Project Cornucopia: The Unofficial Rebalancing Mod

I also had this targeting problem with PRM. I didn’t know it was due to cornucopia though, since i had not played PRM in vanilla since b26 or something :D. Anyway the targeting in cornucopia makes the skill feel really bad. Would be cool if you guys could look into it :p.

And now for something completley different…

Does anybody know if any of the stashtools work with cornucopia? Or is a merge available somewhere?

I tried the itemassistant today, and its almost working, but it doesn’t show names, rarity tiers and the stats are messed up :D.

Edit says: Yep, after testing with a level 2 char indeed exact same PRM behaviour here: groundtargeting in vanilla, corps-targeting on connecting with the mob hitbox only in cornucopia.

Yup, verified and fixed. Strange. For some reason it was swapped from Point targeting to Default targeting. I don’t recall making that change. I’m pointing my finger at doom. :stuck_out_tongue:

Will be a part of v0.3.2.

Awesome :), thx.

Neat, thanks.
By the way, did you have any plans to buff PRM?

I had a PRM char around lvl 82 on HC a few builds ago before he died, and I felt the single target damage of the skill was pretty bad compared to other skills.
A breakdown of the skill in my eyes:

Pros:

  1. Good AoE damage
  2. Unblockable (and undodgable?)
  3. One of the few ranged missile spells without a cooldown

Cons:

  1. Among the highest skill point investment required (but the returns are not that great in comparison to some other attack skills)
  2. Relatively poor single target damage
  3. Elemental damage is also relatively hard to boost compared to single damage types (for my current char I intend to convert it to Aether for this reason)
  4. No weapon damage thus no native leech (major drawback)
  5. No WPS eligible nor other procs attached to it, so you can’t link more than 1 Devotion (second major drawback)
  6. Targeting clunky? (I’ve seen some other people mention this, personally I don’t have much of an issue with it though because I’m used to manually aiming)
  7. Very high energy consumption when fully maxed which requires building your character around as well

Having large investment requirements and high energy upkeep isn’t an issue to me: it gives the skill uniqueness, but it should be more rewarding for the player for handling these hurdles.

I think the easiest way to fix some of the issues is just to give it a damage increase at the higher skill ranks. Early & mid game it’s very decent even without any twinking, but later the single target damage starts to fall off due to con #3-5, so buffing its damage at that point would make sense.
Or buffing the ultimate ranks of the skill and its links by a significant amount, so you can use items to scale it further in the endgame.

Higher damage would also mean fewer casts necessary, which alleviates the energy cost issue indirectly.

I assume the game engine doesn’t allow you to make Proliferation eligible for Devotions, but that would close the power gap with attacks with WPS somewhat.
Or to allow the extra fragments from it to hit the main target as well, so the skill doesn’t lose most of its firepower when there is only one target.
That might be very strong so perhaps the damage values on the skill need to be lowered a bit to compensate.

Giving the Supercharged link some cast or missile speed would fit thematically, and give the skill a bit more oomph.

Another idea is to improve the items related to this skill, such as:
-Invoker’s set
-Paragon of the Arcanum set
-Blackwood Arbalest (I don’t see anyone using this, the 2h disadvantages are too big: without exaggeration I feel you could literally double the values on all its affixes and it would barely be competitive)
-Panetti’s Replicating Wand (I always liked the design of this item, and it’s tailor-made for the skill! However, the proc it has is useless for PRM, I thought it would be interesting if it has a missiles on attack proc like the above Arbalest item. It fits the theme of the skill and would add a good chunk of single target DPS if it had decent proc conditions and damage values)

Related to this, IEE has both a 100% chance for a random flat element damage, and a flat Elemental damage bonus.
Neither really benefits a caster Arcanist, changing the random damage affix to a % bonus chance to various spell damage types (Elemental, Aether, Chaos) would change that and make it worth leveling for casters.
Currently you just get the energy regeneration which doesn’t seem worth more than the first point.

And while I’m reporting bugs: the item in the screenshot seems to have a zero too many in the life affix. :slight_smile:

Another adoomgod thing! :smiley: In reality, that isn’t supposed to be % Health but flat Health. We’ll get on it.

No plans for PRM at this time, but that doesn’t mean we aren’t aware of it underperforming. Thanks for the feedback there.

All right, looking forward to see what changes it will eventually get then.

Another thing: the Arcane Bomb Devotion only shows it has “1 Damage” as its abilities.
I compared it to vanilla, and there it has the Arcane Mark skill that lowers res and OA, etc.
Is this another placeholder or oversight or am I missing something?

I never touched prm. Weird.

The other two are my bad. I’ll work on it now.

The hotfix is now up in 3.1, just download cornucopia and replace as usual.

Cool, thanks.
Appreciate the quick fix!

NVM, I’m special.

That shouldn’t happen. Did you recompile the mod in the asset manager after taking it from github? The github does not include the .arz or .arc files (because they’re too large) so if you just cloned it and dropped it into your mod folder, you’d basically just be using a blank mod (i.e., vanilla GD).

We went public with the github not as an alternate hosting site for the mod (though it can serve that function), but moreso as a more convenient way for mod-mergers (Davood, anyone else) to take the mod and work with its files. That, and for people to follow along with our commits and provide collaborative oversight to our changes as need be.

Yeah I fucked up with the GitHUb files, just flat out replaced the current mod with it, my bad.

My intention for it was just to try and test Bloody Pox with the item direction you guys are taking.

It’s really good. :slight_smile: I personally leveled from 1 - 85 on a conjurer self found except for relics. Then when I had hit 85 I generated my version of ideal gear. He is a boss. Decimates trash and quick enough on bosses. I wonder if the skill is too goood.

Also just an update for everyone: The patch notes for version v.0.3.2 has just broken 27,000 and I’ve only just finished my run through buffing epic rings. That leaves medals, all the armor slots, and all the weapon slot epics…

For reference: Version 1.0 including hotfixes was just over 26300 characters. 3.2. Is going to be ginormous

So apparently the revenant constellation’s Raise the Dead is broken. At lvl 3 and onward it simply stops spawning skellies, and the tooltip shows nothing… blank. nadda.

But lvl 1 and 2 work fine. If someone could look through the files and figure out what the fuck I did that’d be fantastic, because for the life of me it looks like it should work fine.

Yeah I was intending to write something up about my experiences with it but lost some motivation not being able to really push it into ultimate levels.

My biggest issue with it is that I don’t think I’d ever pick up the Transmute, which is a shame because it is a fairly large QoL change. 150% speed is such a large amount.

Characters. He means characters. Not bones.

I meant brain cells. They’re breaking under the strain of thinking of buff after buff for epic items.

Ceno and adoomgod - just wanted to make you aware of the Bloody pox (skill) vs bloody pox (item proc) issue. Especially as you are currently looking at items. Issue exists on Tainted Blade of Nera’Val, Plagueborne Revolver, and Abyssal Mask - or at least it looks like it does I can only confirm from testing w/ the Tainted Blade at current.

See here for bug report

I don’t fully believe this to be solvable by us. It seems like a deeper, core-engine issue. At first I thought the items might be linking to the Occultist skill itself, but that is not the case; they correctly use their own version of the skill.

In that case perhaps just flat out remove it? Well…unless you want the item effect to be detrimental, or if the item isn’t designed to be used by a bloody pox wielding character. Finding a weapon that boosts bloody pox only to find out it makes enemies effectively immune to the pox is kinda mean.