Grim Dawn: Cornucopia v0.3.1: Itemization Part 1 - Affixes
Dropbox Link
Mirror Link It will still say folder Cornucopia002 despite being version 0.3.1, everything is fine and working. We did this so you won’t keep losing your blueprints and transfer stashes. And thank you 420WeedWizard for hosting the mirror!
Installation
Extract the .zip file to the ‘mods’ folder (you’ll need to make this folder if it doesn’t exist already) in the installation directory for Grim Dawn. That is, for Steam, Steam/steamapps/common/Grim Dawn/mods/[EXTRACT HERE]
Introduction
The changes we are implementing are now beyond the scope of what we can ever hope to test by ourselves. We are very excited to start implementing more and more of Cornucopia’s third version because we now delve into the realm changes that can shift the meta of GD in big ways. We’ve said it before but here we must re-emphasize that some of the things we release may not feel great, or may even seem to hurt the game. This is because in order to achieve our end-vision in any sort of timely matter we must be willing to bring you guys in more on the experimentation-state of implementation. That is to say, bear with us and try to understand that even if a release/hotfix makes something feel worse/fails to make something feel better, it is still contributing to our understanding of how to get it right next time, or the next time after that.
Over versions 0.3.1, 0.3.2, and potentially 0.3.3 we aim to make sure 2handed melee and ranged weapons compete with 1 handers, to make gearing in GD feel more fun and less grindy (well for non MI’s), to make MI’s compete with legendary items in both stats and fun, to make physique, cunning, and spirit compete with each other, and more. And as always, since this is the itemization pass of Cornucopia, we will start bringing the worst tier of items up to viable or good. In this release, part ⅓ of version 3, we are primarily tackling affixes. Let us know if you think we missed any affixes or disagree with any of our changes. The next version (v0.3.2) will have us look at all base items. So epics, legendaries, MI’s, augments, and components, and we’re super excited because we think there are a good amount of gems here that are underused because they’re underpowered, despite being cool.
Enjoy!
Hotfix A
[ul]
[li]fixed blade spirit cooldown (this was done earlier but I’ll list it in this hotfix)[/li]
[li]fixed arcane bomb[/li]
[li]fixed “of binding” giving %health on some lvls/places instead of flat health.[/li]
[li]fixed PRM targetting[/li]
[/ul]
[Game]
- Changed the way Defensive Ability functions. Now, starting at below 90% chance to hit, damage is reduced by the attacker by .4% per 1% chance to miss. So if you have 80% chance to hit something you will do 4% less damage to it as well. You also now only start critting for 1.1x dmg at 95% chance to hit instead of 90%… but the rest of the crit thresholds were unchanged. This also affects monsters. The formula is: 1 - ((1 - ((PTH + 10) / 100)) * 0.4). Ceno note: The goal here is to allow for DA-tanking to begin to transition into viability. We understand that this will again force OA stacking back into prevalence, which we will monitor very closely. If anything, we would like to lessen players’ dependency on OA, but right now DA is just such a worthless stat that we decided to work it back into gameplay. Doom Note: Also we’re aware this made physique even better but considering everyone was already building it, that’s irrelevant. We plan on addressing the attributes next patch, aka making spirit/cunning better / physique worse. So bear with it for now.
- Reduced Ultimate’s acid/poison, bleed, pierce, and vitality resist penalties by a flat 5% each.
- Reverted skill respec cost tiers to their vanilla levels.
[Itemization]
- Added projectile pierce-through on all 2-handed ranged weapons. 25% on common rifles, 28% on epic rifles, and 30% on legendary and MI rifles. 30%, 33%, and 35% on the equivalent crossbows. We expect this to have a much greater effect on the late game, when you have all your abilities and procs, than the early game. Also increased their base attack speeds by .01. So where as most were at -.19 to -.23 now they’d be -.18 to -.22. Oh and faction 2-handed ranged weapons only get the epic value of projectile piercing (28 rifle 33 xbow). Oh also, it’s invisible. You just have to trust us that the stat is there, but it doesn’t show up on the item’s list of stats.
- Added %cast speed and %attack speed to ALL gloves that lacked both. That is to say, if a glove had EITHER cast speed or attack speed already, it was left untouched. If it lacked both, attack speed and cast speed were added. This affects white gloves, faction gloves, epics, and legendaries. 4% of each were added at gloves at ilvl 31 and under, 5% at 32-50, and 6% at 50+. This is a [u]rough[/u] change. We are fully aware this may make some existing epics or legendaries too good, and that will be addressed in the next big release. What this change does is try to normalize the attack speed/cast speed players get from gloves and take a little pressure off always picking gloves with large amounts. It also makes dropped gloves better, and takes pressure off things like “of alacrity” which were nerfed below.
- Removed the “Energizing, Luminous, Invigorating, Nullifying, Thawing, Resolute, Shrewd, Mighty, Mystic, Stalwart, Tough, and Rugged” prefixes and “of the Sea, of Detoxification, of Coagulation, of Spellweaving” suffixes and from all drop-tables. This will not affect existing items, it only means you cannot get these to drop anymore. We also messed around with loot-table weightings. Doom note: Detox/Coag were removed because they’re underwhelming the vast majority of the time, but extremely powerful for what they do. If I wanted to make a challenge dungeon with a lot of things that make you bleed, coagulation would hard counter it. This opens up development space to spread these niche stats out more instead of putting a ton on one item. Ceno note: As for the rest, these affixes either gave too little, statwise, or gave stats that were irrelevant anyways. We believed they were diluting the affix pool too heavily, so now you should be getting better drops simply because you won’t be seeing these anymore.
[li]Many affixes with procs have had their cooldowns reduced by an average of 20%. Many of them have higher proc chances now as well. Those left out were done so with purposeful consideration. The Prefixes buffed are “Aetherfire, Enchanter’s, Frenzied, Frostborn, Glacial, Hellfire, Immovable, Incanter’s, Infernal, Keeper’s, Plaguebearer’s, Rimefrost, Stormcharged, Supercharged, Thunderstruck” [/li]and the Suffixes buffed are “of Aether Storms, of Annihilation, of Arcane Might, of Balanced Steel, of Battle Fury, of Binding, of Blight, of Corruption, of Death’s Chill, of Desolation, of the Grove, of Incineration, of Insight, of Kings, of Rituals, of Spectres, of Solael’s Malice, of Squalls, of the Abomination, of the Arcane Blaze, of the Cabal, of the Fallen Skies, of the Glacier, of the Hurricane, of the Winter Storm, of Torrents, of Voidfire” - Prefix - Arsonist’s - Added %lightning and electrocute modifiers matching the fire and burn already there.
- Prefix - Heretic’s - Added 25%/30%/36% Poison Damage with 0%/15%/20% Improved Duration to the 42/65/90 affixes.
- Prefix - Wanderer’s - Added % health for the player.
- Prefix - Warrior’s - Added 4% physique at ilvl 65.
- Suffix - of Alacrity - Lowered attack speed about 41% on weapons and gloves. Jewelry left alone.
- Suffix - of Amarasta’s Flurry - On armor, buffed %pierce dmg to the same value of %cold damage, then buffed both by 56%. Left jewelry alone.
- Suffix - of Annihilation - Buffed spirit significantly. Replaced cast speed with a lesser amount of total speed.
- Suffix - of Arcane Balance - For shields/jewelry/armor buffed %elmental/burn/electrocute/frostburn dmg by 56%. Left other slots alone.
- Suffix - of Attack - Values on the jewelry/2h-weapon version bumped down 25%, 1h weapon version bumped down 20%.
- Suffix - of Bestial Rage - Added flat hp up to 300 on 1 handers.
- Suffix - of Binding - Added %total damage, %vitality resist, and flat hp for player
- Suffix - of Celerity - lowered %cast speed about 50% on weapons and gloves. Left jewelry alone.
- Suffix - of Cruelty - Removed % Damage to Beasts/Beastkin. Cruelty does not mean animal Cruelty, Crate. Added +skills bonus to Anatomy of Murder.
- Suffix - of Destruction - Buffed %fire/lightning dmg by 56% on armor. Left jewelry alone.
- Suffix - of Dreeg’s Gaze - Buffed %acid/poison dmg by 56% on armor. Left jewelry alone.
- Suffix - of Fortification - DA now scales. No idea why devs had it at 8 at all levels.
- Suffix - of Heroism - Buffed % physical and trauma damage by 72%.
- Suffix - of Maiven’s Wit - Buffed %aether/lightning damage by 56%.
- Suffix - of Murder - Asides from being generally potent, we can’t really have enemy heroes commonly getting +40% dmg against the player. It’s more burst than we can balance. Affix level scaling adjusted, max 40%->15% on one handers, 50%->20% on 2 handers. If this is still too strong we’ll nerf it further but maybe add another stat to compensate.
- Suffix - of Oleron’s Wrath Buffed %physical damage by 65% on armor, left jewelry alone.
- Suffix - of Piercing Darkness At ilvl50+ now gives %chaos resist.
- Suffix - of Potency - Lowered HP by 25%. Energy values left unchanged as they aren’t that impactful. We nerfed this less because that way it’s only moderately/minorly worse than the “of vitality” suffix, but much better for players who feel their energy pool is too low. We will look at energy costs later >.>
- Suffix - of Readiness - Lowered to approximate vanilla “of the Dranghoul” scaling for jewelry (This is a nerf). Unchanged on armor.
- Suffix - of the Rifthound - On Weapons, added an on-attack heal proc to the rank 2-4 versions of the affix. On Jewelry, added % Poison/Acid Resistance to the rank 2-4 versions of the affix. On hand armor, added Increases Current Poison/Acid Resistance by % to the rank 2-4 versions of the affix. Reduced Attack Speed on the Jewelry and Hand armor versions. Is now a Rare affix.
- Suffix - of Solael’s Malice - Buffed %vitality and chaos dmg by 56% on armor. Left jewelry alone.
- Suffix - of the Bull - Lowered %physical dmg by 15% multiplicatively.
- Suffix - of the Dranghoul - OA and DA to approximate vanilla “of readiness” scaling. About 10% - 15% more OA and 17% - 25% more DA for jewelry. Buffed OA and DA by 15% for armor. Buffed hp regen by a flat 5.
- Suffix - of the Elements - Increased reflection significantly. Replaced cast speed with a lesser amount of attack speed. Added +Iskandra’s Elemental Exchange. At lvl 50+ it gains some elemental resist and +Overload. This was done to differentiate this from “of the Sage.”
- Suffix - of the Flamecaller - Added Cooldown reduction! Excluding deviation, up to 4% on one handed weapons, up to 8% on foci and two handed weapons.
- Suffix - of the Harbinger - Increased %Chaos and Vitality damage by 56%. Increased % Vitality Decay by 90%.
- Suffix - of the Mountain - Converted to a rare affix. Buffed hp values 30% and added 4% physical resist. This is better than of Vitality now.
- Suffix - of the Owl - Lowered cast speed scaling on gloves and weapons to 4%/5%/6%/7%. Left jewelry alone.
- Suffix - of the Tortoise - At ilvl50+ bonus armor is replaced with %armor absorption.
- Suffix - of the Wind - Converted to a rare affix. Now also gives a bit of spirit.
- Suffix - of the Wolverine - Lowered OA by 18% on 1 handed weapons, 14% on 2 handed weapons.
- Suffix - of Ulzuin’s Flame - Increased %fire/burn dmg ~56%. Added %fire resist at ilvl49+.
- Suffix - of Vicious Barbs - Increased %bleed/pierce dmg by 56%. Increased hp by 25%.
- Suffix - of Vitality - Lowered by 34%. If people are that desperate for hp that they’re stocking up on “of vitality”… a common magical suffix… then the problem is the lack of hp everywhere else. A magic suffix should not have such a huge impact on your character, in our opinion.
- Suffix - of Voracity - Normalized the 1H attack speed to 10% at all levels. 2H to 17%. Added % Vitality Damage.
[Class & Skills]
Devotion
Affliction: Node B - Added 60% pet poison damage and 1% pet OA.
Dying God: Node D - Added 65% pet chaos and vitality dmg.
Manticore: Node C - Added 75% pet acid damage and 5% pet total speed.
Spear of the Heavens: Node C - Added 175% pet lightning dmg
Widow: Arcane Bomb - Reverted back to vanilla Arcane Bomb. Increased radius 5 -> 5.5
Widow: Node A - Added 90% pet lightning damage.
Occultist[ul]
[li]Hellfire Aura: Lowered %hp bonus by 33%.[/li]
[/ul]
Soldier
- Cadence: Tripled energy cost.
- Fighting Form: Doubled the projectile launch rotation of FF (so that shotgunning needs you to be closer (10 degrees -> 20)), rescaled Projectile Launch count, Projectile Piercing starts at 3% and goes up to 10% at level 22/12, an 80% reduction.
- Shred: Changed to a 2H Ranged-only transmuter. Reworked.
Shaman
- Storm Surge - Reduced Projectile Piercing chance by 40% mutliplicatively at all ranks.
Arcanist
- Iskandra’s Elemental Exchange - Reduced the bonus one-out-of-these-three fire/lightning/cold damage by 70%. I accidentally made this thing a monster. Don’t worry it’s still a good deal stronger than Solael’s. Woops.
- Overload - Reduced Burn/Electrocute/Frostburn damage by about 20%.
Resources
Old Version: v0.2
Development Thread: Development Thread
Attachment: transfer.zip
Attachment: blade trap.jpg