[REL] Grimarillion v90d

Can confirm this.

Few more problems:

  1. Phantom strike in Dream have 470% WD on 9lvl, then 10 lvl have 690% and then 11 lvl have 512% WD. Mistype in 10lvl, right? https://imgur.com/a/w6p1x3D
  2. Grace of Inarius 5 set bonus grants 50 flat RR, kinda overpowered. Maybe tone down to 30-32?
  3. Mythical Winter Flurry have checkered pattern in inventory: https://imgur.com/a/ZctteNL
  4. Uliana Stratagem 5 set bonus grants 15 flat elemental RR to sweeping wind, but it doesnt stack with Inner Storm. Or it was supposed to be 15% elemental RR similar to viper constellation?
  5. Did a 3hours run with 61b, still zero forgotten souls.

Sight is a known issue, we havenā€™t figured out what the issue is yet. Will take a look into it if I have time.

OK I think I know what happened, Iā€™m just not sure how it happened. Will be fixed of course.

  1. Letā€™s just assume it was supposed to be 490%. Prolly a typo, somehow.
  2. Grimarillion or Ungrim? Are you over level 30? They only drop 30+. Are you finding rare gems?

I just realized, Ring of Flame - Soften Metal has Armor reduction and Physical resist reduction. Is that a bit much?

I donā€™t think Armor reduction is doing anything noticeable, except if youā€™re playing stun jacks or other skill with a lot of smaller phys damage projectiles/procs. For most builds itā€™s about 1000-1500 more damage.

Grimarillion, i was 100 lvl, and yes, iā€™m finding rare gems just fine.
Edit: got my first forgotten soul, from Ancient Grove:

Diablo 3 Bug: The pet bonuses for Seal of Necrofansia rings donā€™t exist. Thereā€™s a section dedicated to pet bonuses, but itā€™s completely blank.

Grim Quest Bug: Now that you removed the RR from Stormā€™s Wisp, Wisp Light is just an empty section. It still gives the meter radius, but thereā€™s nothing under it.

Grimmest Bug

It appears Kymonā€™s Chosen is undergoing a mutiny

If the picture isnā€™t clear, Sister Bravnas and her associate Heroes are fighting each other. I have no mind control abilities.

lol this item wasnā€™t even included on final releases of D3 mod, it should be a old dbr file that Asylum needs to remove from the .arz

So i got what i think is a forgotten soul now thanks to an above post and its just giving a tag not found error on the name. I had no idea what it is.

I noticed Brynnerā€™s Journey was fixed so iā€™m assuming this can be too.

My own Grimarillion update: Thanks to AoM, I was able to get 55 devotion shrines before I choose between Kymonā€™s and Deathā€™s Vigil; to keep the lore and play consistent, I copied my legit Elder (Nature + Monk) pet build and started with my TAS / GDStash experiments (which was how I tested the Zunimassa set).

For Order of Deathā€™s Vigil, I used an Occultist / Earth Chaos Hybrid pet build that succeeded well beyond my expectations (I wanted a Chaos hybrid pet build to succeed for the longest time and Earth class was just what I needed). I had been playing that build for around a week or so and defeated Log with it. I have a few other things to unlock like Hidden Path and 1st secret quest, but for the most part that side is complete to copy and test Skeleton builds. I have yet to try Spirit and D3 Necro, and Iā€™m eager to find a Divinerā€™s Set build that actually works as a pet build.

For Kymonā€™s, I can either continue my legit Elder or find some other combination to GDStash and test through Ultimate. Nature pets are pretty straightforward that you can combine it with almost any class and make it worthwhile for Ultimate, so it can get dull using it for so many combinations. Shaman with Beastcallerā€™s Set Iā€™m already intimate with from playing the normal game, so Iā€™ll have to figure out which combination Iā€™m willing to take the multiple day slog to get from Homestead to Log there. Too many Deathā€™s Vigil skeleton build ideas to think about this side, Iā€™m sure something will spark my creative juices.

Just a heads up to everyone, I am working on a bigger update, not really a hotfix anymore but just a few skill changes that I figured might be some decent QOL things.

  • First, Spirit is losing the massive point sink with the two auras. Most of what Roadblock said rings true and it is for the better to remove all the extra stuff from the auras to allow them to simply work with devotions.
  • Deathchill is more or less unchanged, but now itā€™s first and only modifier is the old modifier for Insidious Miasma, Necrosis (the RR one).
  • Insidious Miasma has been turned into a contagion type curse, reducing health regen and life leech RR as well as some light Aether/Decay dmg.
  • Wither, Ravages of Time and Diffusion have been removed.
  • A new skill, Spectral Spire, fires a projectile in a straight line and pierces through all targets. Deals aether, decay, and bleed damage, has a 3 second cooldown.
  • Has 2 modifiers, atm first one only increases the potency of the DOTS and adds flat vitality dmg, second one adds crit damage, modifiers for the flat damage (vit/aether) and reduces AOE.

Iā€™m working on some larger changes for Rogue as well. I want to clean up some stuff and streamline the mastery a bit.

  • Envenom tree is pretty big, I donā€™t think it adds a whole lot that makes it worth every point. Iā€™m thinking to also make it an AOE aura instead of self buff. Maybe Iā€™ll remove Toxin Distillation and merge some of the stats together.
  • Dark Arts is an ok skill point, but I want the vitality theme to be part of the mastery and not available only here. I plan to move the vitality dmg and modifiers into Envenom itself.
  • Blade Mastery, Iā€™m keeping this skill but renaming it to Hermesā€™ Agility. Instead of requiring bladed weapons, it will just be a passive with no weapon requirement. Iā€™ll want to remove the bleeding damage and chance and put that elsewhere. The attack speed will be replaced with Total Speed (since the cast speed would be lost from Dark Arts), and the OA replaced with DA. Dodge removed.
  • Blade Honing, Iā€™m just removing this skill altogether and displacing the stats elsewhere.
  • Dual Wield, removing Armor Penetration from this skill. I want to add something else to this but Iā€™m not sure what just yet.
  • Blade Fury, Iā€™m not sure what I was thinking with this skill. Itā€™s ok but ā€¦ Iā€™ll have to look at it some more, I think I just want to replace it.
  • Calculated Strike - Lucky Hit. No one likes these ā€œgambleā€ skills. Iā€™m going to rework this into a buff like Deadly Momentum but for pierce builds. Flat OA, Pierce Dmg, Bleed Dmg, Armor Pen, %Pierce and %Bleed.

Replacement skillsā€¦ Still thinking on some stuff, but for now I have a few ideas I can work with. I can do 2 skills as exclusives. One focused on the poison/vitality aspect of rogue, and one on the pierce/bleeding style.

For active skills, Rogue already has the bolt trap and knife throw, both of which are primarily pierce/bleed (knife throw has a little bit of acid). Also Calculated Strike, thatā€™s another pierce/bleed combo so Iā€™ll probably bee looking at adding more vitality/poison skills. Maybe a summon, like the irregularity from Soulvizier maybe? Or some kind of poison/bleed Caltrops? Lethal Strike will see some changes but it will probably stay as a staple for all Rogue builds in need of a single target nuke.

Has anyone played a Rogue build? Any suggestions? Anyway. Just thought Iā€™d pass by and let you guys know Iā€™m still working.

Nice changes, canā€™t wait to test them :wink:

Since youā€™ve added a poison RR to gas bomb i was going to start 2h-melee poison Rogue build with Nightshade Reach, but got stuck with having no good aoe skills. Personally, iā€™d love to see Blade Fury as ABB-like skill.

Will immediately choose poison/vitality one :smiley:

+1 for Irregularity :slight_smile:

I havenā€™t touched the Rogue class yet, but if you give it a summon, I would love to test it and flesh out the class. I really appreciate the massive amount of work youā€™re doing to provide new and fresh ideas to all of these classes.

for some reason cant stack the same aura. Take for example enchanted flint core I have it on both my weapon and shield and only one activates and pressing the other just makes a sound and the buff isnā€™t applied. In the main game it works just fine.

At least in the base game, you canā€™t stack the same aura. If there are two versions of an aura, like LIghtning Nova and Empowered Lightning Nova, then you can.

I tested in the base game i can use two enchanted flint and activate the buffs but in the custom game i cannot

That is incorrect. In the base game you can stack multiple of the same item granted skills for pretty much anything, including the auras.

That said, given that you can put weapon components on jewelry in Grimarillion, it would be extremely OP if you could stack them. Having 6 seals of might would be ridiculous.

You canā€™t put Seal of Might on jewelry in Grimarillion. This only applies to pre-AoM components, itā€™s a Cornucopiaā€™s legacy iirc.

Well indeed it is. I must have missed it when it got changed.

At least that pinpoints the issue - most likely an old file somewhere, or one that got reverted.

Yup, Corn legacy indeed. I could have reverted it a few weeks ago when I did a massive sweep on enchants/comps to add spear/staff support but decided against fixing it since so many people actually seemed to like said change. So, Corn Legacy. Lol.

The problem with stacking auras seems to be related to outdated aura templates. Grimarillion comp-auras use an older template that was removed from GD to prevent accidental player kill bugs. Iā€™m not sure if these comp skills are needed anymore though, do any of these comp skills have wep restrictions? I donā€™t see why since the comps are already restrictedā€¦ I can just remove all the comp skills from Grimarillion for aura stacking unless someone can think of a reason not to? :undecided:

Some feedback / balance / bugs to report:

Grimmest: Warden Krieg - The Warden is inconsistent as to whether 1 of him spawns or 2. Sometimes thereā€™s only 1 of him but other times itā€™s 2. I donā€™t know how this spawn template of his works.

Hidden Path - Neither Guardian of Dreeg or the Sentinel have any extra encounters to make it Grimmest. They are the same encounters as vanilla.

Grim Quest: There are multiple level 35-50 amulets that have a crazy amount of good stats, Iā€™m talking 10% Armor, flat DA, 3 different resistances and +All Skills, but since you level past those so quickly, theyā€™re very difficult to obtain. In my opinion, the more +All skills items, the better, so is there a chance you can raise the level requirements so that a player has a reasonable chance of getting them?

Jade Ring + Amulet set - The blue rings at the Sartyr that are around Level 30 and give +All skills. These rings are very good and you donā€™t need much more than them to level properly. Iā€™d only ask that you take the +All Skills from the ring and give them to the amulet as having +3 All Skills by level 30 can get out of hand pretty quickly.

Warfare - Battle Standard: The bonuses you get using it are great, but the cooldown is so long that itā€™s a chore to use it in Campaign. Itā€™s great for lengthy boss battles, but not for moving around a campaign. Since it is a source for stackable Physical RR, Iā€™d recommend either lowering the cooldown or find some other way people can have reliable RR.

Spirit - Summon Outrider: Thereā€™s no reason a pet should have 90 seconds cooldown. Please consider lowering the cooldown for this pet.

Diablo 3: Raiment of Garwulf - Companion skill: Thereā€™s no mention as to whether the pet is player-scaled or pet-scaled. In addition, the aura that modifies all damage by 15% is too much. That should be toned down to 6-8% at best to match other Grim Dawn ā€œTotal Damage Multipliedā€ buffs.

Vooā€™s Juicer - Manitou skill: Likewise, thereā€™s no way to know whether itā€™s player scaled or pet scaled. Iā€™m assuming this one is player scaled as we already have a pet-scaled creature with Cold + Vitality damage.

Legendary Monk Set: The boots have a ā€œTag not foundā€ in one of its skill bonuses.

Grimmest: well looking at the proxy now, itā€™s exactly that. Sometimes thereā€™s one, sometimes two. Itā€™s not guaranteed for two. I dunno if itā€™s intended, Iā€™ll ask jiaco I guess.

GQ: Eventually Iā€™ll make empowered/mythic versions but while Iā€™m doing fixes/updates elsewhereā€¦itā€™s gonna take a while for me to get to it.