GD:Cornucopia v0.3.2 - Epic Items, Components, and More!

This is true except for skills that have % Weapon Damage. In that instance I believe Armor Piercing either occurs first/at the same time as regular conversion.

No, I did these tests heavily using swords. Armor piercing only works if there is a weapon damage component. In which case the order is conversion first, armor piercing second (and only applying to any remaining damage).

Just a note : I’m free on Friday. I’ll look into fixing up and expanding 3.2 then.

warder up to level 45 on this mod, gotta say its pretty amazing. love what you guys did with 2h, attack speed on gloves, talents & devotions.

hey im pretty new to the game and i saw something posted by Ceno about a class call Outrider and some other. i can’t find them…can you help ?

They have not been released yet and will be part of the Zenith mod.

Cadence aside, while you guys are incorporating the 1.0.0.5 changes, what do you think of the Trozan skill that got buffed in that patch?
I like the concept of the skill, but it seems pretty bad in its current shape due to the inherent issues of CD casters without using that TD skill.

Maybe it’s worthwhile to improve its hit radius and cooldown at the ultimate ranks, that seems more interesting to me than just buffing its damage.
I think that a problem of that skill is that the projectiles often don’t even hit the same target due to the random (?) way they land, having slightly better radius would help with that and promote clear speed. Or just make the cast radius match the target radius, so every projectile is guaranteed to hit in its AoE.

Lower CD speaks for itself, maybe something like 0.1s per 2 ultimate ranks, so it would have a base CD of 2.5s at rank 26/16 opposed to the original 3s.

Trozan’s is just an example, but I think that most CD damage spells could use some sort of improved scaling at the high end, so they can keep up with the dual wielding DPS monsters.

And a small bug report: the new patch has improved the relic from the Rover Elder quest, but the Mana Infusion skill seems to be the ultimate version even on the normal difficulty relic in 3.2 on 002.

Agreed.

For Trozan’s we have already done a change to it several patches ago: giving it scaling % Crit Damage on the second modifier with the goal of making it a RNG-based AoE nuke on a cooldown. In that vein, I don’t expect to add innate CDR to the skill, but a radius adjustment isn’t out of the question.

Thanks, fixed in upcoming hotfix.

Actually the Outrider is released, but yes, that’s part of the Zenith mod. Presently completely unrelated to Cornucopia, so we’d appreciate discussion relative to those masteries be kept in the thread mamba linked. :slight_smile:

All right, cool.

What do you think of the new Time Dilation, by the way?
It might be a decent alternative offensive option for CD casters now to get 2 casts in a row every once in a while, without being completely broken like that old version was.

Still pretty broken in my opinion. Definitely not as bad as it was, but I still would not consider it ‘balanced’. Second-based CDR (rather than fractional CDR) is really finicky to work with. For a lot of things, TD is essentially meaningless. For a lot of other things, the new TD is essentially exactly the same as the previous TD. In still other cases, the new TD has the potential to be really strong IF you’re also stacking some fractional CDR.

Point being, it is a mess.

I like that Crate has redesigned the skill to this Time Dilation variant, but there’s so many factors surrounding the balance of its implementation that I don’t want to integrate it into Cornucopia until Crate balances it in such a way that I can’t immediately think of some means to break it.

Edit: Also it’s chance on attack now, right? Doesn’t that mean the chance of the proc scales up based on the cooldown of the skill? So if you take a moderately-long cooldown skill, you could kinda work your way toward 100% chance of 100% CDR, right?

I have no idea to be honest, all I’ve seen is the skill’s stats at lvl 1 since I don’t play vanilla anymore, but I assume the % chance to proc on attack would scale to 100% on a long CD skill.
Depending on how low TD’s CD goes, you could probably make some pretty broken builds with it coupled with other -CD% sources, yeah.

Happy to hear it. Hope you like the improvements to epic items. We’re still totally open to feedback on whatever our players feel is still under-par.

@Ceno too, to be fair we nerfed all crit chance by a flat 5%. (I wonder if this is too much and if we should give a flat 2% back to the first crit threshold. Anyway, Trozan’s Sky Blargh will be looked at more since you’ve mentioned it. We’re just two dudes so we really couldn’t test everything as extensively as we’d have liked. If Ceno doesn’t get to it first, after I finish leveling my new cadence/twist on jajaja’s unkillable build to 85, I’ll try making a sky shard character. We may also introduce minor buffs in the mean time to help as well. Hmm. Also do consider that we have thrown CDR around more. We want to be careful with it. While some CDR items should still be quite decent, CDR should come at the cost of other essential stats if it’s in a slot that doesn’t normally get it, or if it’s in a higher than normal amount. I believe Ceno and I once discussed that GENERALLY we’d rather not let players get past 70-80% CDR. If you look at development you will see that we have slowly introduced more into the game and are doing this very very incrementally on purpose.

Perhaps CDR on tomes can be raised? I dunno. As always there are hundreds of ways to go about it, and out of those hundreds at least a few will be good and fun to implement. It comes down to isolating those and then deciding which best fits what we want. Really though, I definitely want to see TSS builds become a viable thing. Has anyone actually tried to do so in Corn yet?

That’s kind of a misconception. We bumped the point at which you can start critting from 90% to 95% hit chance, but from there it isn’t directly a linear connection between crit chance and hit chance from 95%+ PTH.

I have! I leveled up a warlock to level 85 using as my main attack Sky Shard (coupled with Whirlpool), a 4.9 sec duration Olexra’s (coupled with Elemental Storm, at 4.9 secs you have a 82% chance to trigger) and Curse of Frailty w/ Elemental Seeker (kinda fun generating 1/sec as long as someone is cursed) and then Devastation for enemies who are too resistant - or just plain big and slow.

With 51% CDR - which is how much I have, using sources on amulet, helm, tome, starpact, and emp. tempest medal - the build works fairly well. Does trash VERY quickly, and most bosses aren’t too bad. The slower they are the faster they die though as a lot of the damage comes from the ‘zone’ based damages like Whirlpool and even Elemental Storm. Still unsure if taking Elemental Seeker is actually worth it.

As for TSS itself, the skill is okay but not great. There is still zero reason to invest into Frozen Core beyond the first point. I can get 8000 sheet dps (exactly 8000, hurra round number) which is in reality 24000, if TSS doesn’t hit a tree, wall, pillar, etc. Happens more often than I’d like to admit. Now I know doing something about hitting the environment is likely almost impossible but for a skill that can ‘fizzle’ like that it really doesn’t seem to have a huge benefit beyond being very stylish. Of course that’d make the skill likely overpowered when fighting enemies in areas where overhead obstacles are minimal. PS I hate when enemies choke up at a doorway. TSS + Door = bad.

I see a path forward to 60% CDR but beyond that should be borderline impossible* (that path is getting properly affix’d shoulders and pants as well as a CDR weapon like the Starkeeper) which should be about a 20% DPS increase as well as get me close to 100% Giant’s Blood uptime.

*without sacrificing so many skill points/OA/general stats that the trade is either a sidegrade or downgrade in overall effectiveness.

Hotfix v0.3.2D:

The primary intent of this hotfix is to mirror favorable skill changes from v1.0.0.5 of the Vanilla Game into Cornucopia.

Bugfixes

  • Fixed a bug where the relics from the Rover Elder quest all granted the highest-level version of their skill.

Soldier

  • PLEASE RESPEC OUT OF SHRED BEFORE DOWNLOADING/USING THIS HOTFIX
  • We’re starting over with Cadence, now utilizing the v1.0.0.5 version of the skill. Expect further hotfixes in the near future as we continue to adjust the skill from there to hopefully give it some reminiscence of our previous version without being as especially unbalanced as it was.

Demolitionist

  • Adapted Fire Strike skill line changes, except for the v1.0.0.5 HF1 splitting of Searing Strike into two transmuters. Ceno: In my opinion, the transmuters as they are are pretty lackluster, not because they underperform (because they don’t) but because they’re merely damage upgrades with no consequences or changes to the skill’s usage. There’s no reason to NOT take the transmuters if the weapon types you use allow you to. It has been on my mind to redesign Searing Strike for a while now, and splitting it into two transmuters which basically do the same thing (but to different degrees) doesn’t strike me as a creative addition to the Fire Strike line.

Occultist

  • Adapted Doombolt’s Cooldown Reduction (8s -> 6.5s). We’ll see how this plays out in Cornucopia, where global CDR is slightly more prevalent, but its my guess that it’ll be fine.
  • Adapted Focused Gaze’s Crit Damage Bonus Reduction (+50% -> + 25%).

Nightblade

  • Adapted the changes to the base Amarasta’s Blade Burst Skill. Lethal Assault was previously already comparatively buffed by us.
  • Adapted the removal of the Crit Damage Reduction from the Frenetic Throw transmuter (-10% -> 0%).

There are a couple skills that fall into the Lethal Assault category of having changes that we liked, but had already implemented something similar (or better :p) in previous releases. Other than that, this should conclude the v1.0.0.5 consistency update.

@Ceno I just downloaded the update but the only change that looks to have gone through was the cooldown reduction on Doom Bolt:cry:

Try redownloading?

Known issue: Fighting Form appears to be a tier 3 skill in Soldier but is actually a tier 4 skill.

Also known issue: ‘Missing’ the 2H transmuter on Fire Strike and therefore getting a bugged skill icon in the mastery. Not really sure how to fix. Edit: <-I know how to fix. :stuck_out_tongue:

They’re as they were before downloading

Is this in Cornucopia002 or 003? Can you post an image of either of the skills above that I screenshotted?

FYI I’ll be out for most of the day starting soon, but will try to handle this as quickly as I can.

This is in 003. The only changes are doombolt and the removal of ravage.