I think that mana cost on some skills on Mystik is too much. Eg Warp Step: 128 energy for 1 lvl semi-spam skill? 233 for 2 lvl? This is half mana pool on lvl 5 char.
You should see what they’re like at max ultimate level, I gave Kath a piece of my mind over that stupid shit.
Well, personally I really hated Energy managment in the original game and nearly in all masteries. Because there was none! It became obsolete. I have about 30 characters (60-85 levels) and spent 1150 hours in this game. Only one and a half character have ever even noticed any nuance in Energy managment (regeneration and reduction) and it was only around first 20 levels. After that I’ve never experienced any problems with Energy. Is it balanced? Hell, no! It’s just redundant. It doesn’t add any challenge to the game (as well, as Constitution stat, by the way). It’s just there, that’s all.
I’ve played Mystic a bit, and such dependancy upon Energy is way more interesting then usual Energy cost of skills. As a balance factor his exlusive damage aura is potentially way to powerfull. Interesting mastery all in all.
P.S. Sorry for my English, I’m not a native speaker.
Not even a speaker))))) I hope you get the idea.
I’m not sure which mod is at fault here (probably Grimmest), but how much attention was given to the balance in the Cronley fight? I killed so many Crimson Bane spawns that I got a levelup purely off the bonus experience from them. I wound up getting like 20 epics and a legendary item. Probably killed over 100 of the things in total. That seems a bit abusable, doesn’t it?
That’s your mode (aka Grimmest) settings, sounds like you’re on S mode.
Updated grimmest will have better variety
It occurs to me that the primary purpose of this mod seems to elude you.
Grimmist S is essentially, “Can I melt your computer, please?” mode.
That said, it is an interesting gimmick, unfortunately, I never really enjoyed it, but I might be weird.
I understand it, but none of the other fights had even remotely this much density. It was very substantially more than I had even while playing Grimarillion, whose version of Grimmest has spawns up a lot more than DAIL does.
EDIT: I should be clear that I’m on version 60.7.
You shouldn’t have increased spawns on the 60.7 test, it’s set to NG mode. Did you copy it over your existing DAIL install instead of starting fresh?
60.7 round 2 clicky
Autoloot out for now until I can get it working on the small scale before trying in DAIL again.
Mainly Mystic Warrior improvements.
Word on the street is DGA may have a release soon. I’ll get that into 60.7 for continued testing as it becomes available.
Maybe a noob question, but how does elemental -> aether conversion function for the passive in Mystic Warrior?
Is it pretty much like 100 fire damage to 100 aether, etc? So if I had like 100 fire damage, 200 lightning damage, and 300 cold damage - would that all get converted to 600 aether?
Also, messing around. Mystic Warrior still seems a bit energy heavy imo. I find myself running out quite often. I understand harmonics is probably meant to alleviate this issue, but it seems to be a lot of skill points invested for it’s worth. Probably not meant to really go dual wield / caster hybrid like I’m doing though; there’s too many interesting things going on in mystic warrior - not enough points for a second mastery. Again, probably my fault for wanting to try everything out
Also a visual effect and / or buff icon for the “Loss of Control” proc would be pretty handy.
Edit:
Wildfire Assault also appears to have the transmuter to make it spammable - however the cost empties your energy bar rapidly. If you rush for the spammable version early on, you can only cast it once, maybe twice before you’re out of energy - making the transmuter pretty much useless early game. This thing probably needs to be toned down quite a bit.
It does around 1.5-2x the damage as comparable spells from other trees, but costs around 10 times the cost (at max rank). I get that harmonics is supposed to be used with it - but arbitrarily making it cost so much just to force people into harmonics is a bit of a bummer. And harmonics is only up around half the time - so half the time, at least early game, you’re unable to cast your main attack spell. And it takes a further 5-10 points besides the 12 in Wildfire itself in order to make it usable that half of the time.
I had built my Mystic Warrior as a tank using Bladewind as my main source of damage with heavy investment into aether damage and mattermorphsis to convert damage to aether.
Post change to wracking aura and it feels really weak. Maxed out and with all modifiers maxed and with +4 to all skills and 695% inc aether damage its only doing about 1k damage per tick. Compared to previously i was getting 8k to 15k+ crits per tick, possibly overpowered but it was quite fun walking around watching stuff explode.
I don’t have any comparison numbers with other damaging auras but it doesn’t really feel worth the point investment now to just get a 1k damage tick. Energy costs do feel a little high as well in general.
I like the changes to dreadnaught stance and the temp buff skills. Is it intended for Warp double step to at 12 pts to just increase total speed by 2%?
Lastly, my wrathstone component appears to have lost its skill, is this a bug?
Mystic Warrior calls for power management; something that has become trivial everywhere else. I want the skills to be powerful, yet offset with mana cost.
I’m still working the damage aura to give it more appeal.
yep, one or two hours… and consider yourself warned: the first time compiling is going to take a long time.
Yeah, I get that. And respect it. But maybe make harmonics energy regen scale a lot harder earlier, so you can get away with a low point investment early on with a new character. Or make wildfire cost less earlier. Having to invest a lot of extra points into a mandatory skill in order to use another mandatory skill really sucks early game.
Edit: And by wildfire being mandatory, I mean if I wanted to level as a caster. Obviously leveling as melee is a lot more energy friendly.
I’ll push another test version tonight including the DGA beta to get more bug hunters helping.
How about this? clicky
It looks better there, but it’s hard to tell.
My new character only has 20 points in the tree, so his energy is really low still, probably about half of what your guy has. But even considering that, I do like what I’m seeing. I’ll have to test it
Edit: Just saw in the video description that you added mana leech to wracking aura. Looks like a good deal to me.
Hi could you please integrate 0.78 into your Mod please. Omega has been updated to 1.0.0.8
Fixed Omega quest with patch 1.0.0.8 :
Ultimate Alkamos kill now complete the kill Alkamos objective.
Omega challenge boss fight : guards life spawn is now 20 seconds instead of 30 seconds.
They have 10% chance on death to summon a skeleton that will suicide itself after 4 seconds and triggers a high fire damage on death on 4 meters radius.
You can either kill him from a distance or avoid him for 4 seconds.