[REL]Grim Quest

Does Ring of Flame little AoE means that it have a strong damage output? I’m trying to do a Fire/Cold auramancer :stuck_out_tongue:

I can’t tell you how viable it is, I don’t have the time to test every build. I do try to make things decent, and a few patches ago when Crate added the debuff to night’s chill (veil of shadow modifier) I did the same with ring of flame. So, it should have some good RR which should supplement your damage from other sources. On it’s own, it might be legit. /shrug

An interesting idea would be to have some dmg conversion to cold to convert the physical component of the “Soften Metal” modifier, then the aura will be fire + ice. :smiley:

Thanks, should be fixed in the next patch. Was confused for a second why that would have nature and burn damage but I guess it’s a DAIL thing.

In other news, I have been working on a few tweaks for Rogue. Hopefully I’ll have it done by the end of the week. What you can expect if you are playing rogue:

Poison Gas Bomb. I like PGB, but I hated how it would detonate on impact but not leave a zone of death, like Blackwater Molotov does. I had it working that way a while back but I had to change it due to weird interactions with fragments causing the zone of death to spit out fragments everywhere and freezing the game. I worked around this using autocasts on the modifiers, so it will work as I wanted it to now.

Bolt Trap. I loved this spell in TQ but somehow when I changed it to player scaling, the damage ended up not scaling so well. With a few tweaks, I should have this working better and in a way that is more interesting. Current changes that I have done are less cooldown per level, less mana cost, split the dmg pierce/phys (but also increase it), add chance to pierce on the base skill. Removed the cooldown reduction modifier. Added a new modifier, not going to say what yet, just in case it changes. Changed the multishot (rapid fire mechanism) to be a transmuter which also reduces the damage of the bolt trap so to prevent the shotgun hell it will no doubt create. By doing this, I am opening up two skill slots for the trap. I have placeholders already, they are working well but they are kind of boring… what to do what to do…

Current -36% Fire RR on 12/8 is good alongside with nice damage on 16/12 Ring of Flame, melting enemies very fast (26lvl only) :cool:

Love the idea of making physical->cold convert on Soften metal (Frozen metal? lol). Maybe even relocating fire RR component to that modifier? :eek:

Ring of Flame aoe aspect is a bit weak - having only 3.8m on 16/12 :frowning:
if you can increase it to 4m on 12/12 and +0.1m every level - that will be big enough :rolleyes:

PS: Little bug )

Ok, thanks for the bug report, will be fixed next update.

As for the AOE, I’ll tweak it a little.

I’m playing with Grimarillion, so hopefully this is the right thread for this. I recently got hold of a Soul Prism but found that the “Necromancy” skill isn’t working so great : \ It activates so rarely, especially when you’re a pet-build and they do most of the killing for you, but then I noticed even when it does work only one skeleton seems to show up most of the time instead of the three. Other like-level relics and weaker in some cases out-preform it by miles.:cry:

“Was confused for a second why that would have nature and burn damage but I guess it’s a DAIL thing.”

Why DAIL things in pure GQ mod?:rolleyes:

I’m playing Grimmalion and the weapon damage component on Boomerang Blade doesn’t seem to be working no matter what weapon I have equipped every weapon type and it never changes from only 1-1 damage.

Edit: Oh ok so you need to be dual wielding for the weapon damage component to work, don’t know if still bug or not, but if it isn’t you should add it to the tooltip.

Also sometimes the skill just stops activating and to make it work again you have to return to the last place you used it and wait for the graphic to disappear even if it should have expired already

I expect this may have been reported before, but with 3 wolves and skellies, Nymph and now Bone Fiend out sometimes you lose a wolf and skelly. Not sure if it’s to do with teleporting, but it definitely happens in narrow spaces and it’s not possible to resummon them unless you move to a bigger area. If you try one of the wolves/skellies just gets replaced, still leaving you with 2 of each. Both wolves and skellies are maxed so that’s not the problem. I first noticed it in the Arkovian Foothills (see screenshot), but also had it happen in Cronley’s Hideout as well. Sorry, I can’t remember if I had 3 when teleporting back to Devil’s Crossing, but they weren’t there when I teleported back to the Foothills/Hideout. Once you find a big enough space you can resummon the 3rd wolf/skelly without any problem.

Due to Jiaco’s mad science, DAIL has become a self sustaining, sentient life form spreading into nearby mods. GQ will soon have 30 masteries and OP items.

Rings can roll +1 to masteries? For the first time i see a rare ring with +1 to mastery :rolleyes:

Yes, staves and ribbons too. :slight_smile: I’ve found some Nature and Spirit staves, Spirit ribbon and rings for Dream, Hunting and Defense. These were all yellow items, but should roll for greens as well.

Yep, i’m using Amulet, Staff and Ribbon with +1 to Earth, amazing items :slight_smile:
But never thought that rings can roll +1 to masteries too, awesome :cool:

Magic weapons as well such as sacrificial daggers and spell blades, I assume every single item can roll with +to TQ mastery

No this has never been reported before, I’ve never experienced this either. Not really sure it’s even possible to fix, I have no control over where creatures are summoned.

You can have +1 to masteries on rings, medals, amulets, staves, shields, foci and caster 1h weapons… maybe belts. I don’t think anything else can drop with them, spears, axes, 2h weapons, rifles… they SHOULDN’T be able to according to what I’m seeing. I only have the files above modified for GQ affixes, of which I should mention, there are two types, a yellow and a green, the green is slightly better, but pretty rare as most greens are.

I might make better affixtables to create item specific bonuses instead, so you can get more defender/warfare affixes on shields and hunter/rogue for spears and caster oriented on staves/focus/implements. But that won’t be for a while probably, it’s a lot of work and I’ve got things that I’d rather do first. Will see about it.

I have no control over what ‘hand’ a skill uses, it is determined by the animation and it is mostly just guess work. No idea what would cause 0 damage for you, but this isn’t what I am seeing so I see no reason to change the tooltip.

Crossbow:

spear+shield:

mace+sword:

wand+offhand:

So… basically every combination shows some type of damage…I didn’t try with a 2h weapon or 2 pistols but I don’t see why it would be any different. If it works fine with the offhand equipped, it should be fine with everything else imo. It uses the ‘totem’ summon animation, which is a globally shared one, so there should be no conflicts there.

Yep, it’s a known issue. I don’t know how to fix it or if it can even be fixed, aside from just removing the cap from how many you can have out at once which can lead to a different bug where the cooldown doesn’t register and you’ll be able to spawn 200 boomblades in one spot and crash the game. Lol. I have been thinking of replacing it entirely but some people like it, so…

Um, well it may be related to teleporting back into a narrow space I suppose. Not sure, but I think both times I’d just completed a biggish fight so I’m not sure that I had all the pets out, they may have died during the fight. I teleported back to Devil’s Crossing to sell stuff, teleported back and only then noticed I’d only got 2 each of wolves and skellies.

I’ll keep an eye out and see if it happens again so I can give you more info. If it is a narrow space issue then I doubt it can be fixed, but might be useful for other new players to know about at least.

Ok,ty for info :slight_smile:
A bit more feedback: Comparing two similar 25lvl earth-oriented relics, i didnt find anything good in Sunstone vs Fury of the Ages :eek:

Definitely let me know if it happens again, maybe I can report to the devs and they can fix or help me identify the issue because as I said, have never run into this myself. I

Compare the recipes :slight_smile: Fury of the Ages should be a biiiit more difficult to craft.

edit, hmmm maybe not.

Compare the recipes :slight_smile:

yep, its quite easy to craft them :slight_smile:

Why dream mastery 50/50 points have electrocute damage +32%? Is it intented? :slight_smile: