User:Qord: Difference between revisions
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== Additional filtering notes== | |||
From discord announcements | |||
*Changed FLTRLVL to FILTERLVL and PINGLVL to NOTIFYLVL | |||
*The old style %MAP% filter specifier has been removed | |||
*Item Filtering has received a significant update which will require its own post in the coming days. This includes being able to use a filter on vendors and having over *94 new icons to choose from for item drops on the minimap. | |||
*Sounds from item filters now have higher priority over other game sounds to avoid the sound being skipped entirely. | |||
*Notifications from item filters can now reference the filter name. | |||
*Item filter notification priority now works correctly | |||
*Finalized all item filter changes, specifically for the following specifiers %NOTIFY(color[, priority]), %MAPICON(icon[, colorshift])%, %NOTIFYSOUND(sound_id[, priority])%, %BGCOLOR(palette_color)% and %BORDER(size, palette_color)% | |||
*Re-added the REQLEVEL specifier for loot filtering. | |||
*Loot filters now output a lot more errors and warnings to help diagnose filter bugs. | |||
*Added text macro support to item filters. | |||
*Added grouping/multi-checks to various item filter specifiers. | |||
*Added %LBRACE% and %RBRACE% to allow for using { and } respectively in item filters. | |||
*Added support for shared item styles in item filters. | |||
*Added support for shared item notes in item filters. | |||
*The TPSCROLLS & IDSCROLLS item filter specifiers will now cause the item to be rechecked every ~5 sec NOTE: TPSCROLLS & IDSCROLLS should always be the very last condition in your filter line, otherwise you will affect performance. | |||
*Added symbolic naming/referencing for set and unique items, eg: UNIQUE("Cranebeak") | |||
*Item and Skill lists now support referencing items and skills by name. | |||
*Item bases can now directly be reference by name (instead of item codes, codes still work though). | |||
*Added custom sound loading for filters without needing -direct (sounds are loaded from the filter directory): | |||
<pre> | |||
Sound[FANCY_SOUND]: "myfilter\filename" | |||
<nowiki>//...</nowiki> | |||
ItemDisplay[MAP]: %NAME%%NOTIFYSOUND(FANCY_SOUND)% | |||
</pre> | |||
*Added text macro'ing to filters: | |||
<pre> | |||
TextMacro[RGB]: %RED%@%GREEN%@%BLUE%@ | |||
//... | |||
ItemDisplay[MAP]: %!RGB!%%NAME%%!RGB!% | |||
</pre> | |||
*Added options to set sane defaults for filter and ping levels for filters: | |||
<pre> | |||
Option[DefaultFilterLevel]: Filter Level Name | |||
Option[DefaultNotifyLevel]: MEDIUM | |||
</pre> | |||
*Added block-based filtering conditions to skip multiple entries with shared conditions (hint: FILTERLVL): | |||
<pre> | |||
EnableIf[RUNE] | |||
ItemDisplay[]: %ORANGE%%RUNENAME% %TAN%[%RUNETIER%]%CONTINUE% | |||
EnableIf[RUNETIER>16] | |||
ItemDisplay[r32]: %NAME%%GOLD%!!Scam!! | |||
ItemDisplay[r32]: %NAME%%GOLD%!!Sadge!! | |||
ItemDisplay[]: %NAME%%GOLD%!!HR!! | |||
EndIf[] | |||
ItemDisplay[]: %NAME% | |||
EndIf[] | |||
</pre> | |||
*ITEMSTAT has been removed, please use STAT(id) instead. | |||
== 1-5 == | |||
== 1-2-24 testing == | |||
{| class="wikitable" style="display: inline-table; width: 100%; margin: 0px;" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
|style="background:transparent;"|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]||style="background:transparent;"| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|} | |||
<div class="mw-customtoggle-myToggle1" style="cursor:pointer; color:blue">[+/-] Click here to see more</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myToggle1"> | |||
<div class="toccolours mw-collapsible-content"> | |||
{| class="wikitable" style="display: inline-table; width: 100%; margin: 0px;" | |||
|- | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1; background:#222;"|[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]||style="background:#222;"| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1; background:transparent;"|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]||style="background:transparent;"| | |||
* Cold damage per level increased by ~50%. | |||
* Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
|} | |||
</div> | |||
</div> | |||
{| style="border: 2px solid #4c4c4c;" | |||
|- | |||
| | |||
{| style="border:2px solid white; background:transparent;" class="non-table skilltable mw-collapsible mw-collapsed" id="mw-customcollapsible-wakka2" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
|style="background:transparent;"|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]||style="background:transparent;"| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|- | |||
! <span class="mw-customtoggle-wakka2" style="float:left; colspan=2;" | <span style="float:left; border:solid none solid none; colspan=2;" class="hidden">[[File:D2_minus_small_grey.png| 16px]] See fewer patch notes</span><span style="float:left;" class="shown">[[File:D2_plus_small_grey.png|16px]] Older patch notes</span> | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1; background:transparent;"|[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]||style="border-bottom: 1px solid #a2a9b1; background:transparent;"| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1; background:transparent;"|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]||style="border-bottom: 1px solid #a2a9b1; background:transparent;"| | |||
* Cold damage per level increased by ~50%. | |||
* Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
|} | |||
|} | |||
{| style="border: 2px solid #782121;" | |||
|- | |||
| | |||
{| style="border:2px solid white; background:#461F1F;" class="non-table skilltable mw-collapsible mw-collapsed" id="mw-customcollapsible-wakka" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
|style="background:#222;"|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]||style="background:#222;"| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|- | |||
! <span class="mw-customtoggle-wakka" style="float:left; colspan=2;" | <span style="float:left; border:solid none solid none; colspan=2;" class="hidden">[[File:D2_minus_small_grey.png| 16px]] See fewer patch notes</span><span style="float:left;" class="shown">[[File:D2_plus_small_grey.png|16px]] Older patch notes</span> | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #222; background:#222;"|[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]||style="background:#222;"| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #222; background:#222;"|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]||style="background:#222;"| | |||
* Cold damage per level increased by ~50%. | |||
* Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
|} | |||
|} | |||
== 11-6-Testing == | |||
{| class="wikitable" style="display: inline-table; width: 100%; margin: 0px;" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]|| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|} | |||
<div class="mw-customtoggle-wakka1" style="cursor:pointer;" >[[File:D2_plus_small_grey.png|16px]] Show/hide older patch notes</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-wakka1"> | |||
<div class="toccolours mw-collapsible-content" style="border:none"> | |||
{| class="wikitable" style="display: inline-table; width: 100%; margin: 0px;" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
||[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]|| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- | |||
||[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]|| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|} | |||
</div> | |||
</div> | |||
{| class="non-table mw-collapsible mw-collapsed" | |||
|[[File:D2_plus_small_grey.png|16px]]Show/hide older patch notes [[File:D2_plus_small_grey.png|16px]] | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
||[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]|| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|} | |||
{| style="border-collapse:collapse;" class="wikitable skilltable mw-collapsible mw-collapsed" id="mw-customcollapsible-wakka" | |||
|- | |||
!Version Name!!Patch Notes | |||
|- | |||
<!-- ! style="text-align:left; colspan=2;" class="mw-customtoggle-wakka" | <span style="text-align:left; colspan=2;" class="hidden">[[File:D2_minus_small_grey.png]]See less</span><span class="shown">[[File:D2_plus_small_grey.png]]See Less</span> --> | |||
|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]|| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|- | |||
! <span class="mw-customtoggle-wakka" style="float:left; border:hidden; background:white; colspan=2" | <span style="float:left; border:solid none solid none; background:white; colspan=2;" class="hidden">[[File:D2_minus_small_grey.png| 16px]]See fewer</span><span style="float:left; border:none; border:hidden; background:white;" class="shown">[[File:D2_plus_small_grey.png|16px]]Older patch notes</span> | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2317:_Tourmaline|#17 Tourmaline]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Halved the number of ice bolts. | |||
* Increased cold damage scaling, added Attack Rating and reduced mana cost. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2316:_Jade|#16 Jade]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* The ice bolts no longer trigger the hit recovery animation of targeted monsters. | |||
|- class="skilltable-collapsed" | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Cold damage per level increased by ~50%. | |||
* Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
|} | |||
== BoI patch notes examples == | |||
Old look: | |||
{| class="wikitable" | |||
!Version Name!!Patch Notes | |||
|- | |||
|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]|| | |||
* Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
* Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
|- | |||
| Older Versions | |||
| | |||
{| class="mw-collapsible mw-collapsed" cellspacing="0" | |||
! | |||
! | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Increased physical to cold damage conversion from 60% to 80%. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2317:_Tourmaline|#17 Tourmaline]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Halved the number of ice bolts. | |||
* Increased cold damage scaling, added Attack Rating and reduced mana cost. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2316:_Jade|#16 Jade]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* The ice bolts no longer trigger the hit recovery animation of targeted monsters. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Cold damage per level increased by ~50%. | |||
* Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2314:_Serandite|#14 Serandite]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Mana cost scaling reduced from 1 to 0.5 mana per level. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.2313:_Titanium|#13 Titanium]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Ice Charge synergy increased from 5% to 10% Cold damage per charge. | |||
|- | |||
|style="border-bottom: 1px solid #a2a9b1;"|[[Patch_Notes#Patch_.231:_Bedrock|#1 Bedrock]]||style="border-bottom: 1px solid #a2a9b1;"| | |||
* Compared with Vanilla D2, skill has been reworked as follows: now releases numerous (~5) ice bolts. Each ice bolt counts as a ranged attack and consequently applies weapon damage and associated modifiers and effects (e.g. elemental damage, deadly strike, crushing blow, and chance to cast on striking, but only the initial attack triggers melee splash). The ice bolts are generated whether the melee attack hits or not, but each ice bolt again rolls an AR check, to decide if it hits. The damage is first reduced then converted (E.g. 200 phys dmg become 60cold and 40phys dmg). (Bedrock #1-hidden) | |||
|} | |||
|} | |||
New look: | |||
{{PatchStart|boi|[[Patch_Notes#Patch_.2320:_Perlite|#20 Perlite]]}} | |||
*Charge up skills no longer require a finishing move. Any melee attack, including the charge-ups themselves can proc the effect. Charges don’t expire from attacks, only time. | |||
*Blades of Ice: Gain Cold Damage to Attacks, Release enemy seeking Icicles, Icicles chill enemies. | |||
{{PatchNext|boi| [[Patch_Notes#Patch_.2319:_Zincite|#19 Zincite]] }} | |||
*Increased physical to cold damage conversion from 60% to 80%. | |||
{{PatchRest|[[Patch_Notes#Patch_.2317:_Tourmaline|#17 Tourmaline]]}} | |||
*Halved the number of ice bolts. | |||
*Increased cold damage scaling, added Attack Rating and reduced mana cost. | |||
{{PatchRest|[[Patch_Notes#Patch_.2316:_Jade|#16 Jade]]}} | |||
*The ice bolts no longer trigger the hit recovery animation of targeted monsters. | |||
{{PatchRest|[[Patch_Notes#Patch_.2315:_Graphite|#15 Graphite]]}} | |||
*Cold damage per level increased by ~50%. | |||
*Ice Charge synergy increased from 10% to 20% Cold damage per charge. | |||
{{PatchRest|[[Patch_Notes#Patch_.2314:_Serandite|#14 Serandite]]}} | |||
*Mana cost scaling reduced from 1 to 0.5 mana per level. | |||
{{PatchRest|[[Patch_Notes#Patch_.2313:_Titanium|#13 Titanium]]}} | |||
*Ice Charge synergy increased from 5% to 10% Cold damage per charge. | |||
{{PatchRest|[[Patch_Notes#Patch_.231:_Bedrock|#1 Bedrock]]}} | |||
*Compared with Vanilla D2, skill has been reworked as follows: now releases numerous (~5) ice bolts. Each ice bolt counts as a ranged attack and consequently applies weapon damage and associated modifiers and effects (e.g. elemental damage, deadly strike, crushing blow, and chance to cast on striking, but only the initial attack triggers melee splash). The ice bolts are generated whether the melee attack hits or not, but each ice bolt again rolls an AR check, to decide if it hits. The damage is first reduced then converted (E.g. 200 phys dmg become 60cold and 40phys dmg). (Bedrock #1-hidden) | |||
{{PatchStop|boi}} | |||
== 11-5-Patch notes template test == | == 11-5-Patch notes template test == | ||
{{PatchStart|jab|[[Patch_Notes#Patch_.231:_Bedrock|#1 Bedrock]] }} | {{PatchStart|jab|[[Patch_Notes#Patch_.231:_Bedrock|#1 Bedrock]] }} |