[Mod Release] [Mastery] The Engineer

Sorry for yet another ost but I just have to save Pascal’s Power Fists line is OP as fuck.

For shits and giggles I took a level 2 character into ultimate gave it huge amount of skill points and maxed out the entire line and I’m able to kill things in 2/3 hits without wearing any gear at all and add on Overpowered Oscilators and it becomes even more ridcolous, you don’t even need to take Ignore Safety Labels as the -Attack Speed is easy to offset…

Yeah, that skill (and unarmed in general) has been very hard to balance. Not having a weapon makes the scaling really really strange. I’ll give it another look at some point, but I’m not sure how much I can really do.

I mean, the single most important part of a weapon is its damage, followed by speed and then unique stuff like procs and conversion. For instance, an Officer’s Troll Bonecrusher of Ferocity has damage of 129-567, for an average of 348. This is what gets multiplied by all the various stats, and then when you look at how much you get from the unarmed skill, things start looking pretty crazy. That doesn’t even consider unarmed can use a shield/focus, is much faster, and can get a massive +70% damage modified by stat, which is a true multiplier. Oh, and an absurd amount of targets for AoE that makes Blade Arc blush. Sure you’re not using a different auto-attack replacement skill, but frankly none of them are better anyways.

I will say though that not having a charge skill for melee really sucks. I only enjoy my Engineer in DAIL due to the Defense mastery in it having a charge without a weapon requirement so I can move in and about a fight.

As single target it is fine the real issue is the final upgrade due to such powerful AoE.
Imo the final modifier should be removed and Overpowered oscillators should be changed to modify damage by only 15% but as a 1-1.5m radius

Sent from my 0PJA10 using Tapatalk

The “weapon damage” for unarmed is the part that scales strangely. I added that stat so the ability could benefit from passive damage bonuses from devotions and the like, but it seems to have caused a lot of trouble.

I have no control over the way it scales, unfortunately, so I don’t exactly know what the best course of action is for the entire line of skills. I do agree that right now, it is really too powerful.

Reverting to the version of the skills which did not have %weapon damage is one solution to nerf it heavily, but I’m not sure if that’s a good idea.

You could also lower the flat physical damage, either of those has the same effect really in the long run, though I think nerfing the flat physical will also nerf it for other skills used, as it really is quite a lot.

I don’t think the weapon damage is the issue because like I said I took a character into ultimate who had absolutely no gear so it wasn’t receiving any flat damage boosts from anything, I merely maxed out the entire skill line.

As AFB (hope you don’t mind the shortening of your profile name) said above just reduce the flat damage it give by about 50-66%. You can easily get a heap of flat elemental damage from devotion and Arcanist, flat vitality/chaos from occultist, flat fire from demo or flat physical from soldier or demo to make up for it by keeping the weapon damage component

Btw I have nearly finished my engineer grim calc on have 7 more skills to go :smiley: and then I got to add all the base classes… Anyone interested in helping me enter the raw skill data as that’s the hardest and most consuming part?

Sent from my 0PJA10 using Tapatalk

You might find this interesting Koba0100, from the 1.0.0.5 Hotfix 1 patch notes:

I have a feeling that your unarmed skill is having the exact same thing happen, which is why it does such insane damage. As it’s pretty much 100% flat damage bonus it’s effectively getting double the benefit as such. You should check to see if this is a change you have to implement for your skill as well or if it was a backend that seamlessly gets integrated.

Weird question. Is there a way to update this mod inside the Dail Mod? Dail seems to be several versions behind…

You’d have to do it all by hand, repacking and placing it included. So technically yes, but for 99% of users not really no.

Is there a way to disable the auto-equip of weapons? This is really annoying when you use skills which rely on unarmed combat :slight_smile:

Okay, also played a bit more with the Engineer and it feels way too overpowered. Yes I have not played far into the game yet but the problem is it has no risk as it is built around “running” away. As long as you have energy potions you can stack damage up to the extreme. The problem is not even the running away itself, but that the AI in GD is not good enough to deal with a running player, it simply fails to oppose a challenge once you are able to run.

I love masteries like this one which change the pace and style of the game, and you did this amazingly well!

What I am thinking of as balance for the Engineer is to change his free roaming ability. He should be required to stand still to “control” his turrets (to give him full damage). I have no clue what is the easiest way to add something like this to GD, but maybe one of the following gives you a nice idea for a future update:

  1. Reduce Turret damage by 99% and offset this by increasing the turret damage the longer you stand still. Obviously this combines great with all sorts of tanky builds
  2. Increase the cooldown by a lot. Okay, you can built up huge stacks of doom, but it takes you time. If it takes you time another mastery might simply have dealt damage in the meantime.
  3. Decrease Turret Damage by 50% and give the engineer a very short ranged aura which increases the turret damge by 50%, such that he has to operate those nasty towers by standing close to them.

And monsters seem to do almost no damage on the sentries, they can’t take them out which makes it way to easy to stack them up.

Oh and Frankies Faltered Focus Finder is simply insane. The combination with other casting masteries alone. You have almost endless energy. It reduces your energy by 75% but once you disable it you are full energy. It provied 12 energy/sec on level 1 and it feels like 1 energy/sec for level 1 would feel much more reasonable. Another way would be to cap the energy at 25% once you disable it. The problem is it reduces your total energy, fills this reduced energy quickly and when you disable it you have the same % of energy. Maybe just remove the -75% energy reduction to balance it.

And Stanleys Safe Space does 150 damage on level 1? This is crazy. Which other spell has such a high base damage for a 15 point skill. I would remove the damage completly and just make the knockdown increase. And its cast and attack space is out of this world. It really needs some cool down on the lower levels.

Others have pointed out other problems in this thread as well and as you really started building a great mastery I hope you continue to update it :slight_smile:

Weird question. Is there a way to update this mod inside the Dail Mod? Dail seems to be several versions behind…
The best way is to ask Kath, who is the nice guy managing DAIL. If koba is so nice and shares the source with him it is very likely that kath updates the version in DAIL.

Eng 1.7 is in DAIL

For your reading enjoyment :Features and Versions:

This link can also be found on the DAIL Nexus info tab, or the head post of DAIL/Release thread.

After playing engi for 80 lvl now in DAIL Grimmest in 1,5x speed I really have to admit that engi is pretty OP. At some point I just played only with Arcanist Crossover and no other abilities and was clearing almost as fast as my full geared Aether Ray char under same conditions. It is definitely the most potent summoning spec in all dail.

I would give each turret an Ammo Limit tbh, Like 40 shots max and so, would force a much more active playstyle in tough situations. Then again most stuff died so fast, it properly would not even be enough.

Could you, by the way, implement some way to keep track of sentries and flamethrowers? A bit hard to count down 20 sentries and 20 flamethrowers on every single large scale fight.

Hi,

Engineer Mastery mod is now on Kırmızı Perfect with files also hosted on my servers. I hope you like it:

https://www.kirmiziperfect.com/grim-dawn-the-engineer-mastery-mod/

Hi Koba0100,

Elfe pm’ed about the mischief i have given to the mod creators. I want to apologize personally from every mod author. I have created the thread below to explain myself and i will be very happy if you let me host your mods.

http://www.grimdawn.com/forums/showthread.php?t=48081

Thanks.

I’ve played around with this class quite a bit and I really like it, there’s a lot of cool ideas that I haven’t seen anywhere else.

I was thinking about the auto-equip thing while unarmed and I think I might have a solution. I don’t know how workable it’d be but my thought would be to add something like an “Engineer Protective Glove” weapon that gives 0 damage and is technically a spear (or some other weapon type that’s supported but not normally in-game) but is invisible when equipped and has a sprite like a glove instead of a weapon. Then you could change all of the unarmed skills to also work with spears.

The biggest problem with that would be if you were using this class in Grim Quest or some other compilation that actually uses spears, but it’s a thought anyway.

edit: Although now I’m going back reading the past couple pages and it sounds like that may not work because of the way you’re doing “weapon damage” for unarmed. Maybe that could be accounted for by giving this new weapon the same weapon damage? I’m not really sure.

Where can I find the DAIL version w/ the engineer mastery included? (Not the one with the temporary mercenary mastery. Really wanna play this with soldier. :eek::eek:

Mega.nz

Try v58 or 59.

Is this MOD abandoned? Does the dev have any desire to do any improvements or balances passes?