Grim Dawn: Cornucopia v0.3.2 (Hotfix J)
Thank you 420WeedWizard for hosting the mirror links!
Cornucopia002 Dropbox Link
Mirror Link
Cornucopia003 Dropbox Link
Mirror Link
Cornucopia on Kirmizi Perfect (with another Mirror Hosting)
Cornucopia merged with Grimmest! (Not yet updated to v0.3.2, using v0.3.1)
Installation
Extract the .7z 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
With the release of v0.3.2, we also want to introduce the release of Cornucopia003, an upgraded version of Cornucopia002. We will be releasing and updating these in parallel with each other. But what is Cornucopia003, and why did we bother to make it?
When we first started with Cornucopia, we had to rename a large number of files (particularly mastery-skill files) so as to get them recognized by the game engine. This had repercussions in itemization and devotion too. This essentially meant that a Soldier/Nightblade in non-Cornucopia would not be able to use Cornucopia versions of its skills automatically. Cornucopia003 has resolved this problem, and removed any extraneous files that were a result of it.
What does this mean for you? Well, it doesn’t have to mean anything right away. If you want to continue to use Cornucopia002, you can do so. But keep in mind that any characters made in Cornucopia002 cannot be used in Cornucopia003, and vice versa. The same applies to transfer stashes. So why would you ever want to use Cornucopia003? Well, Cornucopia003 is A LOT smaller and features only precisely what the mod has changed from the base game. This means that for mod-mergers, it is highly preferable to take Cornucopia003 than Cornucopia002. Similarly, characters utilizing skills from Cornucopia003 can use them in any other mod (that doesn’t change the skill nomenclature, as in Cornucopia002). This means you can easily swap between Coronus and Cornucopia, or Eternal and Cornucopia, all while using the same character.
In the long run, we would like to phase Cornucopia002 out of use. Our present plan is to continue to update and release it from now until the v1.0 release of the Cornucopia mod. After that, we would like to transition solely to Cornucopia003. So our suggestion to you is this: Any new characters you make, make them in Cornucopia003. You can continue to use existing Cornucopia002 characters and provide feedback with them, as they’ll be using the same balancing platform as in Cornucopia003.
Thanks,
-adoomgod & Ceno
Also, a big thanks to our playtesters: Weyu, Somerled, Sephrik, Kadenkk, ArganVain, CashanDraven, Bartii, Tweedledee, Mamba, Laekydna.
Hotfix v0.3.2A:
Bugfixes
- Compatibility update with GDStash in both Cornucopia002 and Cornucopia003
The release of this version is actually too large to fit into one post here on the forums (it may potentially have taken 3). For that reason, we’re describing the overall changes below. If you would like to view the full changelog, please click this link.
Major New Features[ul]
[li]Most Epics have been updated, with a particular focus on higher level Epics and Epic sets. They should act as solid stepping stones to ease the transition into Legendary gear and Legendary sets. We believe Epics should be Ultimate-viable but usually incapable of outdoing Legendary items except in extraordinarily niche circumstances.[/li]
[li]Many Augments have been retuned to greater incentivize a wider variety of options. [/li]
[li]Increased ALL base weapon speeds by +0.06. This means that some faster weapons now give you a positive %multiplier to your attack speed bonuses. We’re really unsure how this will affect the game in the immediate, but it makes sense in the scope of our long-term vision.[/li]
[li]All 2-Handed Melee Weapons now have 6/8/10% armor absorption depending on their ilvl. 1-30 = 6, 31-50 = 8, 51+ = 10.[/li]
[li]All daggers had their base damage increased 10%, and all scepters had their base damage increased 15%. The goal is to slowly inch caster weapons into being alternatives for auto attackers in specific cases. This affects all tiers of caster weapons, from common to legendary.[/li]
[li]All one-handed non-caster weapons (so pistols, swords, maces, axes) have had their base damage reduced by 5% (rounded, so some a bit more, some a bit less). This was done primarily to help 2-handed weapons be more comparatively viable, and secondarily in coordination with the above change to phase daggers and scepters into being potentially used in melee builds in certain cases. So just to be clear, 2 handed weapon base damage was not touched.[/li]
[li]Reworked % Armor Piercing on 2-Handed Ranged Weapons. Unique weapons (Faction, Epic, Legendary (and M.I.s, though not applicable in this case)) that benefitted Piercing Damage were unchanged; for all other such weapons, however, their % Armor Piercing has been reduced, most notably on Crossbows. We felt that the Armor Piercing was simply too punishing for magical builds that were not utilizing Piercing Damage in the slightest; for instance, something like Empowered Devil’s Mark, with its 40% Armor Piercing, would have been significantly detrimental to the Chaos Damage build it was intended to be a part of.[/li]
[li]Allowed most weapon-based components to be placed on Jewelry. The intent here is twofold. One side of it is to enable the usage of (most) auras regardless of your weapon choice. The other side is to allow 2H weapons to have competing utility to their 1H counterparts. A neat side-effect is that this opens up more doors for variability in Conversion. Those components that cannot be placed on jewelry are those which could not be placed on 2H weapons to begin with (i.e., requiring a shield or a focus). Blessed Whetstone also cannot be placed on jewelry, due to the % Armor Piercing stat, but Bloody Whetstone can. Note that granted skills with weapon requirements still maintain those weapon requirements.[/li]
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Game[ul]
[li]Updated text files to version 1.0.0.4 consistency.[/li]
[li]Nothing is soulbound anymore, but rare crafting materials and anything that is classified as a “quest item" still can’t be stashed. Still, you can transfer augments at least. Sorry, but you can use 420WeedWizard’s Quality of Life .dll edit to transfer said items, just follow the directions carefully and backup your old .dll.[/li]
[li]Gave enemies in Elite/Ultimate 10/15% more HP (multiplicative) and 2% attack speed (additive) to account for the power bonus players are getting here. This is just something to make sure 3.2 doesn’t feel too ridiculous. We will be buffing monsters in (hopefully) fun and interesting ways soon enough.[/li]
[li]Improve drop-rate of epic weapons in normal elite from hero orbs. (not including their chance to equip and drop them, just their orb) Normal ~9.5% -> 11.4%, Elite 11% -> ~13%.[/li]
[li]Removed memes.[/li]
[li]Players get another 0.5 OA/level, resulting in a bonus 42 OA by level 85. This is compensation for our alteration of the PTH formula with v0.3.1 as well as a general boon to all of the lower-OA builds/classes. It should not overpower existing crit builds due to the diminishing returns of % crit chance.[/li]
[li]It’s worth noting here that many of the item procs that had their cooldowns reduced (or other buffs) in 0.3.1 also affected epics that had the same procs.[/li]
[li]Doom Bolt’s Innate Celestial Power now has a name (and a description too, but it doesn’t show on the UI :c )[/li]
[li]Fixed a bug where Blade Trap was doing unusually high damage at its lower ranks.[/li]
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Components[ul]
[li]Roiling Blood: Increased 3/3 Physical Damage from 8% to 12%. 1/3 and 2/3 ranks remain the same.[/li]
[li]Vengeful Wraith: Added 0/0/10% vitality to cold conversion.[/li]
[li]Prismatic Diamond: Added 2/5/7/10% Skill Disruption Resistance[/li]
[li]Prismatic Diamond: Skill - Prismatic Rage: Cooldown 30s -> 14s. The duration of the skill does not tick down as long as you remain underneath the health threshold (40%).[/li]
[li]Devil-Touched Ammo: Skill - Demon Fire: 25% Weapon Damage -> 45%. Wave should move twice as quickly.[/li]
[li]Kilrian’s Shattered Soul: Skill - Kilrian’s Flame: Radius increased by 0.5 meters. Duration increased by 2 seconds. Fire and Vitality damage increased by ~45%.[/li]
[li]Ancient Armor Plate: Bonus Flat Armor increased by 20%. Gives 2 more Physique/rank, resulting in 8 more at 4/4. Finally, now gives 3/5/8/10% Pierce Resist.[/li]
[li]Bindings of Bysmiel: Added 25/50/75/120 Health.[/li]
[li]Rotten Heart: Now gives % Acid damage equivalent to the % Poison/Chaos. Also added 3/6/11 Health Regeneration.[/li]
[li]Unholy Inscription: Now gives 1/2/3/4% Attack and Casting Speed, and % Bleeding Damage to match the % Vitality Damage.[/li]
[li]Spellwoven Threads: Removed % Bonuses to Elemental DoT Damage, replaced with 1/1/2/3% Energy Cost Reduction and 1/2/3/5% Spirit. Cast Speed halved. Flat Spirit increased by 2.5/rank, for 25 Spirit at 4/4.[/li]
[li]Mark of Mogdrogen: 1/2/3/3% movespeed -> 1/2/3/4%[/ul][/li]
Affixes[ul]
[li]Suffix - of the Gildam Arcanum: Increased chance for 70% cdr by a flat 3% at all ranks. Added scaling total damage.[/li]
[li]Suffix - of the Elements: Nerfed reflect. Values are now only a flat 5% higher than in vanilla. DN: I didn’t think this one through, wanted players to have more reflect but forgot how enemies could randomly insta-kill you with it.[/li]
[li]“Stalwart Guardian” summon duration 27s -> 35. Damage increased.[/li]
[li]“Reckless Guardian” added summon duration scaling, starting at 30s. Cunning increased. Now also does Bleeding Damage. Cooldown 45s -> 50.[/li]
[li]“Chain Lightning” (rare version) 75% chance to chain -> 80%. Targets increased by 1 at all proc levels. This affects some affixes and epics.[/li]
[li]“Ring of Everlasting Flame” damage increased by 120%, radius 3->5.5, cooldown 3->5, duration 3->5.[/li]
[li]“Seismic Blast cooldown” 2.0 -> 2.5 (vanilla 3.0).[/li]
[li]“Retribution” Radius now scales depending on proc rank. Nerfed cd a touch.[/li]
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[Class & Skills]
Devotion[ul]
[li]Kraken: Node 2 - 10% attack speed -> 8%. Node 3 - 10% attack speed -> 8%. Affinity requirements 5 Eldritch and Primordial -> 6. (Let us know if this isn’t enough to keep this constellation good but also encourage investment elsewhere)[/li]
[li]Leviathan: Node 4 - Added 220 Health. Node 6 - Added 3% OA.[/li]
[li]Whirlpool: Added 30% Weapon Damage (all ranks).[/li]
[li]Raise the Dead: Skeletons now have a faster base movement speed and slightly faster attack speed. They should also roam and attack enemies a bit farther away from the player than they did before.[/li]
[li]Elemental Storm: Reduced elemental resist debuff from -30 to -20. May reduce further >.>[/li]
[li]Elemental Seekers: Elemental Seekers now have significantly faster movement speed. Increased aura damage. Reduced duration 7 -> 6. Cooldown increased 1.5 -> 1.65.[/li]
[li]Raven Node 4: Pet lightning damage 60% -> 38%. Added 10% pet total damage.[/ul][/li]Arcanist[ul]
[li]Mirror of Ereoctes: Damage Absorption reduced to 80%, scaling to 90% at 12/12. Damage Reflect increased by 33% multiplicatively at all ranks (200% at 12/12) and boosted substantially further in Ultimate ranks. Now gives scaling % Energy Absorption for its duration. Duration now scales by +0.2seconds/rank in Ultimate ranks (5 seconds at 22/12).[/li]
[li]Maiven’s Sphere of Protection: No longer converts X% of Physical Damage to nothingness.[/li]
[li]Panetti’s Replicating Missile: Increased Elemental Damage by 13% across all ranks.[/li]
[li]Distortion: % Fire Damage replaced with heightened % Elemental Damage.[/li]
[li]Supercharged: Electrocute Damage increased by 33%, ticks for another second.[/li]
[li]Proliferation: Energy cost reduced by 40%. Spawns 5-7 projectiles at 22/12, rather than 5-6.[/li]
[li]Fabric of Reality: ranks 1-10 now give 11% aether and chaos damage, up from 10, and ultimate ranks now give 15% at 11-15, and 20% at 16-20. We want to make this skill something that pays off more if you’re willing to heavily invest in it. Let us know if it’s still not good enough, too good, or just right.[/li]
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Occultist[ul]
[li]Raven - Lightning Orb: Shrank orb size just a bit.[/li]
[li]Storm Spirit: 3 meter radius -> 4.[/li]
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Demolitionist[ul]
[li]Blast Shield: Damage absorption reduced by 10/rank.[/li]
[li]Thermite Mines: Radius from 1.8m -> 2.0m[/li]
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Soldier[ul]
[li]Cadence: OK so turns out doom just removed the lifesteal because reasons (which may or may not be good reasons).Reduced Attack Damage Converted to Health on the skill by 66% multiplicatively. This change should have happened last patch following the viability of lifesteal in ultimate with v1.0.0.4. Ceno note: Just because this is the only change to Cadence this patch does not mean we’re done editing the skill. We’re aware of the continual problem of the # of charges vs investment. This change is really just a consistency change.[/li]
[li]Fighting Form: Improved projectile piercing scaling, now ends up at 20% at +10 ultimate rank. (previously 10).[/li]
[li]Shred: Reduced projectile piercing 20% -> 10%.[/li]
[li]Squad Tactics: Reduced runspeed scaling past rank 5.[/li]
[li]Oleron’s Rage: Reduced runspeed by a flat 1% at all ranks past rank 1. You’ll live.[/ul][/li]Nightblade[ul]
[li]Lethal Assault: Increased scaling of +% Cold and Frostburn damage. Ceno note: Similar to Cadence, Amarasta’s Blade Burst is on our to-do list. Don’t worry. :)[/li]
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Resources
Old Version: v0.3.1
Development Thread: Development Thread
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Attachment: transfer.zip
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