Corn made changes to support spears/staves but you will have to play a mod containing Grim Quest (Grimarillion, DAIL, GQ) to actually get spear/staff drops.
Nightblade: Frenetic Throw: 45% pierce -> vit conversion -> 60%.
Physique: Raised hp per point from 3 -> 3.5. Reduced flat hp regen per physique .07 -> .048 but improved physique hp regen multiplier from 1+(physique/3500) -> 1+(physique/3250). The intent is to make physique good for hp regen, but that you need to actually stack gear/abilities with hp regen to maximize the benefit.
[li]Rebalanced AoE procs on faction rep gear to be less OP at low levels.[/li]50% higher price on faction reputation shop equipment.
Removed lvl 70 versions of MI’s from secret Rover. Also lowered chance for MI’s to appear on merchants in general.
Blacklisted some devotions from being used on will of bysmiel pets, also buffed their damage.
Gave pets +6% run speed modifier since characters are generally faster, we’ll see if this is enough.
Nerfed Vortex of Souls aspd 22% -> 14%.
Allowed Dryad’s Blessing to work on attack radius skills.
Replaced CDR with chance for CDR on eastern pledge set.
Reduced CDR on suffix - of Incanations to 2%.
Removed CDR completely from suffix - of the Flamecaller.
Merged vanilla’s Trozan’s Hat resist change.
Aeon’s hourglass 5% cdr -> 4%.
Reduced CDR in other places I previously added them. Too lazy to mention but given I didn’t reduce any CDR from vanilla this should be fine.
Fixed broken attack speed on soulbearer.
Nerfed Mirror of Ereoctes: Ultimate ranks scale to 4s duration instead of 5. Increased energy cost 40%. Increased cooldown by 2s all ranks and made it require more ultimate ranks to scale to minimum of 20s cd.
Pneumatic Burst: Reduced %healing by 50% but increased hp regen by 4 per rank.
Bug suffix “of the Badger” lvl 70+ version seems to be giving very minimal stats. 6% all damage 12 OA/24 DA at least seems really tiny for any suffix of that level as though it was rolling a low level version
This is on an Ultimate Nemesis shoulderguard at level 85 - hence I’m assuming its a high level suffix, if they actually can roll lower level versions and I’ve just never noticed then disregard.
So I did some more in-depth testing. I really should have paid more attention when testing them last time and not been blinded by the 500-900 damage values…
The tool tip scales with pet bonuses but the actual summoned pets do not. I tried summoning both with and without having my pet buffs up to see if it made a difference (some weird snapshot I thought?) and it did not.
The pets themselves don’t seem to scale with either the players damage bonus or pet bonuses. The only buff I could get onto them that made any difference was the Hungering Void buff, with the 12m radius on the chaos damage and crit damage making a very noticeable difference. Witching hour by comparison with 200% pet total damage and 300% pet chaos damage didn’t budge their damage up a single point. Note that with witching hour up their actual damage vs target dummy was less than 1/5th their tooltip damage.
Edit: To be clear the pets don’t scale with player chaos bonuses either. Witching hour has a large chaos mod compared to a rather small chaos mod already on this summoner so that would have been easily seen.
Nothing to do with the bonuses. It’s just that the pet itself is bugged. Will address below:
They are pet scaling but I’ve found the issue… I think: The fiends spawned are classified as “monsters” not pets. This issue may actually exist in vanilla as well. Would you mind checking? I’m a bit busy with other things I’m prioritizing but I would get around to it eventually. Regardless I should have it fixed in next hotfix but if it’s a bug in vanilla too it’d be nice to report to devs.
So checking in vanilla using witching hour + bysmiel again. Without the witching hour buff they hit for roughly the same damage they hit for in Corn. With the witching hour buff up their damage was approx doubled (odd sense this character had 0 pet bonuses otherwise, but I guess they have a big innate modifier… this might also explain why their dummy damage was noticeably larger than their tooltip damage in vanilla) Either way they definitely benefit from pet bonuses in vanilla but don’t in Corn.
You freaked me the fuck out for a second but i checked and I was right. I just re-extracted my vanilla files and now the pet is properly a pet. THEY SHADOW FIXED IT! (It said monster for me in my game files because I hadn’t re-extracted in a while)
So will be fixed next hotfix. Was broken in vanilla but someone must have noticed. Great find tho, thx.
A little bit of anecdotal segue but Torrent wasn’t working right. I was going to make a post about it and then checked it in vanilla pre 1.0.8 It was the same in vanilla but I didn’t remember it working the way it was. Lo and behold 1.0.8 it was changed back to the way I remember it working. No one seems to have noticed the difference as far as I can tell. SHADOW FIXES! It’s a conspiracy.
The Food Ration/Vital Essence problem has been solved. Will be part of a future hotfix soon, alongside a little feature doom and I have been toying with…
Ignore the +10. It’s just there to help indicate the new feature. All of these new items that influence skills in unique ways will start with +10 followed by red text. What that means is, it adds +2 projectiles to phantasmal blades. It’s a bit clunky but the only way we figured we could add the feature. Only this and one or two others are coming in the hotfix but more will be added later.
As for occultist redux: as soon as I can figure out whether itd be good for balance, and the best way to ensure that it is.
New Feature! We may now occasionally make items that change the way skills function. Some will be direct buffs, some may be conversion, some may be trade-offs, see below.
Made Demonslayer Garb set bonus give +2 phantasmal blade projectiles.
Made Shroud of Dreeg set bonus give Dreeg’s Evil Eye 5 more fragments, with longer range.
Toned Down enemy DA in normal and Veteran further.
Fixed chthonian fiend from Will of Bysmiel not scaling with pet dmg.
Lowered drop rate of health potions from bosses/heroes and some chests and raised price 150 -> 500. As a result of lower potions they will drop more random gear (common tier).
Aetherial Obelisks now correctly drop Aether Shards that can be autolooted.
[li]Ancient Hearts, Manticore Eyes, Tainted Brain Matters, and Bloods of Ch’thon can now be correctly autolooted.[/li]Treasure Troves now drop autolootable Rare Materials.
Fixed certain one-shot chests not dropping autolootable Rare Materials.
Fixed certain boss chests (e.g., Loghorrean) not dropping autolootable Rare Materials.
All in all, autolootable Rare Materials should now be dropping from 500+ sources that they weren’t before.
Glad you’re starting with the skill altering items, that’s one of the most interesting features to me.
The Lightning-converted PRM for example would probably be a lot better than the regular version, since you can use Arcane Bomb more efficiently for example, and it makes Spear better too.
Hope to see some fun mechanics there, might make some suggestions if I come up with any.
Agreed, I’ve been waiting for the GD devs to do something like this for ages; glad you guys are picking up the mantle instead. Looking forward to more of these as you get into it.