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