Project Cornucopia: The Unofficial Rebalancing Mod

No prob. Do check the other versions too as each has changes.

Consider a transmuter for NB’s Amarasta’s Blade Burst.

Cold to Acid
Frost to Poison
%Freeze to %Stun

Leathal assault seems to make more sense then.

I may prefer to make new items with enough conversion for this.

Cadence is still triggering for me on third strike and not on fifth as it says in the changes. It should trigger on fifth right?

Check the latest hotfixes. We reverted to vanilla cadence (so 3 hits) and are working from there. The only changes from 1.0.0.5 vanilla’s cadence is that I’ve returned shred in its latest form and added an AoE for two handed melee weapons to fighting form. (Which will be fixed in the next hotfix)

Oh yeah, forgot to check hot fixes…go figure :rolleyes: Thanks :slight_smile:

Guys, we could really use some testing help on cadence.

It’s currently in a place where I’m happy with it. Happy does not mean finished or balanced, it means it is in a place where I feel that incrementally I see a clear path to it becoming balanced in all its forms.

I need people to build lvl 85 cadence builds specifically these 6:
Elemental 2hander melee
Elemental dual wield ranged
Elemental 2handed ranged
Physical(with any amount of pierce) 2hander melee
Physical(with any amount of pierce) dual wield ranged
Physical(with any amount of pierce) 2handed ranged

You may notice shields missing but that’s because 1: Shields are already OP survival tools in the game, and they’re fine/potentially too good as is. I rather make the above 6 more even with each other and then re-evaluate shield cadence builds.

Ideally I’d like melee cadence to clear heavy targets better but be slightly worse with large groups (since ranged gets projectile piercing on its multiple projectiles). I’d also like to dual wield and 2 handed to be relatively close in performance. I’m wondering if I need to tone down the flat physical damage on cadence and up its weapon damage for this… as well as potentially increasing the weapon damage on all 2handers a bit further.

Also a request from Ceno (and myself really but he brought it up just now to me): Please tell us all the times you’re one-shotted with as much detail as possible. What do you think killed you? What was your max hp, resists, armor and DA? Any other info you think is relevant. This will help us reduce this when we get to 0.4.0.

Okay, so I got oneshot on my Blademaster DW character by the Undead nemesis in Ultimate. Either oneshot or really really close to oneshot anyhow.

Level: 83
HP: 9970
Fire: 69
Cold: 80
Lightning: 79
Poison: 80
Piercing: 59
Bleeding: 80
Vitality: 80
Aether: 51
Chaos: 50
Phys: 7
Armor: 894
DA: 2310

I’m almost certain that what got me dead was just a regular smack to the face that did almost only physical(?) with some pierce damage maybe. I think maybe physical resist is what has gotten me almost killed most of the time aswell since I’ve generally been keeping my resistances at a pretty safe level.

Also, love this mod. I like how people are hard at work trying to make things better. Keep up the good work.

Thanks, I’ll look thru moosie’s files and scratch my head. What would be super helpful is if on the same character you farmed him a bit and could give us feedback on multiple fights, and instead of playing it 100% safe you try to see which of his attacks do that kind of damage to you, i.e. try to replicate the experience.

You totally don’t have to do this, but it would potentially be very helpful to us.

First form or second?

The most common oneshots that common to mind are the first-form overhead swing and jabbing attacks he has. In his second form, I’ve only ever seen oneshots from unlucky Trozan’s drops.

Thanks. :slight_smile:

Almost certain it was the first form one of the physical looking attacks.

Been playing around with Corn003 a bit:

  • The Chariot proc is still the old terrible ‘on receive critical hit’ trigger? Its still bad in base, but at least its usable if affinity requirements make that the only heal you can get.
  • I think I prefer the basegame version of the Panther constellation, with the +% Crit Damage on the last node.

Also, musing about Dire Bear:

I only ever use it (by ultimate) on magic-melee characters that go heavily Primordial and where Oleron isn’t possible.

Its good for that because the % WD is nearly as high as Oleron, and it deals a whack of flat physical damage ready to get converted away into whatever, as well having +%health, +%attack speed, and reduced stun/freeze duration.

I’m thinking maybe embrace that and make it entirely generic?

As in, turn the +% Physical into untyped +%, and generally make it type-agnostic.

It’ll still be useful for leveling? but it would be more useful in the end-game for the few builds that use it there - mainly 2H weapon builds.

Short feedback and some questions.

First, thank you for this mod. Itemization seems way more encouraging than vanilla. Even chaos and aether resist seem to be okay, but could be improved. Why do we never see items that have e.g. lightning resist and chaos resis combined. Almost every time i see chaos resistence or aether resistence they are alone on the item.

Epic items in general seem to lack of resistances.

Any hope to make the entrance to SOT and BOC keyless? That would make the whole process of exping a lot better, because these seem to be the areas with the most exp/hour.

  1. How do you guys make your stash management with this mod enabled. I have tried a lot of the tools available in the forum but none seem to work.

  2. I don’t like to click every component on the floor. Is it possible to make this mod work with the “lazy people mod”. If so, how. Having both mods in the mod folder does not seem to work. Do they need to be merged?

Thanks in advance.

PS: Hope you guys continue the good work! It is well appreciated.

Not on my watch. If anything, I would make crafting a Skeleton Key more involved but also up the reward of the roguelikes.

Mamba’s tool works with Cornucopia, which is what we each use.

It’s possible. I haven’t looked into people are lazy much, but it seems like we could merge it as it’s merged with grimarillion. I’ll look into it and if adoomgod is alright with it we can toss it in. QoL isn’t a major feature of Cornucopia, but having played with PAL so much in the grimarillion, it’s really irksome to not have it in other mods.

Edit: Got the OK-Go from adoomgod. We’ll merge People Are Lazy into Cornucopia002 and Cornucopia003 with the release of v0.3.3.

Thank you. The less clicking necessary for all this loot the better it is. Thank you very much. I wish you luck with the next release. It is really appreciated.

I need to test mambas tool again. I hope to get it running…

I seem to have found a bug but I haven’t shot a picture. There was a white one hand axe and I wasn’t able to sell it.

Gesendet von meinem SM-G903F mit Tapatalk

Any news on v0.3.3 release date?

No hard date set in stone. Development is actively ongoing.

Hi,

I put your mod on my website with file mirrors on my server:

https://www.kirmiziperfect.com/grim-dawn-project-cornucopia-the-unofficial-rebalancing-mod/

Awesome, thanks! I’ll link to that page in the first posts. :slight_smile:

Would you like to be contacted (and, if so, through what medium?) when an update is released?

Thanks to you for creating an awesome mod!

Yes of course! :slight_smile: My mail address is [email protected]. Oh i forgot to add the changelog, i will add the full the changelog to the post too. If anything you want to be added or changed just tell me.

EDIT: By the way Ceno, the link you added for the Kırmızı Perfect to the first post is not working. It redirects to an address like: “http://%28with%20another%20mirror%20hosting%29/”