 63 items (along with Jewelcrafting / Blacksmithing patterns) as they do with 0 Monster Power in Act 3 (how it was in previous patches). So it is worth it to play with at least Monster Power 1, to help with getting those nice iLvl 63 rares and legendaries.

0 Monster Power will be the default setting, and what most players will focus on until they feel confident enough to raise the bar.

1 to 5 Monster Power is where decently geared players will succeed the best (minimal gear required).

5 to 7 Monster Power is where things start to get a little bit more tough. This is for players who are a little more "hardcore" about Diablo and have a pretty nice set of gear.

8 to 10 is for the most hardcore of players, putting their skills to the test (unless they play a WW Barb, haha). It is also good to note that at Monster Power 10, the bosses from the Infernal Machine (see below) have a guaranteed chance to drop the parts needed to make the Hellfire Ring.

You can view more information about Monster Power by reading the official blog post.

The Infernal Machine

The Infernal Machine is a mysterious device that allows players to combat some of Sanctuary's most notorious of bosses. The reward for putting in a lot of hard work is a brand new legendary, the Hellfire Ring.

Players need 3 parts along with finding the recipe to create the Infernal Machine. Collecting the parts will require heroes to travel all over the Sanctuary and fight some pretty nasty champion-quality monsters.

  • » The Key of Destruction will drop from Odeg the Keywarden in Act I - Fields of Misery
  • » The Key of Hate will drop from Sokahr the Keywarden in Act II - Dahlgur Oasis
  • » The Key of Terror will drop from Xah'Rith the Keywarden in Act III - Stonefort
  • » The Infernal Machine Blacksmithing Plans will drop from Nekarat the Keywarden in Act IV - Silver Spire Level 1

After you create The Infernal Machine, you will need to head back to New Tristram where a new house is opened (The Hectic's Abode). Once inside the house, you can use the machine to create a portal to the Uber World. Each machine will only open up one portal, effectively causing players to farm at least 3 sets of parts to make an entire Ring. But the portal that is opened is random each time, so you may not get all three portals needed in a row (unless you make them in the same game).

Now that you've collected all three parts needed to create the Ring, you need to head over to Squirt the Peddler (Act 2 Bazzar)and purchase the pattern "Design: Hellfire Ring" for 2m gold. Visit the Jewelcrafter and combine all three parts (plus 15k gold) into your shiny new legendary.

This ring comes with a static +35% XP and a decent amount to the primary stat of your hero, plus 4 random attrivutes. The Hellfire Ring is also BoA (Bind-on-Account), allowing you to transfer it to any of your other characters. Also, there is no level requirement of the ring. Making it perfect for when you're leveling a new character!

You can view more information about The Infernal Machine by reading the official blog post.

Crowd Control

In case you forgot (was posted a while ago), crowd control will also be seeing some changes in patch 1.0.5. Blizzard has been working towards making crowd control more effective in the long run, making a lot of unused skills more viable in the "end game".

Every time CC is applied to a monster, it gains a 10% CC resistance. The cap for CC on elites in Inferno mode is 65%, meaning that your CC duration will be reduced to 65% of it's normal duration. For every 1 second that CC is not applied to the monster, the CC resistance will be reduced by 10%. Snare reduction has also been reduced on elite monsters (from 40% to 25% in Inferno).

You can view more information about crowd control changes by reading the official blog post.

Defensive Abilities

Defensive abilities saw a change in patch 1.0.5, reducing the amount of damage they negate. This is to help out with the Monster Power system that you read about earlier. The ability to choose how difficult monsters are goes along with the changes made to certain abilities.

Blizzard also wants to help reduce the "mandatory" skills that players are forced to pick up at the moment (War Cry: Impunity for example). The amount of incoming damage has been nerfed to help compensate for the reduced effectiveness of defensive abilities, so don't feel like you always have to run around with 2-3 of these abilities on your bar just so you can survive an elite pack for more than 10 seconds.

You can view more information about crowd control changes by reading the official blog post.

Additional Changes

I thought I would highlight some of the other semi-important updates that we will be getting this patch. These aren't necessarily game-changing updates, but they will make your gameplay experience a little bit more enjoyable.

  • » Legendary and set items have had their drop chance doubled!
  • » Legendaries and set items will now display a light effect when dropped, along with playing a unique sound and having a ping displayed on the mini-map.
  • » Chat customizing options have been added, allowing you to change the color and size of text.
  • » Banner customization has received an overhaul.
  • » You can now receive Auction House notifications while in-game!
  • » Rare items now only take one second to identify, legendary identification time has been increased to four seconds.
  • » Rings and Amulets can now roll iLvl 63 stats.
  • » Items below iLvl 58 can no longer drop in Inferno difficulty!
  • » Crafting materials can be converted to the next highest quality at a ratio of 10:1.
  • » "Increased health from Health Globes" now affects Potions.
  • » Treasure Goblins will now play a sound when activated.

Official Patch Notes

These is a lot of changes made in patch 1.0.5, too many to list here. If you would like to view the complete list of what has been changed or added, please check out the official blog post.

  • » Patch Features
  • » General
  • » Auction House
  • »
  • » Bosses
  • » Classes
  • » Crafting
  • » Followers
  • » Items
  • » Monsters
  • » User Interface
  • » Bug Fixes
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