[MOD] Diablo 3 Classes: Patch 5.3 Released

Thank you Grimer :slight_smile: Love your mod.

Hi,

I really like your Version of the Demon Hunter, but when I use Elemental Strike, it doesn´t trigger the Inquisitor passives (at least it doesn´t trigger bursting round, couldn´t test the other two just yet, so I am assuming they won´t work either). Works fine with Hungering Shot, which is called “The Demon Hunter´s only default weapon attack”. But why? They are both similar , just use different elements (cold vs fire).
I´d really appreciate it, if you´d “fix” that, because it makes no sense to me, and i really like Elemental Strike! :smiley:

Thank you.

So no updates based on FG features (new skill templates or something) or will you pick this up again once FG is out ?

In any case, congratulations on getting this done :wink:

The Inquisitor passive “bursting round” is a weapon pool attack, it replaces the default attack when triggered. Checking the code for “Hungering Shot”, I see it’s class is Skill_WeaponPool_ChargedScaling, so I am guessing it is part of the Weapon Pool too. “Elemental Strike” however, is class “Skill_AttackWeapon”, so it is it’s own thing, not part of the weapon’s pool.

Then Grimer could use a ‘default attack’ pattern somewhere in the descriptions of such skills which can proc weapon pool passives. That would help to distinguish such skills easier. Please if it possible.

it has: “Hungering Shot is the ONLY Demon Hunter’s default weapon attack.”

Yes but Weber asked:
“I was just wondering, do Fists of thinder proc Zolhan’s technique?”
and you answered “Yes it does”.
Though nothing states that in the description of the skill. Maybe there are other skills like that which can works as default weapon attacks but their descriptions are not clear about that?

Yep, but i think it SHOULD be, just saying.
Makes no sense to me otherwise. Like I said, Hungering / Elemental Strike basically function the same as class skills. Basically makes Elemantal Strike useless to me, if I wanna combine Demon Hunter with Inquisitor.

Your complaint is more of a complaint with Grim Dawn in general. If you start making your own mods, you will see what I mean. It will also clarify how everything works. :rolleyes:

The description of Zolhan’s Technique says ‘can activate with all default weapon attacks’. So if a skill has ‘default attack’ mentioned somewhere in its description - it can activate ZT. That is easy in GD. For example, Cadence and Savagery has ‘when used as your default weapon attack’.

Fists of Thunder on the other hand can proc ZT but its descripton doesn’t have ‘default weapon attack’.

Hi Grimer, I just started playing your mod and I have to say it is exceptional, truly superb stuff.

I downloaded v.2.5 and started playing as dual Necro. I was wondering are all previous updates (fixes, tweaks, items, content etc) included in latest version or do I have to download older one first and then patch it with latest?

Also i believe there could be a bug:

as there is no additional icon with number of skeletons besides the original GD one (at least for me). It is really difficult keeping track of D3 skellies in battle without that number.

Anyway, thanks for the mod and your hard work and I hope you will not be burned out and add barbarian when FG comes out thus making it D3 class complete and pretty much better than original :slight_smile:

Bug (?). Wizard’s skill - Electrocute. Can’t break Crumbling Walls

Thanks for the 2.5 update.

game bug, nothing I can do about it

one typo found in tagitems.txt
tagWaistD308=Hauting Girdle > Haunting Girdle

the weapon skill seems to be lost :cry:

I had to do a double-take before I saw the Phalanx one. Phalanx was a pretty terrible skill before, and now you nerf it more? 5 pets that only live for 10 seconds is awful when there’s a 20 second cooldown. Now the cooldown is 30 seconds? That’s outright unusable.

Shield Glare changes don’t make too much sense. It used to be a debuff with nice reliable flat RR, but with the cooldown increased, there’s no point in having the flat RR. If the RR is meant to be applied through the whole duration, that’s one thing, but I don’t think it’s meant to be applied that way. The flat DA reduction is redundant when the Ray of Light Death Beam gives really good flat DA reduction.

Witch Doctor’s Mass Confusion is in a similar boat. You needed to overcap the skill and have considerable CDR so that the duration of the spell was longer than the cooldown, and now I don’t know how you can keep the RR reliable without having to rely on Time Dilation / Refresh. It isn’t like there is a lot of gear that gives skill bonuses to this ability that would make it easier to have reliable RR.

Thank you very much for the Skeleton changes. Skeleton Archers are very underpowered compared to their regular brethren. 12 points instead of 16 reduces their damage bonuses (mainly their Crit damage), and having Pierce and Cold damage means that they are wildly anti-synergistic with regular Skeletons. The fact that D3 Necro only has flat RR and no stackable RR makes Skeleton Archers a liability in terms of skill point investment.

I see there were a number of other nerfs as well, so once the changes get applied to Grimarillion, along with the 1.0.7.0 patch, I’ll see if any of my builds are negatively impacted by the changes.

The description of ‘Crown of Aeon’ is missing.

Tag not found: tagHeadD303Desc

Grimarillion?

Yes. Is there not this item on D3 (v2.5)? As it remained in the TagItems.text with D3, I thought it would be the same as Grimarillion.