War Cleavers are being refocused from Forcewave to Blade Arc in v0.3.3.
There will be a 2H M.I. for Forcewave in v0.3.3, however…but spoilers. 
War Cleavers are being refocused from Forcewave to Blade Arc in v0.3.3.
There will be a 2H M.I. for Forcewave in v0.3.3, however…but spoilers. 
Right, from my testing up to Krieg on Normal Vet, I’ve to say that Pox is pleasantly fun to use(finally). It just MURDERS things. The more the merrier
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Still, I’ve a problem with not being able to LMB Pox or Seal. Seeing how they’re mainstay of my build…yeah. Maybe I could put a Chaos attack(Bolt, Wave?) on LMB, but then I’ve to get those ingredients and wait until 15 at the earliest. meh.
Good work!
It’s still effective in Ultimate as well. My Pox build just has a problem with trying not to get hit too hard. I haven’t been able to figure out caster gear/devotion combos that grant enough survivability to prevent big hits from wrecking the character. So far I’m doing a lot of kiting but bosses in rooms are interesting.
@Ceno. Awesome. You two are on top of it, as usual.
Just wanted to drop this in here, unsure if you guys are aware that the item,
Devil’s Cage Hauberk
Is having issues with auras, and certain passive toggles causing the cage to pop onto allies in multiplayer.
Edit: Quick edit, found that it also seems to be attacking NPCs in the game. (The ones that guard areas)
See if it happens in the main game. We have not edited that item in the present release of Cornucopia.
I will as soon as I have a copy of the item. A friend who isn’t online atm currently possesses it.
About the Aether modifier of Iskendra’s…I am not certain it works with Overload’s +% Ele damage. I’d look into that.
Also, how’d I go about making Good looking work with this? I mean, I most definitely have ideas how I want my characters to look.
Shameless bump as I think this got missed in the conversation.
Also there is an odd node in the Targo the builder constellation which gives --7% Shield Recovery Time (plus other stats), the double negative actually makes you worse at using a shield. Is this intended or not?
Nothing to look into there, Overload’s modifier is applied to your character (as IEE is a buff, not an attack) therefore it isn’t supposed to work. Conversion effects always ignore character wide stats like that.
It wasn’t missed. Both have been fixed for v0.3.3. 
I don’t know what the intentions for hybrid summoners are but I can’t seem to make a build work that uses pet build items and pet bonus based summonable time limited pets work. There’s just too much split effort. Either your pets don’t hit for enough damage or you don’t hit for enough damage. Bosses and heroes are problematic since you generally can’t spawn pets off of them, which tanks your already terrible DPS output anyway.
I could probably make a summoner that uses time limited use pets but it would essentially be a summoner with some gear change for on-death items rather than a true hybrid.
The duration of time-limited pets is being looked at for v0.3.3. I can confirm that, at the very least, Salazar’s Harbinger will be a permanent summon.
I would be interested to see a picture of one of the builds you’ve tried to make work (items used and charsheet stats for player/pets), if you could provide one.
Most of what we’ve done so far (there are exceptions) is simple number tweaks here and there, without addressing some of the mechanical issues of how hybrid pet builds need to work, I’ll acknowledge that. It is still, certainly, on my mind to fix (and doom is far more eager than I am to fix it, too).
I’ll post the character when I get home tonight but I ended up overhauling and generating some items to get it to a point where it was finally successful. The new overhaul is more inline with a true summoner, I’m just using time limited pets instead of perma pets and I have some more offensive abilities in the form of Sigil of Consumption and Grasping Vines (in comparison to my true summoner). The overhaul took the character from Occult/Nightblade to Occult/Sham.
The original intention was to use Occult/Nightblade and I specced the character into Phantasmal Blades as my main damage dealer to get On Death procs via Revenant/Raise Dead. The issue with this build is that I didn’t have enough DPS output on Phantasmal Blades and on top of that it was entirely a mana hog. For the same point expenditure I get better damage, sustain and mana efficiency out of Sigil than Phantasmal Blades. Which negates the primary reason for going into Nightblade in the first place. I’ll also point out that at one point I switched out Phantasmal Blades for Dreeg’s Evil Eye on the Witchunter build and had the same problem where the damage was low and mana efficiency was terrible for what it inflicted.
The executive decision has been made by both me and adoomgod to include GDReforge in the next release of Cornucopia (v0.3.3), and so it has been done with no conflicts.

However, we acknowledge that perhaps this is not a change everyone would want. Ultimately, we half don’t care - from the start, Cornucopia was a mod designed by us because we wanted to play it and so it’s entirely been our prerogative (albeit we’ve taken changes from Crate that we like, too). The other half of us does care about your input, however, because we’ve gotten great feedback for Cornucopia - with many people claiming that this mod is the only right way to play GD. We <3 you guys for that sort of praise, and so we wouldn’t want to soil the mod with such an immediate and unforeseen major mod inclusion. Hence, we’d like your feedback on the matter, if you have any.
For those that don’t know, GDReforge is a mod that allows you to take any given Legendary item and ‘reforge’ it into another roll of that Legendary, effectively trading in the version you have for one with new stats (possibly lower, possibly higher). This process is done with the payment of a nonnegligible amount of iron bits. (In the present-release version of GDReforge, that value is 125,000 Iron per reforge; however, in the next release, that value is being reduced to 105,000 Iron.) In the present version of the GDReforge mod, this can be done by any character as soon as they cross the bridge out of Devil’s Crossing to Lower Crossing. However, that, too, will be changed when v0.3.3/1.0.0.7 releases (the two are not tied together, we just can’t release anything until after 1.0.0.7 due to the inclusion of new items). The Reforging process is intended to be rewarded to players that complete the final storyline quest (‘The Bane of Cairn’) on Ultimate difficulty.
GDReforge’s intent is to minimize the number of times you need to roll the dice on looting foes while also providing an iron sink and farming incentive for endgame. However, for characters that already have millions upon millions of iron, this will almost certainly be a major boon.
What do you think? Would you like to see GDReforge merged with Cornucopia? Or do you think such a combination is impractical for balancing purposes and lessens endgame farming too greatly? Do let us know; we look forward to reading your feedback.
-The Cornucopia Team
Edit: Oh, worth mentioning that GDReforge literally wouldn’t slow down Cornucopia development in the future a hair; the mod is entirely automatically generated and updated with a script of its own. So that isn’t a concern.
The character as promised:
https://www.dropbox.com/s/u001croqr1rjt5l/Summoner.zip?dl=0
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I like the idea of the mod inclusion.
Sounds like a good addition! As I play quite a bit and still don’t have 100% of legendary drops being able to reroll that super rare legendary that just dropped with low end rolls will be most welcome.
Of slight concern though is it sounds like you intend to implement it as a quest reward? Perhaps have it dropped in one of the respawning caches in Log’s room on ultimate so that we can re-acquire the forge if needed. Not too sure about other people but I have a tendency to lose things on occasion, perhaps due to a haunted computer.
It’s unlocked after a quest. It’s not a one time thing. That character can reforge forever… Though I have ways of changing that… I could make Log drop an item that I could… add to the reforge recipes… forcing you to do a log run per reforge… but that’d be evil…
More to the point: If the costs are too low, we can pad them in multiple ways: Make it require some materia, raise the iron bit cost, or add a new item that only drops off, nemesis, a boss, or something that is required for reforging.
Ah, so once ultimate log is defeated we still go get the forge from the body outside devil’s crossing? I was thinking we’d get the forge as a quest reward itself, in which case if we ever lost it there would be no way to re-do the quest.
Also @ Everyone: Enjoy bloody pox while it lasts! I’ve decided it’s too strong at early levels, but about right at later levels. Despite being… ASSURED this isn’t the case by people, I personally built a BP character thru lvl 85 and saw it to be true. It decimates trash like butter, and stutters a bit on bosses.
I plan on reducing the early scaling thru even early ultimate ranks… but it will curve mid-late ultimate ranks back to where it is now. Don’t worry, it’ll still be vastly stronger than in vanilla. I mean, even if I nerf it 20%, it’d still be 240% stronger than vanilla (as opposed to 300%). And I’m not doing that, I’m going to just lower the start of the curve and how early the curve really takes off.
Furthermore this isn’t coming in 3.3. This will come after 4.0 (monsters/bosses), when I really start nerfing shit up as needed.
I also think a diversity of damage on a skill isn’t a bad thing. It potentially lets put more than the average amount of dmg on the skill because the damages are spread out. The issue here for me is prolly a mix of ABB just being lackluster in of itself, and lack of itemization support.
Seeing synergy can also give us tunnel vision. If cold and acid appeared next to each other on items more often this may have never came up. I just finished making Viloth’s ring a great ABB option. I plan on doing more to support the item in time. It’s all coming along… and ABB will prolly just get a buff in of itself in 3.3.