Sorry, could someone quickly highlight the major differences between Dawn of Masteries and Grimarillion? I’ve gone through the thread (geesh, that took a while) and the only clear difference I saw was that one mod offered “Cataclysm” masteries while the other offered “Zenith” classes. Is that the sole difference (of note) between the two mods?
From the Grimarillion/DoM discord
"There are only small differences between Dawn of Masteries and Grimarillion. For starters, neither mod change the Grim Dawn Base Game (with the exception of Diablo Bosses added to Shattered realm, which is in both mods). Both mods have the Grim Dawn classes (Balance), Diablo 3 classes (Strong), Zenith classes(Very Strong) and Titan quest classes (Mostly Balanced). Both mods also have expanded stash space and the mod Grimmest, which allows you to increase mob density as much as you like.
The three primary difference are:
1.)Dawn of Masteries hosts more masteries. It includes masteries from Cataclysm (these can vary) and NCFF (Very Strong), all of which mostly have gear and item support.
2.) Dawn of Masteries has modded component and augments which can be looted from lootboxes dropped by enemies. These end up providing a lot more cross-mod support when combining masteries.
3.)Aside from a couple specialized blacksmiths, Grimarillion’s loot system relies on RNG, where Dawn of Masteries has a token system. In DoM, unless an enemy is using an Epic or Legendary item, a token will drop instead. These tokens can be traded into specialized blacksmiths for any epic or legendary within the mod. Specialized blacksmiths (and vendors) can be purchased at the Reputation Vendor in Devil’s Crossing.
Features are subject to Change."
That is a great summary, Medea_fleecestealer
Wow, thanks for that. I tend to shy away from things like discord, so I wouldn’t have likely ever made my way over there.
So, in summary, Dawn of Masteries offers “more”, but is also more straightforward [in drops] than Grimarillion.
So the only real reason to favor Grim would be if I wanted RNG drops with less support for cross-mastery combinations?
That pretty much just makes DoM sounds decisively better to me, honestly.
Kinda glad, honestly, that I can just pick one of the two and be done with it;
Between the base game and Reign of Terror, I think I’m up to like 14~16 builds now? :'P
Honestly, adding a class-heavy mod like DoM is going to be more than enough, to add on top of that…
…now if only I can get the custom campaign screen to sort my characters by their mod by means other than alphabetical name association…
The game does not store which mod a char is from in the save file, so there is no other way of sorting
I Like both Grim and DoM.Both mods has something unique.I play Grim to relax and i have my main in it lvl 91 toon(to lazy to make her 100 )DoM are more straight forward in regard to gems and crafting.You can get + 1 skills pretty early in the game.Some just find that to easy.Thus they playing Grim.Same with me i play both mods equally.
I don’t think Dawn of Masteries is really built on the idea that it needs to add more difficulty to the game. Some of the conveniences (such as the ease of getting gems and such) are extremely helpful in playing with new characters/builds, which is what this mod seems most focused on. I’ve made two super powerful level 100 builds thus far and many sub-optimal setups with various combinations. Difficulty feels pretty much like Vanilla, TBH (Vanilla Grim Dawn is already fairly easy).
Ultimate difficulty is relatively tricky for the non-optimal builds but with the grimmest NPC you can make things much harder (as hard as any other mod tbh).
The mod from my perspective is mostly focused on build diversity, not a punishingly grindy ‘endgame’, as I am not personally interested in that. I much rather move on to a different build once I finsih the main campaign than grind forever to get the best gear.
The tokens make it relatively easy to get the desired gear with a little farming and pretty much takes RNG out of the equation, as you just need enough unique drops, not get a specific unique to drop.
You still can tweak the difficulty though with Grimmest if you want that though.
@Leqesai “I don’t think Dawn of Masteries is really built on the idea that it needs to add more difficulty to the game. […] but with the grimmest NPC you can make things much harder”
@mamba “The mod from my perspective is mostly focused on build diversity, not a punishingly grindy ‘endgame […] You still can tweak the difficulty though with Grimmest if you want that though.”
Yeah, I mean- going off the summary that was provided by medea above, “balance” didn’t really seem the main focus of these mods to begin with (any more than, say, being able to combine GD masteries with D2 ones in RoT is balanced :P).
As you two noted, Grimmest is what I’m hoping to be able to rely on to add challenge [and distinction, since I’m not using it for any other mod, meaning it’ll help DoM stand out], but I’m mostly going to be playing DoM just to goof around with new mastery concepts.
And, honestly, I love that GD- and its modding community- allows for that. I usually get burnt out on overplaying a diablo-like’s classes long before I actually get tired of the game itself [speaking as someone who took far too many characters to 100 in Diablo 2 :P].
So yeah, in short, I don’t think difficulty needs to be the focus. But at the same time, if that’s one of the main distinctions between DoM and Grim-, then having that extra option available makes things that much more awesome (because, y’know, having additional options is rarely undesirable).
I noticed that there is a lack of a gem to convert from Physical to Cold damage. Is this intentional?
Unless this is a bug with the newest version Physical to cold and Pierce to cold exist. I have tons of them in my shared stash (just checked)
They exist and can drop, but since there are 63 transmuters finding them (or not) is pretty much a matter of RNG
If I use pierce-to-aether transmuter from Cataclysm and use marksmanship from the Hunting, will this transmuter also affect fragments?
A skill transmuter generally affects its own skill only, not a skill line and certainly no other skills.
For that you need some gobal transformation.
Cataclysm (and therefore DoM) has its own component transmuter, that can be inserted in all amulets. So my question was about this exact component.
I will explain. I like ranged characters, and I like chance to pass through enemies ability, which I can get only from few high level weapons and from Hunting mastery. So my idea is to make (Hunting) gunner with totally aether (or chaos, or vitality) damage.
Or is there any possibility to make some component, that can be inserted in any ranged weapon, so we can use “pass-through-enemy” ability in any other mastery with any ranged weapon? Please.
The transmuters that change damage types (damage conversion components) function the same as any other component and they affect damage the same way general equipment damage conversion works (affecting all skills other than pet skills) as far as I know.
I believe it will affect the damage of whatever skill/weapon you’re using. So if marksmanship deals pierce damage and you use the pierce to aether transmuter it will then do a percentage of its damage as aether. If the fragments are pierce damage then they will convert to aether in the same way. Whatever damage is listed on the tooltip in the skill tree will be affected by the conversion. It may not be represented on the tool tip (generally the tool tip only changes when it is directly affected by skill-altering passives or modifiers within its skill line).
The components are global damage transformation, so it should affect everything that hasn’t previously been converted (from skill transmuters) I believe
But what about this?
This cannot be accomplished globally via a component, it might work via a skill modifier for a specific ranged skill - but maybe not even that and would need to be a change to the item, not sure if that stat exists at skill level or only at item level
sad_okay.jpg
Wait a minute, you can still make some low level (10, 20 and etc.) guns, rifles, crossbows with pass-through-enemies ability, right? Again, please.