ComboMod Testversion

0.4h:

  • CHANGE + NEW: Portable Shattering Blacksmith II: Ashdim’s Minion is complete for now but for sure needs further adjustments in detail → levelreq.5, can be crafted for 2 Shattering Essences and 10k iron at Ashdim in the Conclave as usual → will summon the blacksmith on use (INFINITE usage) → can craft unique affixes onto legendary and epic D3 gearitems (-> helmets, gloves, boots, rings, amulets and belts)
  • CHANGE: completionbonus on all new blacksmiths → decreased value for physical resistance, decreased value for healthregeneration;
  • CHANGE: enemybalance → increased characterDefensiveAbilityModifier= -15/-15/-15/-15/-8/-8/-8/-8/-8/-8/-8/-8 (basegamevalue) → 25/25/25/25/32/32/32/32/42/42/42/42 → +40% GLOBAL and +50% for Ultimate ONLY!; offensiveDamageMultModifier= NONE (basegamevalue) → 25 → GLOBAL! +25%;
  • CHANGE: Basegame Class - Occultist: “Summon Familiar” has its template changed to “skill_TargetedPetSpawn”, targetingMode set to point, track spawns set to TRUE; also ADDED “pet_raven_a01-26.dbr” → showStatusWidget REMOVED, hitThreshold set to 1 from 9000, deathParameter: OverkillOnDismiss REMOVED, gibThreshold REMOVED; → MAYBE this will fix the issue that it is shown as up and alread has vanished;
  • CHANGE: D3 Class - Witch Doctor: “Fetish Army” → new template “skill_TargetedSpawnPet”, has tracker to show amount of spawns, burstspawn ALWAYS 3, increasing count of fetish up to 14 at lvl 12, 20 at ultimatelevel 22; cooldown decreased from 40 to 5 seconds → SHOULD BE FIXED THAT IT IS NOT SPAWNING IN SMALL PASSAGES!!!
  • CHANGE: Will’O’Wisp adjusted: new template → “skill_targetedSpawnPet” → can still spawn 3, but one at a time to free up space for some other minipets, buff will not stack and is shown in desc, gives +100% lightradius and +10% XP → bit more usefull and a bit quality of life for this old soul :slight_smile:
  • FIX: Devotionshrine: “Sandblown Ruins” → adjusted to be a bit less crazy and deadly → reason: there are ARCHETYPE SKILLS in some of the devotion and factionbounty enemies which i FORGOT to note…xD will be done over time, this specific shrine should be VIABLE now;
  • CHANGE: Crazy Mike: various new testfunctions, mainly for X1 D3;
  • CHANGE: D3 X1 Shattered Realm EXCLUSIVE Bosses:
    → Hellfire Amulets: added “+1 to all skills” according to the basegame Conduits, furthermore added stats as they felt very underpowered; these amulets are D3 Uniques!
    → new Unique: Azmodan Medal → chaos/fire medal;
    → adjusted Adria + Belial Medal → added usefull stats and augments, UNIQUE now aswell;
    → “Mythical Golden Gorget of Leoric” is now “Mythical Prismatic Gorget of Leoric” → UNIQUE X1 D3 amulet → adjusted stats accordingly; created prefix/suffix → will roll additional PETBONI to this amulet, various from the basegame → 89 * basegame petbonus added as new suffixes/prefixes;
    → “Pauldrons of the Skeleton King” now also an UNIQUE with according adjustments, can roll Leorics amulet affixes aswell!
    → “Rakoffs Glass of Life”: Unique D3 Amulet, adjusted stats accordingly, can now roll ALL D3 X1 affixes!
    → “The Butcher’s Sickle”: Unique D3 1h Axe, can roll ALL X1 D3 affixes EXCEPT Hellfire Amulet affixes;
    → “Defender of Westmark” (shield) + “El’Druin” (sword1h) + “Prophecy of Zoltun Kull” (sword1h) → now also UNIQUE and can roll ALL X1 D3 affixes EXCEPT Hellfire Amulet affixes;
    → all UNIQUE X1 D3 items have their AFFIXES HIDDEN!
    → Unique D3 items can NOT be SHATTERED anymore as they roll their unique hidden affixes already!
    → all Unique items have the same TAG colour, have levelreq 85 and are SOULBOUND;
    → D3 Bosses now all have at least one Unique item to hunt for, but will no longer drop RARE + SETITEMS from Lootorbs! they drop their Unique instantly via their “miscLoot” and grant a lootexplosion of Hellfire craftingmaterials and currency via the Loot Orb;
    → Boss “Cow King”: adjusted mainly for his petspawns to be a bit more aggressive, adjusted petbios aswell;
    → Boss “Tyrael”: adjusted “El’Druin” maxSpawn from 3 down to 2, also adjusted chance to spawn and can only spawn in shortrange now;

Bugs included, all feedback is welcome :))

Will be up in a while! :slight_smile:

Happy friday.

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I continuous testing moment, Raven didnt disappear, I think may solve problem, and raven icon remove to buff icom is fine, otherwise too much pet icon. good job, mate.

but have some other problems, I dont sure because of too much skill effect or what, this build very easy too black screen than other build. (see that deadman and ice from sky with ravan (without Lightning Strike)skill sometime make my computer frame dropping)


note: Black screen since 7 raven build start. before no happen.

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This great!

This is very bad indeed and i will check this tomorrow in the morning, have no spare time until then unfortunatly, that’s why i have put this out today :slight_smile: but for sure will get fixed in the next few days, or reverted to old bugbehaviour IF this was my fault :smiley:
On lags and frame dropping, could easily be a bit too much stress on the engine with all that additional raven pathing and casting the Blizzard skill from D3 Wizard :smiley: you might also notice it in my previous video where i have this Shatterered Helm affix equiped aswell :slight_smile: maybe a bit over the top, as it ALSO summons ravens “on hit”… ;D yk :slight_smile: i guess i have to reduce this a bit, also felt very OP as you might have noticed. good idea but ment it too good xD can easily happen! :smiley:

The raven bug is old. & it does not have to do with its death. It sometimes just gets stuck in geometry & doesnt follow like it should. It doesnt seem to be a bug that can be reproduced accurately hence why vanilla game still does it as well. & never got fixed.
Summoning ravens on hit? I like that idea. Look forward to it. Too much lightening effects goin on? If each raven is doing lightening I can just picture the chaos. Nice to know you are still working on this.

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at least, even if it is still there, it should not be that obvious atm with that amount haha :smiley: yes still working on this great game and their amazing mods, will take my whole life LOL ;D

i think i got it fixed, could not resist to do this now :smiley: adjusted the modifier config, had some old config which i guess could lead to some issues…; adjusted the itemskill and it’s copy/paste pet, various changes, new template, new autocast controller, seems to work and should be better also in terms of performance as i reduced the max amount and gave the temp pets “no collision” and a lifetimer, also adjusted their skillbehaviours to be less stressy to the engine; furthermore adjusted a few more modifiers that were obviously too OP as the modifier for Blood of Dreeg (LOL!)… more will be changed, as i have gained more knowledge over the past months, there are obviously some mistakes on these modifiers and affixes that i have created LONG ago :smiley: my fault, will be corrected for next update :slight_smile:
Cheers.
Btw: it is not the D3 Wizard Blizzard xD it is from Chillbane :wink:
Btw2: did you farm ONBs outside of SR? these are nonSR exclusive, aswell as Treasure Guardians, need some feedback on those too :slight_smile:
Cheers.

Will test later, but found new bug here. I continuous testing 2 times again, raven didnt disappear,but when I out of SR, below debuff icon will not disappear and follow character to any where. the debuff like Lasts 10 seconds, disappear 5s. then keep repeating.

about Treasure Guardians, they dropping equipment attribute is useless. the equipment level from 75 ~ 90. I will screenshot some to show u later.

I can’t say for sure for other build equipment, but for Pet build sure useless.

abuot Omege boss nemesis, I only kill one times. because need faction to nemesis, and neet lot of time to find Nemesis in cairn world. I don’t remember the attribute, should not apply to Pet build.

QQ截图20221022113253

Good morning xD
Will check this in a second, tbh had not much time for intense testrun with that petchange for raven, so will do this now :smiley: at least great to hear that it did not vanish :slight_smile:

I don’t think its useless, its just useless for a petclass ;D check the base damage of up to 202 Physical Damage and the added augments, aswell as that itemskill is nuts as i remember correctly; these items are mainly original from the Lost Treasures Mod, will simply roll additional hidden affixes for D3 classes; there are, i think at least, also items for pet classes available, not 100% atm as no AM is open :smiley: there will come a point where i revisit this already integrated mod, but seems not necessary enough to do it now → foremost i will adjust the completionbonus statvalues for the Blacksmith NPC’s now, which are obviously too OP for the most part LOL :smiley: and for sure will see what is going on with the Familiar.
Cheers.

I noticed that 0.4h ver lot of equipment get buff and few skill . like fetish army. Pay attention to balance,
Excessive value will cause too softcore and make boring. But I like randomness equipment .

this desigin is fine.

BTW, I think Lost Treasures equipment is too easy to get. and SR box need treasures orb to open feel so much trouble,of course If the appropriate equipment attributes are adjusted is worth.

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Absolutly, i do not want to produce a walking simulator, therefor really important and great balancefactor is the completionbonus as this mod makes heavy use of the blacksmiths which i am adjusting atm, best example for beeing too op is clearly the value “physical resistance” which, at max, can be rolled to 6-7 gearitems and on that old value you already saw at which value it was, which obviously balance the game to megasoftcore :smiley: no, we do not want this ;D finding a grey line, on which all these mods take seat, is really a challange, forth and back mate, till we get it right, like grinding a stone till its an axe :smiley: so much undone really, and it gets more and more the more i do :smiley: will not stop anytime soon xD because you know why!
Cheers.
Btw, what is the time for you? here it is 5:30 in the saturday morning, peace.

great :slight_smile: hope you know that this just a tiny piece of a big puzzle :slight_smile: as you see the enemy balance on that patch MOSTLY aimed towards their defense stats;

So, u r in Europe. Take care to have a good rest

QQ截图20221022114359

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As said, have not touched these items for a LOONG time, if i see this now, sure could be better by any means but well, same “not so good” items are fine ATM, not a priority to change, if i think about it more i would say it would be best choice to produce UNIQUE items for these bosses aswell… also for ONB’s, but we will see when the time is up for this;
2nd Two-Handed Sword i do not think its bad at all for maybe Oathkeeper/WD…?
Book of Eden, yes, seems bit underpowered, true, especially the damage statmods, i do not remember if i have tested that itemskill, really LONG ago this has been done ;D

→ never had an issue on this, i must admit :smiley: for the most time i simply take bounties everywhere i go, as you can do even alot more via this integrated mod this shall not be a problem: “[Mod] [Release] Bounties Unlocked”; what do you mean by “should not apply to Pet build” mate? :smiley:

Great you go to lunch then, good appetit :)) yes, in an hour or so i will put myself a bit to rest, but will try to improve the completionbonusfiles better till my eyes are closing xD

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Extra chests are extra :smiley: yes it should be worth it, no doubt, will check what i can do on that when the time is right :slight_smile:

Mean same as Treasures equipment , not design for Pet build.
and what mean of ATM?

BTW , I think the blacksmith is almost adjusted. The next update can be version 0.5 :grinning_face_with_smiling_eyes:

As i had played this mod a bit before i was “assimilating” it back then (i guess nearly 2 years now lol) i was simply stunned about their style and was really not that into their attribute stats as i am at this point of this mod, you know :slight_smile: this is the simple conclusion why it is like it is, but you are absolutly right, not really designed to be up to date as it is rly old and now with all this added and adjusted, really need to put some love in these items, also was thinking about exactly this while messing with the D3 bosses again :slight_smile: will come, make some suggestions for these specific items and i brand your name in one of them! :slight_smile: all this feedback is really helpful and will make the mod better and better, appreciated!
Blacksmiths not finished but already ok’ish i would say, i guess 1-2 more version till version 0.5 will hit the board :slight_smile: what really bothers me is that i forgot to note factionbounty and devototion enemys on which i specced in Hero Archetype skills :frowning: this is primary after the blacksmiths and is definitly a thingi for version 0.4 :smiley:
Cheers.

So, have done a few quick 80s with newly adjusted Familiar, headaffix, itemskill and a bit better balanced completionbonus for all blacksmiths → feels good man ;D no issue while leaving the SR, not debuff active, performance is way better with adjusted affix + itemskill, still wrecking with pets but ONE thing to NOTE here as IMPORTANT → all completionbonus extrastats will have been vanished, this is not bad at all, as it would be confusing to have those OP stats still left on pieces of gear i would say, so they are gone and have to be rolled again, IF needed, items and affixes will NOT have been vanished, ONLY the completionbonus extrastat! :slight_smile: overall also felt a bit harder again, which is welcome and clearly obvious due to the missing OP stats on some items :slight_smile:
Will try to push out a small patch tomorrow to fix these “small issues”!
Now i will rest a few hours before anything else :slight_smile:
Cheers.

EDIT 1: after all compeltionbonus extra-stats have vanished on my Conjurer gear, i JUST had to reroll my helmet a few times to regain the Familiar affix, and the extra-stat was simply needed to cap out pierce resistance, nothing more was changed in these runs; sure → more potential in it with more rolling and grinding for better gear / more currency, but nonetheless this nearly should prove that those stats were way too strong xD

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Ye, now version will easy to get need affix than before. But pay attention Helmet and Amulet, don’t set it to get the same affix, Because I already see same Pet Affix attribute in both of them, like + 3 skeleton limits and some others.
Helmet is core components, the affix attribute for helmet is enough, other part if same as helmet will cause imbalance, too powerful.

The affixes for amulets and helmets are completly seperated, on amulets it can roll up to 1099 * 2 pre+suffixes (basegame + D3) → these are all modifiers from the basegame, have noticed some of them are obsolete these days, some have been removed due to missing databases, really alot to dive through, and have not done this work till now, just slight adjustments on what was missing mostly; for headaffixes, they should be very unique, the basegame ones are mainly original from the Shattered Affixes Mod with various adjustments here and there and the D3 headaffixes are linked together with D3 Setaffixes, i think, at least, it should not be doubled, except for the fact that all suffixes are copies from prefixes :smiley: Normally i had taken this into considerations, but as you might imagine, sometimes i maybe missed this thought in some databases ;D Just let me know, will go through them all again anyways as stated before :slight_smile: is already on my list.
Good night xD