[MOD] Diablo 3 Classes: Patch 5.5 Released

Several damage buffs to D3 Classes and a brand new Aether based helm for the Ceremonialist.

Patch 5.5 is available now! Click on the image to download it:

5.5

Patch Notes 5.5

BUG FIXES

  • Now AhuThul runeword properly prevents you to use Evade.
  • Now the PocXan runeword is properly available for crafting.

BARBARIAN

  • Avalanche: Damage scaling increased.
  • Call of the Ancients: Duration increased from 20 to 25 seconds.
  • Cleave: Weapon damage scaling reduced. Internal trauma damage scaling slightly increased from Rank 16 to Rank 20.
  • Eartquake: Physical damage scaling reduced.
  • Molten Fury: Bonus physical and fire damage increased to 144% by Rank 12.
  • Furious Charge: Weapon damage scaling increased.
  • Battering Ram: Internal Trauma and Burn damage scaling reduced.
  • Ancient Spear: Cooldown reduced to 2.5.
  • Ignore Pain: Damage absorption reduced from 30-70% to 15-40%. However, now it has a fixed cooldown of 16 seconds.
  • Battle Rage: Physical damage scaling increased at ultimate ranks.]
  • Impunity: Defensive ability scaling considerably increased.
  • Leap: Weapon Damage scaling and bleeding damage considerably increased. Distance increased from 16 to 18 meters. Now it has a fixed cooldown of 3 seconds. Radius increased from 3.5 to 4.0.
  • Launch: Increased the amount of offensive ability reduced on enemies.
  • Weapons Master: Flat physical damage reduced. Bonus physique scaling granted by Pound of Flesh increased at ultimate ranks.
  • Rend: Bleeding damage duration reduced from 5 to 3 seconds, however, its scaling was increased at ultimate ranks. Life steal from Blood Lust reduced from 12% to 10%.
  • Seismic Slam: Internal trauma damage duration increased from 3 to 5 seconds. Weapon Damage scaling increased.
  • Falter: Bleeding resistance reduction increased from 3-25% to 6-40%.
  • Weapon Throw: Weapon damage changed from 100-200% to 40-250% at regular ranks, scaling up to 400% at ultimate ranks, instead of 260% as before. Fire/Physical damage scaling considerably increased.
  • Balanced Weapon: Total Damage multiplier reduced from 120% to 55%.
  • Stupefy: Burn damage scaling reduced. Chance to confuse reduced to 5-15%.

BLOOD KNIGHT

  • Blood Hunt: Chance to avoid projectiles, granted by Night Vision, increased from 30% to 50%.
  • Blood Rush: Damage overall considerably increased.
  • Trails of the Void: Vitality decay duration increased to 3 seconds.
  • Mephitic Cloud: Damage scaling increased.
  • Hemoplague: Vitality damage increased. Bleeding resistance reduction increased from 3-25% to 4-45%, scaling up to -55% at ultimate ranks.
  • Ravage: Damage scaling increased.
  • Shadow’s Edge: Bleeding damage scaling increased.
  • Lethal Projection: Vitality Decay damage scaling increased.
  • Shroud of Night: Defensive Ability scaling increased.
  • Siphon Blood: Cooldown reduced from 18 to 15 seconds. It no longer has a fixed 18% life steal, now it scales from 15% to 30%, going to up 35% at ultimate ranks.
  • Swarm of Bats: Damage scaling increased.
  • Death Blossom: Vitality decay damage scaling considerably increased.
  • Deadly Tide: Vitality decay damage scaling increased.

CRUSADER

  • Akarat’s Champion: Resistance to control impairing effects changed from 30-50% to 12-50%.
  • Blazing Wrath: Burn damage reduced.
  • Bombardment: Cooldown reduced from 18 to 14 seconds.
  • Condemn: Flat damage reduced. Weapon damage increased from 60-180% to 100-280%. Electrocute damage scaling increased at ultimate ranks. Energy reserved increased from 25-100 to 30-150.
  • Consecration: Fire and Lightning damage changed from 60-130 to 32-164 each. Damage scaling considerably increased at ultimate ranks.
  • Shattered Ground: Burn damage scaling increased at ultimate ranks.
  • Divine Fortress: Armor scaling slightly increased.
  • Iron Skin: Physical retaliation from Reflective Skin considerably increased.
  • Justice: Weapon damage changed from 30-45% to 10-55%, scaling up to 85% by Rank 26.
  • Burst: Chance to pierce through enemies now scales up to 100% by Rank 12.
  • Blunt: Crit damage increased from 8-30% to 8-40%.
  • Punish: Shield Damage Blocked increased from 5-20% to 4-50%, scaling up to 70% by Rank 26. Bonus physical damage increased from 4-50% to 10-90%.
  • Fury: Bonus Lightning and Internal Trauma damage increased from 4-50% to 10-90%.
  • Shield Bash: Retaliation damage from Shattered Shield reduced from 20% to 15%. Weapon damage scaling increased at ultimate ranks.
  • Slash: Weapon damage changed from 100-150% to 50-170%. Fire damage slightly increased at regular ranks and considerably increased at ultimate ranks.
  • Carve: Burn damage increased.

DEMON HUNTER

  • Ballistics: Flat and % bonus piercing damage increased.
  • Loaded for Bear: Crit damage increased from 10-50% to 12-70%.
  • Elemental Strike: Weapon damage scaling increased.
  • Whitering Fire: Fire damage scaling increased at ultimate ranks. Target’s damage reduction decreased from 4-25% to 2-20%.
  • Entangling Shot: Decreased the scaling of the reduction to target’s offensive ability.
  • Shock Collar: Bleeding resistance increased from 4-25% to 6-40%.
  • Fan of Knives: Bleeding damage increased.
  • Multishot: Weapon damage increased at ultimate ranks, scaling up to 50% by Rank 26.
  • Full Broadside: Lightning damage considerably increased.

MONK

  • Dashing Strike: Weapon damage increased from 90-230% to 90-315%. Damage overall increased.
  • Blinding Speed: Electrocute damage scaling increased.
  • Crippling Wave: Weapon damage increased from 110-135% to 125-180%. Lightning damage scaling increased at ultimate ranks.
  • Cyclone Strike: Fire/Lightning damage reduced.
  • Sunblast: Burn damage considerably increased.
  • Exploding Palm: Weapon damage changed from 110-132 to 100-145%, scaling up to 170% by Rank 26. Cold damage scaling slightly increased at ultimate ranks.
  • Mantra of Conviction: Scaling of the reduction to enemy’s Defensive Ability increased at ultimate ranks.
  • Mantra of Healing: Added energy cost.
  • Mantra of Retribution: Bonus to all retaliation damage increased.
  • Mythic Rythym: Lightning/Electrocute damage scaling increased. Damage bonuses scaling increased.
  • Sweeping Wind: Now it uses energy reserved as activation resource.
  • Wave of Light: Weapon Damage scaling reduced. Physical/Lightning damage scaling considerably increased.

NECROMANCER

  • Swift Harvesting: Energy Reserved reduced.
  • Bone Spear: Weapon Damage scaling increased at ultimate ranks.
  • Bone Spikes: Damage scaling overall considerably increased at ultimate ranks.
  • Frost Spikes: Frostburn damage reduced.
  • Death Nova: Damage overall increased.
  • Blight: Poison damage increased.
  • Unstable Compound: Damage penalty increased from -55% to -65%.
  • Decrepify: Cold damage reduced at early ranks, but its scaling is increased at higher and ultimate ranks.
  • Grim Scythe: Weapon Damage increased.

TEMPEST

  • Blade Dance: Damage overall scaling reduced.
  • Mist Touched: It no longer increases your armor at hardcapped level, it was not-intended.
  • Cascade: Now it properly deals frostburn damage.

WITCH DOCTOR

  • Acid Cloud: Added 5-55% Weapon Damage. Damage overall increased.
  • Slow Burn: Damage scaling considerably increased at ultimate ranks.
  • Corpse Spiders: Damage scaling increased.
  • Confidence Ritual: Offensive Ability scaling increased.
  • Grasp of the Dead: Acid damage scaling reduced at ultimate ranks. Poison damage considerably increased.
  • Desperate Grasp: Poison damage scaling increased at ultimate ranks.
  • Piranhas: Damage massively increased.
  • Spirit Barrage: Weapon Damage and Vitality Decay increased.
  • Well of Souls: Damage scaling increased at ultimate ranks.

WIZARD

  • Blizzard: Cooldown reduced to 15 seconds.
  • Electrocute: Weapon Damage scaling increased at ultimate ranks.
  • Meteor: Fire damage increased.
  • Spectral Blade: Damage overall considerably increased.

SETS

ALLAGAST’S MASTERPIECE

  • Allagast’s Stormbinder: Added +3 skill points | 30% Weapon Damage | -0.4 cooldown to Riptide.
  • Allagast’s Stormgem: Added +3 to Crushing Depths.
  • Allagast’s Full Set: Now it grants +3 skill points | 100 Aether Damage | 100% Cooldown Reduction | 6% Life Steal to Vortex.

VEILKEEPER

  • Veilkeeper’s Mask: Added +3 to Breaker. New modifier:** 220 Aether Damage to Breaker.
  • Veilkeeper’s Crest: Added +3 to Flowing Strike. New modifier:** 40 Aether Damage + 15% Crit Damage to Flowing Strike
  • Veilkeeper’s Full Set: Added +3 to Cascade. New modifier:** -20% Aether Resistance + 240 Aether Damage + 100% Cold damage converted to Aether.

MI ITEMS:

  • Servitor’s Slicer: Added +2 to Zephyr Surge and Slicing Gale. New Modifier:** 30 Piercing damage + 100% Cold damage converted to Pierce to Zephyr Surge.

SUFFIXES

  • of Rotations: Added +2 to Vortex
  • of Insight: Added +2 to Zephyr
Patch Notes 5.4

BUG FIXES:

  • Fixed an issue where Shared Burden didn’t reduce Demon Hunter’s resistances.
  • Fixed an issue with Leaping Smash animation while dual-wielding melee weapons.
  • NeoTec’s upgrade now is properly called “NeoTec” (Enhanced).
  • YaxNer: Now it reduces Leap’s energy cost by 65% as it should.

GENERAL

  • Necromancer + Wizard now is called “Death Mage”.

ART

  • Wizard, Crusader and Barbarian now have new artworks on the class selection screen.

VFX’s rework to:

  • Storm Armor.

NEW RUNEWORDS

  • BacEom (Furious Charge)
  • CemYom (Berserker Rage)
  • YaxMot (Rend)
  • CirTun (Vicious Lift)
  • MoniXan (Whirling Strike)
  • NocWat (Wave of Blood)
  • YulVex (Shield Bash)
  • PocXan (Smite)
  • TamLum (Stormbreaker)
  • FeoXal (Dashing Strike)
  • LithGar (Wave of Light)
  • BacKry (Cyclone Strike)
  • MoniMot (Blood is Power)
  • KaaQax (Bone Spear)
  • NeoLac (Bone Armor)
  • NocLum (Final Service)
  • PocTal (Grim Scythe/Dark Reaping)
  • TamEom (Pierce the Veil)
  • CirThul (Swampland Attunement)
  • YaxQax (Firewall)
  • XolNer (Zombie Dogs/Gargantuan)
  • YulGar (Storm Armor)
  • ZanLac (Ice Armor)
  • AhuEom (Energy Armor)
  • YaxVex (Stormfury)
  • AhuThul (Squall)
  • BacLum (Wave Edge)

NEW ITEMS

  • Galedancer’s Coat
  • Zephyrguard Armor
  • Waverider’s Leggings
  • Mistweaver’s Legwraps
  • Seabreeze’s Touch
  • Seafarer’s Walkers
  • Depthsdrawn Mantle
  • Frozen Tundra’s Shoulderpads
  • Windwaker’s Cowl
  • Atlantium
  • Windweaver
  • Amulet of Endless Currents
  • New 5-piece set item: Raiment of the High Seas.

CRUSADER

  • Divine Fortress: Flat armor scaling increased.
  • Laws of Hope: DA scaling increased at ultimate ranks.

WIZARD

  • Unstable Anomaly: Cooldown reduced from 15 to 10 seconds.
  • Snow Blast: Crit damage scaling increased.

DEMON HUNTER

  • Elemental Strike: Weapon Damage considerably increased. Fire and Physical damage scaling increased at ultimate ranks.
  • Immolation Strike: Fire damage from the flame patch increased at ultimate ranks.

BLOOD KNIGHT

  • Wave of Blood: Damage overall increased.
  • Death Tide: Chaos and Vitalty % damage bonuses increased.
  • Blood Rush: Weapon damage scaling increased.
  • Trails of the Void: Vitality Decay damage considerably increased.
  • Shroud of Night: Radius increased to 30. Flat health turned into % bonus health.
  • Emissary of Chaos: Bonus health changed to flat health.
  • Annihilation: Vitality decay damage considerably increased.

MONK

  • Wave of Light: Weapon damage increased at higher ranks.
  • Mantra of Healing: DA scaling increased at ultimate ranks.
Patch Notes 5.3

BUG FIXES

  • Fixed an issue where Slow Time and some Demon Hunter skills had a weird interaction with the Rune Effects description.
  • Fixed an issue where Army of the Dead rune effect and its enhanced version weren’t working properly.
  • Fixed an issue where the NeoTec runeword couldn’t be enhanced.
  • Fixed an issue where Aeromania rune effect could be used without its runeword.
  • Fixed damage numbers and resistance reduction of Aeromania rune effect.
  • Fixed an issue where the attack speed buff icon from I Can Do This All Day rune effect wasn’t being displayed properly on enemies debuffs line.
  • Fixed damage numbers for the Enhanced Thunderbearer rune effect.
  • Fixed damage numbers for Siphoner’s Carnage and its enhanced version.
  • Fixed an issue where LithXan runeword didn’t increase cooldown to skeletons summon skills.
  • Fixed an issue where the CemKry runeword didn’t work properly, removing the total damage penalty from Leaping Smash as intended.
  • Fixed an issue where Spiritual Discharge rune effect wasn’t applying the resistance debuff on enemies.

ITEMS

  • Removed Eberli Charo’s modifier for Heavens Fury.
  • Removed Rakoff’s Glass of Life itemskill (for sure this time).

CRUSADER

  • Punish: Flat physical damage and weapon damage scaling increased.
  • Added a 20 seconds cooldown to Heavens Fury.

MONK

  • Cyclone Strike: Weapon damage scaling increased.

DEMON HUNTER

  • Fan of Knives: Bleeding damage scaling increased.

WITCH DOCTOR

  • Firebats: Fire and burn damage scaling increased.
  • Hungry Bats: Vitality damage scaling increased.
  • Haunt: Damage scaling overall increased.
  • Draining Spirit: Vitality decay damage scaling increased. Cold/Vitality damage bonuses increased.

BLOOD KNIGHT

  • Trails of the Void: Vitality Decay damage scaling increased.

WIZARD

  • Teleport: Distance increased from 13 to 18 meter radius.

Features:

  • All classes from Diablo 3 and its expansions + the Blood Knight and Tempest from Diablo Immortal, all of them adapted with the standards of Grim Dawn masteries.
  • Almost all Diablo 3 set items included.
  • Over a thousand new items added.
  • Regular gems and some of Legendary gems added as components.
  • Several new modifiers to MI items supporting D3 classes.
  • Bosses from Diablo 3 can be found, spawning from desecrated shrines or in the Shattered Realm.
  • New blacksmith, Haedrig, located at Devil’s Crossing’s prison, near Constance from “The Seamstress” quest.
  • Forgotten Souls imported as a crafting item, used by Haedrig to grant you a random Epic or Legendary D3 item.
  • Exclusive Crusader’s ability to wield two-handed weapons with a shield. The 2h→1h weapon conversion can be done at Haedrig as well.

Installation:

  • Extract the “Diablo_III” folder to Grim Dawn\mods.
    If the ‘mods’ folder doesn’t exist in your game directory, just create one by yourself.

Requirements:

  • This mod requires both Ashes of Malmouth and Forgotten Gods expansions.

You can check all content from this mod on Grim Tools:

You can also download it from:


ModDBd_Logo

Credits and Sources

• Artwork used on Soul Harvest’s visual effect made by Protecnika.

• The FX Effect from Akarat’s Champion and Smite was made by cftx for his Cenobite mastery.

• Loading screen artwork created by [i]Goshun[/i].

• Necromancer’s class selection image made by [i]Jeon Tae Kang[/i].

• Crusader’s class image made by [i]Gathen9[/i]

• Witch Doctor’s class selection image made by [i]congbu[/i].

• Witch Doctor’s class image made by adlovett.

• Wizard’s class selection image made by [i]MarkoTheSketchGuy[/i].

• Wizard’s class image original art from the e-book “Diablo III: Heroes Rise, Darkness Falls” created by Blizzard.

• Demon Hunter’s class image made by [i]KristinaToxicpanda[/i].

• Demon Hunter’s class selection image made by snatti89.

• Monk’s class image original art created by Blizzard.

• Monk’s class selection image made by 0BO.

• UI images used on this mod were found at the following pages: atanichi and diabloii.net.

• All the items, skills icons/decals and some 3D models clearly come from Diablo 3.

Enjoy it and give your feedback!

25 Likes

Awesome man. I need to get the source files of GD back (modded over them), but once thats done, ill give it a go.

Dude Awesome. Your Demon hunter mod was great, I’m sure this will be good too. :slight_smile:

really cool, i enjoy it :wink:


does this mean there will be 9 dogs?

  • When you reactivate the “Zombie Dogs” skill, only one Zombie Dog will respawn. You need to disband all the Zombie Dogs who are still alive to spawn three new ones. If someone knows how to make it respawn all 3 pets at once, let me know.

If I’m understanding this query, you just need to set the summon skill to have the number of spawns you want in the burstspawn field. For example, if you want level 1 to spawn 1, level 6 to spawn 2 and level 10 to spawn 3, you would have your ‘burst’ array looking like this:
1;1;1;1;1;2;2;2;2;3,

That wouuld make levels 1-5 spawn 1 dog, 6 - 9 spawn 2 dogs, and 10+ SHOULD spawn 3.

Each Zombie Dog summon 1 Damned Dog (3 in total). Sorry for not making it clear at description.

1 Like

At all levels, the burst number is 3. It always spawns 3 dogs at once when you use the skill for the first time. The problem is when you reactivate, it ‘kills’ one dog and spawns another one, instead of killing all of them and spawning 3 new ones at once. :confused:

What is the limit? Is it also set to 3?

templateName,database/templates/skill_spawnpet.tpl,
ActorName,
Class,Skill_SpawnPet,
FileDescription,Spawns pets at the caster. Pets can have a life timer,
petBurstSpawn,3,
petLimit,3,
spawnObjectsTimeToLive,
instantCast,1,

The best things about the best class in d3(imo) put together wonderfully in a better…waaaaaayyyyyy better game…made my day, thankyou n beautiful job. /e brofist :cool:

Аre there new items in the mod to support new masteries?

Looks great. I honestly never thought the modding community for GD would reach these levels so quickly. I certainly hope Crate’s development team are watching these threads with great appreciation for what the community is capable of.

unfortunately, I haven’t learn how to create new items yet :undecided:

Easiest way I have found is to copy an existing item and make modifications.

I like this mastery so far, it’s a pretty good job.

Except for one thing that could be tweaked a bit: The Queen spiders.
I like everything about it but the fact that it’s slow to get into the fight because of two small delays that add up:
-The “throw jar” animation takes a bit of time but it’s cool as it is.

  • And the spiderlings summon animation.
    Only then they start engaging mobs, and ideally both could use overall faster animations or at least the latter.

Don’t know if it’s something doable, but it would suit the fast pace of the game better.

Well, it’s about a spamming skill, these delays are kind of necessary, but you’re right about the spiderlings. I’ll increase their spawn animation speed on next update :wink:

So… stupid question, but…

Do all the summons, inlcuding the temporary ones, scale of pet bonuses? None of them say.

Also, wheeeeree isss myyy gargantuan?!?

It seems to me Zombie Dogs to be overpowered for start of game.

Hi, great Mastery, I’ve player 840 hours of GD and it’s my first pet build ^^

I think it could be useful to state everywhere it is the case “scale with pet bonuses”