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Apr 14 2013 08:08am
fdf
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Apr 14 2013 11:48am
19:26 You have gained a rank in wind proficiency. (Rank: 13)
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Apr 14 2013 03:46pm
Quote (x17 @ 14 Apr 2013 19:48)
19:26 You have gained a rank in wind proficiency. (Rank: 13)


gz!
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Apr 18 2013 07:09am
V1.26.0 Released by njaguar on 18 Apr 2013 15:00
Hi all!

A new end game challenge has been unlocked and added for everyone. Monsters will now continue to get stronger beyond level 70, allowing for some high level races and challenges. Your achieved higher levels will actually mean more than vast amounts of time, as well as offer new rewards towards higher drops and bonuses. More rewards, goals and bonuses are to come after this update.

v1.26.0 release notes
- Removed mob level caps - this will allow for some true high level competition and bragging rights, as well as increased drop rates as one climbs higher
- As per above, Mobs will continually get stronger beyond level 71, which unlocks some challenging end-game battles (and rewards -- more to come)
- Proficiency gain is no longer capped at experience level 70, however note the additional difficulty and risk of death
- Increased experience gain for groups of 1-4 respectively to help balance vs full groups (double or more bonus to what it was prior to this patch)
- Fixed high level character display in various locations
- The objective Face the Evil was tweaked to spawn for players more frequently than previously
- Objectives enabled/completed text messages changed to a yellow color for better visibility

New Monster Abilities:
- Electrowisp now has a chance to perform a special ability
- Shocktooth now has a chance to perform a special ability
- Mantaprey now has a chance to perform a special ability
- Sunwisp now has a chance to perform a special ability
- Needleback now has a chance to perform a special ability
- Repelican now has a chance to perform a special ability
- Bloodbunny now has a chance to perform a special ability
- Lavoulder now has a chance to perform a special ability
- Twintile now has a chance to perform a special ability

Monster abilities will be updated here when they are discovered by the community: http://ladderslasher.d2jsp.org/index.php?g=21

Also, make sure to return to the main http://ladderslasher.d2jsp.org portal and reclick your desired game size to get to the 1.26.0 version.

A contest for the monster abilities will be posted shortly. Also, if you guys could create a topic where you provide feedback on the relative difficulty as you increase beyond 71, so I can make sure the numbers fit your real world expectations, as well as gauge future rewards (71+) that will better fit real world scenarios.

Enjoy, much more to come, hoping to get back to regular updates to get the monsters all out there, so I can move on to the next big phase.

Thanks!
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Apr 18 2013 09:54am
^,^
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Apr 27 2013 10:36am
v1.27.0 release notes
- Fish and comfreys now spawn with stats more strictly tied to the tier that spawns
* for instance, a herring should no longer spawn with sardine level stats
- The stats of fish you catch will be displayed briefly in the fishing popup window
- The +prof text popup will now display the skill being used. Eg; +5 Glyphing
- All mobs will now display their actual name, rather than a random name. Special battles will still be designated with unique random mob names
- Ice Mastery can now spawn on items
- Fire Mastery can now spawn on items
- Lightning Mastery can now spawn on items
- Earth Mastery can now spawn on items
- Wind Mastery can now spawn on items

- Element Mastery stats will increase the damage of that particular element, as well as increase your elemental resistance against damage taken for that element.
- Magic Damage Reduction will continue to be an "all resistance" style mod, and it stacks with the individual ones for defense purposes.
- If your effective element reduction total is over 100%, you will absorb the % amount over 100. For instance, if you have 105% fire mastery/MDR, you will absorb 5% fire damage.
- Evil Presence mob counts will now better reflect the party size (less chance of 3 during solo, for instance)
- Only single mob Evil Presences will be allowed to spawn for new solo players to help ease them into the game. (New is defined as < 500 kills -- so this also helps with new HC characters)
- The objective Face the Evil was tweaked again to spawn for players more frequently than previously


New Monster Abilities:
- Bloodrat now has a chance to use an ability
- Magaton now has a chance to use 2 abilities
- Fizzypup now has a chance to use an ability
- Frisp now has a chance to use an ability
- Tonguerus now has a chance to use an ability




G_G förutom - Evil Presence mob counts will now better reflect the party size (less chance of 3 during solo, for instance)

ville ha fler, inte färre :angry:
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May 7 2013 09:36am
Jävlar vad det regnar updates nu :wub:


v1.28.0 release notes
- Add new secondary ability to Glyphing called Glyph Merging
- Glyph Merging allows you to merge two glyphs together into one, combining their stats
* Stats on two glyphs cannot overlap, eg, you cannot merge two +strength glyphs
* You cannot merge two glyphs if either has Enhanced Effect on it (however, you can suffusence it later, if you wish)
* The magical prefix will take the highest merged glyph value - it will not represent the number of stats on the item
* The difficulty/proficiency of the glyphing will be based on the tier + number of stats of the two glyphs. Eg, two glyphs with two stats each combined will glyph at an "angelic" level
- Evil Wells will now show up on the mini-map once discovered
- Trapdoors will now show up on the mini-map once discovered (if you have a class that can avoid falling into them with you)

- Mobs that gain physical or magical resistance buffs will now display a red or blue orb/shield briefly to indicate such
- Fixed Treasure Pest mob to properly use special abilities again
- Fixed a bug with paralyze where if it happened before your first attack, you would not be paralyzed
- Fixed a bug with full exploring a maze and not being able move on the first step of the new maze without returning to town
- Normal mob spawn range changed as follows: one person = 1 to 3*, two = 1 to 5, three = 1 to 7, four and five = 1 to 9
- The "new player" detection has been adjusted so that if you have 0 MQ attempts for the season, only 2 regular mobs will spawn solo max, and only 1 EP (this nullifies and replaces the < 500 kills of the previous patch)
- The objective A Pinch of Evil can now spawn for any sized group
- The objective Ambush! can now spawn for any sized group
- The objective Hack the Horde can now spawn for any sized group

- The objective Stop the Seven Shamans can now spawn in groups sized three and above
- The objective Slash the Swarm can now spawn in groups sized four and above
- Foglime now has a chance to use an ability
- Seevil now has a chance to use an ability
- Azapnid now has a chance to use an ability


:wub: :wub: :wub: :wub: :wub: :wub: :wub: :wub: :wub: :wub: :wub:
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May 7 2013 03:51pm
Fan ser ju bra ut det där

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May 8 2013 07:22am
Quote (Svartermetalisk @ 7 May 2013 23:51)
Fan ser ju bra ut det där


Solo har inte varit såhär roligt sen Arena :P
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May 9 2013 08:16am
Jaha, då var man lvl 71 för första gången på otroligt länge, gled mig igenom lvlarna mestadels solo, men fick en trevlig lvling stun tillsammans med Micke på vägen :)

Ska inte MQ:a innan jag är i en guild dock, det lär ju bli reset innan jag hinner göra det :P

Oavsett, Key-Combo förslag? ^_^
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