



The new mod tiers and their associated levels and values are:

of the Gods - 51 to 55 Strength (item level 82)

of the Wind - 51 to 55 Dexterity (82)

of the Genius - 51 to 55 Intelligence (82)

Rapturous - 110 to 119 Life (81) (Also Shields and Amulet increased in maximum tier)

Zaffre - 67 to 73 Mana (81)

Dictator's - 75 to 79% Physical Damage , Accuracy 135 to 169 (83) (Note, this sequence has been reduced in value, not an increase of the old Emperor's)

Merciless - 170 to 179% Physical Damage (83)

Impregnable - 121 to 132% Energy Shield (84)

Unassailable - 121 to 132% Armour (84)

Mirage's - 121 to 132% Evasion (84)

Legends - 121 to 132% Armour and Evasion (84)

Inspired - 121 to 132% Armour and Energy Shield (84)

Illusory - 121 to 132% Evasion and Energy Shield (84)

Vaporous - 151 to 170 Evasion (84) - for Rings

Encased - 401 to 460 Armour (83) - for Belts

Dazzling - 48 to 51 Energy Shield (80) (Amulet and Belt only)

Runic - 75 to 79% (one handed), 111 to 115% (staff) Spell Damage (84)

Lich's - 35 to 39% (one handed), 51 to 55% (staff) Spell Damage % and 26 to 28 Mana (80)

Overpowering - 37 to 42% Weapon Elemental Damage (81)

Perandus' - 25 to 28% Item Rarity (84) (Ring and Amulet only)

of Finesse - 23 to 25% Cast Speed (83) (Weapon only)

of Tzteosh - 46 to 48% Fire Resist (84)

of Haast - 46 to 48% Cold Resist (84)

of Ephij - 46 to 48% Lightning Resist (84)

of Bameth - 31 to 35% Chaos Resist (81)

of the Gale - 42 to 46% Projectile Speed (82)

of the Assassin - 321 to 360 Accuracy (80) (Bow and Wand)

of Renown - 14 to 16% Attack Speed (30) (Extended to Bow and Wand)

Here's a detailed look at the sequences have had broader changes:



Local Increased Physical Damage mods:



The bottom end of the Heavy mod has been increased so it has a higher impact on very early weapons. We've adjusted the curve of the differences between tiers of mods so that it starts and ends with smaller ranges, and has wider ranges at the middle tiers.

Heavy - 40 to 49% increased Physical Damage

Serrated - 50 to 64% increased Physical Damage

Wicked - 65 to 84% increased Physical Damage

Vicious - 85 to 109% increased Physical Damage

Bloodthirsty - 110 to 134% increased Physical Damage

Cruel - 135 to 154% increased Physical Damage

Tyrannical - 155 to 169% increased Physical Damage

Merciless - 170 to 179% increased Physical Damage

Local Increased Physical Damage & Local Accuracy mods:



Looking at these mods, this is the one sequence we have decided to reduce the available bonuses on. The accuracy given on these mods in unchanged, however the physical damage is reduced:

Squire's - 15 to 19% increased Physical Damage

Journeyman's - 20 to 24% increased Physical Damage

Reaver's - 25 to 34% increased Physical Damage

Mercenary's - 35 to 44% increased Physical Damage

Champion's - 45 to 54% increased Physical Damage

Conqueror's - 55 to 64% increased Physical Damage

Emperor's - 65 to 74% increased Physical Damage

Dictator's - 75 to 79% increased Physical Damage

Life mods have had their sequence extended at both ends. The old level 1 mod has been moved to level 5, as 10 to 19 life is too much to get so early.

Hale - 3 to 9 Life (Item Level 1)

Healthy - 10 to 19 Life (5)

Sanguine - 20 to 29 Life (11)

Stalwart - 30 to 39 Life (18)

Stout - 40 to 49 Life (24)

Robust - 50 to 59 Life (30)

Rotund - 60 to 69 Life (36)

Virile - 70 to 79 Life (44)

Athlete's - 80 to 89 Life (54) (Amulets can now receive this tier)

Fecund - 90 to 99 Life (64)

Vigorous - 100 to 109 Life (73) (Shields now also can receive this tier)

Rapturous - 110 to 119 Life (81) (Body Armour only) With the higher level content we're introducing in The Awakening, players will be able to obtain items with higher levels. This leaves room for higher tiers of some of the most useful mods in the game. These end-game mods serve as lofty goals for the greatest of exiles. We're also taking this as an opportunity to smooth out some of the curves in itemization.The new mod tiers and their associated levels and values are:Here's a detailed look at the sequences have had broader changes:Local Increased Physical Damage mods:The bottom end of the Heavy mod has been increased so it has a higher impact on very early weapons. We've adjusted the curve of the differences between tiers of mods so that it starts and ends with smaller ranges, and has wider ranges at the middle tiers.Local Increased Physical Damage & Local Accuracy mods:Looking at these mods, this is the one sequence we have decided to reduce the available bonuses on. The accuracy given on these mods in unchanged, however the physical damage is reduced:Life mods have had their sequence extended at both ends. The old level 1 mod has been moved to level 5, as 10 to 19 life is too much to get so early.

Last edited by Qarl on Jun 12, 2015, 3:47:08 AM

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Qarl

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