Torment_league

Old: chuanhsing 2023-12-06 20:00:26

New: chuanhsing 2023-12-06 20:01:30

OldNewDifferences
1-# Delirium league
2-
3-## Affliction Patch Notes
4-
5-* When Delirium fog has ceased its movement due to players engaging in other League content, walking out of the mist will no longer cause the Delirium fog to dissipate.
1+# Torment
62
73 ## Ancestor Patch Notes
84
9-* The number of monster kills required to gain Delirium rewards in the following Maps has been increased in order to be more consistent with other Maps: Bramble Valley, Cold River, Crimson Township, Dry Sea, Forbidden Woods, Foundry, Frozen Cabins, Silo, and Stagnation.
10-
11-## Ultimatum Patch Notes
12-
13-Delirium Changes
14-* Added and rebalanced various Cluster Jewel notables. Please read the Cluster Jewel Balance section for more information.
15-* The Quantity and Rarity bonus applied to monsters from Delirium encounters has been lowered as is now more consistent across Monster rarities. Previously, Monsters of Normal rarity had a disproportionately larger amount of Quantity and Rarity being applied to them compared to Monsters of higher rarities.
16-
17-## Harvest Patch Notes
18-
19-Delirium Mechanics Added to the Core Game
20-* Delirium has been added to the core game. From the Torched Courts onwards, you'll have approximately a 5% chance to encounter a Mirror of Delirium in each area. Once you reach the Atlas, that chance will increase by a small amount for each other league, atlas or master mechanic that appears in that area. In other words, if your goal is to encounter Mirrors of Delirium then you are encouraged to use your Zana modifiers, master missions, sextants, and whatever else you have available to you!
21-* You'll now have a greater chance of finding Cluster Jewels through Delirium encounters, proportional to the number of rewards you earn during that encounter.
22-
23-## Introduction
24-The Delirium league and Hardcore Delirium league were playable challenge leagues. They launched on March 13, 2020 (UTC) or March 14 New Zealand local time, alongside the Version 3.10.0 patch.
25-
26-In this league, each area contains a Mirror of [[Delirium]]. When players pass through the mirror, it creates a fog of [[Delirium]] that spawns new enemies and makes existing enemies tougher. The fog will continue to spread out, and the deeper players venture out, the stronger enemies get. Defeating enemies in the fog adds extra rewards, and enemies within the Delirium can drop Delirium orbs, which add a layer of Delirium to the entire map, and splinters that combine into a gateway to the [[Simulacrum]]. Enemies in the Delirium can also drop Cluster Jewels, which are socketed in the outermost sockets in the passive skill tree to create an entire cluster of passive skills and can be modified to grant different passive skills.
27-
28-All characters and stashes were moved to Standard league and Hardcore league respectively when the leagues end. Characters that died in the Hardcore Delirium league were immediately moved to the permanent Standard league. The Mirror of Delirium can still appear randomly in the story maps and in Maps with the league modifier.
29-
30-## League mechanic
31-### Encounter rate
32-Delirium Mirrors have a >8% chance to appear in a zone, from [[the Torched Courts]] in Act 5 onwards.
33-
34-In [[maps]], Delirium Mirrors have a base 8% chance to appear in a zone.
35-
36-### Delirium Mirror
37-
38-Randomly while players are completing the acts or running Maps, a Mirror of Delirium will spawn. They will always spawn within a close distance from the zone entrance.
39-
40-Once a player passes through it, it spawns a gray mist that spreads outwards throughout the entire map, and the delirium encounter begins.
41-
42-### Encounter
43-
44-New enemies and hazards can spawn within the mist and existing enemies can receive a Delirium modifier, making them stronger or giving them new attacks. All enemies in the mist are Delirious, giving them increased damage mitigation and damage. The further out you are in the mist, the stronger the effect.
45-
46-Enemies in the mist can drop [[Cluster Jewel]] and [[Simulacrum Splinter]] (starting at maps).
47-
48-As you kill enemies inside the mist, a reward bar on the bottom left will start filling up. Filling the bar will cause you to gain the reward type after the Delirium encounter, and can be filled multiple times. When the first bar reaches level 3, a second reward bar will appear, and at level 5 a third reward bar appears.
49-
50-### Timer
51-
52-Delirium encounters only last a short period of time. After a certain period of time, the mist will stop spreading, and a countdown begins. If you step out of the mist for more than 5 seconds, the Delirium encounter will end. Any enemies outside the mist will have their Delirium modifiers removed. The encounter can also be prematurely ended by pressing a button on the bottom right (which can be key bound). Certain actions will pause or extend the time before the mist stops spreading. The mist also stops moving while there are no players in the instance.
53-
54-The following will pause the mist timer:
55-
56- - During an Immortal Syndicate Research encounter
57- - During an Incursion encounter
58- - During a Legion Timeless Monolith encounter
59- - During a Breach encounter
60- - Being within range of a Blight portal
61- - While in the Sacred Grove
62- - While within radius of a Ritual Altar
63-
64-The following will extend the mist timer:
65- - Opening a Strongbox
66-- Defeating a monster holding an Essence
67-- Capturing a red Beast
68-- Defeating an Immortal Syndicate group
69-- An Abyss crack starts moving to the next direction
70-- Completing a Blight encounter
71-- Defeating a Metamorph
72-- Defeating a Harbinger
73-- Opening a Perandus chest
74-
75-### Delirium orbs
76-
77-[[Delirium orb]] can be applied to maps to cover the entire map in mist permanently. Each orb makes the map 20% more Delirious, and up to 5 orbs can be used in one map. Rewards will also drop each time the bar is filled, since the mist never clears up. Enemies at very high Delirious percents are extremely tough, with even normal rarity enemies becoming comparable to high tier map bosses.
78-
79-### Strange Voice
80-
81-Starting from [[The Torched Courts]] (Act 5), a voice starts talking to the player whenever you touch a Mirror of Delirium. He has unique lines in Act zones.
82-
83-## Minimap
84-These new icons are introduced to the minimap:
85-
86-<span class="minimap_icon minimap_64" style="background-position-x:-64px;background-position-y:-960px"></span><span class="minimap_icon minimap_64" style="background-position-x:-640px;background-position-y:-2240px"></span><span class="minimap_icon minimap_64" style="background-position-x:-704px;background-position-y:-2240px"></span>
87-
88-## Modifiers
89-All map and most areas have the modifiers:
90-
91-- <span class="explicitMod">MapDeliriumLeague</span>
92-
5+* Tormented Spirits now have ~20% more Life per level from level 55, scaling up to ~560% more at level 83.
6+* They now have a tapering less damage taken buff which activates upon entering their range, and eventually scales down to no damage reduction after 15 seconds.
7+* For every enemy a Tormented Spirit touches, it increases the damage the spirit takes by 5%.
8+* Their AI has also changed quite considerably. Spirits now more aggressively touch monsters that aren't already touched, and more aggressively possess Rare or Unique monsters.
9+* Stats that add Tormented Spirits to an area are now all consistently described as "haunted by" instead of sometimes being "contains".