[MOD] The Coronus - Standalone Mastery

The amount of visual effects from “Rymden” aura on skeletons can be reduced, or even be taken off? I can’t see my skeletons fighting with that aura, is too bright, and watch minions fighting is the fun thing here :stuck_out_tongue: … Abaddon almost vanish in combat with Rymden plus their other primary power. Dark eyes is perfect.

I tried put Fx (particles) to medium and Low settings, it helps, but changes other things in game too, that isn’t nice.
Thanks

I could remove one effect. I ported one from another separate skill to Rymden. The effects are here so you can see if the pets are yours or just random mobs, since the fights get hectic very fast. I’ll play some more and see if it bothers me. It didn’t before so I doubt it will. I’d like to have more people report the issue of “I can’t see shit” until I make the decision to remove one effect.

When walking around it’s fine, the issue is that in combat all the melee summons have a tendency to stack up around each other, which magnifies the effect. You can certainly tell which ones are yours, but good luck targeting the one you want. I completely avoid use of the skills that require targeting pets (like the heal) because it’s a pointless exercise, but I would say that even if I could more clearly see because of their damn moving around.

Played some of the unbound version and yeah it’s definitely a problem. I’ll try a different fx, something more discrete. I probably won’t update the version for some time so don’t expect it today or tomorrow, right now I want to try to continue my alchemist, do the spell I had in mind ever since I started to mod here.

Hello, how to combine your mod and mod Cornucopia, is it possible?

Yes, get the working folders of both mods and merge them together. I heavily recommend merging Coronus into Cornucopia as to avoid changing too much stuff.

As to what to change if you need to, I have no idea, never merged the two mods. Maybe you’ll have nothing to change, I don’t know.

Thank you very much, it worked. Your Mod Coronus and Mod Cornucopia, I think the best and high quality modes.

Can you upload this? :slight_smile:

Is there any way you could detail how to change the dead dogs skill to on hit rather than on death? I did not want to deal damage myself, but instead use purely pets. I find myself forced to only use the archers because I am not making the kills. Is there any way to change the effect? really cool mod and sincerely appreciate your effort

So digging through it, I’m curious what you named the dead dogs skill. That’s where I’m having difficulty. I see almost every skill but that one. I do see one called “abacus” with an on kill modifier, is that the one?

Using on hit for Dead Dogs would be too powerful (or too underpowered), it wasn’t made for that anyway. Rain Smell (archers) are here for your summoning needs though. I don’t think I can work with a transmuter that would change how the skill work either. I gonna see what is possible atm though.
If you have any suggestion on how to help casters that want to use Dead Dogs I’d be happy to hear your ideas.

Yes, this is the one.
I’m going to clear up the tags a bit, thanks for bringing all that to my attention.
And maybe finally change the Rymden particles.

EDIT: I’m done with the new version uploading everything now and editing the main post afterwards. Changelog is coming first.

EDIT2: Okay, everything is packed tight, just have to upload now. Changelog changed a few dozen minutes ago, I’m gonna take a new screenshot and a new video for the skill overview.

EDIT3: It’s a good update.

Thanks for the mod and the hard work.

Ive played this class on/off for 2 weeks in the DAIL mod and the class is good and well made but kept thinking it struggled in S grimmest and then scrolled through the first post and found the ‘unbound’ part…

I dont have triple summons, the minions die fairly often even spam casting them with almost maxed levels and the last summon you get is somewhat useless

No idea what version this class is on but didnt seem to change in last few dail updates but havent logged this one in for a few days

The Unbound version isn’t in DAIL.

Is the weapon damage component of Closer meant to increase Grigori’s Chorazin or just his melee attack?

I may be misinterpreting the tooltip which is displaying 263-328 for Chorazin. I’ve got Grigori at lvl one and his Chorazin is doing about 334-460 damage non crit to a lvl 75 target, with 1 pt in closer.

My weapon damage at 10% is 364-537.

Does this sound about right?

Took a quick look at my files, Closer should work for all the spells of Grigori that deals fire damage (so, all of them), even Chorazin. There’s no % weapon attack on these two abilities, and they don’t scale off of your own weapon damage.
With one point in closer it’s still a 14% increase, which is a lot when you get numbers like this, but I’m surprised it’s this high.
But there’s something else that could explain the damage done, it’s his innate ability. It shouldn’t be hidden from Grigori’s tooltip.

So would it be correct to assume that Closer’s weapon damage component of 10% only buffs Grigori’s melee attack?

Abaddon’s The Protest also has a 10% weapon damage effect as well, which again I’m not sure if it applies to just his melee attack, special skills, or buffs everyone as its an aura.

Forgot to mention I’m on DAIL 50HF1 just in case these 10% weapon damage things aren’t meant to be appearing.

Closer should only affect Grigori’s attacks (Chorazin and special attacks).

Abaddon’s aura affects everyone.

After that it’s up to the game mechanics, so if you use a cold spell it’ll get +x% from Abaddon’s aura, and Grigori will get +x% from his own aura to his own fire spells.

I’m confused about the 10% weapon damage effect. Normally it just here to add to the power of abilities that have this stat, otherwise it doesn’t do anything (I think).

Just some feedback:

Cold Dead does not scale beyond 16/16, nor does Rymden I En Lada go beyond 4/4. Is this intended?

Playing the Dail(s) mod and am at level 92 with mobs scaling accordingly. Not being able to push Abbadon into “ultimate” range has me worried. Even with solid pet bonuses, I fear he will start falling behind. Remains is currently at 21/12 and is doing pretty well. Dead Dogs are at 15/12. I don’t rely on them for DPS so much, but as shock troops for the added mob density. I love the charge and knock down.

I have one point in Awake and Overdrive and use it to proc devotions. Consider making Awake purely damage and move attack speed debuff to Overdrive. Then have attack speed debuff, movement debuff, and %freeze scale with investment? Or even a %elemental debuff to assist pet damage. This would rival Curse of Frailty/Vulnerability and promote investment and alternate builds. Add a cool down for balance if needed.

Thanks!

Hey, sorry for not answering sooner, forgot I had a mod, and the International 6 plus Dark Souls didn’t help. Anywho, on topic:

Yes, it’s intended.

It might be a problem indeed. I think I may start to push them to ultimate levels at some point.

I like that idea! It’s gonna be buffed for the next version. Whenever.

Thanks for the feedback, really appreciated.

hey bro ive downloaded your mod a few times and the new class isnt showing up. ive youtubed a few videos to make sure im doing it right and it seems that i am. ive disabled cloud saving and moved the save folder ive created the mod folder and put your mod in the folder and… :confused: