Hades
0 of 0

File information

Last updated

Original upload

Created by

Winky

Uploaded by

JMKHAN

Virus scan

Safe to use

Tags for this mod

Documentation

Readme

View as plain text

[NMT] = needs more testing
[UT] = untested more or less
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 boon and hammer picks.
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. The most other changes are 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.

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. In game, changes are reflected in the description by additional information or bolding.

Demeter
Frost Strike ----> +10% 1.5
Frost Flourish ----> +10% 1.7

Poseidon
Tempest Strike ----> +10% 1.4
Tempest Flourish ----> +10% 1.8
Oceans Bounty ----> +10% boss damage. Updated Text.

Dionysus


Stygius (Sword)
----[UT] ArthurHammer (SwordConsecrationBoostTrait) ----> +35% range 1.75x range. REMOVE GRIP?
Super Nova (SwordSecondaryAreaDamageTrait) ----> +40 radius 1.6x radius. Tested before I knew about dash-canceling special animation.
[NMT] Hoarding Slash(SwordGoldDamageTrait) ----> .03 1.08 gold multiplier
[UT] Piercing Wave(SwordThrustWaveTrait) ----> +15dmg 45 dmg

Varatha (Spear)
Breaching Skewer (SpearThrowPenetrate) ----> 1st attack also applies armor pen 1st attack applies armor pen
Massive Spin (SpearSpinDamageRadius) ----> +30% radius 1.6x radius. Tested before I knew about dash-canceling spin animation.
Winged Serpent (SpearSpinTravelDurationTrait) ----> +80% distance + radius on max spin 1.6x distance. Additional radius on max charge spin. Memes and dreams!

Coronacht (Bow)
Sniper Shot (BowLongRangeDamageTrait) ----> -60 range requirement Bonus damage past 615 range (damage needs nerf?)
Explosive Shot (BowSlowChargeDamageTrait) ----> -50% charge time Fully charged at 1.5x original speed (may need a nerf/rework? maybe low damage buff, but increase the speed? Or increase damage radius and lower damage?)
Repulse Shot (BowBondBoostTrait) ----> +100% knockback 2.0x knockback. Ended up fun somehow. I tried so many things. Please let my soul rest.
Charged Volley (BowSecondaryFocusedFireTrait) N/A. Haven't ever picked this really. Not qualified to change it.
[UT] Triple Shot (BowTripleShotTrait) ----> 1.2x base damage 1.2x base damage. Damage scaling from shots make the math on this weird.
[UT] Chain Shot (BowChainShotTrait) -----> 1.5x bow charge speed 1.5x bow charge speed. The vanilla version of this hammer messed with my perfect shot timing so bad. I relied on distance indicator heavily, so taking it away (when enemies are close) felt bad. Probably an overbuff, but I actively disliked picking this hammer. Now, shot timing is fast enough so you never feel like you're guessing how much damage you'll deal. Probably needs a base damage nerf.

Aegis (Shield)
[UT] Explosive Return (ShieldCatchBlastExplode) ----> +200 radius ~1.2x radius. Slightly less. This hammer is already strong, but got buffed for feels. With new range I positioned for multihits much more actively, whereas before I didn't bother too often. If it happened nice, if not cool.
Sudden Rush (ShieldChargeSpeedTrait) ----> +50% movespeed for short duration +50% movespeed after Bullrush. Helps you get back into position if you overshoot.
Ferocious Guard (ShieldBlockEmpowerTrait) ----> +20% crit -20% dmg bonus 20% movespeed 20% crit. Crit is a more visible damage scaling. Mathematically, this is 1.40x dmg 1.2x movespeed for 10 seconds after block. Prioritized visual feedback (landing fat crits) over edgecase balance since empower is situational. Often times, crits overkill/it's faster to just kill things rather than set up a block. Still, crit can snowball pretty hard.
Dashing Wallop (ShieldDashAOETrait) ----> +25% crit on dash attack 25% crit dash attacks. Honestly, kind of broken. The scaling of everything increases by 40% with this, it can get out of control by stacking Chaos boons (dash attack, attack), weapon damage boons, Artemis dash boon, etc. Still, it's a fun change that emphasizes visible WALLOP factor. If it's too broken, crit chance will be changed to wallop chance which deals 200 flat damage or something. Given that all of 2 people will try this mod I'm not going to stress unless people protest on the streets or something.
Unyielding Defense (ShieldLoadAmmoBoostTrait) ----> +10% damage reduction 10% damage reduction. Encourage damage reduction builds.
[UT] Minotaur Rush (ShieldPerfectRushTrait) ----> +80% empower to next shield throw 1.8x empower to next shield throw after perfect rush. I didn't pick this. It puts me out of position often (maybe because I'm bad) and generally felt slow. I made this change to give myself something to do while running back somewhere useful. Power-level wise, this hammer didn't really need to be touched but oh well. The end goal is pick-rate not balanced powerlevels.

Exagryph (Twin Rail)
[NMT]Targeting System (Gun Slow Grenade) ----> +20% vulnerability 50% vulnerability
[UT] Seeking Fire (GunHomingBulletTrait) ----> +35% 1.45 damage multiplier on bullets (could experiment with keeping it like 1.1 but also applying to effect damage.
[NMT] Cluster Bomb (GunGrenadeClusterTrait) ----> +15% dmg per bomb 85% damage per bomb. Probably doesn't need adjusting at all. After testing a bit I learned how to use it more effectively, but I live for the risks.
[UT] Piercing Fire (GunArmorPenetrationTrait) ----> +50% armor pen 100% armor penetration on shots
Triple Bomb (GunGrenadeFastTrait) N/A. Needs nerf?
[NMT] Richochet Fire (GunChainShotTrait) ----> +1 shot 2 bounces. Seems a bit broken in Tartarus but fair and fun past Megaera. Likely has degenerate synergies.
(NMT) Explosive Fire (GunHeavyBulletTrait) ----> +40% radius 1.4x radius. Still seems a bit weak until Elysium. Haven't done much testing though. It was kinda fun even in vanilla.

Malphon (Fists)
[NMT] Heavy Knuckle (FistHeavyAttackTrait) ----> +10 base damage 50 base damage
[UT] Long Knuckle (FistReachAttackTrait) ----> +20% damage 30% damage. May be reverted. Already fills a unique role.
[UT] Draining Cutter (FistKillTrait) ----> .5% dmg/kill 2% drain / +.5% damage/kill. I'm torn on this. It fills a role already, and it being spammable means it's easy to be broken or overtuned by buffing heal %. Scaling heal % based on enemy health feels more fun, but still runs into being broken. Also, making a minimum health threshold for health doesn't really work well since average health scales per floor. I'm going to try scaling damage. That preserves the "draining" flavor and maintains the idea of getting permenant resource (health) from draining. I may try providing gold on kill or % chance to drop darkness/hearts (max health).
[NMT] Flying Cutter (FistChargeSpecialTrait) ----> 50% damage. +100% movespeed during attack. 250% special damage. May be reverted. Changed movespeed to give it a more unique feel. Player shouldn't feel slower/sluggish during flying cutter.
[NMT] Explosive Upper (FistDoubleDashSpecialTrait) ----> +20% radius 1.2x range. Already fills a great mobility aoe role. May be reverted. Seems pretty strong.
Rending Claws (FistDetonateBoostTrait) ----> Changed damage to DoT Changed to DoT. Ticks 100 dmg/s for 4 seconds.

To do:
Flaring Spin. Rolling Knuckle. Crashing third boss. Help Text.

Comments
-------
- 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.