Devil May Cry 5
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Oceanviolets

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OceanViolets

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About this mod

Gives Griffon more POWER

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Changelogs
Makes Griffon real SPICY

Changes:

General:
Across the board I've reduced Griffon's style gain amount. V is very easy to just auto and get huge amounts of style, and I wanted to make it more important to actually play him. You also generally gain more DT, making the book less necessary and encouraging more use of V's active abilities and Nightmare. Griffon's main use is utility, so I'm only increasing the damage slightly on some, and more so on other. I mainly wanted to really reward fully charging moves.

Rush:

Increased damage: DamageValue 150 >> 200
Gave Griffon a dumptruck hitbox for his butt(yes it is literally labeled "butt"): Width 0.4 >> 2.0
Devil Trigger Add: 225 >> 250
Now does a super launch, rather than a regular one, similar to storm swords.
Made both the Rush(Rush) and Rush(Launch) hitboxes launch, for consistency.

This move has always been decent, really didn't need much help.

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Radial Attack LVL 1:
Hitbox Width: 3.5 >> 4.5
Finishing Blow:
DamageValue : 75 >> 80
Now Launches

Radial Attack LVL 2:
Hitbox Width: 4.5 >> 6
Finishing Blow:
DamageValue: 100 >> 150
Now Launches

Radial Attack LVL 3:
Hitbox Width: 5.5 >> 8
Finishing Blow:
DamageValue: 125 >> 250
Now Launches

Radial Attack has overall a much bigger hitbox, so even if enemies are outside the EFX for the radial explosion they'll still be hit. It also launches straight up instead of sending away. This, combined with the extra damage, means it's actually worth using in regular play.

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Basic Shot:
Hitbox Width: 0.15 >> 0.8
DamageValue: 8 >> 10
HitStopSpeed: 0.00 >> 0.05 (Same as Void Slash)
HitStopTime: 0.00 >> 0.5 (Void Slash is 3.0)
AddDamageHitStopTime: 0 >> 4 (Void Slash is 150)
StylishPoint 20 >> 15

The basic shot now slows an enemy in time VERY briefly. This makes it useful for basic juggling without having to charge, as it's supposed to be.

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Blockade LVL 1:
DamageValue: 100 >> 120
HitStopSpeed: 0.00 >> 0.05
HitStopTime: 0.00 >> 1
AddDamageHitStopTime: 0 >> 50
StylishPoint 150 >> 125

Blockade LVL 2:
DamageValue: 180 >> 200
HitStopSpeed: 0.00 >> 0.05
HitStopTime: 0.00 >> 1
AddDamageHitStopTime: 0 >> 75
StylishPoint 200 >> 150

Blockade LVL 3:
DamageValue: 250 >> 275
HitStopSpeed: 0.00 >> 0.05
HitStopTime: 0.00 >> 1
AddDamageHitStopTime: 0 >> 100
StylishPoint 300 >> 250

Blockade was generally used for juggling larger enemies anyway, so having it slow time increasingly based on the charge made sense to me. Blockade is also the optimal damage dealer and the only thing anyone uses, so I figured the damage increase really doesn't need to be much.

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Double Check:

Generator:
Hitbox Width: 0.5 >> 1.5
DevilTriggerAdd: 150 >> 300
Now launches

Electric Scissors
Hitbox X[2], Y[2], Z[2] W[2]: 0.25 >> 2.25
DamageValue: 60 >> 150
DamageReactionValue: 50 >> 150
GuardDmgValue: 60 >> 6000
DevilTriggerAdd: 90 >> 150

Double check takes as long to charge as blockade, misses constantly, and does literally less than a quarter the damage considering its probably not gonna hit all three times. I made the hitbox bigger, meaning it should hit a LOT more. It also has MASSIVE guard break damage, making it able to bust through Sin Scissors, break shields, do it all. I nearly tripled the damage, meaning its actually useful now. The only reason I didn't increase it more is because it should actually hit multiple times and can in theory do decent damage now, especially if you plop it down right on top of an enemy and hit them multiple times off a single scissor. The damage react value is basically how hard the move hits, meaning you can actually stagger Empusa Queens with this move. I also increased the amount of DT you get out of it cause this move really is just useless in the base game and deserves all the help it can get, hence why I also made the little ball that drops launch enemies.