[REL]Grim Quest

Yeah, Calculated Strike is just an awful, awful Cadence.

ok, im done testing every skill
total buglist:
Spirit:
Summon Outsider also not works?
Rogue:
Calculated Strike = renamed to Cadence in gd, then it must be not 100% main hand + 156% Phys damage like in gq. it must be 256% weapon damage (at 8/8) because it works every 4th hit.
Lethal Strike must be 600% weapon damage, not 100%+500%physical damage
Disarm Traps? wtf? it is passive, not a buff http://imgur.com/mYGoixM
Storm:
Storm Nimbus - only 50% cold damage goes to dph tooltip(it is right) but where 50% of lightning? engine restrictions or what?
Dream:
maybe that because DAIL, but Summon Nightmare without Texture http://imgur.com/zLB08Zt

the least important part of Squall is its damage, it’s about the complete missile avoidance and mob debuffing. If it dealt 0 damage, it would still be a good skill…

How so? Is it not animating or is it not showing up at all?

I guess these are suggestions, not bugs. Yeah I’ll probably buff them something to like what you are suggesting. I think I also want to lower the cooldown of Lethal Strike, but depends on how strong it becomes when I change it to weapon damage.

Check the changelog I posted in the OP, I explained this already.

Probably, it wasn’t by choice I’ll tell you that much.

Might be from DAIL.

he just standing

I guess these are suggestions, not bugs. Yeah I’ll probably buff them something to like what you are suggesting. I think I also want to lower the cooldown of Lethal Strike, but depends on how strong it becomes when I change it to weapon damage.

nope, this is how it works in tq

Nope. If u have used the titan quest importation tutorial it’s normal was having the same problem with some textures including this one.

Might have been covered already, but are there going to be any class names between cross mod/original game classes? such as spirit/arcanist?

Maybe I wasn’t being objective in my opinion. I just voiced it based on my own gameplay where I kill stuff so fast that de-buffing enemies wouldn’t make any sense.
I guess I just miss a proper large aoe (like the Squall relic has) since I’m running around with the Eye of the Storm-relic now.

@ASYLUM101 I hope a version with the pure TQ classes (with the few unavoidable changes) will be up and updated with the blueprints update for example. Is it in your plans? Like the first versions that didnt have GD masteres on.

I think the masteries dont need so many changes, as they are, they give a more importance to a wider pool of items, something that GD lacks. I think skills in GD’s masteries skills can become so powerfull that you end up using certain items.

(sorry for my english)

http://www.titancalc.com/TitanCalc.asp?mastery=Rogue&master1=6&master2=0

Titancalc says otherwise, as do the files in GQ which I took directly from Titan Quest.

Don’t get me wrong, they are probably good changes, but it’s definitely not how it was in TQ. “+X% Damage” has always just meant physical damage, not weapon damage.

It worked fine for me so… you must have imported your textures to the wrong location, and I forgot to include them with the mod I guess, similar issue with the animations.

I have changed nothing yet (i’m still getting ready for work) and you can see the texture is fine…

It’s a shit ton of class names, I’ll probably just take the ones that the community has made for DAIL. I have them ready for addition, but they’re all blank with “?” marks.

I’m not sure what you’re asking for. You want a version of the mod with no GD masteries, only TQ? I probably won’t do this, it’s quite a lot of unnecessary work for me, and if I ever update or change a few things, I’ll have to do it with both versions and it will be very complicated and confusing for me. Just don’t pick GD masteries :wink:

How far along are you ? Have only really used it in TQ but in Normal it did decent damage, killed everything immediately for maybe the first two acts. In Epic and onwards I still had it up constantly, but the damage no longer was the main reason for that, in Legendary its damage hardly mattered and yet I still used it constantly

Yeah i imagined that! What im actually asking is if you keep the “classic” edition and the Grim Edition of GQ as you wrote in the 1st post and if those two version will share everything else like blueprints for staves/spears etc or this things will be only fot the Grim Edition.

I’m in act 4 in elite. But since I’m nearing 3000% damage I don’t know how usesful debuffing will be in ultimate (also wind devils already debuff elemental resistance :p).

I just felt that some of storms skills weren’t up to par with what both shaman and elementalist had to offer in terms of usability (damage output versus cooldown/range/etc) like for example me spending max points in lightning bolt/chain lightning and the thunderball skills - but they won’t even come any where close to storm totem, wind devil effectiveness due to factors like damage, range, cooldown, amount of targets hit.

Examples:

Lightning Bolt (maxed) could often not even one-shot normal non-elite enemies (it had to crit to do it), bear in mind it has a default cooldown of 12 seconds and 7.3 seconds with my cooldown reduction. The chain lightning only hits up to max 4 targets, also not being able to kill normal mobs unless it crits. This means that this skill is neither good at single target damage due to both damage/cooldown limitations - but also not good at minor AoE (since 4 is the max, including the cooldown once again and the damage itself being a tad too low).
In comparison both Wind devils and storm totems not just clear whole rooms in a blink of an eye, they melt champions and most bosses in just a few seconds. Their cooldown is 3.2 sec (with my bonus).

Thunderball: 1.8 m range (when I was trying it out, it kept falling short on range to actually hit mobs. Maybe this skill is for melee shamans?), once more the annoying cooldown. :stuck_out_tongue:
In Thunderballs case I was hoping it would get better range and shorter cooldown - because “Concussive Blast” looks really nice. It could then serve as a medium ranged AoE if you invest into fragments!

The issue for me was that I had 26 spare skill points and I had tried every single storm skill that I didn’t have, but none of them were any good at all considering the amount of points I had invested into them versus their effectiveness in actual combat - in the end I just dumped all 26 points into shaman baseline mastery.

Some pics showing which skills I currently use in Storm-tree, along with my time played on the character to illustrate that I hopefully have a little clue about balancing and last but not least lightning damage:

I haven’t tried the other Grim Quest classes yet but I’m aware that they might not be fully “tuned” to Grim Dawn :stuck_out_tongue:

I think Asylum101 did an awesome job and maybe one day (if he feels like it) some of the skills will be a little fine-tuned, not necessary the way I want it but in some way so they are a little more competitive with the other classes. :slight_smile:

tl;dr
Even if some abilities did work fine in Titan Quest, they aren’t adapting well in Grim Dawn with their old stats and should probably need some tweaking to get on par with other masteries.

no reason not to debuff with several skills :wink:

Not sure about relative strength compared to GD, my experience is strictly TQ so far

Lightning Bolt (maxed) could often not even one-shot normal non-elite enemies (it had to crit to do it), bear in mind it has a default cooldown of 12 seconds and 7.3 seconds with my cooldown reduction.

I’d say the obvious skill to compare it against would be Doom Bolt, no idea how it stacks up there

I assume there will be a balance pass once the issues are sorted out

Thunderball: 1.8 m range (when I was trying it out, it kept falling short on range to actually hit mobs. Maybe this skill is for melee shamans?), once more the annoying cooldown. :stuck_out_tongue:

I used it on casters, it traveled as far it had to (entire screen), the 1.8m is the radius upon impact, or at least used to be

In Thunderballs case I was hoping it would get better range and shorter cooldown - because “Concussive Blast” looks really nice. It could then serve as a medium ranged AoE if you invest into fragments!

some AoE,some CC from the stun, Squall + Thunderball + staff attacks was my primary attack with an Oracle (Spirit + Storm) in TQ

I think Asylum101 did an awesome job and maybe one day (if he feels like it) some of the skills will be a little fine-tuned, not necessary the way I want it but in some way so they are a little more competitive with the other classes. :slight_smile:

I expect some tuning, along with higher tier skills, given that the mastery now extends to 50, we just are not there yet

i’m absolutely sure “+X% Damage” was total damage multiplier in tq, but in qd this multiplier became already included in %weapon damage on tooltips.
but you’re right, wiki says I’m wrong
this useless sheeeet must be rebalanced :smiley:

Whenever I try to pick up the item “blueprint: apprentice staff”, the game crashes. Happened twice now, no error message.

Other than that, very nice mod :slight_smile:

Yes you’re right about thundeball!
Says nothing about range now that I double checked, but I stopped using it after it didn’t look like it was hitting enemies that were rushing you into melee. Not sure if it’s a gfx issue or just inherent range.
In any case the skill wasn’t performing effectively :undecided:

I’m also crossing my fingers for some fine-tuning in the tree! :slight_smile:

Maybe somewhere along the line I will go back and add those things to the “classic”, but don’t quote me on that, only time will tell if I ever go back to that version…

Squall was a weird skill in TQ. In Normal the damage it could deal was ludicrous early levels but then it just died down into nothingness later on. I’m up for buffing the skill, but the problem is it deals SO much damage early levels that any amount of buffing results in the skill becoming an absolute necessity for plowing through normal. Which… might be ok, but I dunno. Maybe I will stretch out some of the skills to make sure they are scaling better, but again… just thinking about stuff, nothing for sure yet.

Well, just saying as someone who modded the shit out of TQ and now GD, I can guarantee it worked exactly the same. Damage = Physical Damage, there was NO %weapon damage, it was either 100% or 0, and you had no idea if it had it or not. But yeah, it definitely can use some tweaking, I’m with you there. Lethal Strike especially, imo. The damage it deals is pretty piss poor, considering it’s a single target nuke with a LONG cooldown…

Shiiiiiiiit you found one?! Sorry I didn’t even know that dropped, I was trying to make that a “default” recipe for Blacksmiths but I couldn’t get it to work and shelved it for the next patch.

Lightning Bolt’s closest comparison would be Doom Bolt, yes, but doom bolt is a T9 skill, lightning is like T4… They are similar, but damage wise, I think (my version) LB is not quite up to par to DB, but it shouldn’t be, again, due to the Tier difference.

might be harder in GD, in TQ you got used to aiming with it after a bit (i.e. aim at where the mob will be, not where it is now)

it was my favorite skill, always useful, but the use changed over time from damage to protection (against any ranged attack) and debuffing

I’m up for buffing the skill, but the problem is it deals SO much damage early levels that any amount of buffing results in the skill becoming an absolute necessity for plowing through normal. Which… might be ok, but I dunno. Maybe I will stretch out some of the skills to make sure they are scaling better, but again… just thinking about stuff, nothing for sure yet.

I’d rather increase the debuffing side of it than the plain damage

If you want to amp up the damage, maybe add some + cold / lightning to the Obscured Visibility levels - not +%, % is probably not all that helpful given people have +% 1000 or so already :wink:

Lightning Bolt’s closest comparison would be Doom Bolt, yes, but doom bolt is a T9 skill, lightning is like T4… They are similar, but damage wise, I think (my version) LB is not quite up to par to DB, but it shouldn’t be, again, due to the Tier difference.

you can always move it up farther in the hierarchy. With TQ only having 32 mastery levels, everything was more ‘compressed’, in GD you could move it to e.g. 32 and the synergy to 50 and buff them :wink: