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

Yup, found the problem. Fix on the way, but probably won’t be able to reupload until tonight.

As for crit, there were a few things I thought could be adjusted.
I’m not sure how hard crit is coupled to chance to hit, but I always felt it should be a bit easier to reach 100% chance to hit on most things.
Some builds simply can’t get high OA, and these are the ones that suffer the most against creatures with high DA.
They’re not even looking at critting— I mean heck, they miss a lot of the time against those targets, which lowers their DPS even further since these builds are typically relatively weak to begin with.

So I’m of the opinion that it should be easier to reach 100% CTH even if that doesn’t allow you to crit, so low OA builds don’t get penalized in two ways (no crits + misses).

OTOH, I think really high OA should be a little more rewarding. Not as much as a few builds back where you could get those ridiculous crits, but currently the reward for getting really high OA (say in the 3300-3600+ range) isn’t all that great despite the investment needed.
The main reward for having high OA currently is that it allows you to consistently crit the high DA targets such as that boss in SoT lv. 1, but other than that it doesn’t feel that much better than builds that are a whole thousand OA lower.
So having a bit more damage when you get to those levels would add to the game’s fun, IMO.

As for Trozan’s, I suppose it wasn’t mentioned in the hotfix since it’s still under discussion.
I found a Warpfire a few weeks back, so I had half an idea of building a character around it.

And about CDR on tomes, in vanilla they all give (roughly?) the same 15%, whether its a lv. 1 tome or a lv. 70 one.
There’s no sense of progression there, wouldn’t it be better if they started a little lower and gradually increased based on the item’s level?
I don’t think there needs to be more CDR on items yet, it’s probably better to adjust the skills individually for more control.

Tomes - I’ve considered the above. Not sure making the car scale with item level would be better than just an increase across the board. Their other stats scale as is. All I know is casters still need help to be competitive.

As for OA… we plan on reducing some monsters DA, creating a variety of high DA and lower DA enemies, including bosses. Their other stats will be adjusted as well.

We’ve also just added more OA to the game for players, so I don’t feel the lower OA builds are in such bad shape.

Uniques give 16% base and standard items give 15% base, with variance +/-2% in each direction in each case.

Just for clarification, not making an argument.

Fix for Cornucopia003 soon ™.

Praetorian set has a tagnotfound error for the complete set skill on 002.

First off: This mod is amazing. Ceno and adoomgod, you guys have made me entirely unable to play default Grim Dawn due to the quality of changes present here. It’s extremely rare to find mods that clearly have such thought behind them.

That being said, I am currently running into a really odd issue. I have a level 61 Witch Hunter, poison specced, and just had a friend help me make the Malediction Relic. It rolled really well, except I am entirely unable to bind the Malediction aura ability to either of my bars. What’s even more odd is that when I go into my Devotion tree and click on a passive Devotion ability, the Malediction (Relic) option shows up, but only in red, and mousing over it the tooltip at the bottom says “Skill Requires Equipment”. Is this a known issue?

EDIT:
Okay so after some testing, here’s what my friend and I discovered:

My Malediction spawned with a completion bonus of 10% chance on attack to cast a ring of poison damage projectiles. Why this is relevant, I’ll explain…

Despite him making the Malediction, he runs into the same issues I do. Furthermore, he recently made a different Malediction for his personal use, and it spawned with bonus Poison damage and duration. On this particular Malediction, there are no issues with activating or binding Devotion skills to the Malediction aura from the Relic itself. So it appears to be some kind of interaction between the completion bonus skill for the relic and the aura itself.

Is this in Cornucopia002 or 003? Thanks.

Also looking into the Praetorian set, thanks Weyu.

Cornucopia003. Thanks!

Not fixable by us, seems to be an engine issue. For now, the solution is going to be to remove the granted skill roll from the possible rolls of Malediction relics. As a sort of refund policy for your efforts, I’m attaching a transfer stash (Cornucopia002-compatible) that has three other Malediction relics with different completion bonuses, so you and your friend can decide which to take. I’ve confirmed that they work correctly. Sorry for the inconvenience.

Other changes coming in an incoming hotfix:

[ul]
[li]Cadence and Blitz’s UI and mastery-tiers now match those of vanilla Grim Dawn.[/li]
[li]The Praetorian Set’s granted skill now has correct tag information.[/li]
[li]Cornucopia003 will be correctly updated to v1.0.0.5 consistency. :p[/li]
[/ul]Keep the bugs coming (or, hopefully, don’t). Thanks for all the watchful eyes, everyone.

Aww hell, I do like the proc a ton, but that’s very clearly outside of your guys’ control! I really appreciate the super fast response, and the transfer stash items as well! Seriously, this is better customer service than any company I’ve ever interacted with. :stuck_out_tongue:

Not sure if any Crate employees poke through these threads, but I’d be curious to hear if this is part of a known engine limitation, or something new.

Thanks again, Ceno!

Hotfix v0.3.2E:

This stuff:

Bugfixes

  • Malediction will no longer roll with a relic-breaking granted skill. In the event of Crate fixing this sort of a bug, we will re-enable the granted skill as part of the possible completion rolls for crafting the item.
  • Cadence and Blitz’s UI and mastery-tiers now match those of vanilla Grim Dawn.
  • The Praetorian Set’s granted skill now has correct tag information.
  • Cornucopia003 is correctly updated to v1.0.0.5 consistency. :stuck_out_tongue:

Sorry for the delay, had to watch the new Rogue One trailer :stuck_out_tongue:

Dang, Ceno all fast with the hotfixes 'n stuff. I did want to mention - as far as I saw, when I used the transfer stash file you attached above, it appeared to be empty? Sadly no Maledictions in sight. :cry:

You still the best though. <3

Did you put it in your /save/Cornucopia002 folder?

Yup! I’m using Windows 7. Dropped it under Documents/My Games/Grim Dawn/save/Cornucopia003, in place of the previous transfer.gst. Unless I’m doing something else incorrectly?

Shrug

I’m glad you like our mod btw. You can use all the resources I uploaded in the second post of this thread to just craft a new one, those will work.

Anywayyyyy, I’m brainstorming on how to make cadence about equally good for 2 handed weapons, ranged vs melee, and dual wield. I believe transmutors will be the answer.

Maybe a transmuter for 2-handers to reduce the number of charges to make up for their slower attacks? I’m interested to see what you decide to go with in any case.

I Liked shred a lot, so I plan on bringing it back in a less powerful form. But then that just makes dual wield pistols too good now that we’re only at 3 charges.

So then I was thinking of adding a transmutor to deadly momentum. AFAIK, the transmutor will change the effect of deadly momentum’s buff, not cadence… sooo…

Shred will be something like +2 projectiles -33% damage modifier. (I may have to lower fighting form’s chance for projectile pierce again).

Then for the new fighting form transmutor: I was thinking of seeing if I can’t make it so that your non cadence attacks (aka the charges leading to cadence) sweep into nearby enemies for melee, and add a singular projectile for rifles… or something. I have a few crazy ideas. The point is that it seems 2 hander cadence in vanilla is worse in both clear speed and dps, so I plan on alleviating both these problems differently for range and melee.

Reading through your and Ceno’s posts, I was actually shocked by how similar our views are, on what should change and how in order to improve game enjoyment and balance. So yeah, thank you both for putting the time in! I’ll take a look at those resources you mentioned. My buddy was having the same issues getting that transfer stash to work so I’ll whip us up a couple.

I’m also in line with AlienFromBeyond’s thinking in terms of how to alter Cadence for melee 2handed weapons. My other current character I play is a Commando who specializes in Physical/Trauma damage (so unique, I know), and I found that 4 charges before Cadence was just absolutely painful when using a 2hander. 2-handed weapons are my preferred playstyle as well, so I’ve ended up going into the mod files and altering the number of charges back to 2 for all ranks of Cadence where that number is larger. I do like the transmuter idea to reduce charges for 2handed weapons, but am not sure it would even be feasible to implement.

I think my issue with the large number of Cadence charges comes down to this: I don’t enjoy dumping a huge number of points into something that only procs on my 5th swing. (And of course when using a 2handed, those swings are much slower). It feels unsatisfying, and like I’m paying for something that I’m not really getting as much use out of as I’d like. Anyways, those are just my thoughts on the matter.

I already gave my opinion on Cadence suggestions before so I’m not gonna repeat all that, what I will say is that Shred idea you mentioned is guaranteed to be overpowered with those values.

I think that the current DW Cadence is very strong too, since it basically hits as hard as the 4 charge Cadence but every 3rd hit instead of 5th. Crate went a bit too far the other way IMO since people have been complaining so long that the skill was bad.

Anyway, I think it’s counterproductive to lower the 100% pierce-through chance since it’s satisfying to line up foes and see them all blow up at once.
If you really want to add extra projectiles, the damage penalty should be so that they wouldn’t end up giving more than a ~30% DPS boost in practice at most. (As a modifier to total damage rather than WD%, so it’s the same penalty at all levels.)

Woops. Shouldn’t math when tired. I meant more like -60% damage. Lel. And we are back to vanilla so 2 charges.