Very nice I have just upgraded my Conjurer, will run some higher shards and make a vid for comparison, also you will see the up to date additions to balance, very interesting to test out will be a new modifier added to all classtrainings which will increase hp+ene +1% each level to compensate insane oneshots, especially for melee chars. Pets got another defensestat increase. Feels already much better globally, we will get there Yes, Arcane Lasers is a mechanic that we really have to avoid, like it is in D3 most of the time Anyways, hunting myself some coffee and will make a vid about me running with newly upgraded Conjurer yes i did speed it up with our good old friend Crazy Mike xD really alot of possibilities already, especially crazy with the new completionboni
EDIT1: What exactly do you mean by “need finish 6 level to get records” please?
As promised, took a quick video for shards 65-66 to compare, after the upgrade to endgame gear (and obviously not maxed out) it felt way more powerful as expected, maybe it was even a bit too easy but we will see how this will work out at least it felt alot better, also tried it before the upgrade and clearly was not working and would had needed to track back to elite i guess for some of the upgrades before going back to ultimate… anyways, will do some more adjustments before the next update i guess but the direction seems to be better as i do want it to be beatable on any class
→ Grim Dawn 2022 10 07 17 40 - YouTube
Cheers.
Yes, to complete Shard 80 and get that record you need to start at 75, but that is normal like in the basegame or am i wrong? it is even quicker as you only have 2+1 chunks not 3+1. Correct me if i am wrong please.
Why you can not watch yt? getting a VPN does not help?
It was round about 27 mins with showing everything i had in mind on that run. No death and in timerzone. 7 pets in total.
just encoded the video to some lower resolution to show you and will upload in a few minutes to MediaFire, so you can check it aswell mate, have a good time!
Unfortunatly i have not that much time today but most changes will arrive next patch tomorrow, except for NPC11 → D3 Shattering, i had planned to bring at least a few more blueprints, but PREwork has to be done, means adjusting over 1k affixes to D3 skills that can be put on amulets in first place → this will follow up in the next week nonetheless tomorrow some update will arrive to fix some bugs and give balance a new glance already tested start,mid,endgame and yes it really feels better to me and will give GDM a bit more weight again at least for outside of the SR. SR might be a bit underpowered in terms of enemydamage, tell me what you think then please…
Have a nice Saturday all <3
For now, because there are lot of enhance equipment to increase character survival, make u feel SR monsters damage low. But there is not much equipment to improve PET resistance. Once the monster damage is increased, PET maybe overwhelmed.
My suggestion is increase some damage appropriately for SR, and at the same time, add some enhance affix of PET resistance or some other way.
Yes increasing ONLY the SR damage was something i had in mind aswell will grab those values for some testruns later this evening already adjusted it for upcoming version but definitly is an ongoing process to bring it to a point everyone can enjoy it.
About equipment to improve pet resistance, you think there is not enough? you have the ability to EXCHANGE every vanilla and D3 gearitem we have (except for bonus gearitems like from D3 SR exclusive Bosses), in addition you can gamble on a good amount of rare D3 + Vanilla gearitems, yes those affixes might miss some pet love no doubt!, also you can go hunt for monster infrequents as usual and upgrade all your basegame gearitems(and in future D3 aswell) → except for this, i think with increasing the global pet defense values (already newly adjusted for coming patch), the resistances of our pets can be a bit more disregarded as usual. Wait for tomorrow about this i would say to make a final decision. I think if you watch the vid i uploaded for you, you can see that my pets on that Conjurer are not fully res max capped, and it worked very good with these values, but as stated above, damage value still needs to be tested and can “shuffle the puzzle” again, as you might imagine
Cheers
Then there are simply not enough pet resistance gearitems ingame i guess, not my fault xD Anyways, there will be a point, on which i will put some love into existing and new pet modifiers for sure
The 53k hp is a result of Exchange + Shattering + added 2 new values to all classtrainings → +1% hp + energy increase each mastery level, results in +100% basehp at both max classtrainings, and yes as stated above, i was speeding this process up with good old Crazy Mike to give me Currency.
Immortal Mercs T2 you will get from the SR only from the rewardchests as drop and for T3 Immortal Mercs you have to do the Omega Quest (Ultimate only) to improve the faction rank, then you can aquire them via the given Omega Immortal factionvendors.
Cheers.
EDIT1: Sidenote to balancechanges → removed Innate Skill Block! → mostly it was useless and felt a bit displaced in this state, it MIGHT return at some point as a Skill Rune/Gem for various classes with accordingly FX and mechanics, or an Enchant for medals to countergear it against Movement Runes if you like…
Yes that could absolutly be true if it was basegame values on the enemy balance side Absolutly clear that this amount of increased 100% player HP leads to higher overall HP values like 50k and even beyond if going Soldier/WD/Shaman etc, you know this, BUT there shall be several counters in the enemybalance that should STILL make it threatful, was running quite alot shards above 65 in the past few hours, and with the recent additions and valuechange already done on my end this feels really threatful We also have to take into consideration that there are not only Pet Abusers, think on pure melee characters and even weak DA but hard hitting OA casters around Cairn This shall be not a walk in the park but this shall also be a hell of a funride with all these additions and getting one-shots pretty easily is not what i was aiming for, then we better get the balance into this direction and have a little bolster that can negate extremly high crits for example. Balance has so so many factors to be taken into consideration, and this mod will not be finished anytime soon mate Wait for the next update, already nearly 3 pages full on my sheet to note into the PDF, we will get there Be curious and i am awaiting feedback!
As for your picture, yes, no doubt, in your version the pets are a poop against for example PercentageCurrentLife or Dots, this will be way better to compensate with the recent changes, not 100% invincible but really really hard to kill, like Blizzard did this to original D3 pets but a tick less into godmode Will come to 70s Shards later this evening and will give it a chance again with that Conjurer
Cheers.
EDIT1: Was it Zoltun himself who killed your pets or was it maybe his Dark Minions? I guess their bleed attacks are a bit too strong atm
EDIT2: reached shard 70 with the Conjurer, had great fun, though it might be true that it was a bit too easy but as you can see, most of the time i was trying to avoid everything xD had a run before that, not captured, where my pets and myself all died at once simply because lost coordination of the pack, stunlock from D3 boss, rly naste and stood in middle of Excalibur lol very great… xD altogether i think this direction is good and will take into consideration that my next testchar will be a melee one to test this out what i have in mind already did a BIG bunch of rebalancing, when uploaded you can check in for that, pets “nearly” unkillable now nothing set into stone at this state, simply to loot out the borders. Upload takes a while, did 3 shards, 69-71 will be ready when i wake up xD → Grim Dawn 2022 10 09 02 03 - YouTube → nonYT Grim Dawn_2022.10.09-02.03
Not minions, is Zoltun skill reduce Pets res. then Pet die fast.
for now, I cant found leveling feeling, In leveling I feel monster was stronger, but now everything was soft. suggest remove some Omega NPC and some function to balance MOD hardcore,just keep Omega Nemesis and some related settings, and reskill、Shattered Affixes、runeskill、IM ,That’s enough. Can set some temporary potions to improve damage or survival.
make too much function together, character will be very very very strong. Almost invincible in the later stage same other MOD.
U see, my subjugator have Skill 20% Damage Absorption + 15% DA + devotion skill 25% DA + Chest components 25% damage less from monster and 75% phy res、high Health Regeneration. nothing can kill me at least now. think about if character more then 50K HP almost invincible.
Edit: Some fuction very interesting, numerical value can be appropriately reduced to improve the overall difficulty of MOD。
Edit2: to confirm is this Omega boss? I play a MOD they use fuction from Omega. when Hero、Boss、Nemesis type monsters dead automatically casted debuff on the ground for 15~20seconds.It has a radius of 18 meters (nearly all the screen).
this debuff will reduce max res and lot of speed and too much damage debuff, very crazy.
As said, the mod will not be finished anytime soon, i am atm finishing testruns with the up to date version and things will change and already have, be patient and check in for the next update yes, your suggestion about the increased HP (via the classtrainings) has been removed and Food has been adjusted to be usefull, now this, as a tempbuff will increase hp, even for pets, which also got rebalanced according to this again. Yes you are absolutly correct that when you use everything that the mod has to offer you can become very Immortal, that is not the goal mate atm we are looting out the borders on what works and what not, i will NOT exclude ANY of these great mods as my vision from the beginning is still there, we can synergize this, for sure, alot of things are simply not complete and in harmony, simply not that easy to do this task and takes alot of time, and sometimes there are some other events outside of Grim Dawn aswell yk Anyways, going last few shards, noting down, writing patchnotes and you can check it for yourself Have a great time!
EDIT1: the info you show about that skill from ONB’s has already been done, twice, it even spawns on ONB dead, not felt OP at all in any of my ONB testruns, but, that was quite some time ago, will be revisited as everything else when the time for it has come.
The picture you showing is not an Omega Boss And i do not understand what you are trying to say tbh, the curse as stated above is still inmod and has been adjusted several times, it also spawns on death by any ONB. if you want this to happen all the time from ANY boss, hero, nemesis, i don’t think that is a good idea at all Sorry if i am getting this wrong, if not, please make a video and show us.
CHANGE: enemybalance:
→ global enemystats adjusted according to “balancingadjustment_mp+difficulty_enemies01.dbr”, ONLY these statvalues are changed, EVERYTHING else is at basegamevalues
→ the following values show statincreases for 1player/2player/3player/4player on the given difficulty, if nothing else is stated;
→ offensiveTotalDamageModifier= -95/-90/-85/-80//-35/-31/-27/-23//-10/-5/-2/0 → -50/-45/-40/-35/10/14/18/22/35/40/43/45; → +45% → GLOBAL
→ offensiveCritDamageModifier= NONE → 50 → GLOBAL
→ retaliationTotalDamageModifier= -66/-66/-66/-66/-30/-30/-30/-30/-15/-15/-15/-15 → -36/-36/-36/-36/0/0/0/0/15/15/15/15; → +30% → GLOBAL
→ defensivePhysical= 2/7/10/13 → 3/8/11/14; → ULTIMATE ONLY → +1%
→ defensivePierce= 5/8/12/16 → 8/11/15/19; → ULTIMATE ONLY → +3%
→ defensiveFire= 13/15/18/21 → 18/20/23/26; → ULTIMATE ONLY → +5%
→ defensiveAether= 5/8/12/15 → 10/13/17/20; → ULTIMATE ONLY → +5%
→ defensiveChaos= 5/8/12/15 → 10/13/17/20; → ULTIMATE ONLY → +5%
→ defensiveCold= 13/15/18/21 → 18/20/23/26; → ULTIMATE ONLY → +5%
→ defensiveLightning= 13/15/18/21 → 18/20/23/26; → ULTIMATE ONLY → +5%
→ defensivePoison= 13/15/18/21 → 18/20/23/26; → ULTIMATE ONLY → +5%
→ defensiveLife= 20/24/28/32 → 25/29/33/37; → ULTIMATE ONLY → +5%
→ defensiveBleeding= 13/15/18/21 → 18/20/23/26; → ULTIMATE ONLY → +5%
→ defensiveConfusion + defensiveFear + defensiveConvert + defensiveTrap + defensivePetrify + defensiveFreeze + defensiveStun= added +10% to all values; added defensiveKnockdown + defensiveSleep to all difficulties according to the other defensive influence stats, added +10 MaxResist where it was available;
→ defensivePercentReflectionResistance= 0/0/0/0//8/8/8/8//16/16/16/16 → 10/10/10/10/18/18/18/18/26/26/26/26 → +10% → GLOBAL
→ characterLifeModifier= 20/135/250/360//320/600/800/1000//580/900/1200/1500 → 100/215/330/440/400/680/880/1080/660/980/1280/1580 → +80% → GLOBAL
→ characterLightRadius= NONE → -500 → GLOBAL! → i am unsure if this does ANYTHING at all
→ characterRunSpeedJitter= 50 → GLOBAL → mobs more diversity in running around…?
→ characterRunSpeedModifier= -18/-18/-18/-18/0/0/0/0/0/0/0/0 → 15/15/15/15/25/25/25/25/35/35/35/35 → GLOBAL
→ characterAttackSpeedModifier= -10/-10/-10/-10/0/0/0/0/0/0/0/0 → -10/-10/-10/-10/10/10/10/10/20/20/20/20; → ELITE + ULTIMATE
→ characterSpellCastSpeedModifier= -8/-8/-8/-8/0/0/0/0/5/5/5/5 → -8/-8/-8/-8//8/8/8/8//20/20/20/20; → ELITE + ULTIMATE
→ characterLifeRegenModifier= 0/0/0/0/150/150/150/150/300/300/300/300 → 50/50/50/50//200/200/200/200//350/350/350/350 → GLOBAL → +50%
→ characterOffensiveAbility= 0/0/0/0/40/40/40/40/50/50/50/50 → 25/25/25/25/65/65/65/65/75/75/75/75 → +25 FLAT → GLOBAL
→ characterDefensiveAbility= 35/35/35/35/60/60/60/60/75/75/75/75 → 60/60/60/60/85/85/85/85/100/100/100/100; → +25 FLAT → GLOBAL
→ characterOffensiveAbilityModifier= -12.0/-12.0/-12.0/-12.0/-8/-8/-8/-8/-8/-8/-8/-8 → 8/8/8/8/12/12/12/12/16/16/16/16 → +20% GLOBAL and +24% for Ultimate ONLY
→ characterDefensiveAbilityModifier= -15/-15/-15/-15/-8/-8/-8/-8/-8/-8/-8/-8-> 5/5/5/5/12/12/12/12/16/16/16/16 → +20% GLOBAL and +24% for Ultimate ONLY
############
CHANGE: petbalance:
→ global pet statvalues adjusted according to “balancingadjustment_mp+difficulty_pets01.dbr”, ONLY these statvalues are changed, EVERYTHING else is at basegamevalues;
→ the following values show statincreases for 1player/2player/3player/4player on the given difficulty, if nothing else is stated;
→ characterDefensiveAbilityModifier = 0/0/0/0/3/3/3/3/6/6/6/6 → 15/15/15/15/30/30/30/30/60/60/60/60;
→ ADDED characterDodgePercent = 50; → GLOBAL
→ ADDED defensiveProtection = 1500/1500/1500/1500/3000/3000/3000/3000/4500/4500/4500/4500; → GLOBAL
→ ADDED defensiveSlowLife+ManaLeach = 50; → GLOBAL
→ ADDED defensive ManaBurn + defensivePercentCurrentLife = 50; → GLOBAL
→ ADDED characterSTR+DEX+INT = 25; → GLOBAL
→ ADDED characterLife+Mana = 25; → GLOBAL
############
CHANGE: Shattered Realm balance:
→ balanceadjustment that goes ONTOP of global enemybalance according to “balanceadjustment_01+02+03.dbr”, ONLY these statvalues are changed, EVERYTHING else is at basegamevalues;
→ offensiveTotalDamageModifier: normal/veteran= 3-14930 (basegame) → 2-9704 (inmod); elite= 8-21830 (basegame) → 5-14190 (inmod); ultimate= 15-24190 (basegame) → 10-15724 (inmod) → -35% → to COUNTER global balanceadjust of +45%, means +10% added TotalDamage here;
→ characterLifeModifier: normal/veteran= 4-50000 (basegame) → 2-30000 (inmod); elite= 18-60000 (basegame) → 11-36000 (inmod); ultimate= 40-72000 (basegame) → 24-43200 (inmod) → -40% → to COUNTER global balanceadjust of +80%, means +40% added LifeModifier here;
→ characterRunSpeedModifier: NONE → 12 → ALL SHARDS
→ characterDodgePercent + characterDeflectProjectile: NONE → 3 → ALL SHARDS
############
CHANGE: Shattered Realm rulesets (as listed with more details in the pdf-file):
→ floors to absolve decreased from 3 to 2;
→ removed special floor → Gazer Level → ALL shards! → simply too annoying in my oppinion;
→ bossFloorList adjusted to have a BIG BOSSROOM on all shards from the beginning!
→ common+hero+boss proxies adjusted (way less commons, increased amount of heroes increasing per shard, always 4 bosses to slay)
→ you can encounter traps right from the start;
→ increased buffshrine-amount accross all shards;
→ total value to be reached to progress on each floor has increased for all difficulties;
→ time to progress has increased;
→ bonustime hero 5 → 3;
→ bonustime boss 12 → 18;
→ bonustime nemesis 18 → 36;
→ dyingPenalty is always 60 seconds;
→ killcounter minimum decreased from 15 to 9, decreased bonustime granted and resettime for the killstreak increased from 1.2 to 3 seconds;
→ common enemies do not grant any progress dropitems, decreased dropchance for champions, decreased dropchance for heroes;
→ when you die, enemies will recover 50% life instead of 100%;
############
CHANGE: Oneshotchest lootoutput:
→ Normal/Veteran: random epic and legendary gearitems, Mythical Ore, Shadow Dust, Combo Orbs and Blood Shards;
→ Elite: random epic and legendary gearitems, Mythical Ore, Shadow Dust, Combo Orbs and Blood Shards;
→ Ultimate: random epic and legendary gearitems, Mythical Ore, Shadow Dust, Combo Orbs, Blood Shards and D3 Gems;
→ adjusted weights and increased lootamount;
############
CHANGE: Origin Block DISABLED FOR NOW → simply felt not good in many cases and if so it blocked mostly a needed spot on the hotbar, MAYBE will create some skillgems or runes out of this with a variation for all classes lateron;
CHANGE: LESS healthregeneration from physique and LESS energyregeneration from intelligence;(-> added “game/playerresourcebehavior.dbr”: “(lifeRegen + ((physique-50)/25)) * elapsedTime” → “(lifeRegen + ((physique-50)/50)) * elapsedTime”; “(((manaRegen*((intelligence/384)+1))+((intelligence-50)/100))+6.5) * elapsedTime” → “(((manaRegen*((intelligence/410)+1))+((intelligence-50)/150))+6.5) * elapsedTime”) → this was ALREADY inmod, adjusted both values to be a bit less draining → a bit health- and energyregeneration restored;
CHANGE + NEW: the dismantling of legendary gearitems now has the chance to grant Combo Orbs, Mythical Ore, ANY rare component or ANY crafted basegame potion; the dismantling of epic gearitems now has the chance to grant Combo Orbs, ANY common + magical component or ANY crafted basegame potion; → Combo Orbs + Mythical Ore will have a chance of XX% to be granted…(-> can not determine this value exactly tbh, if someone can tell me how to determine it, PLEASE let me know!)
CHANGE: Grim Souls → constitutiondrain decreased from -15% to -12%;
CHANGE: Tonic of Mending + Elixir of Spirit → decreased usage time from 18 to 15 on both and decreased granted constitution from 12 to 9 for Tonic of Mending;
CHANGE: Potion of Hunger (levelreq. 1) → has 45 seconds usagedelay, restores 50% life + energy and gives a buff for 90 seconds (not dispellable) which grants +25% life and energy and an increase in healthregeneration by 3 + 15% and energy regeneration by 1.5 + 15%, therefor it decreases character runspeed by 15%, furthermore it adds +15% hp + energy to your pets → this potion can be treated as an additional hp/ene potion, just with a bit more cooldown;
CHANGE: Elixir of Constitution (level req. 50) → has 60 seconds usagedelay and gives a buff for 300 seconds (not dispellable) which grants 6% damageabsorption, increases life and energy by 35% and increases healthregeneration by 6 + 30%, energy regeneration by 3 + 30%, therefor it decreases character runspeed by 25%, furthermore it grants an autocasted skill → small amount of health and energy restoration with 100 seconds cooldown as an additional lifesaver for endgame, casted at 35% life with 100% chance; in addition it will grant +25% hp and energy to your pets;
CHANGE: Devotionshrines: added small delay for spawns to come out of the shrine;
CHANGE: totemloot: added Combo Orbs;
CHANGE: Shattered Realm loot → added Combo Orbs and missing Immortal Merc Enchants to rewardchests, created new loottables for T2 IM enchants → was not dropping as expected;
CHANGE: Portable NPCs: increased completionbonus damage statvalues for Exchange Blacksmiths and Shattering Blacksmiths;
CHANGE: Kadalor Fald (Portable NPC07) → added blueprints for Delicious Meal, HP+Mana Potionstacks, Aether Cluster and Improved Aether Cluster;
FIX: NPC09 → various missing/wrong blueprints;
NEW: NPC11 work in progress → will be the second Shattering Blacksmith for Diablo 3 items… alot of work has to be done to make it half viable starting with amuletaffixes next week
CHANGE: Shattering Affixes → prework/restructuring for upcoming D3 Shattering Blacksmith → affixed gearitems should NOT have been vanished, if so, please tell me
NEW: ComboMod Minipet III: a miniature of Shar’Zul as your personal pet → grants Aura of Shar’Zul → Shar’Zul surrounds you with an aura that increases chaos resistances.
CHANGE: Shattered Realm → D3 Boss spawnproxies have been granted with different bosses to give more variation at lowlevel;
CHANGE: D3 Boss Azmodan → adjusted skills “Fireball” and “Lavavortex” → a bit less crazy now with stun/traplock + manadrain at the same time;
CHANGE: D3 Bosses → adjusted bios stats of most addonpets, mainly for a bit less hp and offensiveAbility;
CHANGE: D3 Boss Tyrael → El Druin adjusted to produce more aggro, like for the hero archetype Excalibur, to make pets attack it primary;
CHANGE: D3 Bosses → further various small adjustments to statvalues to further balance these ingenious beasts
MINOR OPTIONAL CHANGE: Grim Cam → increased MaxDistance from 50 to 55; GrimInternals → adjusted characterHealthbar color and size;
Any feedback is pretty much welcome, “maybe” i ment it too good… xDD anyways, this is version 0.4 and REMEMBER that alot of “amountvalues” WILL be toned down/up again at version 1.0
Update will be lasttime checked and packed up, few more minutes left
What is Omega boss and Nemesis? can u show me by screenshot and where can find them.
All my suggest not want u do same. Just wish to change in a better direction.
ONB = Omega Nemesis Boss → these bosses have to be hunted for Omega Quests, can spawn from any Boss in Ultimate outside of the SR Read the Omega section in the pdf please
And how is it about the balance? do you feel the difficulty got an increase over last version, it stayed the same, or it is easier with newest version?
Feel easier than old version, I think because monster HP little low than before, but damage higher , like burning affix hero monsters give ground debuff lost HP very fast.
Yes after a few more testruns i come to this conclusion aswell, feels easier then old version, especially and mostly at ultimate with lvl 100 chars. Damage can’t be higher with this version, reduced these values even aswell the burning hero archetype was dealing great damage before too, a groundeffect that has to be avoided like Arcane Laserz Good info, awaiting a bit more feedback on this, at least i think it is a better base to start and slightly increase it again, especially for ultimate and for keypoints like extra bosses which needs to be more dangerous.