![diablo 2 median xl ultimative holy paladin diablo 2 median xl ultimative holy paladin](https://i.imgur.com/fj6vAjo.jpg)
- Diablo 2 median xl ultimative holy paladin upgrade#
- Diablo 2 median xl ultimative holy paladin full#
Frostclaw Totem: increased collision size (preventing misses) Rathma's Chosen: now has 1/8 chance to play a new sound. Summon Shadows: reduced Demon Blood elemental damage bonus from 7% per level to 4%. Voodoo Shot (renamed from Widowmaker) now gains +1 missile per soft point added a graphic to indicate origin area. Pummel: now correctly uses attack rating. Treewarden Form: now slows 50% up from 25%. Freezing Gale: slightly increased damage per second. Nova Shot: increased magic damage bonus per arrow. Elfin Arrows: increased base DS from 5% to 15%. May be off by 2 life because I'm too lazy to do it properly. Shamanic Trance: reduced life bonus due to overflow. Fortress: increased timer to 7-3 seconds from 5-2 seconds, increased rate of fire from 15 frames to 10 frames.
![diablo 2 median xl ultimative holy paladin diablo 2 median xl ultimative holy paladin](https://i.imgur.com/N2z5d6k.png)
Wolf Companion: Doom radius is no longer bugged no longer die to reflected damage halved Doom damage. Bear Stance: reduced armor to 10% per level, down from 15%. Snake Stance: slow target caps at 35%, down from 50%. Titan Strike: now starts at 10% armor instead of 0%. Corrected minion life display (looks like a big nerf, but it's just the skill display matching up with actual life now) (*) Beacon: doubled fire damage and massively increased physical damage. Psionis Storm: increased radius targets close to the middle are now staggered.
![diablo 2 median xl ultimative holy paladin diablo 2 median xl ultimative holy paladin](https://media.moddb.com/images/mods/1/6/5960/auto/screenshot64_mini.jpg)
Bionetic Blast: now causes knockback (1/3) instead of stagger increased aoe radius by 20%. Blink: correctly displays stun length again. Way of the Gryphon: reduced base damage to 1-40 from 1-50. Way of the Phoenix: reduced base damage to 15-20 from 20-35. Limpet Laser replaces Cryo Beam: sticky grenade that is thrown against a wall and fires cryo beams at nearby enemies. Twin Fang Strike: removed annoying sound effect. Barrier Strike: base crit chance is now 5% as displayed, not 0% increased blade duration to 2.4 seconds. Batstrike: corrected bat familiar damage display. This technology rendered the projectile too bulky to pierce through enemies, but with this design requirement out of the way, space was found for a heavier fuel-air warhead to deal with immune targets, giving the wielder two effective forms of attack.
Diablo 2 median xl ultimative holy paladin upgrade#
Maelstrom MkIV: developed in secret to skirt the ban on fragmentation weapons, the 'Scylla' upgrade features flechettes magnetically coated in monomolecular flecks of metal stripped from the user's weapons, which seems to trigger the wapons' magical enchantments on impact. Storm Crows: corrected damage description (you were hoping for a buff right?) xD Blood Elementals: corrected damage display. Pounce: uses a different way to calculate flat damage to prevent overflow at high stat/skill levels. Wyrmshot: submissiles are now fire arrows instead of fire swords (?!). Defensive Harmony: no longer slows enemies that swing at you and miss. Wild and Free: reduced movement speed bonus by 5% at all levels. Reduced base block rates by 1% for all classes. Minions now scale with clvl/2 instead of clvl*2 to prevent health overflow.
Diablo 2 median xl ultimative holy paladin full#
Innate abilities now have a full description. Corrected the listed damage on all weapon skills with added magic damage (thanks rad82). Changed barbarian, necromancer and sorceress select quote. Monsters now have a 25/50/75% chance to be immune to freeze. Skill-based cold duration greatly increased. Cold chill now only slows by 20% against monsters. Monster cold length is no longer reduced by difficulty level. Increased uberlevel monster health scaling to at least 1000% for most uberquests. Monsters no longer move faster on higher difficulty levels. Greatly reduced experience gain past character level 115. Rescaled monster levels from 50 to 115, up from 50 to 90. Monsters with a health multiplier below 300% were scaled up so the difference to 300% health is halved (for instance, a 100-120% Cursed Soul now has 200-210%, but a 285-370% Tenebral still has 285-370%). Every monster in Destruction is level 120. The hidden monster level 121 no longer exists, sacred uniques and sets drop off level 120 monsters as well. This means it is much harder than before, but you can find sacred uniques and sets there now! The regular game, from level 1 to 120, is now compressed in only two difficulty levels, eliminating redundant redundancy and limiting the boredom of going through the whole godforsaken game 3 times before you can start farming. Similar to Inferno difficulty in Diablo 3, the last difficulty is now the 'bonus difficulty' for maxed characters, instead of a stepping stone on your way to uberquests.