

For example: previously 3/5, 5/4 now become 60%, 125% etc. There are now two new terms which describe most of the interactions: per Base Level: you only gain the bonus if you have directly invested a skill point into the skill (previously: hard points) per Skill Level: you gain the bonus for every skill level increase, no matter where it comes from The way that skills which use your weapon damage display the amount of weapon damage modifier (WDM) has changed. The descriptions of synergies have been greatly simplified. The base defense of all armors has been buffed to compensate for the above change. To keep Enhanced Damage and Enhanced Defense rolls consistent, we have reduced the cap of Enhanced Defense to 200%. Therefore we have reduced the amount of crushing blow present on items and skills by 50% with some exceptions.

Due to the multi hit nature of virtually all skills this stat has always been vastly more powerful in Median than ever intended within the design of the Diablo 2 engine. With the removal of Heroic Shields and the revamped monster resistances it was necessary that we re-evaluate the amount of crushing blow as well. With this in mind and in order to keep physical/magical damage types more balanced in relation to the elements the following changes have been made: Resistances of regular enemies (includes elites and Uber level regulars): 0 all on Hatred 0 physical/magical, 15 fire/cold/lightning and 5 poison on Terror 0 physical/magical, 35 fire/cold/lightning and 20 poison on Destruction Resistances of Bosses on Destruction: (15-35)% physical/magical, (50-70)% fire/cold/lightning, (40-Immune)% poison Reductions to the amounts of elemental pierce on gear and skills: The easiest to obtain items such as Tiered Uniques, up to lvl 100 Runewords, Rares and Crafts have 50% less pierce Harder to obtain items such as sets and Greater Runewords have received a smaller reduction to pierce The hardest obtainable items - the Sacred Uniques - have received the smallest reduction to pierce Skills have, in general, received a 50% pierce reduction across the board, with several exceptions

The damage rework has also allowed us to address one of the long standing problems of endgame Median - that physical and magical damage skills were near useless because they had no appropriate resistance pierce stat on gear. If you have played Median before then the following things are changed and they do NOT make your character weaker: Less spell damage from all sources, lower base damage of spells Lower base weapon damage, Enhanced Damage stat now caps at 200% Lower Weapon Damage Modifiers on skills Lower amounts of added flat damage - both physical/magical and elemental Reduced lifesteal penalties to 1/1 (H), 1/7 (T) and 1/15 (D) If it took you two fireballs to kill a monster before it will still take you two. All player damage AND monster life have been reduced by the same amount.
