Dark Souls

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Xervous

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Xervous

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About this mod

Giant's Halberd, Smough's Hammer, over half of the infusion options and much more. You know they're not worth using. Diversity Rework fixes that!

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Changelogs
A more in depth list of changes will be posted when this mod reaches a more steady state of development. Suggestions, comments, error reports, questions are all welcome. See a weapon that needs more love? Say it! Also on the lookout for creative ring bonuses.

Advisory: I do not endorse the use of game file modification to get an unfair advantage in PvP. The new weapon options present in this mod are generally equal to or slightly weaker than currently existing ideal weapon choices. However any weapon that has had its swing speed adjusted will NOT DISPLAY PROPERLY FOR OTHER PLAYERS UNLESS THEY HAVE THIS MOD. If you are to use this mod when PvPing, please be courteous and avoid such weapons. If there is an overwhelming desire among users of this mod I will revert specific weapons to the original, inferior swing speeds to resolve this issue.


New to 0.5: A decent number of weapons have gotten weight reductions, magic and enchanted weapons now boost spell casts (doesn't stack with dusk ring). Darkmoon bow is now a good faith bow option. Crystal Ring Shield scales with INT to give it a respectable special attack. Whips got an AR buff. Titanite Catchpole is now a buffable STR halberd. Cursed Arty sword is stripped of INT/FTH reqs and is down to 8 weight, more testing to follow to see where the others end up.

  • All weapons with STR requirements above 28 have been lowered to 28.
  • Ring of Steel protection and all stoneplates reduce their associated damage type by: 10% for RoSP, 15% for Stoneplates, 10% for speckled stoneplate.
  • East Wood Grain Ring does 60% more stamina damage to blocking opponents
  • Sun Princess Ring grants 30% more healing received
  • RoFaP can be removed without being destroyed
  • Weapon special abilities don't cost durability, go nuts.
  • The list of weapon and infusion changes is growing, refer here for an organized list.



Future plans and concepts:
  • Enchanted weapons will have reduced AR compared to Magic. They will be buffable.
  • Maybe increase sanctus and divine regen, possibly to 3 or 4 hp/2s . Divine sanctus will have double effect. I am leaning towards balancing the regen to account for both hands to be holding a divine weapon to make infusing a shield with divine for any random build less effective (keep hp regen at 2/2s). And/or I'll be putting a FTH requirement on divine weapons to dissuade them being used in the manner of a grass crest shield plonked on Giantdad's back. an 0.5 weight dagger in the offhand that gives regen is not something I'd like to see proliferate.
  • Minor damage increases to specific weapons and weapon types. A few improvements are already in place.
  • Nerfs? None planned with respect to vanilla stats. If you want to run around with your Chaos Blade or spam WoG it's going to work like normal.
  • Sprinkling various +% bonuses on armor pieces is NOT going to happen with any combat relevant stats with the exception of the below. I do not want to create must have armor pieces.
  • Turn lesser used pieces of armor into stat identical copies of more popular ones to open up fashion options without introducing power creep.
  • Increase droprates for a variety of rare items to reduce need for farming
  • Abyss Greatsword will have int fth requirements removed
Installation

1. Back up the relevant files in your DATA folder. If you already have the expanded dvdbnd files present in your DATA folder SKIP STEP 2
2. Move the mod files to your DATA folder
3. Be aware this mod may get you flagged as a hacker by DSPW. Weapons with changed attack speeds shouldn't be used in PvP against people without this mod as the visuals don't line up with hitboxes on their end.