Hades
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Winky

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JMKHAN

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About this mod

This is the big ole buff bonanza! Hammers are buffed, modified, or appended to according to my experience. The aim of this mod isn't balance; the aim is to encourage diversity in hammer picks.

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Note: Feel free to ping me on Hades Modding discord if you run into issues. 
Generally, if a hammer only has a damage change, it means I feel the overall play pattern was pretty fun but felt underwhelming to pick. Most other changes exist to try to make playstyles a bit more stylish/visible. Flying cutter lets you fly across the screen, ricochet is richoche-ier, and ferocious guard has more visible impact with crits. That all said, I'm open to suggestions.

If you want to go fast or meme harder this mod will help. Have fun!

Included below is a changelog of the various boons and hammers affected by this mod. There is a detailed changelog with extra notes on why changes were made in documentation. In game, changes are reflected in the description by additional information or bolding:

Malphon (Fists)
Heavy Knuckle (FistHeavyAttackTrait) ----> +10 base damage
Long Knuckle (FistReachAttackTrait) ----> +20% damage
Draining Cutter (FistKillTrait) ---->+ .5% dmg/kill
Flying Cutter (FistChargeSpecialTrait) ----> 50% damage. +100% movespeed during attack.
Explosive Upper (FistDoubleDashSpecialTrait) ----> +20% radius
Rending Claws (FistDetonateBoostTrait) ----> Changed damage to DoT

Aegis (Shield)
Explosive Return (ShieldCatchBlastExplode) ----> +200 radius
Sudden Rush (ShieldChargeSpeedTrait) ----> +50% movespeed for short duration
Ferocious Guard (ShieldBlockEmpowerTrait) ----> +25% crit -20% dmg bonus
Dashing Wallop (ShieldDashAOETrait) ----> +20% crit on dash attack
Unyielding Defense (ShieldLoadAmmoBoostTrait) ----> +10% damage reduction
Minotaur Rush (ShieldPerfectRushTrait) ----> +80% empower to next shield throw

Coronacht (Bow)
Sniper Shot (BowLongRangeDamageTrait) ----> -60 range requirement
Explosive Shot (BowSlowChargeDamageTrait) ----> -50% charge time
Repulse Shot (BowBondBoostTrait) ----> +100% knockback 
Triple Shot (BowTripleShotTrait) ----> 1.2x base damage
Chain Shot (BowChainShotTrait) -----> 1.5x bow charge speed

Varatha (Spear)
Breaching Skewer (SpearThrowPenetrate) ----> 1st attack also applies armor pen
Massive Spin (SpearSpinDamageRadius) ----> +30% radius
Winged Serpent (SpearSpinTravelDurationTrait) ----> +80% distance + radius on max spin

Exagryph (Twin Rail)
Targeting System (Gun Slow Grenade) ----> +20% vulnerability 
Seeking Fire (GunHomingBulletTrait) ----> +35% 
Cluster Bomb (GunGrenadeClusterTrait) ----> +15% dmg per bomb
 Piercing Fire (GunArmorPenetrationTrait) ----> +50% armor pen
Richochet Fire (GunChainShotTrait) ----> +1 shot
Explosive Fire (GunHeavyBulletTrait) ----> +40% radius

Stygius (Sword)
 ArthurHammer (SwordConsecrationBoostTrait) ----> +35% range
Super Nova (SwordSecondaryAreaDamageTrait) ----> +40 radius
Hoarding Slash(SwordGoldDamageTrait) ----> +.03
Piercing Wave(SwordThrustWaveTrait) ---->  +15dmg

To do:
Flaring Spin. Rolling Knuckle.

Comments
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- Radius changes were a huge pain to test. They tended to have fiddly values, required a lot of enemy killing to get a feel for, and would have broken play patterns when overtuned by even a little bit. Frankly, my changes to radius may encourage degenerate patterns with low single-target damage payoffs. Changes felt fantastic with my playstyles though. 
- I tend to balance around rhythm and timing more so than degenerate combinations. 
- Most my play experience involved speedrunning or casual speedy runs. In speedy runs, enemies tend to die before the situation gets out of hand. I'm pretty curious if changes I make causes the game to be too easy since I'm a lot more attuned to going slow or fast than having an easy or hard time. 
- Dash canceling can make certain patterns more fluid. Dash canceling sword special and spear spin makes them feel so much less static.
- Optimizer players can abuse the buffed damage potentials, but if you can optimize the play pattern the game is probably fairly easy anyways. Specifically, when players are at a skill level where they can focus on optimizing damage (example: throw out bomb during dash canceled reload), to some degree avoiding damage is somewhat automatic for them.  
- 1% crit = 2% damage increase (includes all modifiers). So, if you have 20% crit, you'll do 1.4x more damage on average.