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Vapourware Dragon's Dogma II - modding general thread

DJOGamer PT

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Although it's only about 1 month and a half old, thanks to the already extensive work in previous REngine developed games, Dragon's Dogma II has revealed itself to be quite flexible in its modding capabilities
Even despite Capcom's anti-modding stance, which manifested in efforts such as the inclusion of a supposedly advanced DRM called Enigma meant to prevent such dastardly behaviour - DD2 still experienced a considerable boom of mods released
At the current pace, it's set to surpass the amount of mods of it's 8 year old predecessor this month (edit: lol :-D) and more importantly, the 700+ mods available already offer far greater variety and complexity of what was possible with the old MT Framework game engine

So far, the only things that don't seem possible are: mods that add or alter the design of the game world's map and levels ; mods that add or alter quests ; mods that add new assets to the game (though it's possible to swap a game asset for another, even with an external one)


Here's the basic requeriments for most REngine mods (yes this applies even to other REngine games), it's quite easy:
  1. Fluffy Mod Manager
    If you have experience modding Betheseda games, you will be familiar with this kind of program

    * Extract the mod manager anywhere (if you're upgrading from an old version, simply extract it over the older version).
    * Run the mod manager once and choose Dragon's Dogma 2 as game.
    * You can drag'n'drop mods in PAK format onto the mod manager window while it's running to copy them to the mod manager OR manually copy mods to "[modmanager]\Games\DragonsDogma2_Chara\Mods"
    * Click on mods in the mod list to install them. Click again to uninstall.
  2. REFramework
    Modding tool/framework with a powerful scripting API using Lua.
    Comes with FreeCam, Timescale, FOV, VR, and tools for script/mod developers.

    To install, simply extract dinput8.dll from the zip file into your Dragon's Dogma 2 game install folder.

If you have an interest in modding Dragon's Dogma II, here's a quick guide
 
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DJOGamer PT

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Here's a few prominent mods released so far:

Texture Overhaul
Upscales the game's texture to either 2K or 4K, comes in seperate packs for environments, characters, clothes, monsters, weapons and armors

Graphics Suite
Allows the user to tweak numerous graphical settings that aren't available in the game options, including enabling Path Tracing (with caveats, though the author is continuously working on it and frequentely updates this mod)


Smaller Lantern
A smaller & more compact lantern model.

High-Res VFX
AI upscalling of all VFX textures

Vibrant LUT
4 colouring LUTs available, all done natively, so no need any addon and it wont affect HUD nor performance

Though if a reshade is preferred these seem to be the best ones so far:
https://www.nexusmods.com/dragonsdogma2/mods/94
https://www.nexusmods.com/dragonsdogma2/mods/122
https://www.nexusmods.com/dragonsdogma2/mods/353
https://www.nexusmods.com/dragonsdogma2/mods/578
https://www.nexusmods.com/dragonsdogma2/mods/609



Custom Difficulty Tweaks
Allows the user to customize the following properties:
  • Damage taken by the PC and Pawns
  • Damage dealt by PC
  • Pawn damage dealt
  • Stagger susceptibility
  • Healing
  • Exp and Dcp rewards
  • Critical Damage bonus
  • Loss Gauge
  • Economy and items
  • Debilitation susceptibility
  • Dynamic difficulty
  • Individual enemy adjustments
Infinite Stamina out of Combat
Exactely what it says, gives the player infinite stamina (like it happens in settlements) while he's out of combat

Teleportation
Instantly teleport your party (and any NPCs you're carrying) to hundreds of key locations around the map without the need for a Ferrystone or Portcrystal.

Safer Roads
A QoL mod for those that don't the short enemy respawn timer of DD2 (3 days I believe)
Sets timer to 1 week before normal enemies respawn outside of caves [168 hours], and two weeks for bosses to respawn outside of caves [336 hours]
Also allows to set your own value - between 0 and 2016 hours [0 and 12 weeks] - and even the respawn timer of enemies in dungeons (set to the vanilla values by default)

Random Encounters
Exactely what it says
Here's some recommended settings form /vg/

Skill Maker
Allows the user to create their own skills as sequences of animations, melee attacks, summons, lightning, explosions and other magical or physical effects
You can essentially create new classes with it




Game Registry Tweaks
Not a mod in the strict sense of the word, but a Script designed to optimize the game by applying various performance tweaks to the system’s registry.

Better UI
A all-in-one pack of the author's various UI mods

Clear Effect Descriptions
Shows the exact values of all Skills and Consumables

Disable Mouse Acceleration
Helps with aiming

Mouse Wheel Movement Speed Grand Cruise Control
Kinda like Splinter Cell

Stop Selling Yourself
Prevents stray pawns behavior to come directly to the player and initiate hiring dialog

Clocky
Adds a clock widget with in-game time.
 
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RoBoBOBR

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Texture Overhaul
Upscales the game's texture to either 2K or 4K, comes in seperate packs for environments, characters, clothes, monsters, weapons and armors
as a heads-up, game currently does not work well with 4K textures, it basically aggressively downscales it to 2K.

there's a ton of Capcom's ineptitude, like they fucked up all normal map textures with wrong compression. This mods helps with that:
https://www.nexusmods.com/dragonsdogma2/mods/766

Graphics Suite is nice even without Path Tracing (that can look good, as latest REFramework lets you combine it with regular RT for denoising, but it still looks crap sometimes and requires more GPU power), and it lets you get OK looking clouds (default ones are bad and blurry, mod makes them OK but you gotta re-enable them everytime) and increase Ray Tracing resolution (by default game renders RT in 0.4 scale).

https://www.nexusmods.com/dragonsdogma2/mods/197 is a small mod that prevents random pawns from talking to you out in the world, which is very good.
 

DJOGamer PT

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as a heads-up, game currently does not work well with 4K textures, it basically aggressively downscales it to 2K.
I think the game's files may be highly compressed
After all the game is only 60Gb total, not much for such a recent AAA open-world game

There is a mod called Cloudfix (which the author seems to have abandon it, though he seems to help the Graphics Suite author), and in it the author says the reason clouds look so pixaleted is because the main texture is just 128x32 pixels
To put in perspective, PS2 game cloud textures tended to be either 128x128 or 64x64
 

DJOGamer PT

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Monster Infigthing
Allows the user to fine-tune the properties that govern the "monster faction" system (for the lack of a better word)

642-1713417980-2098209427.jpeg
 

Lyre Mors

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When I replay this a year or two down the line with a proper difficulty overhaul mod and a lot of these other smaller, detail oriented mods, it's going to be one of the most glorious gaming experiences of my life.

I don't regret playing through vanilla - with the difficulty modifier applied halfway through - but I won't sit here and say that they didn't drop the ball with the difficulty. They absolutely did, and the entire experience suffered from it. Even with the difficulty modifier mod applied, there came a point where the tension was just no longer there, and I know I left probably about 25% of the world unexplored because the game was no longer putting any pressure on me.

Thank god for PC gaming and modding, because it's what is going to bring out the true potential of DD2 and turn it into the 9.5-10/10 game it should have released as.
 

Ezekiel

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Haven't played it yet. Should mod in more trees, because the land looks barren like in the first game.
 

DJOGamer PT

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Oh shit, apparently it is somehow possible to alter animations in DD2
Already changed the op

Ninjutsu (FFXIV Style)
Is a mod that alters some animations and with the help of the Skill Maker mod, implements a gameplay system of "Ninjutsu" magic similar to the one in Final Fantasy XIV
The way it works is:
- you have several inputs each representing a Mudra (i.e. a Naruto Hand Sign) and "Cast Spell" input;
- you correctly input a sequence of mudras, press the Cast button and a specific Ninjutsu will be executed

According to the author, this is primarly aimed at Thief as that vocation is already quite identical to the Ninja job of FF14

image.png


 

DJOGamer PT

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The guy behind the Graphics Suite mod is currently working on a project that modifies enemy AI to make it more agressive
Still no release date, but seems to be going well:

 

DJOGamer PT

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Enhanced Arrest and Gaol System
Doesn't work in Unmoored World !!!
Makes majors changes to the crime system:
  • Guards outside of city walls can now arrest you.
  • Guards are invincible, but can still die from extremely high fall damage and getting brined.
  • If you get arrested, the camera may change to a motion-tracking shot of your body movement, lending itself to a more aggressive looking shot.
  • It is now much harder to break out of prison:
    • All Gaol keys in your inventory are removed. Instead, upon arrest, you are always equipped with one Makeshift Gaol key.
    • The moment you use the key unlock the door and attempt a jailbreak, guards will now be on high alert and will attempt to arrest you on sight.
    • While in the middle of a jailbreak, you are weakened and unable to run due to low stamina. Stamina will be restored upon a successful jailbreak
    • Your stamina in combat is also managed differently. You never run completely run out of stamina in battle (unless attempting a jailbreak). Instead, the more stamina you lose, the easier it is for opponents to stagger you.
  • You no longer get placed in prison clothes when locked up in jail. Instead, you keep the current look of whatever armor you were previously wearing.
  • You are invincible
I don't like some one of these changes, but it's an interesting mod nonetheless

913-1719355384-115800805.png
 

H. P. Lovecraft's Cat

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Enhanced Arrest and Gaol System
Doesn't work in Unmoored World !!!
Makes majors changes to the crime system:
  • Guards outside of city walls can now arrest you.
  • Guards are invincible, but can still die from extremely high fall damage and getting brined.
  • If you get arrested, the camera may change to a motion-tracking shot of your body movement, lending itself to a more aggressive looking shot.
  • It is now much harder to break out of prison:
    • All Gaol keys in your inventory are removed. Instead, upon arrest, you are always equipped with one Makeshift Gaol key.
    • The moment you use the key unlock the door and attempt a jailbreak, guards will now be on high alert and will attempt to arrest you on sight.
    • While in the middle of a jailbreak, you are weakened and unable to run due to low stamina. Stamina will be restored upon a successful jailbreak
    • Your stamina in combat is also managed differently. You never run completely run out of stamina in battle (unless attempting a jailbreak). Instead, the more stamina you lose, the easier it is for opponents to stagger you.
  • You no longer get placed in prison clothes when locked up in jail. Instead, you keep the current look of whatever armor you were previously wearing.
  • You are invincible
I don't like some one of these changes, but it's an interesting mod nonetheless

913-1719355384-115800805.png
Yeah that sounds awful.
 

DJOGamer PT

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Alright
Now its time for the big boy mods

The Gameplay Overhauls

There's already quite a few of them
Don't expect anything like Skyrim's Requiem, DD2 modding scene isn't as dedicated and the limits of its modability are still being experimented upon (for example, at the time of writting this, I believe the author from the above video with the Minotaur is the only mod project so far, that has managed to significantly modify Enemy AI)
Naturally each Overhaul has different intentions, a different approach and different changes
Some mods are even modular allowing for some degree of customization and mixing with each other
For now, most of them focus primarily on modifying the Vocations (at the time of this writting, only 1 overhaul makes changes to Items and Enemies).

According to the authors, none of these mods cause problems with the online BBS system of the Rift.


New Game Plus​

The most modular and comprehensive overhaul mod
Check each page for detailed information, for this one I'll just post a brief description


True Difficulty
Overhauls the stats, attack behaviors, spells and abilities of most enemies in the game to present a credible challenge to end-game and New Game Plus players.

Strategic Item Balance
Rebalances all items in the game that add HP, stamina, or cure debilitations so that you must carefully pick and choose what you will bring with you on your adventure.

Balanced Weapons and Armor
Balances out most weapons and armor in the game so that, after being fully enhanced, their stats are roughly similar (in different ways), to their end-game counterparts.

Balanced Vocations
Focuses on balancing vocations for both player and pawn use, specifically focused on how they play in the end game during a New Game Plus experience. In general, this mod is intended to allow classes to excel at certain things, while nerfing/removing abilities that are so good, they make the entire game and the challenges within it pointless.

Epic Encounters
Designed to challenge players playing New Game Plus by replacing and modifying hundreds of encounters across the game world.


507-1712912247-834419220.jpeg



Gameplay UwU

This overhaul is more about the mechanical design of Vocations, rather than the mathematical balance - i.e. the author mostly implements new moves and mechanics, changing the feel and in some cases the intent of vocations.
The author has alot more info, as well as video showcases for the various new moves, on the mod page.
Definitely the mod of the bunch with the most radical gameplay changes.


Tweaks various gameplay aspects like animations, recovery, dodging, parries, ... via script!

General Changes
  • Ever wanted to roam solo or with your pawn, but don't wanna bring tons of curatives & a mage? There you go. Added option to bind Anodyne to a Hotkey. This also lets you disable the Use Healing Item shortcut
  • Using stamina items feels unbalanced? Galvanize Hotkey let's you use an alternative way of stamina recovery. Also adds the option to disable Stamina Items from Shortcut
  • gives you access to a dodge (default Circle) (optional)
  • Dodges have a configurable stamina cost (optional)
  • added option to only dodge when there's nothing to interact with (optional) (EXPERIMENTAL) *you sadly still can dodge during talk animations
  • Added option to remove the unsheathe animation (no more double tapping) (optional)
  • Added double press to dodge option (optional)
  • added special dodge option for all vocations (Formless Feint animation) (separately) (optional)
  • added dodge cancels (cancel animations by dodging) for all vocations (separately) (optional)
  • added option to break stuns, meaning you can set a hotkey to be able to break out of stagger animations at a configurable stamina cost (stamina cost configuration is per class) Also you don't have to worry about the button you pick (I f.e. am using the Grab-Button), as this only triggers during stuns (you could pick the dodge button, but I thought there might be situations where you just wanna mash dodge to get out asap instead of eating up lots of stamina

Fighter
My Fighter changes aim to make the class a true sword saint, instead of a sword and board dude.
  • cancel Skill animations with Guard (optional)
  • change your vocation action to Forbeding Bolt Combat
  • With all the other tweaks the Spellsword dream finally comes true
  • new skill Tiger Sprint (optional) (Replaces Burst Strike with an stronger version)
  • new skill Crescent Moon (optional) (Upgrades Full Moon Slash lvl 2 to a stronger version)
  • new skill Riptide (optional) (Changes Gutting Skewer while climbing to Draw & Quarter)
  • new skill Reverse Impact (optional) (Upgrades Tusk Toss)
  • new skill Transient (optional) (Changes Flawless Guard to an improved version of Hindsight Slash while keeping the animation canceling properties of Flawless Guard
  • new skill Through and Through (optional) (Replaces Cloudward Slash with Dragoun's Foin)
  • new skill Heaven Flash (optional) (replaces the ground version of Gutting Skewer with Skydive into arial Gutting Skewer)
  • new skill Kurama Sword Dance (optional) (Replaces Riotous Fury with a stronger and flashier version)
  • new skill Night Rain (optional) (Replaces Shield Pummel with a lightning quick sword combo)
  • new skill Wild Furie (Replaces Hindsight Slash)

Archer
  • added Replace Kick by Parry (the attack when you press Triangle) (optional)

Thief
  • change Masterful Kill parry frames from the original (I think) 30 to 20-90 frames (configurable) (optional) Masterful Kill
  • added option to replace the vocation-action (dodge) with Masterful Kill (useable in air as well) (optional)
  • if dodge is enabled, allows you to use the Formless Feint dodge as your alternative option for the dodge button and lets you use it to cancel out of animations if you set check the corresponding checkbox to enable it (optional)
  • Added "new" Skill Cutting Wind & BoP option
  • added option to force Blades of Pyre to autododge the explosion (will cancel Formless Feint if active, you'll have to reactivate it)
  • Toggle to enable Formless Feint visual effect as Thief (only available if you use Formless Feint in fun
  • I hate how Formless Feint works. So now there's an option to get the same skill, but in fun (optional)
  • added custom skill Phase Traversal (Replaces Masterful Kill) (teleport might be a bit buggy cuz it doesn't trigger at times and doesn't even seem to work on big targets)

Warrior
  • Makes Tidal Wrath windup near instant (optional)
  • lets you configure Tidal Wrath parry frames
  • lets you adjust the normal and heavy attack animation speed (optional)
  • Enables animation canceling via Barge (optional). This option unbinds your Vocation-Button for the duration of carrying a Greatsword.
  • new skill replacement for Diluvian Strike (optional)
  • new skill replacement for Ravening Lunge (optional)
  • Climbing Heavy Attack to Gut & Run (optional) (can be a bit wonky at times)
  • changes War Cry lvl 2 to Battle Roar
  • new skill Arc of Obliteration
  • new skill Mighty Onslaught (replaces the uncharged version of Heavenward Sunder)
  • new skill Whirlwind (replaces Razing Sweep normal & charged version)

Mystic Spearhand
  • Skiedragoun's Feste Perfect Dodge Frames extended by ~23 frames (optional)
  • If dodge is enabled, allows you to cancel animations (optional)
  • Lets you configure normal & heavy attack animation speed (optional)

Warfarer
  • added option to cancel skills with Rearmament (optional)
  • allows binding of Rearmament (optional) (compatible with True Warfarer) (Experimental, likes to crash game, specifically for magic bow and in combination with Transmogify. Also seems to vary between users, some have 0 issues, some get crashes)
  • Fixed to finally be able to use all Rearmament features, without having to have it equipped
  • added option to configure stamina cost for Rearmament (optional)


523-1713293673-1788694359.jpeg


Idealized Vocations and Stats

A the time of this post, this mod is still a WIP. But it's close to complete and the author said in a recent update that he intends on finishing it.
Anyway, while your "classic" overhaul mod tries to balance a game by buffing "weak" elements and nerfing "strong" elements, this author seems to believe that overkill is the only correct answer, so he buffed EVERY vocation (yes including Thief)
Here's the changes to Skills and Stats:


Fighter
I chose not to touch any damage multipliers but rather, amplify the offensive and defensive tools of the Fighter instead.

Tusk Toss
- Charge time reduced from 1 sec to 0.35 sec
This change is to make it so that you could smoothly combo into a tusk toss without having to awkwardly pause in between your normal attack animations.

Deflect
- Reduced frames from 15f to 10f
This change is to ensure that you always trigger true deflect.

True Deflect
- Increased frames from 6f to 20f
This change will make it so that true deflect will always trigger.

Steeled Foundation
- Increased fall damage reduction from 10% to 95%
This core skill reminded me of that time Captain America jumped off a building and landed on his shield all fine and dandy, so there you have it. Do note you will still die if you fall from an extremely great height.

Blink Strike/Burst Strike
- Increased rushing duration from 0.75 to 1.0 (Lv1) and 0.95 to 1.5 (Lv2)
Fighter go zoom lol.

Gouging Skewer/Gutting Skewer
- Increased stabbing strikes from 15 to 20 (Lv2)
- Slightly increased stabbing speed from 1.25 to 1.3
Just an extra 5 stabs as well as a slight increase to stabbing speed. Feels just right.

Hindsight Slash/Hindsight Sweep
- Reduced normal dodge frames from 30f to 10f
- Increased perfect dodge frames 8f to 20f
Just like with Deflect & True Deflect, this is to ensure that the perfect dodge version is always triggered.

  • Health: 150 -> 250
  • Stamina: 0 -> 100
  • Strength: 15 -> 50
  • Defense: 10 -> 20
  • Magic: -20 -> 0
  • Magic Defense: -15 -> 0
  • Knockdown Res: 0 -> 200
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Archer
I miss Ranger and the noises longbow made in the original game...

Barrage Shot/Manifold Shot
- Increased number of arrows shot from 2 to 3 (Lv1)
- Increased number of arrows shot from 3 to 6 (Lv2)
Slight increase to the number of arrows shot while using this skill. Was tempted to increase the number of arrows to 10 just like Tenfold Flurry for Ranger, but it ended up being too much. I ended up making a sequel to Fivefold Flurry from the first game by increasing the shots to 6, so Sixfold Flurry!

Sweep Shot/Cascade Shot
- Increased number of arrows shot from 2 to 3 (Lv1)
- Increased number of arrows shot from 3 to 6 (Lv2)
Slight increase to the number of arrows shot while using this skill. Was tempted to increase the number of arrows to 11 just like Endecad Shot for Ranger, but it ended up being too much. So instead I made a sequel to Pentad Shot from the first game but rather than 5 shots, its 6 shots. Hexad Shot? lol.

Dire Arrow/Deathly Arrow
- Reduced charge time from 2.2 sec to 1.65 sec
- Increased perfect release frames from 10f to 20f
Extends the window you have to perfectly loose this shot. The timing is no longer strict.

Torrent Shot/Tempest Shot
- Increased motion speed from 1.4 to 1.55
- Increased max arrow count from 18 to 30 (Lv1)
- Increased max arrow count from 28 to 40 (Lv2)
Bow go brrr.

Whirling Arrow/Spiral Arrow
- Increased stung duration from 3 sec to 6 sec (Lv1)
- Increased stung duration from 5 sec to 8 sec (Lv2)
Slight increase to the stung duration.

Heavenly Shot
- Reduced charge time from 5 sec to 3.5
Not wholly satisfied with this change yet. For now, I'll reduce the charge time only.

  • Stamina: 50 -> 150
  • Strength: 5 -> 30
  • Knockdown Res: -30 -> 0
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Mage & Sorcerer
Due to the way CAPCOM has coded Mage & Sorcerer in DD2, I am forced to package the changes for these 2 Vocations together as they share common changes. Some changes to Mage will affect Sorcerer.

Incantation Speed
- Increased incantation speed while walking from 0.85 to 0.95
- Increased incantation speed while running from 0.65 to 0.85
- Increased incantation speed while levitating from 0.55 to 0.85
Increased incantation speed across the board so that Quickspell isn't necessary all the time.

Bursting Bolt (Sorcerer)
- Reduced detonation time from 4 to 2
Reduced the time it takes for the bolts to explode.

Levitate
- Increased max levitation height from 2 to 3
- Increased max levitation duration from 2.8 sec to 4 sec
- Increased max levitation rising speed from 5 to 8
Slight increase to max levitation height because any higher would mean fall damage upon landing. Also increased the duration you can stay at max height and the max speed you can get up to while levitating.

Palladium/High Palladium (Mage)
- Reduced incantation time from 3 sec to 2.5 sec
- Increased spell duration from 30 to 45 (Lv1) and 40 to 45 (Lv2)
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time. Also slightly increased spell duration.

Frigor/High Frigor
- Reduced incantation time from 3 sec to 2.5 sec
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time.

Empyrean/High Empyrean (Mage)
- Reduced incantation time from 3 sec to 2.5 sec
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time.

Celerity/High Celerity (Mage)
- Reduced incantation time fom 3 sec to 2.5 sec
- Increased speed rate from 1.15 to 1.45
- Increased spell duration from 30 to 45 (Lv1) and 40 to 55 (Lv2)
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time. Also increased speed rate and spell duration. I really like this spell but it often gets overshadowed by other strong supportive spells in Mage's kit so I buffed it.

Argent Tonic/Argent Succor (Mage)
- Reduced incantation time fom 3.5 sec to 2.5 sec
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time.

Solemnity/High Solemnity (Mage)
- Reduced incantation time fom 3.5 sec to 2.5 sec
- Increased silence duration from 1 sec to 2 (Lv1) and 1.5 to 2 (Lv2)
Slight reduction to incantation time to prepare this spell. Now matches Flagration/High Flagration & Levin/High Levin's preparation time.

Salamander/High Salamander & Hagol/High Hagol (Sorcerer)
- Reduced incantation time from 5 sec to 3.5 sec
Reduced incantation time so that Quickspell isn't necessary all the time.

Thundermine/High Thundermine (Sorcerer)
- Reduced incantation time from 4 sec to 3.5 sec
Reduced incantation time so that Quickspell isn't necessary all the time.

Seism/High Seism (Sorcerer)
- Reduced incantation time from 6.5 sec to 3.5 sec
Reduced incantation time so that Quickspell isn't necessary all the time.


Mage
  • Health: -50 -> 0
  • Stamina: 0 -> 100
  • Defense: -5 -> 0
  • Knockdown Res: -50 -> 0

Sorcerer
  • Health: -200 -> 0
  • Stamina: 0 -> 200
  • Defense: -15 -> 0
  • Magic Defense: 40 -> 60
  • Knockdown Res: -50 -> 50
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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Thief
Thief is already pretty strong in the vanilla game so there wasn't much to "idealize" from my side. Tweaked some offensive tools the Thief has to allow for an even smoother gameplay feel.

Scarlet Kisses
- Reduced number of required button inputs from 5 to 3
This change makes it so that the transition into scarlet kisses is not so button mashy.

Biting Wind/Cutting Wind
- Increased rushing duration from 0.6 to 0.8 (Lv1) and 1.2 to 1.5 (Lv2)
- Increased rushing duration without lock on from 0.65 to 0.85 (Lv1) and 0.6 to 1.5 (Lv2)
Thief go zoom lol.

Helm Splitter/Skull Splitter
- Increased spin duration from 1.25 to 1.5 (Lv1 & Lv2)
- Increased minimum spin speed from 1 to 1.5 (Lv1 & Lv2)
- Increased maximum spin speed from 2 to 2.5 (Lv1) and 3 to 3.5 (Lv2)
Slight increase to the spin duration and timings across the board.

Pilfer/Plunder
- Increased rare item stolen chance from 1 to 2 (Lv1 & Lv2)
I like getting the occasional rare items with this skill whenever its used though this usually happens once in a blue moon, so I decided to increase the chances of getting a rare item by twofold. While this looks like a huge change, it really isn't. Rare items are still rare but they're not as rare as vanilla base game's now, with this change.

Gut and Run/Draw and Quarter
- Increased weak point damage multiplier from 2 to 2.5 (Lv1) and 2 to 3 (Lv2)
This is one of my favorite skills in the sequel but sometimes it does lack a little oomph, imo. This change tweaks the multiplier to be slightly higher.

Blades of the Pyre
- Increased enchant duration to match Ignited Blades' duration
The vanilla base game's duration had it matching Ignited Blades' Lv1 duration so this change makes it match Lv2's duration instead.

  • Stamina: 100 -> 150
  • Strength: 10 -> 20
  • Knockdown Res: -50 -> 0
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Warrior
I chose not to touch any damage multipliers but instead, tweak the way Warrior is played. I wanted to tweak the charging playstyle of Warrior without making it so that everything charges in an instant, by having that short pause before you unleash a charged attack. I wanted to still have that feeling of "oomph" you get from charging an attack without making attacks charge too fast or too slow.

Chain of Blows & Breakneck Strike (Normal Attack Timings & Charged Attack Timings)
- Slightly extended the timing window for Chain of Blows & Breakneck Strike on normal and charged attacks
This change grants a slightly more forgiving window in perfect timing uncharged normal attacks as well as perfect time releasing charged attacks. You will still miss the window if you press normal attack too early or release a charged attack too late.

Mighty Sweep (Normal Attack)
- Charge time reduced from 1.825 sec to 1.05 sec
This change is to line up the charge time with the normal attack animations so that a normal attack charged up doesn't feel like its charging too fast or too slow.

Repulse (Charged Attack Parry)
- Increased the stagger values from 30 to 60
Gives that "oomph" feel when you successfully parry an attack with a charged attack.

Rending Sweep/Razing Sweep
- Charge time reduced from 1.8 sec to 1.35 sec
This change is to line up the charge time with the animation so that the charged up attack doesn't feel like its too fast or too slow.

Skyward Sunder/Heavenward Sunder
- Charge time reduced from 1.8 sec to 1.35 sec
This change is to line up the charge time with the animation so that the charged up attack doesn't feel like its too fast or too slow.

Bellow/Roar
- Increased attack reaction, guard break, defence multiplier and knockdown res buffs from 100 to 150 (Lv1) and 135 to 200 (Lv2)
This change is play further into the whole Warrior fantasy of doing a battlecry right before charging straight into battle.

Revivify/Inspirit
- Increased knockdown res buff from 100 to 200
Increased knockdown res for when you give yourself that second wind.

Savage Lash/Indomitable Lash
- Charge time reduced from 2.75 sec to 2 sec
This change is to line up the charge time with the animation so that the charged up attack doesn't feel like its too fast or too slow.

Knoll Breaker/Mountain Breaker
- Charge time reduced from 2.375 sec to 2 sec
This change is to line up the charge time with the animation so that the charged up attack doesn't feel like its too fast or too slow.

Tidal Fury/Tidal Wrath
- Increased parry frames from 25f to 60f (Lv1)
- Increased parry frames from 38f to 120f (Lv2)
This makes it so that the parry will always trigger. Blocking begone. Pairs well with Parries UWU mod.

Gale Slash/Windstorm Slash
- Reduced number of slashes needed to hit max speed from 6 to 5
- Increased first slash attack speed from 0.925 to 1
- Increased max slash attack speed from 2.66 to 2.7
Relatively small changes here as I think this skill is pretty good even at vanilla..

Arc of Might
- Charge time reduced from 7.375 sec to 5 sec
Arc of Obliteration's atrociously long charge time flashbacks lol. Reduced the charge time by 2.375 sec.

  • Stamina: 0 -> 100
  • Magic: -40 -> 0
  • Magic Defense: -40 -> 20
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Mystic Spearhand
We lost Mystic Knight for this... Cant say I'm too salty, this Vocation is cool after all. Overall offensive tools are tweaked to feel less restrictive while playing.

Foreboding Bolt
- Lv1 Bolt charge time reduced from 2 sec to 1 sec
- Lv2 Bolt charge time reduced from 10 sec to 4.5 sec
- Stamina recovery increased from 0 to 0.5
This change makes it so that you can smoothly combo into a bolt while attacking without feeling like the bolt charge is taking forever. Stamina can now recover whilst charging. The recovery rate is set to be the same as when Mirour Vesture/Mirour Shelde is active.

Scatering Bolt/Quik Fot
- Increased frames to trigger either of these core skills from 6f to 20f
Extends the window you have to trigger either scatering bolt or quick fot. The timing is no longer strict.

Winding Cut
- Reduced number of required button inputs from 4 to 3
This change makes it so that the transition into winding cut is not so button mashy.

Seching Blade/Seching Storm
- Increased magickal blades summoned from 2 to 4 (Lv1)
- Increased magickal blades summoned from 4 to 6 (Lv2)
- Stamina recovery increased from 0 to 0.5
Minor increase to conjured magickal blades. Stamina can now recover whilst active. The recovery rate is set to be the same as when Mirour Vesture/Mirour Shelde is active.

Mirour Vesture/Mirour Shelde (only in ver. 2.0 and onwards)
- Increased shield duration from 5 sec to 8 sec (Lv1)
- Increased shield duration from 7 sec to 10 sec (Lv2)
Adds 3 seconds to the base duration of Mirour Vesture/Mirour Shelde. This is potentially a controversial change so I have opted to keep it away from version 1.1 of Idealized Mystic Spearhand since my initial version after the Winding Cut bug fix seems to be really popular. The idea behind this change was because the shield often felt like it lasted just a tad bit too short, so I extended the length by 3 seconds to round up the duration nicely. And of course, as with any singleplayer game skills; if you dont like it just dont use it lol.

Skiedragoun's Fangtooth/Skiedragoun's Feste
- Jump height increased from 3 to 6
- Warp Range increased from 5 to 8
Small change to jump height and warp range so it doesn't feel so rigid. Pairs well with Parries UWU.

Devout Offringe/Humble Offringe
- Throw power increased from 0.5 to 1
Small change to throw power. Now it doesn't feel like you're throwing paper lmao.

Magike Sperepelote/Magike Speregonne (only in ver. 2.0 and onwards)
- Reduced stamina cost from 700 to 350 (Lv1 & Lv2)
- Reduced stamina drain from 250 to 150 (Lv1 & Lv2)
- Removed camera and reticle shake (Lv1 & Lv2)
This skill felt extremely underwhelming to use due to the immense initial cost to stamina and the taxing stamina drain for what feels like crap damage. While I didn't touch the damage values, I've opted to reduce the cost of both the initial cast of the skill as well as the skill's stamina drain. Ver. 3.1 and onwards removes the camera and reticle shake.

Swift Charge/Moment's Charge (only in ver. 2.0 and onwards)
- Reduced health cost by 25% (Lv1 & Lv2)
I personally do not use this skill since I have already directly buffed the cast time for Foreboding Bolt, however, since there was a request for it, I figured I'll just implement this tweak anyway for those who do use this skill.

Wild Furie (only in ver. 2.0 and onwards)
- Reduced stamina cost from 9% to 5%
After playing around with Mystic Spearhand more, it feels as though the 9% stamina cost per cast for this skill is too much for the damage you deal. Since I didn't want to change the damage, I chose to lower to cost instead.

  • Health: 50 -> 100
  • Strength: 50 -> 60
  • Defense: -15 -> 0
  • Magic: 50 -> 60
  • Magic Defense: -15 -> 0
  • Knockdown Res: -50 -> 100
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Magick Archer
  • Stamina: 200 -> 250
  • Defense: -40 -> 0
  • Magic: 40 -> 80
  • Magic Defense: 30 -> 40
  • Knockdown Res: -50 -> 0

Trickster
  • Health: -100 -> 100
  • Stamina: 100 -> 150
  • Strength: -100 -> -20 (same as Sorcerer vanilla Strength values)
  • Magic: 0 -> 60
  • Knockdown Res: -50 -> 50

Warfarer
  • Health: 0 -> 200
  • Stamina: 0 -> 200
  • Strength: 0 -> 50
  • Defense: 0 -> 15
  • Magic: 0 -> 30
  • Magic Defense: 0 -> 15
  • Weight: 0 -> 5 (same as Fighter vanilla Weight values)
  • Knockdown Res: 0 -> 150

556_1712872610.jpg



They're Masterworks All​

Another modular overhaul
And another author that believes buffing is the best way to balance out a game
There's plenty more information on each page (even has some interesting info on modding and what modifications cause pawns to be banned from the Rift)


Augment Overhaul
Detailed spreadsheet with changes (main page only has a brief description of major changes)


Job Correction Overhaul
Original values Vs Mod values:
l9zksre.png



Vocation Skill Overhaul

Figther
  • Tusk Toss charge time decreased from 1s to 0.7s
  • Steeled Foundation fall damage reduction increased from 10% to 60%
  • Springboard launch ability improved slightly (7/3.5 to 8/4) (h/v)
  • Launchboard launch ability improved slightly (9/4 to 10/5) (h/v)
  • Gouging Skewer combo count increased from 10 to 12
  • Gutting Skewer combo count increased from 15 to 18
  • Gouging and Gutting Skewer motion speed increased from 1.25 to 2
  • Divine Defense stamina damage rate decreased from 0.75 to 0.20
  • Blink Strike rush duration increased from 0.75s to 1s
  • Burst Strike rush duration increased from 0.95s to 2s

Archer
  • Barrage Shot arrow count increased from 2 to 3
  • Manifold Shot arrow count increased from 3 to 5
  • Sweep Shot arrow count increased from 2 to 3
  • Cascade Shot arrow count increased from 3 to 5
  • Dire/Deathly Arrow charge time decreased from 2.2 to 1.
  • Torrent/Tempest Shot motion speed increased from 1.4 to 1.8
  • Torrent Shot max combo increased from 18 to 24
  • Tempest Shot max combo increased from 28 to 42
  • Spiral Arrow effect duration increased from 5s to 6s
  • Heavenly Shot charge time decreased from 5 to 3s

Mage
  • Levitate duration increased from 2.8s to 5s
  • Levitate max height increased from 2 to 4
  • Flagration min cont increased from 1.5 to 2
  • High Flagration max cont increased from 4 to 6
  • Flagration cast time decreased from 2.5s to 2.2s
  • Levin cast time decreased from 2.5s to 2.2s
  • Levin end combo decreased from 1 to 0.7
  • Frigor cast time decreased from 3s to 2.1s
  • Empyrean cast time decreased from 3s to 2.4s
  • Celerity cast time decreased from 3s to 2.6s
  • Celerity duration increased from 30 to 35
  • High Celerity duration increased from 40 to 45
  • Celerity speed rate increased from 1.15 to 1.2
  • Halidom cast time decreased from 2.5s to 2s
  • Elemental Boons cast time decreased from 2.5s to 2s
  • Elemental Boons duration increased from 1800f (30s) to 3600f (60s)
  • Elemental Affinity duration increased from 2400f (40s) to 7200f (120s)

Thief
  • Bump and Lift's item steal chance increased from "0.5" to "2"
  • Scarlet Kiss button input/combo requirement decreased from 4 to 3
  • Enkindled Blades ignite duration increased from 600f (10s) to 900f (15s)
  • Ignited Blades ignite duration increased from 1050f (17.5s) to 1500f (25s)
  • Pilfer chance on normal / large enemies increased from 1 / 8 to 2 / 14
  • Punder chance on normal / large enemies increased from 2 / 16 to 4 / 28
  • Biting Wind rush time increased from 0.6 / 0.65 to 0.9 / 0.9
  • Cutting Wind rush time increased from 1.2 / 0.6 to 1.4 / 1.4
  • Gut and Run gouge multipler increased from 2 to 2.5
  • Draw and Quarter gouge multiplier increased from 2 to 3
  • Skull Splitter max spin speed increased from 3 to 4
  • Formless Faint stamina comsumption increased from 15.75/s to 30/s

Warrior
  • Mighty Sweep charge time decreased from 1.825s to 1s
  • Barge force value increased from 30 to 60
  • Roar draws a little bit more attention (?)
  • Crescent Slash charge time decreased from 1.8s to 1.1s
  • Horizontal Slash charge time decreased from 1.8s to 1.1s
  • Tidal Fury parry frames increased from 25f to 50f
  • Tidal Wrath parry frames increased from 38f to 76f
  • Tidal F/W ContinueTime decreased from 90 to 60
  • Indomitable Lash charge time decreased from x to 1.5s
  • Mountain Breaker charge time decreased from 2.375s to 1.4s
  • Arc of Might charge time decreased from 7.375s to 4.5s
  • Ravening Lunge stamina consumption rate decreased from 0.65 to 0.45
  • Heavy Attack ragdoll force short/long/air increased from 13/13.75/13 to 15/15.75/15

Sorcerer
  • Bursting Shot cast time decreased from 1s to 0.8s
  • Bursting Shot motion time increased from 0.5 to 0.6
  • Salamander cast time decreased from 5s to 3.8s
  • Blizzard cast time decreased from 5s to 3.8s
  • Thundermine cast time decreased from 4s to 3.2s
  • Decanter cast time decreased from 2.5s to 1.9s
  • Decanter keep time increased from to 2 to 3
  • Seism cast time decreased from 6.5s to 4.5s
  • Meteoron cast time decreased from 10s to 8s
  • Maelstrom cast time decreased from 10s to 7.5s

Mystic Spearhand
  • Scatering Bolt frame increased from 6f to 12f
  • Forbeding Bolt max charge time decreased from 10s to 4s
  • Devout Offringe throw power increased from 0.5 / 0.3 to 3 / 1.8 (6x)
  • Devout Offringe range increased from 20 to 40 (2x)
  • Unto Heven throw power increased from 0.7 to 1
  • Mirour Vesture barrier duration increased from 350 (5.8s) to 450 (7.5s)
  • Mirour Shelde barrier duration increased from 440 (7.3s) to 600 (10s)
  • Seching Blade max blades increased from 2 to 4 | stamina consumed decreased from 30 to 25
  • Seching Storm max blades increased from 4 to 8 | stamina consumed decreased from 20 to 15
  • Blade Lifetime decreased from 80 to 60
  • Moment's Charge hp consumption decreased from 24% to 10%
  • Skiedragoun's Feste jump height increased from 3 to 6
  • Magike Speregonne stamina consume decreased from 3 (180) to 1 (60)


382_1712042054.jpg



Dullahan - Modular Vocation Overhaul

(usually the most recommended)
The most recent overhaul (at the time of this post).
The author updates it regularly and allows the user to select in-game, through a script generated UI, which vocations he wants the changes applied - edit: as of the latest update, the user is now able to toggle each change individually!



  • Change for all vocations: the unsheathe animation will be skipped if attacking or using a skill with your weapons shethed (meaning you will do the attack directly rather than having to double tap).

Fighter
  • Tusk Toss can now be triggered by light attack -> delay -> light attack, much like Dire Onslaught in DD1.
  • Gutting Skewer now replaces your jumping heavy and climbing heavy attacks. The stabs are also 20% faster.
  • Using a heavy attack while blocking will trigger a shield pummel.
  • Tusk Toss: charge time reduced from 1s to 0.5s.
  • True Deflect: increased window from 6 frames to 9 frames.
  • Hindsight Sweep: increased perfect avoidance frames from 8 to 15.
  • Steeled Foundation: fall damage reduction increased to 50%.
  • Arc of Atonement (new skill, replaces Shield Pummel, since you now always have access to it). Enter a defensive stance with increased stagger resistance. Press the skill button again (or light attack) to perform a powerful follow-up attack. Any damage taken while in the stance will boost the damage of the follow-up, but you can't heal during said stance.
  • Twirling Cut (new skill, replaces Gutting Skewer, since you now always have access to it). Spin several times to deliver a multitude of cuts that cover a wide vertical distance. Great stagger power.

Archer
  • Sliding (running light attack) now has a few iframes at the start.
  • Puncture Dart: no longer shakes the crosshair, and it has no damage falloff now, meaning you can use it as a long range option for sniping enemies.
  • Lyncean Sight: removed damage falloff and increased damage by 30%.
  • Deathly Arrow: increased perfect timing window from 10 frames to 20 frames. Reduced stagger of the perfectly timed version by about 15% to compensate (otherwise it just staggerlocks everything into oblivion).
  • Heavenly Shot: no longer has damage fall off with distance. No longer requires timing the release of the skill to increase the damage. Increased damage by 30%. Doubled stagger.
  • Exploding Shot: reduced damage by about 40%.

Thief
  • A neutral jump after light attacking or dodging will now trigger Concussive Leap.
  • Concussive Leap can now be triggered by pressing the jump button while in the air. There's also an option to allow all vocations to have access to this feature (Archer in particular feels amazing, you can use this to kick a Cyclops in the eye with good timing). Note that, unlike the two other mods on nexus that have this feature, my implementation allows you to do the neutral version of Concussive Leap as well.
  • Scarlet Kisses: required inputs decreased from 5 times to 3 times in 1s.
  • Skullsplitter: increased stamina consumption from 200 to 300. Reduced damage by 50%.
  • Formless Feint: stamina consumed per second increased from 15.75 to 50, and every time you dodge you lose 100 stamina. With a normal ~1000 stamina, this gives you 20 seconds of invulnerability, shortened by 2 seconds every time you dodge.
  • Blades of the Pyre: reduced enemy damage action rate from 15 to 7 and self damage action rate from 1.5 to 0, meaning it will no longer directly hurt you. It still sets you on fire though (remember that the Ring of Quenching prevents you from catching fire). Increased stamina cost from 100 to 300.
  • Smoke Shroud: reworked into an AoE stagger that can even interrupt bosses, but no longer allows for a critical hit on small enemies. Increased stamina cost from 350 to 500.
  • Implicate: hitting an enemy with it no longer does any stagger. Pulling them afterwards still does stagger, but it's been reduced by about 50%. This means you need to actually build into stagger if you want to stagger endgame enemies with one use of the skill.
  • Instant Reset (new skill, replaces Concussive Leap, since you now always have access to it). Reset your body to a neutral position, cancelling any ongoing skill, attack, or stagger (including when you're on top of a monster and you lose balance).

Mage (common skills also affect sorcerer)
  • Moving or levitating no longer affects cast speed.
  • Spellhold: no longer penalizes stamina consumption or stamina recovery at lvl 2.
  • Levin: the damage of the follow up strikes ramps up the more times you cast them.
  • Celestial Paean: reduced stamina recovery by 70%. Keep in mind that it recovers stamina in all situations, so it's still really strong, just not cheesy now.

Sorcerer
  • Basic attacks now restore stamina and can be chained faster.
  • Burst bolt charges faster, deals 50% more damage and also restores stamina. The follow up explosion now happens instantly.
  • Galvanize now acts as a fifth skill slot, where you can put either Salamander, Flagration or Thundermine.
  • Hagol: reduced cast time from 5s to 4s.
  • Augural flare: increased cast time from 3.5s to 7.5s. Reduced damage by 50%.

Warrior
  • Your jumping light attack is now replaced by Diluvian Strike.
  • Heavy attacks are 30% faster. This includes heavy attacks performed while standing on top of a monster, and the corresponding critical hit animation if the monster is knocked down. It does not include, however, critical hit animations while you are on the ground, as I feel like those aren't that slow.
  • Tidal Wrath: increased parry frames. Increased parry angle from 120º to 270º. Duration decreased from 90 frames to 38 frames so you can move faster if you fail the parry. (Optional) Increased the speed of the start up (7x speed) so you get into parry stance faster (it's almost instant now).
  • Arc of Might: now has a fixed stamina consumption of 800. Charge time reduced from 7.375s to 6.5s.
  • Eviscerate (new skill, replaces Diluvian Strike since you now always have access to it). Quickly impale an opponent, then pull the blade out for more damage. This is inspired by a Skill Maker skill of the same name, but it works differently and actually grabs opponents.

Mystic spearhand
  • Max charge bolt time reduced from 10s to 7.5s.
  • Winding cut: reduced required inputs from 4 in 0.45s to 3 in 1s.
  • Quick fot and scattering bolt: increased the time window for getting them from 6 frames to 12 frames.
  • Scattering bolt: now has a small slow time effect that makes it easier to time quick fot after it.
  • Mirour Shelde: duration reduced by about 30% (now it's 4s for lvl 1 and 5s for lvl 2). You can no longer recover stamina while it's active. Now costs 40% of your max stamina.
  • Skiedragoun's Feste: increased jump height from 3 to 5. Now you can consistently get on top of most monsters.
  • Ravinour's Hond: reduced drain amount by 50%.
  • Magike Speregonne: crosshair no longer shakes.
  • Moment's charge: reduced health cost from 24% to 12%.

Magick Archer
  • Basic attacks (without aiming) now have much better tracking.
  • Replaced heavy attack (Conversion) with Archer's kicks. This includes the leaping kicks in the air, after which you can shoot.
  • Replaced running light attack with Archer's slide.
  • Made Conversion while aiming MUCH more responsive.
  • Sagittate Avalanche: reduced action rate from 0.3 to 0.2.
  • Ricochet Hunter: reduced action rate from 0.7 to 0.5.
  • Martyr's Bolt: now consumes regular hp instead of max hp (but you can't heal while charging it!), and it makes you exhausted (like Celestial Paean) after finishing it. Cut damage significantly to compensate for this.
  • Recovery arrow: reduced self heal action rate from 0.225 to 0.1, to prevent cheesing with Martyr's Bolt (it's still a good strategy to use them together though).
  • Lifetaking Arrow: increased stamina cost from 150 to 350. For some reason this skill is absurdly strong against enemies with lots of target points.

Trickster
  • Drifting Brume (charged attack) has been replaced with Suffocating Shroud.
  • Effigial Incense: out of territory damage reduced from 1000 to 0 (clone no longer dies quickly when you play Warfarer and change weapons).
  • Aromatic Rally: no longer damages pawns. Duration reduced to 5s (lvl 1) and 10s (lvl 2). Stamina cost increased from 300 to 500.

Warfarer
  • Rearmament no longer costs stamina.


817-1715515092-82542655.png



Balanced Combat 2

The first big overhaul and the more "classic" in its approach.
The author also made a separate mod regarding the
duration of Knockdown, Grab and other Debilitations.
Trickster does damage now!

Fighter
  • Tusk Toss charge time: 1sec >> 0.75sec
  • Tusk Toss animation speed: x1.2
  • Deflect frame: 15f >> 30f (True Deflect frame: 6f >> 12f)
  • Steeled Foundation fall damage reduce: 10% >> 50%
  • Burst Strike rush duration: 0.75 >> 1.2(Lv1), 0.95 >> 1.6(Lv2)
  • Burst Strike attack animation speed: x1.5 (*Doesn't affect to rush.)
  • Gutting Skewer motion speed: 1.25 >> 1.5
  • Gutting Skewer combo stab and finish blow action rate: x1.5
  • Hindsight Sweep avoidance frame: 30f >> 50f (Just avoidance frame: 8 >> 15)
  • Divine Defense stamina damage reduce: 25% >> 75%
  • Cloudward Slash action rate: 2.75->3(Lv2)
  • Roitous Fury action rate: x1.5
  • Health: 150 >> 250
  • Strength: 15 >> 45
  • Knockdown Res: 0 >> 200

Archer
  • Aim Shot: action rate: 1.8/2.45/2.7 >> 1.15/1.7/2.3 (*Three level scales with the time you aimed.)
  • Manifold Shot attack numbers: 2 >> 3(Lv1), 3 >> 5(Lv2)
  • Manifold Shot action rate: 0.75/0.8/0.85/0.9 >> 0.65/0.75/0.85/0.95 (*First level for direct cast, second to forth scales with the time you aimed.)
  • Manifold Shot stamina consume: 140 >> 200
  • Cascade Shot action rate: 0.65/0.7/0.75/0.8 >> 0.8/0.9/1/1.1 (*First level for direct cast, second to forth scales with the time you aimed.)
  • Cascade Shot spread angle: 6° >> 7.5°
  • Deathly Arrow charge time: 2.2sec >> 2sec
  • Deathly Arrow just loose frame: 10f >> 24f
  • Deathly Arrow none just action rate: 4.5 >> 2.75(Lv1), 5 >> 3(Lv2) (*Just action rate of Lv1/Lv2 are 5.5/6 for reference.)
  • Special arrows load animation speed: x1.5
  • Tempest Shot action rate: 0.65 >> 0.8
  • Tempest Shot out range action rate: 0.2 >> 0.4
  • Tempest Shot motion speed: 1.4 >> 1.5
  • Tempest Shot max combo count: 18 >> 25(Lv1), 28 >> 50(Lv2)
  • Spiral Arrow stung duration: 5sec >> 6sec(Lv2)
  • Heavenly Shot stamina left: 0 >> 250 (You'll automatically get a portion of stamina after shoot.)
  • Heavenly Shot charge time: 5sec >> 2sec (Adjust the animation speed too, make action looks more natural.)
  • Heavenly Shot action rate: 5.5 >> 5
  • Heavenly Shot out range action rate: 2 >> 5
  • Knockdown Res: -30 >> 0

Mage (common skills also affect Sorcerer)
  • Rapid Shot action rate: 0.16 >> 0.33
  • Chant speed whille levitate: 0.55 >> 0.75
  • Levitate max keep time: 2.8sec >> 4sec
  • Flagration action rate: 0.85 >> 1(Lv2)
  • Flagration min continued time: 1.5sec >> 1sec
  • Levin combo strikes action rate: 0.8 >> 1.1 (*Make combo strikes deal same damage as fixed strikes.)
  • Levin end combo time: 1sec >> 0.8sec
  • Frigor near distance action rate: 1 >> 1.5 (*Far distance action rate stays 4.)
  • Frigor chant time: 3sec >> 2.5sec
  • Palladium duration: 40sec >> 45sec(Lv2)
  • Empyrean chant time: 3sec >> 2.5sec
  • Halidom chant time: 2.5sec >> 2sec
  • Celerity chant time: 3sec >> 2.5sec
  • Celerity duration: 40sec >> 45sec(Lv2)
  • Argent Succor chant time: 3.5 >> 3
  • Solemenity chant time: 3.5 >> 3
  • Element Affinity duration: 30sec >> 40sec(Lv1), 40sec >> 60sec(Lv2)
  • Knockdown Res: -50 >> 100

Thief
  • Scarlet Kiss button input: 5 times in 1sec >> 4 times in 1 sec
  • Cutting Wind rush duration: 0.6sec >> 0.8sec(Lv1) (*1.2sec for Lv2 didn't change.)
  • Cutting Wind rush duration without lock on: 0.65sec >> 0.8sec(Lv1), 0.6sec >> 1.2sec(Lv2)
  • Skull Splitter min spin speed: 1.25 >> 1.5(Lv2)
  • Skull Splitter spinning hit action rate: x0.545(Lv1), x0.5(Lv2) (*Lv1 and Lv2 now does same damage every hit, but Lv2 spinned faster.)
  • Skull Splitter landing hit action rate: x2
  • Skull Splitter stamina consume: 200 >> 250
  • Masterfull Kill parry frame: x1.33
  • Masterfull Kill total action rate: 13.75 >> 20(to small enemies), 17.5 >> 25(to bosses)
  • Formless Feint stamina consume per sec: 15.75 >> 150
  • Formless Feint stamina consume when dodge: 75
  • Ignited Blades enchant duration: 17.5sec >> 20sec(Lv2)
  • Powder Blast center action rate: 3.2 >> 5(Lv1), 4.2 >> 7(Lv2)
  • Plunder rarity increase: x2 to normal enemies, x1.5 to large enemies
  • Blade of the Pyre action rate: 15 >> 7.5
  • Blade of the Pyre self damage action rate: 1.5 >> 0.2
  • Blade of the Pyre enchant duration: 10sec >> 20sec
  • Knockdown Res: -50 >> 50

Warrior
  • Stand Light Attack animation speed: x1.2
  • Move Light Attack animation speed: x1.3
  • Light Attack action rate: 1.85 >> 1.4
  • Dash Light Attack animation speed: x1.2
  • Mighty Sweep charge time: 1.825sec >> 1.2sec
  • Barge animation speed: x1.2
  • Razing Sweep charge time: 1.8sec >> 1.2sec
  • Heavenward Sunder stamina consume: 160 >> 300
  • Tidal Wrath start parry frame speed: x7.5 (*Now instantly get in to parry posture.)
  • Tidal Wrath duration: 90f >> 38f (*You'll be able to move earlier if you failed on parry.)
  • Tidal Wrath counter angle: 120° >> 240°
  • Indomitable Lash charge time: 2.75sec >> 2.4sec
  • Indomitable Lash charge action rate: 11.4 >> 15(Lv1), 12.6 >>17.5(Lv2)
  • Indomitable Lash just release action rate: 12.2 >> 17(Lv1), 13.44 >> 19.5(Lv2)
  • Windstorm Slash attack speed: 0.925 >> 1(first strike speed), 2.66 >> 2.8(max strike speed)
  • Mountain Breaker charge time: 2.375sec >> 1.8sec
  • Arc of Might stamina consume: 100% >> 80%
  • Arc of Might charge time: 7.375sec >> 4.8sec
  • Health: 350 >> 300
  • Knockdown Res: 300 >> 250

Sorcerer
  • Chant speed while concentrate: 2.75 >> 2.25 (*Only affect to Sorcerer.)
  • Bursting Bolt charge time: 1sec >> 0.8sec
  • Bursting Bolt hit action rate: 1.45 >>2
  • Bursting Bolt explode action rate: 0.7 >> 1
  • Salamander chant time: 5sec >> 4sec
  • Hagol chant time: 5sec >> 4sec
  • Hagol action rate: 0.4 >> 0.5(Lv2)
  • Hagol center action rate: x2 (*Now it deal double damage to enemies in center.)
  • Thundermine action rate: 0.35 >> 0.7
  • Decanter chant time: 2.5sec >> 2sec
  • Decanter action rate: 0.18 >> 0.4
  • Seism action rate: 4.5 >> 5
  • Seism stamina consume: 450 >> 300
  • Seism cast animation: reduced around 2sec (*You can now move ealier after cast.)
  • Seism chant time: 6.5sec >> 4sec
  • Augural Flare stamina consume: 400 >> 300
  • Augural Flare chant time: 3.5sec >> 4sec
  • Augural Flare first explosion action rate: 15 >> 10
  • Augural Flare finish explosion action rate: 20 >> 10
  • Augural Flare max stacks explosion action rate: 30 >> 20
  • Health: -200 >> -100
  • Knockdown Res: -50 >> 100

Mystic Spearhand
  • Stand Light Attack animation speed: x1.1
  • Move Light Attack animation speed: x1.15
  • Light Attack action rate: 1.3 >> 1.15 / 0.65 >> 0.6 (*Two value for different attack action.)
  • Winding Cut button input: 4 times in 0.45sec >> 5 times in 1sec
  • Winding Cut finisher animation speed: x1.85
  • Forbeding Bolt 2nd charge time: 10sec >> 5sec
  • Forbeding Bolt large enemy slow rate: 0.3 >> 0.5 (*Boss will move faster than vanilla.)
  • Forbeding Bolt charging stamina recover multipler: 0 >> 0.2 (*Now you can still recover little stamina while charging.)
  • Scatering Bolt animation: add a short slow motion when cast (*You'll be much easier to cast Quick Fot after Scatering Bolt.)
  • Scatering Bolt and Quick Fot frame: 6f >> 18f
  • Devout Offringe throw power increase: x1.5
  • Dragon's Foin animation speed: x2.5
  • Mirour Shelde shield generate animation speed: x7.5 (*Now instantly generate shield.)
  • Mirour Shelde stamina consume: 200 >> 25%
  • Mirour Shelde duration: 5.8sec >> 2sec(Lv1), 7.3sec >> 2.5sec(Lv2)
  • Mirour Shelde stamina recover multipler: 0.5 >> 0 (*This means you can't recover stamina when shields up.)
  • Seching Storm interval between summon to shoot: 1.33sec >> 1sec
  • Seching Storm action rate: 0.55 >> 0.95
  • Seching Storm max blades: 2 >> 3(Lv1), 4 >>6 (Lv2)
  • Seching Storm stamina consume: 30 >> 40(Lv1), 20 >> 40(Lv2)
  • Skiedragoun's Feste wrap range: 5 >> 10
  • Skiedragoun's Feste jump height: 3 >> 5
  • Skiedragoun's Feste dive speed: 0.35 >> 0.7
  • Skiedragoun's Feste landing backswing animation speed: x1.5
  • Skiedragoun's Feste normal action rate: 1.9 >> 3 (*Will be 4 if you dodged an attack.)
  • Magike Speregonne stamina consume per sec: 180 >> 90
  • Magike Speregonne second charge action rate: 3 >> 4(Lv1), 4 >> 5(Lv2)
  • Moment's Charge health consume: 24% >> 3%
  • Wild Furie action rate composition rework: action rate increase with the number of attacks
  • Wild Furie whole combo total action rate: 24 >> 30
  • Wild Furie stamina consume: 9% >> 7.5%
  • Health: 50 >> 0
  • Strength: 50 >> 100
  • Magick: 50 >> 100
  • Knockdown Res: -50 >> 150

Magick Archer
  • Quick Fire action rate: 0.2 >> 0.5 (*per arrow)
  • Climactic Arrow frame: 53f >> 60f
  • Frosthunter Bolt action rate: 0.4 >> 0.5
  • Boltchain Stake action rate: Haven't find data to adjust this one, please tell me if you know where is it.
  • Ricochet Hunter action rate: 0.7 >> 0.5
  • Sagittate Avalavche action rate: 0.3 >> 0.225
  • Martyr's Bolt action rate: 0.18 >> 0.15
  • Martyr's Bolt hp consume per sec: 19.8% >> 9%
  • Stamina: 200 >> 100
  • Magick: 40 >> 120
  • Knockdown Res: -50 >> 0

Trickster
  • Light Attack action rate: 0.03 >> 1.5 (*Yes, you can now deal damage with your censer!)
  • Effigial Encense out of range damage: 1000 >> 0 (*Clone no longer die quickly when you change or unequip weapon.)
  • Effigial Encense base health: 1500 >> 3000
  • Effigial Encense aggro value: 15 >> 150
  • Espial Incense move speed: x2
  • Aromatic Rally duration: 23sec >> 20sec(Lv2)
  • Aromatic Rally attack increase: 200 >> 300(Lv1), 230 >> 350(Lv2)
  • Health: -100 >> 150
  • Strength: -100 >> 150
  • Knockdown Res: -50 >> 150

Warfarer
  • Health: 0 >> 50
  • Stamina: 0 >> 150
  • Strength: 0 >> 50
  • Magick: 0 >> 50
  • Knockdown Res: 0 >>150


455-1712389524-3953260.png
 
Last edited:

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,374
Location
Kelethin
Is this game super dumb like the first one? Run 1000 miles while pressing a button and something awesome happens.
 

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