Monster Hunter: World
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Redoneter

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Redoneter593

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About this mod

A merge of several skill mods already here on this nexus plus plenty more (fairly) balanced improvements to skills. Nothing overpowered.

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Are you hungry for improvements to skills that are otherwise shit? Or have multiple mods that change skills to pre-iceborne nerfs, but want them together and don't know how to or don't want to merge them yourself? Look no further.


Just a collection of skill mods already merged along with some fairly balanced skill adjustments of my own. Nothing overpowered, just some minor to small tweaks and improvements to some skills that don't have a lot of improvement per level for slightly higher overall benefit.


--- Changelog ---

7-11-20
Updated for Alatreon. MR Kulve Taroth set bonus should work/not disappear as well. Updated the ReadMe for better clarity

3-8-20
Updated for Raging Brachydios. Fixed rank 6 & 7 Heroics having less of defense bonus than other ranks rather than more (which unlock from "Rajang Will" Set bonus from Glavenus+ armor set. (I think Capcom was drunk for this naming error))

3-28-20

Updated for Safi'jiiva patch. Also fixed Defense Boost applying a massive resistance improvement and a less than intended defense improvement.

3-16-20
Updated for Stygian Zinogre. Future updates should be easier thanks to MHW edit's import/export changes from/to Json. Much obliged Synthlight!

3-10-20
Apparently the changes to Forager's Luck and Scholar this mod makes didn't make it into the last version. Fixed.

3-6-20
Fixed rank 3 of focus causing instant charging for charged attacks

2-8-20
Now updated to work with Rajang update!

Quick Sheath: reduced the speed bonus somewhat. Rank one at 35% felt almost a little too fast for needing a second rank.

added Critical Eye: now has 6% per rank instead 5%. It just seemed less competitive for affinity when you can just improve
your regular damage and there are other options that increase affinity
at a better rate per slot, or improve affinity in addition to other
things. Should be just enough to be noticeable and more worth while than
other cheaper slot options.

added Peak Performance: now has 6-12-24 attack instead of 5-10-20 (ie double Attack Boost). Staying at max health isn't easy, and people often spend a good chunk of the fight with not quite enough missing health to justify using the limited supply of healing. While this skill already indirectly encourages more defensive combat and retreating to heal more often, it by itself isn't enough to encourage backing off early/fewer hit combos to keep the bonus.

New optionals and folder structure!

Fixes Only: Just the revisions to the nerfs that iceborne brought along with only the non-combat changes, plus the changes to Stamina Surge.

Non-Divine Improvements: All the changes the mod this normally has, but without the Divine protection changes. Just pick Elemental Improvement or Compensation.


---Skill changes---

Peak Performance: 6-12-24 instead of 5-10-20 (ie double Attack Boost)

Critical Eye: from 5% per rank with a bonus at max to 6% per rank with no bonus at max

Slugger: from 20-30-40-50-60% to 15-30-45-60-75%

Stamina Thief: from 20-30-40-50-60% to 15-30-45-60-75%

Item Prolonger: from 10-25-50% to 25-50-100%

Pallico Rally: from 5-10-15-20-25% to 20-40-60-80-100% (both attack and defense)

Part Breaker: from 10-20-30% to 10-25-40%

Focus: from 5-10-20% gauge fill and 5-10-15% charge attack rate to 10-20-30% gauge fill and 10-20-30% charge attack rate

Foragers Luck: from 25% to 35%

Scholar: from 25% to 35%

Master Gatherer: from 40% to 60%

Recovery Up: from 10-20-30% to 15-30-45%

Recovery Speed: from 2x-3x-4x to 2.5x-4x-5.5x

Heroics: from 0-5-5-10-15% attack and 50-50-100-100-100 defense to 5-5-10-10-15% attack and 50-100-150-200-250 defense. Defense bonus at rank 6 and 7 also improves from 150-150 to 300-350

Attack Boost: from 0-0-0-5-5-5-5% affinity to 0-5-5-10-10-15-15 affinity

Normal Shots (skill): from 10-20 to 15-30

Piercing Shots (skill) from 10-20 to 15-30

Spread/Power Shots (skill) from 5-10 to 10-20

All of Elemental Attack skills: from 3-6-10-10-10-10 flat boost and 0-0-0-5-10-20 percent to your choice of ether:
A) 6-12-18-18-18-18 flat and 0-0-0-10-20-30 percent (Improvement version)
B) The changes from option A, plus double those values for the dragon version (Compensation version, read notes)

All of the Elemental Resistance skills: from 6-12-20 resistance and 0-0-10 defense to 8-16-24 resistance and 4-8-12 defense

All of the Status Attack skills: from 5-10-20-30% to 10-20-30-40%

Stamina Surge: from 10-20-30% to 15-30-50% to mimic Marathon runner (idea/request from BlackMarasa)

Quick Sheath: From 10-20-40% to 25-50-75% (slightly modified and reduced from Magentacles)

Maximum Might: no longer requires stamina to be at max for a set time to trigger, but 0-0-1-2-3 extra seconds of effect duration after stamina is no longer full (directly from AsteriskAmpersand with a slight increase in the amount time before effect loss at rank 3). Effect strength remains the same as vanilla.

Weakness Exploit: from 10-15-30% and 15-30-50% with tenderizing (which non Iceborne users don't have access to) to 15-30-50% regardless of iceborne's tenderizer (directly from AsteriskAmpersand)

Defense Boost: from 5-10-15-20-25-30-35 to 10-20-30-40-50-60-70, and now additionally increases defense by 5% and resistances by 1 point per rank ie, rank 5 has 25% and +5 to all resistances (directly from Malurth, with a minor resistance boost from Valstork)

Divine Blessing: from 25-25-25-25-25-40% chance and 15-30-50-60-60% damage reduction to your choice of ether:
A) 30% chance and 15-30-45-60-75% damage reduction (Protection version)
B) 20-25-30-35-45% chance and 60% damage reduction (Chance version)  (this one was an idea of Malurth's, I just made it a bit better/different for hunters)

Fortify: from 50 minutes to 240 minutes (four hours) (original extension by Aradi147)


---Minor changes---

 
Latent Power: rank 7's stamina cost reduction now matches that rank's affinity ie 60% and 60% instead of 60% and 50%



---Notes on the changes---

Peak Performance: Staying at max health isn't easy, and people often spend a good chunk of the fight with not quite enough missing health to justify using the limited supply of healing. While this skill already indirectly encourages more defensive combat and retreating to heal more often, it by itself isn't enough to encourage backing off early/fewer hit combos.

Critical Eye: It just seemed less competitive for affinity when you can just improve your regular damage and there are other options that increase affinity at a better rate per slot, or improve affinity in addition to other things. Should be just enough to be noticeable and more worth while than other options.

-Slugger/Stamina Thief: having a 20% initial rank and then only to have 10% for every rank afterward doesn't seem very rewarding, so a 15% per means an overall increase at maximum investment at the cost of a weaker first rank.

-Item Prolonger: really just not a great use of slots, so now it's a lot better, without making stuff have a stupidly long duration.

Pallico Rally: who the hell would uses this stupid ass waste of a skill? Do you? Cause I definitely don't. Now, you can actually get some half decent use out of the otherwise half assed idea of a skill. Palicos don't hit very often at all compared to hunters, so a mere 5% per rank is stupid. Could result in some rather super powered palico gadgets (Meowolotov Cocktails at the every least if anything) if it's somehow tied to certain palico gadgets.

Part Breaker: some parts are just really hard to hit with certain weapons or crucial ones are just resistant to damage, so this got upped a bit. Could be seen as unnecessary, but I don't completely think so. First rank remains the same for said reasons, as to help to ensure those are investing into it are rewarded

Focus: it was so weak it was basically invisible, now it's definitely not. Expect more/quicker usage out of your heavier attacks/less downtime for your Switch Axe or other weapons with gauges.

Forager Luck/Scholar/Master Gatherer: no one likes to grind/gather for shit, so this is to help these otherwise not quite worthwhile skills. Get what you need sooner rather than later without a direct acquisition of materials.

Recovery Up: certainly useful but not exactly great. Improved somewhat.

Recovery Speed: despite what it looks like on paper it's not very powerful (base recovery of damage is like 2-3 hp a second and have up to 200), although it is certainly useful. Improved it without making it powerful, so you should still avoid getting hit a second time. Makes a lack of Immunzer usage (which need rare Mandragoras) less punishing while also making it worth the slot.

Heroics: this skill's defense bonus honestly doesn't scale very well into Master rank due to how a 100 point increase in defense can end up only decreasing damage an extra 1-5 percent, but I didn't want it to be OP in high rank as ether. I think I found an nice balance between the two.

Attack boost: I felt like the affinity should scale a bit better over it's ranks so now it does. Critical Eye is still superior for affinity gain though.

Normal Shots; Piercing Shots; and Spread/Power Shots; (skill): a mere 10% or 5% per rank for skills just doesn't seem right, at least not on paper for Bowguns and their complex and micro-managed set of shot count and ammo crafting, along with their much slower projectiles. Bows on the other hand are rather simple, so I might adjust this back to vanilla if/when I confirm which parameter adjusts arrows (I think it's 6, but it could be 5, and I actually forgot to list this skill change so it's already included)

All of the Elemental Attack skills: while they're certainly useful, boosting physical attack has  noticeably more of an effect than elemental damage, enough that I personally think ether monsters may need a bit less resistance overall and more vulnerability to elements that they're weak to, with a reduction in the elemental damage that weapons have, to make them more worth while.

Dragon Element specifically: weapons with Dragon element damage have a LOT lower physical damage compared to their other elemental counterparts, but I can't fix that. However, I CAN adjust a skill that boosts Dragon elemental damage to compensate, even if elemental buildup has a limit.

All of the Elemental Resistance skills: they're certainly useful, but other skills tend to outshine them, and lone defense boost at last rank nags at me. Improved them somewhat.

Status Attack skills: a mere 5% on the first rank? I think not. Now that one rank does something and is also more powerful overall.

Maximum Might: maybe not strictly necessary, but I like unbroken flow, and the 40-40 doesn't look/seem right.

Defense boost: definitely a terrible choice for a slot before, now it's actually worth something, not to mention it also ambiently compensates for the how difficult and/or expensive armor spheres can get with little improvement.

Divine Blessing: ok yeah it's probably slightly op now at higher ranks. It's hard to balance between three versions of it while still making two of them viable, but I think I did a pretty good job.

Fortify: 9 hours?! I think not. Try 3 or 4. Noone's ever going to play 9 hours straight in the field, and if you do, you need to sleeep.




--- Credits! --- (Who looks at these in movies? Noone!)

Magentacles; for the numbers from Quick(er) Sheath

AsteriskAmpersand; for the numbers from the reversions of the iceborne update's unwanted/unneeded skill nerfs in Mighty Max Might Restoration and WEXtoration Make WEX Great Again

Malurth; for the numbers from what no one thought could be done with Defense Boost Boost, and Divine Blessing Secret Consistency with the idea of a fixed damage reduction value instead of a fixed chance to proc Divine Blessing

Valstork; for the initiative to also do something like to this, and for suggestions on other skills I didn't realize needed a bit of a boost.

Synthlight; for the MHW Editor that actually makes these skill changes/mods possible