Tada it’s magic xD AFTER i adjusted both gambling mastertables as i adjusted the global mastertables, the variation is MUCH better here aswell, this was just a 1st try on this with ranged D3 weapons and i got it ;D BEFORE this applied “fix” i was spending over 1k Blood Shards and got just CRAP… haha ;D be prepared for an update, latest at sunday
The heat is over and a small update to make us all happy is about to be uploaded in a few moments.
→ 0.3e:
CHANGE: global enemy balance → characterDodgePercent goes from 8 down to 5, characterDeflectProjectile goes from 8 down to 5 and offensiveTotalDamageModifier goes down from increased 25% to increased 10% → simply overdose at some places, better situational increase lateron!
CHANGE: Hero Archetypes → COMPLETE REWORK → removed all autocastskills from passivestatmodifiers and ADDED the generatorskills to ALL hero-enemies for better overall performance! → scaled ALL generatorskills to 110, mainly for petLimit ATM, further adjustments WILL follow! → this is to make it a bit easier for leveling process, but still keep it hard for endgame! (also added generatorskill to bosses which had an archetype in their description! → maybe there are some more, contact me please if you find some; also added generatorskill to according ONB Minions and Treasure Guardians)
CHANGE: rebalanced all ONB statvalues and some mechanics, some deathparameters for performance and adjusted lootdrops;
CHANGE: rebalanced all Treasure Guardian + Ultimate Treasure Guardian statvalues and some mechanics, some deathparameters for performance and adjusted lootdrops;
CHANGE: rebalanced all D3 Boss statvalues and some mechanics, some deathparameters for performance and adjusted lootdrops, also better variation on setitem lootdrops;
→ D3 Bosses are the TOP TIER bosses, available ONLY in the SR accordingly to HARD bosses and Nemesisspawns → as it was supposed to be in the original D3 Mod by Grimer!
→ ALL new enemies have been removed from the Omega Evil faction EXCEPT the ONB’s and their Minions! (-> to avoid leveling the Omega Immortal Faction WAY TOO FAST ;D)
CHANGE: Shattered Realm → adjusted ALL rulesets again: WAY less common spawns, MORE herospawns which are increasing per shard, ALWAYS 4 bosses → there will also ALWAYS be a BIG bossroom now!
CHANGE: Shattered Affixes Extrareward Mechanic → the extrachest will now contain ALL available items according to the shard you was running → i.E. you run shard 102 and get pants PLUS shoulders from a single chest, to avoid spawning these chests on top of each other, that was not intentional, so that has been changed and the lootdrops have been increased to bring even more RNG to this mechanic, furthermore the config for the output has been adjusted to get a better variation → was not correctly implemented and most of the loot was not dropping
CHANGE: BOTH Gambling NPC’s → adjusted mastertable weights and config to get a way better variation on this aswell, according to the global mastertables;
CHANGE + NEW: Lost Treasures: new mapnugget for all guardians + ultimate guardian;
CHANGE + NEW: various new testfunction at Crazy Mike;
I tested and SR chunk that make alot of lag and intense mob density is fixed!
currently looking for kuba omega boss for check.(not found yet…)
And few days ago i reach omega level 100. As i know original omega mod give stat potion randomly.
but, look like this mod give custom box. Is there anyway to get additional stat point?
and custom box is somehow weird. when you complete quest, you get 5 boxs + 3 shutted medal + components. and open 1 box will give money and just enough essense for level up. and get reward again… infinite loop.
Great to hear this, that mobdensity was simply too much, further adjustments can be done, but i guess it is good for now You will find Kuba
About additional Stat Points, i have ripped out the Potion from Omega atm for a good reason, giving out statpoints WILL imbalance the whole game on its own, that has really to be put into consideration, i have it still on my list though… MAYBE i will reintroduce it as an Omega Reward for Omega Level 100 down the road again BUT there really has to be SOMETHING that this is aiming for, like some extra NEW HARD content to absolve, else this won’t make any sense and will put you into an endless worthless loop of getting infinte AP, which is not my goal atm.
About the boxes, this is intentional ATM because when reaching Omega Level 100 on your first char you simply have the chance to SPEED the process up for further chars, i also found this to be more to my liking as it is in the original mod, where you will have these buffs automatically activated for further chars, that was a bit out of control i was thinking You can swap these boxes via Shared Stash to other chars, yk
About skill gems → these gems have not been touched in terms of stats in any way, these gems have the same statvalues as vanilla items do have, and yes for sure, there could be done a clean up for this mechanic as i have seen alot of unneccasary gems. About that specific rune → you can use it for example as Oathkeeper/Wizard i bet for me simply the fact that there are no TIERS is a bit of a mess and will be adjusted SOMEDAY, but has no priority atm, you want to rebalance this mechanicpillar maybe? :DD Just finished up with Immortal Mercs right now, finally! Let’s see what is coming next :))
Big thanks for testing out everything in this amount, really cool Took me much longer to reach Omega Level 100 on my first char btw! :DD
Cheer
Edit1: About that skillmod on Hellfire Amulets, yes i suppose it IS stacking This is due there are not that much affixes available for Hellfire Amulets, will be increased aswell for sure at some point
Quick checkin with my D3 Crusader/Wizard running throughout GDX1 content on Veteran with GDM Heroes/MiniBosses +1 last night while beeing high AF xD, mainly Mourndale area, showing various things the mod has to offer. Good action, often needed to use the block skill Still not satisfied with how the “Blessed Hammer” skill is working, even tried finally the D2/DoM Paladin and that “Blessed Hammer” skill is more to what i like, in the D3 mod this is achieved with a skillmod on a mace, to let it be “stationary”, i think i will do a respec for that skill in a while again, need to plan this a bit more, maybe i simply swap “stationary” to the baseskill and put “follow behaviour” to the mace, not 100% sure atm At least i figured it out now that it CAN be casted before zoning without any issues at all.
The next update will arrive, i think at least, at sunday evening, alot of things have been adjusted → loot, loottables, rewards, all new bosses and enemies, T2 IM done finally, currency overhaul, new affixes, gamble optimizations and MORE Be curious.
An update is about to be uploaded in a few moments
→ 0.4a:
BIG CHANGE: interal CURRENCY restructuring → ATTENTION: YOU WILL LOOSE all new currencyitems and will MAYBE LOOSE all Omega Quest progress due to this rework! you are allowed to use Crazy Mike to restore what is lost;
BIG CHANGE: internal D3 CLASSES restructuring → ATTENTION: YOU WILL LOOSE all SP and SKILLALLOCATIONS due to this rework! you are allowed to use Crazy Mike to restore what is lost, take it as a free respec → added function to Crazy Mike to give SP / SP Potions → it’s v0.4a… ;D
CHANGE: Zeke conversation → added an option to show which GDM setting is active and added some more infos about MP and overall gameperformance decreasing on higher GDM levels;
CHANGE: adjusted physics parameters for the playerchar → tell me please, does this feel more accurate or is that some kind of placebo? xD
CHANGE + NEW Immortal Mercs T2 COMPLETE and ready to be looted in the Shattered Realm ONLY, readjusted ALL Immortal Mercs to be a bit more balanced, some minor style adjustments;
CHANGE: Hero Archetypes → generatorskills adjusted for better spawnbalance accross all difficultylevels;
FIX: added missing “records/fx/fxtrails/swordholy_fxtrail.dbr” from the D3 Classes Mod;
CHANGE: D3 Class Crusader → Skill: Blessed Hammer → rework: changed template, cooldown adjusted, solves the issue that it is not casted after zoning, still not 100% to what i like but ok for now;
CHANGE: D3 Boss Zoltun Kull → decreased offensivepower of attack-skills;
CHANGE + NEW: some rare geardropitems have been granted additional classtraining- and skillaugmentations (belts, amulets and medals);
CHANGE + NEW: Crazy Mike → various functions adjusted and some new ones added;
CHANGE + NEW: Vanilla + D3 Gambling → added some new prefixes, optimized all loottables and adjusted outputchances;
NEW: a few more MINOR items, also some level 5 legendaries have been added to fix the issue that sometimes there is nothing granted on lowlevel gambling and lootdrops;
CHANGE + NEW: gambled tiered rare gearitems → added a bit of runspeed to all boots;
CHANGE: new global mastertables for all lootoutput have been optimized accordingly to gambling loottables;
CHANGE: Shattered Realm → adjusted lootchances on materialloot for better variance and increased chances for IM T2 enchants with a newly created mastertable;
CHANGE: OMEGA → endgame gearitems adjusted for better balance and overall performance, furthermore added and adjusted vanilla + D3 skills and skillmodifiers;
NOTE: Omega Immortals factionvendor is ALSO available in Malmouth Sewer and Steelcap District;
NOTE: adjusted various Currency and Portable NPC tags;
→ BUG RESOLVING: still an issue that really drives me nuts is that sometimes there are skills highlighted on items that are not belonging to one of my 2 classes → IF someone could tell me what this is causing, i would be VERY happy! tried alot of things already, the restructuring and relinking was also one of these ideas xD but without success on this drives me mad! it is just “by tag”, everything on that is working as it should, but still shown incorrectly… → you can see this for yourself by this example: make a testchar, become soldier/demo, grab “b102_head.dbr” + “b107_focus.dbr” via console or GDstash and check the “D3 Dogs modifier” → on the gearheaditem it is shown correctly grayed out, on the gearfocusitem it is shown as if i have the class Witch Doctor, which is obviously not correct xD this issues is driving me mad for months now…
I THINK i have fixed the issue that wrong class-skills are showing up! → all those skills on items HAVE to be in the according classtree database, ELSE the game will NOT recognize them as classspecific and will see them as “classless skills” which are then highlighted for all classes… already fixed a few but for sure alot are leftover as i did NOT know that some classskills do NOT have to be in the according classtree learning by doing :)) will be fixed as good i can for next update!
Have a nice day!
PS: correct me please IF i do see this completly wrong ;D
I guess you have not read the “Playerbalance” section xD
→ new SP allocation for leveling: level 2-5 = 4SP(16), 6-26 = 3SP(63), 27-95 = 2SP(138) , 96-100 = 4SP(20) → same amount as for vanillagame (237);
→ Skillpoints: 237 from leveling + 4 from Merit + 7 from Ultimate → max 248: same as vanilla;
ENEMY BALANCE is great, feel more challenge especially in HC ,
I want know that,do have increase Pet max limit new equipment for conjurer or not ? or just same as vanilla equipment?
About your question, yes sure there is a whole bunch of new items, also for conjurers i think, for example from the D3 Mod, if that was the question if the question was, that i have increased any petspawns, yes → on the vanilla necromancer, his skeletons have an increased maxSpawn value at maxLevel
Cheers.
EDIT1: you can also “recraft” all vanilla Conjurer Items btw. with the Portable NPC Ashdim’s Minion, the Vanilla Shatter NPC, to have some crazy upgrades for your pets → also crafted at Ashdim in The Conclave.
suggest MERCENARIES not only type of playerstats. also can make pet type better for Pet player.
Or abandon both types and set an independent growth curve for damage and health, such balance for Pet and none pet players.
There is an IM for pets on all 3 tiers… read please… xD In addition, ALL auras granted by IM are also applied to your pets… you know? xD scaling with playerstats means, that when you character grows in strenght, your IM will do so too means, when you boost your stats, those specific stats are boosted on the IM aswell.
And no they not only provide auras, their new SKILLS also are scaling with playerstats and this is absolutly intended that 8 out of 9 IM OF ALL TIERS NOT boosting pets that much… xD
there is probem when finsh Normal already 100lv, and going to Ultimate found monster was so strong. and no place for farm leveling item. if no leveling item cant start from Ultimate.
Howdy
Sorry but i do not understand this issue here. You have upped yourself to lvl 100 (with console or Crazy Mike i guess), your resistances are way too low and your damage is zero, what you await? xD i have even stated that IF you bring a vanilla character lvl 100 over to this mod, you MIGHT go back to elite difficulty to become stronger to sustain ultimate difficulty. This was tested many many times not only by myself and there was not any issue at all when going a “relative” normal levelingway or importway (imported chars get +100 AP as mentioned at various places aswell), please give me more informations on what you think is the problem here.
Cheers.
EDIT1: woops, not seen you are a petplayer, sure then for the zero dps ;D
EDIT2: ok i could not resist to test this on my midlowchar that is currently running still throughout end of gdx1 content on VET went to ultimate quickly to test the boss, SURE it was hard, no doubt, but look i am VERY undergeared…
took me 4-5 mins, no doubt, and a few Aether Clusters aswell, but did it with kiting him around, nothing special, not died once, lucky and stoned af as usual used block a few times, stun was mainsource of neardeath experiences xD but well, pets could maybe have issues IF too weak here more informations needed i guess.
An update is around the corner with various fixes to the disgusting ui errors i created xD hope i found all, if not hang me next to Ulgrim
→ 0.4b:
FIX: highlighted skills for wrong class → all those skills on items HAVE to be in the according classtree database, or the game will NOT recognize them as classspecific and will see them as “classless skills” which are then highlighted for all classes → this was produced by MYSELF, all blame goes to me ;D simply not known BUT will not happen again as i have created a small additional textfile (mostly for modders) that contains ALL available class-skills that CAN be augmented/modified → added to “04b_optional.zip”; → IF you still find something that is NOT correctly applied, PLEASE let me know!
CHANGE + FIX + ADDON: added the 3 “new” loadingscreens to the SETTINGSFOLDER to ensure these are loaded primary → added to “04b_optional.zip” if you LIKE to have them aswell, i am unsure why they not loading anymore or infrequent since a while, everything seems to be correctly linked but nonetheless they vastly loading if not in the settingsfolder
CHANGE + FIX: optimized various mastertables + leveltables + tdyn’s (mostly for Shattered Affixes Extrarewardchests, Omega Levelquest rewards and Lost Treasures overall itemoutput)
CHANGE: internal restructuring → Shattered Affixes + Omega + Lost Treasures + all TAGS + various minor things-> your Omega Quests might have been resetted and you might loose the Headhunter Buffpotion if you already had some stacked
CHANGE + NEW: items dropped from the Shattered Realm Extrarewardchest can now be Epic + Legendary + Faction + D3 + D3 Setitems as a base with according affixes, fixed all loottables with missing gearitemoutput;
CHANGE + NEW: Lost Treasures → further upgraded gearitems and Tyrael’s itemset with various D3 skills and modifiers;
CHANGE + NEW: various new mechanics available at Crazy Mike;
Few moment then it will be available. Have a good bash
thanks for reply.
I took 7.5hours to finish normal mode, not by Crazy mike, I get leveling item from normal mode, as a pet Player in any Mod or Vanilla when I finish normal I can easily start ultimate. and again take more time to Elite to farm equipment? I dont think can get any good leveling equipment in elite.
the problem is not char res. I can keep my self not die, and also Pet dps not zero. problem is monster HP is really f**k hard. any boss type have 6-7million HP. as u reply to kill a boss or hero boss need took 4~5 mins , that’s really make me very tiring.
EDIT1: u can set SR or some farm Boss monster high dps & HP to Increase difficulty,but this just leveling period, just set monster high dps and keep normal HP.
EDIT2: all u said about recraft or some upgrades I think is get from Ulitimate.