[REL]Grim Quest

Volcanic Orb range is considered ‘max’ by the game engine, it should be capable of flying 18 meters. Hell, the range for Grenado is shorter according to the data. On my game, it flies quite far, almost to the edge of the screen. As for the minimum range, I will see what I can do but no guarantees… There is an issue with some skills where if you click too close to your character, you will fire the skill at max range. Grenado and Canister bomb and I believe molotov all have this issue too. I dunno what causes it, but yeah, it is known. The only way I can make sure it hits directly at my feet, is if I rework the skill to be a meteor type, like Trozan Sky Shard.

However, even as it is now, you can hit enemies right next to you even if you hit a ways away, the AOE is fairly large (3 meters).

VO is already set for point target…

Stances, I dunno, I am pretty sure they are right. They are pretty much exactly the same as the hellhound.

Coredweller weak? How so? My level 10 test character, the CD “only” has 1510 HP with one skill point, which is almost double my HP. He becomes sturdier if you invest into him. That’s more HP than a Briarthorn or Hellhound get. He becomes VERY tanky… but damage, yes, his damage is pretty low, I will add some base fire damage to his attacks equal to his physical.

Aggro - oooh a bug! Lol. Yes, I just checked, the ‘taunt’ levels were inverted, so it had a chance to taunt for 0, or 20. I changed it, now it always taunts… it’s actually really strong at keeping aggro now… maybe too much?

Collision box, can’t change it, it’s already as small is it will go. I can try changing the actor radius, but that usually doesn’t do anything…

Animation - another bug, found the missing file, it should show now. (when I update, maybe tonight.)

Updated the OP, now includes an FAQ.

Should I add more questions? Let me know I will add them.

Changelog for 1.3.0 to 1.3.2:

Masteries

Nature

Call of the Wild - Survival Instinct:
+Increased the amount of life required to proc from 33% HP, to 50%.
+Changed the damage bonus from Physical to All Damage
+Increased the base value to 20, and increases by 7 per rank instead of 5.

Defense

Batter:
+Increased the flat damage value by 100%, and added 20 to the base value.

Shield Smash:
+Increased the flat damage by 100%

Disable:
+Hits an additional target now, and a third at level 6.
+Increased flat damage by 50%.

Pulverize:
+Increased min damage by 25% and max damage by 50%.

Rally:
-Reduced % Increased Health Regeneration modifier at level 1 to 25%.
+Added scaling to it, from 25% up to the original 150%.

Storm

Spell Breaker:
+Increased Physical damage by 20 on all ranks.

*should probably make the effect an aoe instead of on targets*

Spell Shock:
+Increased the electrocution damage, scaling was adjusted to 12 dps at rank 1 up to 40 dps at rank 6.

Warfare
Warwind:
+Added high resistances to CC, to try and create a unique feel to warwind to give a warrior some mobility while under high duress in combat.
+Added 18 - 74 flat physical damage.
 
-needs aoe earlier - switch hew with crosscut and buff hew ??

Earth
Flame Surge:
+Added a 0.5m radius.
+Added a 20% pierce chance.
+Added 50% of the flame surge minimum damage as physical damage.
-Reduced the fire damage by 50% to compensate.

Flame Surge - Barrage:
-Reduced pierce chance by 20%

Volcanic Orb:
+Mana Cost has been reduced at early levels by about 33%, but scales up to the original cost.
+Projectile Speed has been increased by 50%.
+Increased Physical damage component by 5 on all levels.


change proj effect on impact - hard to see aoe size,

Dream
Psionic Touch:
+Weapon Damage Scaling adjusted, now starts at 120% and ends up at 430% at rank 12.
+Increased flat damage values by 50%.

Psionic Burn:
+Added weapon damage scaling, from 35% up to 70%.
+Electrocute damage increased by 100%.

Sands of Sleep:
+Added one target at all ranks, now starts at 2 targets.

Trance of Empathy:
-Removed %Life Leech Damage (this was an experiment, forgot to remove it)
+Added %Retaliation Damage, scaling from 20 - 40%.

Phantom Strike:
+%Weapon Damage increased by about 100 on higher levels.
+Added physical damage, scaling from 19 up to 85.
+Added Vitality damage, scaling from 17 up to 67.

Phantom Strike - Dreamstealer:
-Reduced Flat Physical Damage component by 50%.
-Reduced Energy Leech Component by 66%. (gaining almost 500 mana from using this skill is just ludicrous.)

Rogue

Calculated Strike:
-Lowered the chance for projectile pierce to 30%.

Calculated Strike - Lucky Hit:
+Added scaling projectile pierce, from 10 - 70%
+Global proc rate increased from 44% to 100%.
-Changed pierce proc from % increase, to flat pierce, scaling changed to be about 20% higher than the physical damage proc.
-Reduced bleed damage from proc by 33%.
-Reduced physical damage from proc by 50%.

Lethal Strike:
+Added 100% chance for projectile piercing.
+Added scaling projectile speed, scaling from 25 - 100%.
+Added "warmup" so the skill will allow characters to move closer ot make the attack.
+Added 25% - 65% bonus OA, not sure if this works.

Rapid Construction:
-Removed double dipping cooldown reduction, now only has flat cooldown reduction.

Occultist
*Fixed the mastery not showing up properly.

Items

Rings:
*Fixed missing icons. (or tried to, let me know if they show up)
*Timaios - fixed a link issue which prevented the proper skill bonus to appear.
*Arbruring - fixed a link issue which prevented the proper skill bonuses (boni?) to appear
*Eye of Reveries - fixed a link issue which prevented the proper skill bonuses to appear
*Reflection - fixed a link issue which prevented the proper skill bonuses to appear
*Star Stone - added a missing skill, Dune Raider's Flame Strike to fix the link for this skill.

Amulets:
*Fixed missing icons. (or tried to, let me know if they show up)
*Rune of Najo-Ja - fixed a link issue which prevented the proper mastery bonuses to appear
*Amulet of Morpheus - fixed a link issue which prevented the proper mastery bonuses to appear
*Orb of the Fallen - fixed a link issue which prevented the proper mastery bonuses to appear
*Crystal Totem - added a missing skill, Ice Shot to fix the link for this skill.

Staves:
+Increased the damage of all fire staves by 15, and then 20%.
+Increased the damage of all cold staves by 15 for the minimum, then 25 for the maximum.
+Increased the damage of all lightning staves by 5 for the minimum, then 35 for the maximum.
+Increased the damage of all acid staves by 18.
+Increased the damage of all aether staves by 10 for the minimum, then 30 for the maximum.
+Increased the damage of all chaos staves by 50 for the maximum. Minimum unchanged.
+Increased the damage of all vitality staves by 15, and then 20%.
+Increased the damage of all elemental staves by 30. (10*3)
+Increased the damage of all crafted staves by the same values as above, plus 10%.

Known Issues:
*Set pieces aren't hooked up yet.
*Items like Black Pearl Ring which should spawn with affixes, currently have no affixes to spawn with.

Ring Bug List:
Eurydice's Wedding Band - missing granted skill
The Fragile - missing set info
Memnon's Signet - missing set info
Timaios - missing set info
Alke - missing set info
Prostasia - probably should put auto cast onto the granted skill
Seal of Hephaestus - same as above
Thoth's Mark - missing something? set info?
Chiron's Loop - probably should put auto cast on the skill
Star Stone - same as above
Black Pearl Ring - missing pet bonus?

Amulet Bug List:
Triton's Conch - probably should make vision of death auto cast
Moonclaw - same as above
Black Pearl Pendant - missing pet bonus?
Crystal Totem - granted skill low damage, should make all granted skills scale with player level somehow.
Amaranthine - should probably make auto cast and scale with levle

1.3.2 Patch Notes:

Skills:

Spirit

Life Drain - Cascade:
+Increased the duration that the effect for the chain shows up, purely aesthetics. It looks better to me now. :)

Enslave Spirit:
+Cooldown reduced to 30 seconds, scales down with levels.
+Cost is reduced with levels.
-Duration is reduced to 15 seconds and increases by 1 second per level. 
-/+ Duration is static, no more variance in the duration.

Circle Of Power:
-Removed Energy Cost Reduction

Dark Covenant:
+Now provides Energy Cost Reduction!
+Also grants a % of Energy restored on activation, from 25% - 50%. (perhaps too high? We will see.)

Dark Covenant - Unearthly Power:
+All damage bonuses converged into a singular "All Damage" stat.
*Scaling adjusted, now provides 10 - 45% All Damage.

Ternion Attack:
+Added flat elemental damage scaling from 2-5 at rank 1, up to 13-22 at max. This should help the early levels of the Spirit class hopefully.
+Reduced the mana cost by 6 across all levels.

Earth

Volcanic Orb:
+Added a max damage range for the Physical component, allowing the skill to hit harder physical damage values in the early levels.
+/- Changed a value for the skill, now it can 'only' target the ground. This should help for targeting your aoes for maximum effect.

Coredweller:
+New effect on spawn!
+Added fire damage to his base attacks equal to his physical damage.
+Added a taunt to his base attacks forcing anyone he strikes to fight him, most targets anyway, have not tested against heroes/bosses.
+Provoke Radius increased by 1 meter, and increases by 0.25 per level. Let me know if he becomes too magnetic...
+Provoke aura fixed, now properly draws aggro. (min/max values in the wrong places, he ended up getting 0 taunt in his aura instead of 20)
*Actor height reduced from 1.7 to 1.
*Actor radius reduced from 1 to 0.5.
*Adjusted the model's scaling per level, he now ends up roughly 10% larger at max ranks (and larger beyond that)

Attribute pass, all masteries received small changes to their ranks per level with the mastery. The goal of this change was to put the end result at the same amount of stats. Vanilla masteries all provide up to 500 points worth of attributes, and combined with health and mana bonuses, 2400. Now the TQ masteries will provide the same amount.

Defense:
Physique: From 3.5 per level, now 5.5
Cunning: unchanged
Spirit: From 1.5 per level, now 1.
HP: From 50 per level, now 32
MP: From 10 per level, now 6.

Hunting:
Physique: From 4 to 3
Cunning: From 4 to 6
Spirit: From 1.5 to 1
HP: From 24 to 25
MP: From 10 to 13

Spirit:
Physique: From 3 to 2
Cunning: From 3 to 2
Spirit: unchanged
HP: unchanged
MP: From 16 to 18

Warfare:
Physique: From 4 to 3.5
Cunning: From 4 to 5.5
Spirit:From 1.5 to 1
HP: From 40 to 29
MP: From 10 to 9

Nature:
Physique: unchanged
Cunning: From 3 to 2.
Spirit: unchanged
HP: From 20 to 16
MP: From 32 to 22.

Rogue:
Physique: From 4 to 3.5
Cunning: From 4 to 5.5
Spirit: From 1.5 to 1.
HP: From 35 to 27
MP: From 10 to 11

Earth:
Physique: From 3 to 3.5
Cunning: From 3 to 1.5
Spirit: From 6 to 5.5
HP: From 23 to 24
MP: From 12 to 14.

Storm:
Physique: From 3 to 1.5
Cunning: From 3 to 2.5
Spirit: unchanged
HP: From 21 to 20
MP: From 30 to 18

Dream:
Physique: From 3 to 3.3
Cunning: From 3 to 3.3
Spirit: From 3 to 3.3
HP: From 35 to 23.9
MP: From 16 to 14.2

UI Fixed:
records\ui\skills\classselection\skills_classselectionscrollbox.dbr

height,172, change into 138
result:

This updating is ideal for us the translators.
There is no part which collides with Grimarillion and all text names are also clear. Thanks a lot. :smiley:

Hi ASYLUM101. I started playing nature TQ as part of Grimmarillion and had a few questions:

  1. The summons in that tree scale with pet bonuses or player stats?

  2. When you specify that a skill works with guns, you mean with just guns or any ranged weapon like crossbows?

I love what you guys are doing with this project!

Cheers.

We are trying our best to make things easy for everyone involved in Grimarillion. Hence the compatibility between mods for most things.

  1. All pets scale with pet stats, as they did in TQ. I may change some skills for player stats in the future, but it will require testing to balance because I can only dread how powerful they can become…

  2. All ranged weapons. I guess I will rewrite the text. Which skill in specific?

Ok i played a bit more with my hunting char lvl23 atm, killed the warden and tryed going to second act.

Using the marksmanship line - the first skill is ok, but the second and third one turned out to be so weak.

Puncture Shot Arrow - required lvl15 and for 12 points in it:

55% chance to pass through enemies
+33% pierce damage
+50% bleeding damage
and thats it…

Similar skill in soldier tree - Fighting Form for 12 points:

100% chance to pass through enemies
+121% pierce damage
112% physical damage
212 bleeding damage for 2sec
and +3 targets for melee stuff…

You asked in the other threat for a suggestions - here where you should start: check for a similar skill’s power level and try to match it for the TQ skill.

Then i rushed for the semi-aoe skill that is shooting piercing fragments. I maxed it - lvl12 It has 7-9 fragments and with my buffs and bonuses its doing 109 piercing dmg per fragment and 411 bleed dmg for 3sec.
I dunno how you see this on theory, but in practice its so underwhelming. 109 dmg to next enemy at lvl23 is low. No idea if this going to scale at higher levels and some items, but i find it very hard to continue playing this char.

correct me if I am wrong, but FF only works on Cadence, ie every 3rd hit, so to compare the two, you would need to divide all of the above by 3, at which point the two are not all that different any more

Keep in mind, Fighting Form does not trigger every hit. It is only every third strike, whereas marksmanship is every hit. Also, 2 handed weapons in Grimarillion innately have a chance to pass through enemies. I think this is a Cornucopia change. I might add some bleeding or bonus piercing to Puncture Shot however, as I have been playing a hunter too and it can be very difficult at times, though it’s honestly not so bad. I still haven’t reached the Warden though, time is limited for me with work.

Easier said than done. As mamba pointed out, the skills are not quite as similar as you think. Not to mention, I would have to do this with about 180 or so skills, not including the ones from items. I think a closer comparison would be to Fire Strike, which does not have a piercing component. Still, I will take a look and see what can be done.

Yeah, the aoe bleed is a change from the new TQ patches, and I’m not too happy with it myself. I’ve got a few ideas how to improve it, I just have to test them a bit.

Correct, but it may still be worth it for me to take a look.

not saying you shouldn’t, just pointing out that the difference is not as big as he made it sound :wink:

Maybe add a bit of flat pierce, not just % ?

Yeah I was thinking along the lines of maybe a bit of flat damage, maybe bleed or pierce or something.

you could even go Fire, make it more like GD with its multiple damage types per skill and synergize with Demo (or Vitality and synergize with Occ) :wink:

I’ll hold off on doing anything like that for the time being… if I do something like that, I would probably start with Earth as it needs a bit of hybridization more than any other class imo with all the fire resistant enemies at the start of the game…

http://www.grimdawn.com/forums/showpost.php?p=430568&postcount=93

My character in Grimarillion.

jaggd, how does yours compare? I don’t mean to boast/brag, I am genuinely curious if you could share.

Current plans to shift power:

Move about 10-20% projectile pierce chance from Puncture shot to Marksmanship
Add some pierce/bleed damage to puncture shot, maybe in the form of a proc.
Reduce the bleed damage on Scatter Shot, increase the pierce damage

Yes i am well aware of cadence’s mechanics. But you guys should know (and you probably do) that when cadence procs it 1-shots every normal monster and if it crits it could kill a champion.

In theory the skills may seems for you as they have a similar DPS, but thats not true ingame. Because when cadence hits it hits with a %weapon damage of 400+ and bonuses of 1xx. You can 1-shot entire pack if you make them follow you inline.

Where the hunting dude with the same DPS still need 4-5 hits to kill 1 guy and with 55% chance to shot through - thats like AoE DPS / 2.

My plans are to take soldier with my hunting char so i can use the support skills and oleron’s rage.

But why should i use Marksmanship for my mouse when i have Cadence for lets say single target: 100 100 420 vs 128 128 128 ? I dont want to mention about the third skills, because it gets ugly there.

IMO Marksmanship should have an advantage vs cadence, its what hunting is focused for. This is my view, but if you want to play ranged character (with guns and xbows) you should have more incentive to take hunting.

Here is my character:

Hey asylum, great mod. I really like the masteries and i love titan quest too. Im so happy it has been in development by nordic:) Maybe it will revive the community and the Nordic developers will open up more things mod in the game. Well, anyway ontopic. Does the Rogue mastery Lay trap skill gets a bonus to its damage from +% pierce damage on equipment and devotions?

http://www.grimdawn.com/forums/showpost.php?p=430411&postcount=465

This has been asked a few times, so I think I will add it to my FAQ.

I might change it in the future, but for now all summons scale off pet bonuses.

Update on my Grimarillion hunter testing:

DPS is with Art of the Hunt + Empowered Pierce Aura.

8 deaths, probably about 5 from really really bad positioning when I activate Devotion Shrines (specifically the one near arkovian undercity)… and spawning dead each time I ported back.

One mastery so far.

I can see a slight buff to puncture shot, and a shift in damage on scatter shot to favor more flat damage versus the bleed, but honestly… I think the build is doing VERY well in grimmest+corn… considering this is my first time playing Grimmest (though I am no beginner when it comes to massive spawn rate mods, like XMAX)

To Jaggd;

Yes i am well aware of cadence’s mechanics. But you guys should know (and you probably do) that when cadence procs it 1-shots every normal monster and if it crits it could kill a champion.

In theory the skills may seems for you as they have a similar DPS, but thats not true ingame. Because when cadence hits it hits with a %weapon damage of 400+ and bonuses of 1xx. You can 1-shot entire pack if you make them follow you inline.

Where the hunting dude with the same DPS still need 4-5 hits to kill 1 guy and with 55% chance to shot through - thats like AoE DPS / 2.

To be fair, in the area I am at now (just cleared Rotting Fields, all enemies are my level or higher), Marksmanship is hitting for around 1500 dmg consistently, and pass through ‘only’ 20% of the time. However, 1 point in gouge guarantees 100% pass through and maxed Volley gives you 3 extra projectiles, each triggers all effects of marksmanship, effectively giving something like 60% pass through chance. Champions often times do not even touch me before they die.

But why should i use Marksmanship for my mouse when i have Cadence for lets say single target: 100 100 420 vs 128 128 128 ? I dont want to mention about the third skills, because it gets ugly there.

Lol…

Great work. I see feedback about the GQ masteries being sub par and lacking high level skills. An idea for your GQ masteries that may not require adding additional skills is have post 32 mastery investment grant additional passive bonuses, evade/reflect etc.