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Paragon

1,387 bytes added, 16:01, 22 July 2013
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[[File:Paragon-levels-avatars.jpg|thumb|350px|Paragon level avatar upgrades.]]
The Paragon Levels system is an [[end game]] feature. These levels are accessed once a character reaches the maximum level of 60. Additional Once a character reaches level 60, experience gained from monster kills or , [[kill spreequests]] bonuses counts towards the Paragon levels. There are 100 paragon levels, and each level up rewards a character with the same [[attributedestructibles]] bonuses as a normal level up (3 to the class main stat, 2 vitality, 1 to the other two stats), plus a passive bonus of 3% to [[Magic Find]] and [[Gold Findkill spree]]bonuses or any other source counts towards the Paragon levels.
There are 100 paragon levels, and each level up rewards a character with the same [[attribute]] bonuses as a normal level up (3 to the class main stat, 2 vitality, 1 to the other two stats), plus a passive bonus of 3% to [[Magic Find]] and [[Gold Find]].
==Magic Find Changes==As of v1.08 Paragon levels are bonuses solely to the character who earns them, though the developers have suggested that Paragon bonuses might go to the account in the future. They've also suggested that some character customization might be enabled by Paragon levels.
Other game changes were made with the Paragon system, chiefly to Magic Find and Gold Find. The maximum value for those properties was capped at 300% (not including [[Nephalem Valor]] stacks). Thus a character at Paragon Level 50 would have 150% passive bonus to their MF/GF, and would need only 150% more from equipment to max out their bonus.
Further, a character who reached the maximum Paragon level 100 has 300% Magic Find/Gold Find inherently, and up to 375% with 5 stacks of Nephalem Valor, thus would gain '''''zero''''' additional bonus from equipment that provides bonuses to those stats. ==Potential Changes==
This system enables characters In mid-2013 the developers began suggesting some future changes to cease wearing equipment for Magic Find gain as they level up, and focus entirely on survival enhancing stats. This design has proved controversial amongst fans, and has been objected to as a simplification of the end game item game.[http://diablo.incgamersParagon Levels system.com/blog/comments/introducing-the-paragon-system-2]
One main question fans always ask is what will happen to Paragon Levels in the Expansion. It's widely-assumed the cap will increase from 100, but it's not clear what bonus that would provide, with Magic Find and Gold Find already maxed out at the 300% hard cap at Paragon 100. Perhaps the MF/GF cap would be increased? [http://www.diablofans.com/news/1901-the-devs-on-the-past-and-future-of-diablo-full-interview/]
<blue>Travis Day: The Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon system’s primary intent was to allow you to feel like you’re acquiring progression and even if you’re not getting too lucky with your item drops. We want to take that and expand upon it even more.  We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game. That’s something we've looked into a lot. Also, maybe potentially adding some sort of customization within the paragon system. Sort of in the vein of a throwback at a Diablo II start location. We've looked at things like that. We definitely have plans to flesh it our more in time. We don’t need to design it from the ground up. What it does, it does well, and we just need to make it more encompassing. <font color="#FFFFFF">You've also mentioned that you’re not looking into increasing the cap of Paragon. It’s going to be a hundred for at least a while, right?</font><br>Travis Day: For the foreseeable future. I think at some point you can expect the cap to go up. The cap isn't even really there to necessarily make an end point to the player. The intent was for paragon 100 to take a long time to get to. Which it does. But as we improve different aspects of the game (make changes to Monster Power, Monster Density, etc.) the time that it takes players to fill out that cap is shorter than we’d like. And once you do cap out, it definitely removes a very important reward for you – your XP stops going up. So that’s something that we want to address – at some point we’ll definitely look at that cap. <font color="#FFFFFF">About those customizations to the paragon system – what about the people who are already capped? Will they be receiving any kind of reward on patch day?</font><br>Travis Day: Yes, absolutely. If we’re making the sweeping changes to the Paragon, the people who invested time will certainly have the reward that is associated with that investment.</blue> No changes to the Paragon system are expected before the [[Diablo 3 Expansion]], sometime in 2014 or later. More details should be revealed before the launch.  ==Official Paragon Level Details==
Quoted from the [[patch v1.04]] official notes.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]
* There are 100 Paragon levels
 
* Every Paragon level will reward you with:
 ** Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you’d gain from a normal level ** 3% Magic Find and 3% Gold Find
* In addition, a distinctive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown.
* Nephalem Valor now grants +15% Bonus Experience per stack, as well as +15% to Magic Find and Gold Find
 * Magic Find will now cap at 300% (Nephalem Valor bonuses, Fortune shrines, and multiplayer bonuses will still stack beyond this cap).* Magic Find is no longer averaged among all players in a multiplayer game.</blue>
==Paragon Levels Experience==
Players quickly datamined the patch for precise details about the experience gains required for Paragon Levels. Generally speaking, Most players can advance through the first few 10 or 15 Paragon levels are quite quickfairly quickly, but by Paragon Level 5 or 6 the gain is noticeably slower. Still, up to level 10 remains fairly quickprogress slows down in the 20s and 30s, and then 11-20 is only a bit slowergrows markedly slow past level 40. The pace drops off considerably at that point, though up to Above level 50 is still not enormously grindy. Past 50 though, the number 80 further advances become more of kills per level increases exponentially, with progress very slow past that point, for most playersa grind.
[[File:Paragon-level-1.jpg|thumb|400px|Paragon Level one achieved.]]
Though the total experience needed is considerable, it was just two weeks before the first character reached Paragon level 100. The winner was a group-played Barbarian named [[Alkaizer]], who dinged to the top on September 6, 2012and became famous by giving his name to the popular Act Three experience farming [[Alkaizer run]].l[http://diablo.incgamers.com/blog/comments/soon-worlds-first-paragon-level-99]
Initially, characters into the Paragon levels did not gain experience from quest rewards or other bonuses besides monster killing. (Experience shrines didn't even spawn in Inferno at that point.) Subsequent patches enabled these missing features, and added any more ways to gain rapid [[experience]] with more gear bonuses, bigger bonuses from multiplayer games, and more.
Though one group of players was able to power up to it in just two weeks, most players will require months or years. Gaining Paragon Level 100 requires vastly more experience than leveling a character from 1 to 60 in the first place. More experience is required to gain Paragon Level 3 than to go from level 1-60 with a new character.  That's something of a misleading comparison though, since monster kills in Inferno are worth gigantically more experience than monster kills on lower difficulty levels. For instance, a nearly full clear of Act Three on Inferno is worth around 20 million experience, while it requires just 25,934,700 experience to take a brand new character from level 1 to 60. Note that paragon level characters '''''do not''''' gain experience from quest rewards (though many players hope this will change).[http{{://diablo.incgamers.com/blog/comments/the-diablo-podcast-78-paragons-items-and-farming] Paragon experience is awarded only from monster kills, and from bonus experience from [[destruction]] bonuses of objects or by scoring large monster [[kill streaks]] and [[mighty blow]] bonuses. (Though these other bonuses are fun to achieve, they grant a few hundred or thousand experience at most, which is considerably less experience than a character earns from killing a single monster in [[Inferno]].)charts}}
{{:Paragon experience charts}}
==Media ==