Bug confirmed. Fixed in upcoming hotfix. Thanks for the report.
The nerf hammer will strike again!
On other note - yep, it should be toned a bit down
Just tested it, whats so strong about it? Its on par with devouring swarm. While devouring swarm requires far less investment, and lowers bleed + vitality resists, on top of that it heals you. So… it should not be toned down imo.
So now that Solael’s Witchfire has a pet buff built into it, I would like it if the buff icon would also show up underneath the pet icons. Like other skills that also affect pets.
It is not. I’ve built two characters to level completion with it. It might not need toning down but it certainly is better than devouring swarm, which stops scaling as your main source of damage earlier. BP on the other hand, when built around, poops on everything.
All I was commenting on is that after making spirit what it is now and improving bloody pox’s quality of life performance it may have become a little over tuned. I’ll check for myself :). Though monsters seem to be a bit tanker too I guess. Will have to feel out.
Pox have much higher base damage values and easily outperforms devouring swarm (even with its big RR)
Maybe. but it buffs your pet stats. It doesn’t really extend to them. So maybe not. It’s not flame touched.
Meanwhile guys I just did a fresh run through act 1 and wrote down every single enemy (including heroes and bosses) I came across with some preliminary thoughts on them. I’m looking forward to making them harder with personality. Tonight I will go through the list, brainstorm on each enemy, and if I finish in time, start implementing.
Also we are pretty sure we can make enemies harder in higher difficulties in ways that won’t affect lower so possibly make elite and ultimate more interesting.
I guess I’ll explain since some might be interested: monsters have “pools” they spawn on. And pools can be divided over difficulties. So on the game map there might be a location for a pool in each difficulty but there’s a normal elite and ultimate version of said pool.
What I can do is clone a monster, let’s say “Groble.dbr” and make “Groble_E.dbr” and edit the monster pool in elite to spawn this cloned file. They’d be functionally the same. But then I can edit groble e and add new skills or increase the effect of its existing skills and this wouldn’t affect ultimate or normal.
The really fun part is that if we can hook quests properly and figure all that out we can do this for quest bosses too and make higher difficulty fights much more hectic. We have workarounds planned if not
Is it possible to use additional classes mods with this at the same time?
Look for DAIL or Grimarillion.
Grimarillion if you want more of a sense of difficulty and balance. DAIL if you want something more chaotic and crazy. opinion me, ofc.
I don’t think you have ever played DAIL
Also DAIL if you want an actually different experience from vanilla, and have endgame options.
Links in the first post will be updated soon. The changelog has correct download links.
- Fixed Scourge Strike (Scourge Relic) not increasing movement speed during its animation.
- Fixed missing +1 Nightblade Skills on highest tier of Ellena’s necklace.
- Added 0/2/4/8% Physical -> Vitality Conversion to Haunted Steel.
- Fixed the Occultist’s pets’ skills not unlocking at the appropriate points of mastery investment.
- Fixed Vital Assault unlocking one mastery tier later than it should have been.
- Increased blizzard target radius back to 8, 2 more projectiles. Explosion radius 1.5 -> 2
- Other assorted fixes, as referenced earlier in the thread.
[ul]
[li]A bit of patch 4.1 early: Corruption Gazers are different (better), especially in elite and ultimate (see for yourselves). [/li]
[li]Zombies have higher OA. These first two changes were included in this hotfix because I was too lazy to segregate these into a private version.[/li]
[li]Raise the Dead skeletons now do aether and vitality damage instead of physical and vitality, an overdue vanilla merge change. Still pet scaling though, so please test for me because they might be OP if built properly? Took 1.0.0.9 vanilla patch improvements as well.[/li]Merged all of 1.0.0.9 except: [LIST]
[li]Field Command and Squad Tactics, we believe our changes are still better. []Temper, Our DA + their physical damage would be too good, let us know if you’d prefer their physical dmg buff to the DA. [/li]
[li]Raven, Our changes are stronger. [/li]
[li]Phantasmal Armor, our changes are definitely stronger. [/li]
[li]Oak Skin, our previous change seems sufficient. [/li]
[li]Iskandra’s Elemental Exchange: our changes seem strong. [/li]
[li]Assassin constellation changes, we like that ours are more offensive based. [/li]
[li]Crab constellation: Kept our changes, but took their skill change. []Unknown Soldier: Removed life steal from nodes so we could merge the life steal they gave living shadow. Only gave living shadows 6% life steal because our’s hit harder/last longer and you get one more than you can get in vanilla.[/li]Took some of the constellation %weapon damage nerfs, but I won’t say which so you guys have to find them yourselves in order to complain.
[/ul][/LIST]
So, the corn’s changes to +DEE fragments were the precursor of newly introduced item-skill modifiers?
Not sure what you mean. We added those a few hotfixes ago. Also we had no knowledge the devs were making the same feature but… we did it in a clunky way. Though it allows for some cool stuff too
I mean, when you added those modifiers, it was the clunky way to open some cool skill-changes, some kind of first iteration of Crate’s skill modifiers feature
Just redownload from any of the current links to I.
- Fixed empowered voidblade attack speed bug.
- Fixed enemy super speed on elite and ultimate.
- Fixed a drop table prefix thing nobody would have noticed anyway.
Hey, I was doing some theorycrafting about a build I had planned for Corn.
I want to know what you (Ceno and adoomgod, or really anyone who reads this) think about this.
The build would be a lightning-based DW Trickster with this grimcalc.
-The skills are with bonuses from items, they’re an approximation so some values might be slightly off.
-All 90 stat points go into Cunning.
I always liked the lowered Devotion requirements in the mod, but I think that they are too generous in some cases.
If you look at the proposed layout, you can get most of the good nodes from 3 t1 clusters, the 1st node from Hourglass, all 3 RR for Lightning and still have room for Hawk, Behemoth and the Stun resist from Empty Throne.
The issue is that there are so many blue t1 clusters, with the lowered reqs in Corn, it only takes 1-2 efficient clusters to fill the other requirement.
Skill breakdown:
Nightblade
-Dual Blades line: 1-2 points in the first 4 skills for the double attacks/slow, and 8/8 Execution because it has a huge % bonus
-Ring of Steel line: strong mitigation for little investment
-Shadow Strike line: mobility, the links are optional
-Pneumatic Burst line: 10/12 for the skill since the last speed bonus requires 2 points, Shadow Dance max for its strong defenses
-Veil of Shadow: maxed for extra defense, link is unneeded
-Anatomy of Murder: maxed for Crit damage and for the Cunning boost which should push your value over 1200
Shaman
-Savagery line: speaks for itself
-Stormcaller’s Pact: the Corn ver. is extremely good, adds HUGE flat damage on top of the Crit bonus
-Wendigo Totem: will heal for over 1000 per pulse and gives extra leech, practically unkillable with this active
-Mogdrogen’s Pact: Life % to make up for lack of Physique (coupled with Behemoth and Tree your life total will be high despite 0 Phys)
Item setup:
Weapons: 2x Beronath Reforged
Components: 2x Haunted Steel
With the +1 skills they are extremely strong and versatile, and it has other good stats like Total Speed, damage % and OA.
You don’t get the proc but it doesn’t matter since you have Rhowan’s Crown.
Armor: Light’s Defender’s Plate, Shoulders and Gauntlets
Components: Sanctified Bone, Silk Swatch, Consecrated Wrappings
This set has very high armor, Lightning % damage and decent defensive stats, the 2-3 set bonuses are strong too.
Helm: Undecided
Component: Leathery Hide
In vanilla I would 100% use Clairvoyant’s Hat here, but that isn’t an option now.
Good choices would be Ulzuin’s for the RR, Light’s Defender for the +1 and set completion, or any other +1 helm.
Belt: Guthook
Component: Resist filler
This belt isn’t really good for Lightning builds (one of my gripes) but it still has the +1 Shaman and some Crit and OA.
Pants: Solael Sect MI, Empowered Legs of Valor, Tranquil Mind
Component: Silk Swatch
Any of the above work depending on which res you need, the last one has high Spirit and OA bonuses.
Boots: Golemborn, Stormtitan’s, Stonehide of XXX
Component: Mark of Mogdrogen
See above.
Amulet: Empowered Essence of Beronath
Component: Dread Skull
Beats Peerless Eye because of the damage and AS, and you don’t need the OA from that item.
Rings: Glyph of Kelphat
Component: Corpse Dust
Has a very strong flat Lightning damage proc with good uptime, and also +2 to Stormcaller’s Pact.
Other ring slot is pretty free and could be almost anything. (Cronley MI, Lifegiver, even the buffed Belgothian’s Sigil is probably pretty good)
Medal: Badge of Mastery with +3/5 Savagery
Component: Dread Skull
Speaks for itself.
Relic: Eye of the Storm
Extremely strong item with huge flat Lightning damage, this Relic outclasses many of its peers.
Augments would be whatever you needed to fill Resist gaps, and Creed’s Cunnings for the weapons.
A large part of the gear (most importantly, the weapons) are craftable as well, which makes it relatively easy to complete this char.
I’m convinced that this char would be absurdly overpowered in the mod’s current state.
It would have:
-Extremely high OA/DA (probably 3000+/2300+), the Devo tree has 15% OA by itself, coupled with 1200+ Cunning with Anatomy bonus
-High Life despite 0 Physique (Tree, Behemoth, Light’s Defender set, Heart of the Wild
-Huge damage output: High OA coupled with 100%+ Crit damage and then all the flat Lightning damage sources will probably give you over 60k+ tooltip (and that’s not even counting the 3xx% modifier from Execution)
-Layered defense: Ring of Steel fumble, PB heal, Shadow Dance dodge, Veil of Shadow slow/-OA, Wendigo Totem’s heal, Haunted Steel leech (with these defenses, I doubt anything outside of Crucible could challenge it besides the Avatar)
-Mobility: high or capped run speed coupled with the best gap closer
The only thing that could hold this build back is that it doesn’t have large AoE, but I think it would shred enemies so quickly it wouldn’t be an issue.
I’m not 100% familiar with Corn since there have been so many patches and changes to keep track of, but if I wanted to break the game, the above is roughly how I would do it.
So you could see it as my feedback for what’s currently overpowered or too easy to attain.
I assume that the removed item stat requirements are temporary, but even if you put them back the build wouldn’t change that much, you’d just have to move about half the stat points into Physique instead.
I’d make it myself but I deleted my Corn items a while ago for a fresh start, so I don’t have anything right now, and I don’t have the time to play both Corn and vanilla.
If anyone wants to try this, feel free to.
Noted, too tired and overworked to theory craft atm but we’ll see? Attribute changes may be permanently gone, but maybe not.
Another note to self to make -% crit damage debuff enemies.
As for devotion, I had mentioned that to Ceno a while back that I think they’re too lax. Frankly given that Vanilla seems to be upping it to 65 points in the expansion I may just revert back to vanilla values or something close… but maybe I’ll get off my ass and try to scale their restrictions up a bit in the mean time at some point. Busy with life and working on improving act 1 atm.