Here is his postAnd was...? Are we to assume she was 2% before? Wonder if there's a compilation of gambling drops since 2.1.
For clarity since my phrasing is losing people. Blood shard costs are 5x higher, to keep the same reward per shard I raised drop rates by 5x as well. Then after that I further raised the legendary chance by another 33%. The chance to get a legendary from Kadala is now 10%. Since the system is random players will inevitably go on streaks but over the course of time all players move towards the average and that average is now 33% more items than before.
On the crafting mat side, the material drops are random so its possible for players to find white, blue, or yellow mats in varying quantities. If you see 1 Veiled Crystal on a kill that doesn't mean every kill drops 1.
In other words, it's still a shitty time sink with very poor return probability. 25% would make far more sense given the higher cost and since there's no increased chance based on number of rolls.According to Travis Day on the D3 forums, Kadala is now a 10% chance of legendary
Uh... toxin gem just became bis.patch notes_sl said:Bug Fixes
The Gem of Efficacious Toxin poison DoT can now properly be applied by pet attacks
Meh, its not like the dot stacks. Even beforehand as a dh it wasn't hard to cast 1 multishot and poison the screen. The change might be enough to perma keep it in 3rd gem slot though since bane of the powerful loses power in high end grifts.Uh... toxin gem just became bis.
Yeah just played around with it for a while... it's really not a huge boost for DH since the primary isn't getting huge ticks anyway, but its probably 2nd best gem in groups since the debuff is group-wide.Meh, its not like the dot stacks. Even beforehand as a dh it wasn't hard to cast 1 multishot and poison the screen. The change might be enough to perma keep it in 3rd gem slot though since bane of the powerful loses power in high end grifts.
On a side note, once you've got the invul focus for your follower bear in mind that CDR items become the best for your templar (considering survival is moot and his dps never becomes passable). You can stack 30% total (10% on weapon, 6 on rings, 8 on neck) and his heals go from 30s to 21s, his charge/heal thing (which is much more useful than resource regen on higher grifts since it heals for 200k hp) is similarly buffed.Templar wiz that run Zei, Toxin, and Trapped still fight at range. The templar is basically there to slow, freeze, stun, w/e to make enemies be under control-impairing effect so you get the damage boost which is multiplicative while the Bane of the Powerful buff and elite passive are additive to your sheet dps.
You're gonna want +sentry on the rucksack. The TNT should be your priority tho. Also I've been playing with the toxin gem all night (and Ill keep playing with it for now) but it's definitely not better than powerful or zeis or enforcer... as a 3rd maybe but since you only have two id slot in enforcer.Critique my DH, I need TnT and lacunis, and I know most of my M6 pieces suck.
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