Dragon's Dogma: Dark Arisen

File information

Last updated

Original upload

Created by

Miz

Uploaded by

Mizuumi18

Virus scan

Safe to use

About this mod

Increases duration of Magic/Great Cannon, and increases duration, radius, and absorb speed of Funnel/Vortex/Maelstrom Sigil. Packages to only buff Cannons or Sigils are also available, as well as unpacked files with commented XMLs for customizing.

Permissions and credits
Changelogs
Donations
What's this?

This mod provides buffs to the Mystic Knight skills Magic/Great Cannon, and Funnel/Vortex/Maelstrom Sigil. Duration of all skills is increased, radius for sigil skills is increased, and absorb speed (how fast monsters are sucked in) for Funnel and Vortex Sigil is increased.


Why make this mod?

Because I enjoy Mystic Knight a lot but having to sit through the slooow charge time to cast Great Cannon only to have it last less than 20 seconds annoys me to no end. And the sigil buffs are mainly there because I figured out where their values were while I was digging around trying to find the cannon duration values, and wanted to play around with them while also giving a little more oomph to a skill that had always felt to me a bit too lackluster to bother devoting a sword skill slot to.


How do I install/uninstall it?

OPTIONAL: First, back up your game files. Go to [your DDDA installation folder]/nativePC/rom/wp/w0. You can either just copy this whole folder somewhere, or else find "mac.arc" and "one.arc" and back those files up individually, as they're the only ones that are actually modified. Adding ".bak" after the files' extensions is a simple way to do this.

INSTALL: Download the version of the mod you want, open the archive and extract the folders wherever you want. There are 2 folders in the archive; open the "install" folder to find a folder named "rom". Copy this folder, then navigate to [your DDDA installation folder]/nativePC and paste the folder, merging it with the existing "rom" folder and subfolders. Whenever Windows asks if you want to merge a folder or overwrite a file, say yes.

UNINSTALL: Exactly the same as the install process, but open the "uninstall" folder in the mod archive and copy the "rom" folder from there instead.
Alternatively, if you made a backup earlier, you can just restore it, deleting the modded "mac.arc" and "one.arc" files first if necessary.

SOMETHING WENT HORRIBLY WRONG: Go to your Steam library, right-click on DDDA, and go to Properties > Local Files > Verify integrity of game cache. If that doesn't work, uninstall and reinstall the game.


What are the changes?

Magic Cannon
Duration - 13s > 20s

Great Cannon
Duration - 19.5s > 30s

Funnel Sigil
Duration - 12s > 15s
Absorb speed - 30 > 50
Radius  - 450 > 600

Vortex Sigil
Duration - 12s > 20s
Absorb speed - 30 > 70
Radius  - 900 > 1200

Maelstrom Sigil
Duration - 18s > 25s
Absorb speed - 100 (unchanged)
Radius  - 1350 > 1800


Won't this make Mystic Knight overpowered?

These buffs do increase the potential power of the Mystic Knight vocation; if you don't want that at all then don't install this mod (or tweak it yourself to tone the values down - heck, you could even nerf them from their original values if you like!)

That said, I tried not to be too over-the-top in buffing them. Great Cannon stays up for 30 seconds now, which is enough to not be quite so bothersome and maybe add some more potential to set up traps in advance, but it's not so long that you can just cast it 1-3 times at the start of a fight and all your cannons will stick around forever.

The sigil buffs are a bit more tricky because their effectiveness isn't as simple to gauge. I've played around with Vortex Sigil a bit and it seems to be in an okay place, but it could have potential to trivialize large groups when paired with Ruinous Sigil or other AoE damage (though other than duration it is still weaker all around than Maelstrom Sigil in the vanilla game). And I haven't gotten to test out buffed Maelstrom Sigil at all yet, so with its enormous range and already-high suction speed it could wind up being ridiculous. Anybody who gets the chance to try it out, let me know what tuning you think it might need.


I only want the buffs to the cannon skills and not the sigils, or vice versa!

There are packages for cannon-only and sigil-only versions of the mod, look in the downloads section


How'd you do this, technically speaking?

Fundamentally it's the same as any other skill/augment/etc numbers tweak - find the appropriate .arc file, use ARCtool to extract it (tutorials abound in various mods and threads on how to do this), dig around in the XML files, using context clues and trial-and-error until you find what numbers change what you want, tweak to your liking, repackage the files, and put them into your game files. The big catch with modding MK sword/mace skills specifically is that there are actually two .arc files pertaining to those skills, "one.arc" and "mac.arc" (under nativePC/rom/wp/w0) and both of those files have to be changed in the exact same way for your mods to work right.


I want the numbers to be tweaked differently!

If it's a fairly major change and/or one that a lot of people may want, post a comment and I may make a new version of the mod and add it to the downloads section. If it's something very minor (like you really really need Great Cannon to last 31 seconds instead of 30) you'll probably be better off tweaking the mod yourself. Fortunately, there is a download with unpacked files for modding, that includes instructions on how to modify and repackage the files and commentated XMLs that make it easy to find the relevant values. Check the downloads section!


Will this mod get me banned online/break my game/set my computer on fire?

It shouldn't do any of those things. Character and pawn progression are not affected in any way, nor does it affect pawn performance in other peoples' games (even if pawns could be Mystic Knights) so there should be no reason for your pawns to get banned. And the mod only affects 5 skills in total and can be easily removed with no ill or lasting effects. The worst that might happen is you could potentially hit the damage cap on the online Ur-Dragon more easily if your character is very strong and has longer-lasting Great Cannons, and all that means is the damage you dealt in that round doesn't get counted.

That said, if your use of this mod somehow DOES screw things up in some way, I take no responsibility for any damages or ill consequences incurred. Your use of this mod is entirely at your own risk; use discretion and common sense when downloading and installing mods.


I found a bug, typo, misinformation, or some other issue with the mod, readme, or XML comments // The instructions aren't clear to me // I have some other problem pertaining to this mod!

Leave a comment and I'll try to address your problem as soon as I can, and release a fix or update if necessary!


You spelled Magick Cannon wrong!

Fight me.