[REL]Grim Quest

Patch Notes for 1.4.6

Dream
Psionic Touch:
*Touched up the fx again. If it's too bothersome to anyone let me know, I'm trying to find a point of it being cool and fitting for dream, but not too obstructive.

Defense
Batter: 
+Max rank increased from 12 to 16, ultimate rank increased to 26 from 16.
+Target Angle set to 120 from 90.
+Removed scaling on targets hit, now always hits 3.

Batter - Rend Armor:
+Ultimate rank increased from 16 to 22.
+Adjusted target number at lower ranks to scale up faster up to 5 targets at rank 12, up from 3. Increased starting armor debuff at low ranks but decreased their scaling.
+Added physical, internal trauma, and bleed modifiers.

Shield Charge - Disruption:
+Max rank increased to 12, ultimate rank to 22.
+Added a physical damage modifier.

Rally:
+Ultimate rank increased from 16 to 22.
+Replaced flat armor bonus with Physical Resistance.
+Radius increased to 16m.

Rally - Inspiration:
+Added Elemental Resist from Defiance.

Rally - Defiance:
-Removed Elemental Resist
+Added Retaliation modifier.

Hunting 
Takedown:
+Increased starting value for %wpn damage, lowered scaling so it results in the same value at rank 16. (current ultimate rank). 
+Increased the percent health reduction.

Takedown - Eviscerate:
+Added a pierce and bleeding modifier.
+Added a crit damage modifier.

Gouge:
+Max rank increased to 8, ultimate to 18.
+Increased Attack Arc to 180 degrees at all levels.
+Targets struck flattened to 5 at all levels. (only applies to melee)
+Weapon ratio reduced at earlier levels but scaling at higher levels increased.

Serpent Strike:
+Max rank increased to 8, ultimate to 18.
-Removed the ability to dual wield pistols so it can work as intended, a double strike proc for both spears and rifles.
-Removed the increased pierce ratio.

Volley:
+Max rank increased to 8, ultimate to 18.

Marksmanship:
+Added a physical damage modifier.

Marksmanship - Puncture Shot Arrows:
+Slightly increased scaling for pierce and bleed modifiers.
+Added bleed damage with a 2 second duration.

Marksmanship - Scatter Shot Arrows:
+Increased pierce damage scaling.

Art of the Hunt:
+Ultimate rank increased from 16 to 22.
+Increased piercing and bleeding modifiers.
+Cooldown removed.
+Radius increased to 16m.

Art of the Hunt - Find Cover:
+Ultimate rank increased to 18.
-Adjusted scaling of the deflect, 25% at max, 35% at ultimate.
+Added a %DA modifier. (this is to compensate for a woodlore change)

Herbal Remedy:
+Range increased to 16m.
+Mana cost reduced by half and scaling reduced by about half as well.

Spear Tempest:
-Removed useless stat bloat, confusion chance, movement slow, physical damage bonus.

Spear Tempest - Flayer:
+Now affects Spear Tempest, Takedown, and Bestial Howl, similar to how Ulzuin's Chosen affects multiple skills.

Study Prey:
+Increased max rank to 10, and ultimate to 20.
-Reduced initial physical resist debuff and overall scaling. Starts at 10% debuff and scales to 50 at ultimate rank.
-Reduced initial pierce resist debuff slightly and overall scaling. Starts at 15% debuff and scales to 70 at ultimate rank.
+Moved this down to a tier 2 skill.
+AOE size increases slightly with ranks, starting at 6 m still.

Study Prey - Flush Out:
+Increased max rank to 10, and ultimate to 20.
-Reduced initial DA reduction and elemental resist debuff and overall scaling. Now starts at 10% debuff and scales to 50% at ultimate rank.

Burst Shot:
+Max rank increased to 16, ultimate to 26.
+Drastically upped the damage on this one, might be a bit too much but it's definitely useable as some quick burst/room clear as it was intended now.

Woodlore:
+Ultimate rank increased to 20.
-Attack speed bonus reduced by about half.
-Poison resist scaling adjusted, still reaches the same ultimate amount but at rank 20. Rank 10 value reduced by about 10 and rank 1 value reduced by about 5.
-Reduced DA bonus by about half.


Spirit:

Spirit Ward:
+Skill changed to a modifier to fix a bug preventing pet bonuses from working while at full hp.

Serve thy Master:
+Skill changed to a modifier to fix a bug preventing pet bonuses from working while at full hp.

Deathchill Aura - Diffusion:
*Fixed a bug preventing the inner rings from functioning.

Warfare:
Battle Standard:
+Fixed an issue where the +1 to all skills was missing. (how did no one report this?)

Battle Standard - Glory:
+Fixed missing ranks. Ultimate rank increased to 20 from 40 and values were adjusted to match.

Battle Rage - Boundless Wrath:
+Adjusted the cooldown reduction scaling, slightly reduced at earlier ranks to distribute the values more evenly across the levels a little. Added missing ranks for the duration scaling and tweaked the final four ranks to now scale up to 6 seconds at rank 18, up from 5 seconds at rank 16.

Dual Wield:
+Changed template to the passive dual wield template, the same that Nightblade uses for it's own dual wielding passive. This prevents DW from eating up WPS chances.

Nature:
Heart of the Oak:
+Increased ultimate level to 22.
-Reduced scaling after rank 12, rank 22 is up to 90% from the old rank 16 of 85%. (still a nerf)
-Total speed reduced to 5% at rank 1, scales back up to 10% at rank 12 and then up to 18 at rank 22.

Heart of the Oak - Tranquility of Water:
+Increased max rank to 10 and ultimate rank to 20.
-Reduced mana cost reduction chance scaling.
-Reduced mana cost reduction initial value.
+Added mana cost reduction scaling.
+Added mana regeneration modifier.

Heart of the Oak - Permanence of Stone:
+Increased max rank to 10 and ultimate to 20.

Refresh:
+Increased ultimate rank to 22.
-Lowered cooldown reduction, lowered cooldown, increased mana cost.

Plague:
+Max rank increased to 12, ultimate to 22.
+Reduced mana cost to 30
-Increased scaling to 4.5 per rank.

New Plague Transmuter, Arcane Affliction:
*Converts the damage of plague to elemental.

Plague - Fatigue:
+Max rank increased to 12, ultimate to 22.
-Each rank now increases the mana cost by 2, initial mana cost starts at 5.

Plague - Susceptibility:
+Max rank increased to 12, ultimate to 22.
-Each rank now increases the mana cost by 3, initial mana cost starts at 10.

Call of the Wild:
+Ultimate rank increased to 26.

Call of the Wild - Maul:
+Ultimate rank increased to 22.

Call of the Wild - Survival Instincts:
-Reduced max rank to 12.
+Ultimate rank increased to 22.

Call of the Wild - Strength of the Pack:
*Fixed an issue where the skill was unlocked at a different tier than it was visually.
+Ultimate rank increased to 22.

Sylvan Nymph:
*Fixed an AI issue which prevented her from casting Overgrowth buff. (again)
-Removed Overgrowth Skill

New Sylvan Nymph transmuter, Corrupt Nymph:
*The nymph summon becomes corrupt, altering her color and damage. She now deals vitality and vitality decay damage with her attacks and skills.

Regrowth:
*Finally got around to making regrowth work as a ranged target heal as it was originally intended. A little clunky, but it works.
+Ultimate rank increased to 26.

New Regrowth transmuter, Sustained Growth:
*Removes the heal component and in turn increases the duration of the regrowth while adding health regeneration to the base skill.

Regrowth - Accelerated Growth:
+Grants additional health regen for 4 seconds after using regrowth.
+Ultimate rank increased to 22.

Regrowth - Dissemination:
+Heals allies near the original target location via chain heal. 
+Ultimate rank increased to 22.

*New Regrowth modifier, Overgrowth:
+Moved Overgrowth from Sylvan Nymph to here. Now provides a small damage shield after you cast regrowth. This shield increases regen, absorbs incoming damage and retaliates with piercing damage.
+Ultimate rank increased to 22.

*New Skill, Fungal Swarm:
+Spawns a small zone which deals a bit of weapon damage, poison and acid damage, then drops a fragment which detonates half a second later dealing the damage a second time.

*New Fungal Swarm transmuter, Explosive Growth:
+Adds a 5 second cooldown to the Fungal Swarm and increases it's damage dramatically. In addition, it adds a fumble chance to targets hit.

*New Fungal Swarm transmuter, Druidic Magics:
+Converts part of the acid damage dealt to elemental damage.

*Fungal Swarm Modifier, Spore Bomb:
+Adds a secondary fragment to the Fungal Swarm, this one detonates 1 second later and explodes in a larger radius. In addition, the modifier adds acid damage to each hit this skill has. (3 in total including spore bomb)

*Fungal Swarm Modifier, Corrosion:
+Increases the damage of Fungal Swarm and adds a chance to deal either additional poison or acid damage.

*New Summon, Kodama:
+Summon a Kodama spirit which boosts the damage of nearby allies and grants bonus OA. In addition it will grant a buff to reduce cooldowns to nearby allies.

Earth:
Rupture:
*Has a special feature when used with Cremate, yes, a feature. :D
+Increased ultimate rank to 22.
+Reduced Mana cost.
-Reduced base fire damage slightly.
+Increased base physical damage slightly.
-Removed physical damage conversion.
+Added projectile speed increase.
+Increased base aoe size to 1 m and scaling to 2.5m at the ultimate rank.

Rupture - Cremate:
*Template changed, Cremate now creates a secondary damage radius larger than the original and stacks a separate effect on top.
+Increased max rank to 12, ultimate to 22.
+Increased Burn Damage.
+Added a small amount of %Wpn Dmg.
+Added Crit Damage. (only affects the small amount of wpn dmg and the burn dmg.)
-Removed the mana reduction. (reduced the base cost of the skill line althogether.)
+AoE size increased to 3.5m

Rupture - Flare:
+Increased ultimate rank to 22.
-Tweaked the fire/burn damage modifiers, they scale a little slower but eventually hit higher numbers.
+Flat damage values increased.

New Volcanic Orb transmuter, Entropy:
+Converts the damage of Volcanic Orb to Chaos and alters the projectile. Causes the projectile to travel in a straight line slowly, piercing any targets that cross it's path.
-Reduces the AOE size to 1m.

Flame Surge:
+Removed cooldown.

New Flame Surge transmuter, Incineratation:
+Adds a 5 second cooldown and a 175% total damage modifier. Also adds 1 second terrify and additional projectiles 

Flame Surge - Barrage:
+Increased max level to 12 and ultimate to 22.
-Removed Cooldown reduction
+Added a fire modifier.

Flame Surge - Flame Arch:
+Increased ultimate level to 22.
+Added a burn modifier.
-Removed terrify chance.

Stone Form:
+Ultimate rank increased to 22.
+Reduced mana cost by about half.
-Slightly reduced %Heal scaling.

Stone Form - Molten Rock:
*Skill template changed. Is now a short duration self buff which lasts about twice the duration of the stone form effect, allowing you to retain a short period of increased damage absorption (not 100% as stone form grants) and retaliation.
+Ultimate rank increased to 18.
+Now grants from 3% up to 10% damage absorption at max level.
+The buff lasts 12 seconds, 6 seconds of that are active while entombed in the stone form.
*The increased retaliation and added burn retaliation are still the same as before.

Rogue
Throwing Knife:
*Changed the template to fix a targeting/pathing issue.

Storm:
Storm Wisp:
*Tweaked the AI a bit, the wisp should properly cast and retain the Eye of the Storm buff if you have points in it.

Blacksmith:
*Fixed an issue where the spear and staff crafting recipes were missing.


Items:
Artifacts:
Molten orb, Wraithguard, Deathrattle and Scroll of Oneiros > level fixed to 8 as intended.

Razor Claw skill:
-Added a 30s cd
-Added a 30s duration
*Added a controller which will summon on hit. (resulting in permanent up time basically.)

Summoner's Totem skill:
-Added a 30s cd
-Added a 30s duration
*Added a controller which will summon on hit. (resulting in permanent up time basically.)

Spirit Blight Skill:
-Added a 30s cd
-Added a 30s duration
*Added a controller which will summon on hit. (resulting in permanent up time basically.)

Druidic Wreath Skill:
*Adjusted how this skill works so it doesn't bug out anymore. Shouldn't have issues anymore, I hope.

Raven's Shadow skill:
*Removed the ravens from the UI, no more clutter.
-Reduced the fumble chance and duration for their Peck attack.

Effigy of the Panther skill:
-Added a 4 second cooldown.

King Slayer skill:
+Proc activation changed, is now on crit instead of being hit by crit.

Staves:
Added unique staves to the drop tables. Good luck hunting for them! There are about 54 new staves in total, with MI staves on the way.

NOTES: 
Please report any text issues you see this patch, I have been tinkering with some things and improving how I save my tags so... just keep an eye out. 
I've also removed some files that I thought were unnecessary, let me know if there are any issues with creatures/animations and spear/staff drops! I don't foresee any issues but just in case...

Links are in the main post. Let me know if they are working.

Did a quick 10 min test, here’re the results:
1)Diffusion works well :slight_smile:
2)Found 2 bugs :stuck_out_tongue:
3)Regrowth is absolutely insane regen-ability now (sustained growth FTW :D) - on my 50lvl occultist+nature i got 1605 life regen (16/16 Regrowth) :rolleyes:
4)Fungal swarm - love the mechanic, it’s cool :slight_smile:

The accelerated growth tier issue will be fixed.

Not sure what the arrow for the Sylvan Nymph is supposed to mean though, she unlocks at 15 points as intended. The tag issue, I’ll fix it. As I said in the changelog, I did some edits to my tag files so there may be some missing stuff. Let me know if you find anymore.

Regrowth balance wise, well keep me updated. The values were generated by a spreadsheet I have, they weren’t pulled out of my ass, however I didn’t actually test them aside from making sure they work so… they could definitely be a bit strong.

Lies! That’s how we all mod. :smiley:

heey??? This was our Coke’s secret formula. You ruined it, Kat :furious:

Ok ok maybe it’s true… at any rate it’s been gutted for the fix patch. No eta, gonna wait til friday afternoon before releasing any fixes.

The regeneration from Sustained Growth is now equal to the heal from the base regrowth, just spread across an 8 second duration. Sustained Growth lasts longer than 8 seconds, so feel free to cast it more often though it won’t heal any faster if you do…

Some other fixes:

Nature:
*Accelerated Growth tier fixed. (moved from tier 5 to tier 3)
*Nymph missing tag fixed. (added a text line to modstrings)

Dream:
*Distortion Field chance to activate now increases with rank.

Defense:
*Adrenaline chance to activate now increases with rank.

Does it mean that Sustained growth gives ~123 health regen on 16/16 regrowth? (990 HP healed on 16 rank /8 seconds= ~123) :eek:

124, but yes close enough. Too low? I can increase it a bit if it seems too low but keep in mind you can add accelerated growth and always stack more %health regeneration for more.

No need, it already gives more regen than Blood of Dreeg :slight_smile:
What i’m also wondering - how much fungal swarms can be spawned at one time? 2 with its modifier or 3 at ultimate rank?

Fungal Swarm is a bit of a complex skill, maybe I need to update the tooltips again since I changed the skill a few times during development.

Ok, on initial cast, the skill does the listed damage once, then drops an invisible fragment which detonates half a second later (you will see the detonation). This detonation deals the same damage the initial cast does.

The first modifier, Spore Bomb, adds damage to the Fungal Swarm and causes a second fragment to drop which also deals the same damage as the initial cast and first fragment. The second fragment also has a much larger explosion but takes a full second before it detonates. There will be no more fragments at further ranks, it’s static with the 1 on the base skill and the extra from spore bomb.

Got it, ty :slight_smile:

Why is the description of Spirits Profaner skill “blank” even though DAIL has the description?

Say, Asylum, in the spirit of the Nymph transmutor, could we look forward to the other summons having one too in a future update? Fire or poison (rabid!) wolves, lightning skeletons, chaotic coredweller, aetherical wisps, the possibilities are endless! I’d definitely chuck a few points in for a damage/palette change. My Medium is like Death in the form of a Storm and my skeletons could be too XD

Now, we finished translating GQ v1.4.6 and reworked the article in Jp-Wiki. In this update, it was very difficult to translate because the order of skills changed greatly. And besides Profaner there was another missing skill of description. These existed in v1.4.5. (grimquest_classnamestags.txt)

(tagTernionTransmuterNAME=Profaner)
tagTernionTransmuterDESC=Through some sort of perversion of magic, certain spiritual mages are capable of converting the elements into some sort of vile poison.

(xtagSkillDreamName026=Dream Surge)
xtagSkillDreamDescription026=A ripple of energy from the dream world expands outward, damaging enemies.


The following skills existed in v1.4.5 but disappeared in v1.4.6. Probably not necessary?

tagSkillName216=Aether Strike
tagSkillDescription216=Strikes with otherworldly energy that has the power to sear an enemy’s spirit from the very fabric of reality.

tagSkillName219=Spark
tagSkillName219=Plasma Burn
tagSkillDescription219=Scalds enemies with a blast of elemental energy.

Yes I believe those skills are unused… but as I said in the changelog:

NOTES:
Please report any text issues you see this patch, I have been tinkering with some things and improving how I save my tags so… just keep an eye out.
I’ve also removed some files that I thought were unnecessary, let me know if there are any issues with creatures/animations and spear/staff drops! I don’t foresee any issues but just in case…

so thanks for the tag reports, keep them coming.

I will fix profaner and dream surge in a hotfix later today (among other changes).

I didn’t realize it would be harder to translate, sorry about that. It will probably stay as it is now, I reorganized much of it to benefit myself.

If it helps, I can send you a link to what I’ve used for updating the tags. You can create a copy for yourself if it will help. I am now using googlesheets with 3 columns, one for tag name, one for the tag, and one to combine the two. (=join(";", … ). The combined entries are what go into my tag files. I was testing a new tool and it inspired me to improve my tag methods since a little accident occurred with the tool… :stuck_out_tongue:

Truthfully, I skipped the wolves and sprites for transmuters because what I want to do is not supported yet, but I have a feeling it will be with the xpack. The plan to make sprites permanent but limited, and for wolves to reduce the max to 1 but make it way stronger with some new skills. Just ideas I have that I’m not sure if I can do yet. I have a feeling it miiight be possible but we will have to see. Without knowing how exactly the templates from the xpac will work it’s hard to say, but they seem to be able to work in a similar manner from what we’ve seen of the necromancer.

I had a few ideas for others too but I have a problem in that… there’s only so many I can make!

From what I saw so far, the xpack will allow to create skills that summons different pets, right? The raise skeletons from the Necromancer summons skeletons soldiers and mages, so…

Yeah something like that, and more.

Thanks for your concern. Since we remade the translation text, the next to work should become easy. So don’t worry about it.
The most troubling thing now is that the new GQ takes away my sleeping time. The skills of each mastery were enriched, and the combination with other masteries became very interesting. :smiley:

Yeeeeees… Also, I seen one item that gave you one additional Familiar pet so maybe have it so it needs the max 3 (is it three or four?) number to access the transmutor then have the skill take two away and triple the base stats? Could change the model to look like Cerberus so it’s like all three were merged into one big hound of hell. Whichever way you do it, now I’m even more excited for the expansion XD