About this mod
Tweaks a few augments so more of them are worth using.
- Requirements
- Permissions and credits
- Changelogs
Jokes aside, this is a simple mod tweaking the numbers on a few augments so they're more balanced against each other. To be clear, the aim of this mod is not to make augments stronger, but to make them balanced (or at least, less wildly imbalanced). It just so happens that there are many worthless augments that need to be buffed. Here are the changes:
Fighter
- Mettle: extra base defense 45 flat + 30% -> 30 flat + 20%
- Dilligence: faster recovery while crawling 1 second -> 5 seconds (this is a buff, you recover 5 seconds faster)
- Ambuscade: extra damage to unaware targets 10% -> 25%
- Lethality: extra damage when striking a target's vitals 5% -> 15%
- Avidity: extra climb speed 10% -> 20%
- Apotropaism: extra base magick defense 45 flat + 30% -> 30 flat + 20%
- Beatitude: extra healing from curatives and magick 10% -> 20%
- Gratification: HP healed when killing an enemy 4% -> 10%
- Vigor: less stamina consumption while climbing 15% -> 50%
- Verve: extra base strength 30 flat -> 30 flat + 20%
- Intrepidity: slower gauge loss accumulation 5% -> 30%
- Catalysis: extra damage when exploiting elemental weakness 5% -> 15% more damage
- Sagacity: extra base magick 30 flat -> 30 flat + 20%
- Conveyance: extra movement speed while carrying objects 10% -> 30%
- Opulence: extra gold from coin puches 5% -> 50%
- Polarity: extra base strength/magick at day/night 5% -> 30 flat + 20%
- Refulgence: extra rift crystals 5% -> 50%
- Athleticism: reduced stamina consumption while dashing 10% -> 50%
- Sustainment: extra base defense and magick defense for pawns 30 flat -> 15 + 10%
- Prolificity: extra drop chance for small enemies 20% -> 50%
- Ascendancy: extra base strength and magick for pawns 30 flat -> 15 flat + 10%
- Amelioration: faster revive 1 second -> 2 seconds
- Zeal: stamina cost reduction for skills 5% -> 15%