Great mod man, may I ask if you have a chance of making a standalone ICE style gunlance mod that incorporates this and other changes that ICE had like the omnishelling and guardpoint on quick reload?
I like the idea of readjusting the multiplier to 1.00 in order to mimic the 1.5x multiplier added to MR. However, this approach somewhat works if we don’t use WSB (Wyvernstake Blast). Using WSB with the 1.00 multiplier is too strong, which results in a 1.5x multiplier (0.67 base shell multiplier * 1.00 modded multiplier = 1.5x roughly), because it applies to both the shell and WSB (1.5x for the shells in addition to the 1.5x for WSB results in a 3.0x damage multiplier). For anyone who is using this mod and still wishes to use WSB (especially with Schinkikamis Reworked Gunlance), adjust the multiplier to 0.75 or wait for Anisol to create an alternate version with the 0.75 multiplier. Using a 0.75 multiplier when applied to both the shells and WSB should result in an overall 1.5x multiplier, which technically mimics the 1.5x multiplier of MR. However, I have not tested how the 0.75 multiplier will interact with stagger since the current iteration of the mod makes monsters stagger too much, especially with WSB. I might reply to this comment with findings after testing 0.75 in a few hunts.
I think you may be misunderstanding how the multipliers are implemented. Gunlance fixed damage was already affected by the 1.5x MR multiplier, but the 0.67x shelling multiplier was added by Capcom to nullify that because they decided to add WSB instead. In vanilla, the bonus damage from WSB acts in place of the 1.5x multiplier for MR (and exceeds what the multiplier would give in basically all cases).
This means that using WSB in vanilla is already mimicking the 1.5x MR multiplier. It's just not always intuitive (or well-designed) since you can use WSB before MR. So I don't recommend using this mod if anyone wants to use WSB often and is worried about doing too much damage. WSB is already giving you more than the 1.5x multiplier alone would have given.
Apologies for the misinformation and confusion. You are correct, I misunderstood how the multipliers are implemented. I was trying to find a way to enhance the gunlance’s performance in comparison to the other weapons in MR. Hence, here I am downloading the mod and modifying the multiplier of the shells. I would like to ask your opinion on this: what do you think is a good balance for the multiplier if we take into account WSB? If 1.00 allows us to use shelling without relying on WSB, and 0.67 makes us too reliant on WSB to keep up with the other weapons, what would you suggest as a good middle ground? Ideally, we should be rewarded well for landing our hits on WSB (without ramping the damage too much such as with 1.00) but not be too penalized for not landing any shells on WSB (such as with the default 0.67). I think that was what I was trying to achieve with the 0.75, but I ended up spreading misinformation. I am asking for your opinion on this because you have more knowledge about the multipliers than I do.
Ahhh alright I understand what you meant now. Well, assuming artillery 5 is being used and WSB is always up, WSB would average out to about a 1.6x multiplier, varying a bit based on shell type. But if we assume it's only up half of the hunt, then that's reduced to an effective 1.3x multiplier. To get that up to 1.5x would require multiplying by about 1.15. So then multiplying the Shelling Multiplier entry by 1.15 results in: 0.67 * 1.15 = 0.77.
So you were pretty much on the mark! You could round that up to 0.8 if you expect to have WSB up for less than half the hunt, or down to 0.75 if you expect to have it up for more than half the hunt.
Hello! I played with that mod a little and feel like 1.5x multiplier is feels little too strong and wanted to ask if you will be alright to make that mod with versin with HR 1.2x multiplier if its alright? :p
I'd prefer to leave this mod as just the 1.5x multiplier. You can pretty easily change it yourself though: just download MHW-Editor, use that program to open the file from this mod, and scroll all the way down to the bottom to find the "Shelling Multiplier" entry. Set that number to 0.8 and click save in the top left, that'll give you a 1.2x multiplier in MR.
It shouldn't cause any issues in multiplayer since it's only affecting your damage and there isn't any anticheat. But if you use this mod and use Wyrmstake Blast on your hunts, other people using overlays to see monster health may notice that you're doing a lot more damage than usual. You won't get in trouble or anything, they might just get mad at you for cheating.
Taking that wyrmstake blast is mostly reason why gunlance have nerfed shelling dmg i prefer have that mod have more fun and stop using wyrmstake blast :p Anyway its same as heat gauge un GU or ground spleater in rise. Give blind hope with move that bust shelling dmg and nerf shelling dmg in whole -.-
Btw wanted to ask if that mod as well buffs wyvern blast dmg or its only shelling?
Nope, the only thing changed is the damage in MR. Certain shelling attacks do have multipliers for partbreak/stagger damage which might be more noticeable with the mod. Wyrmstake Blast always has a high partbreak/stagger multiplier, so it'll be especially noticeable if you use that.
damn, I like using the WSB, but the stagger modifiers applying to increased damage amounts really locks down some monsters.
edit: yep WSB does 50%+ bonus stagger damage, so on a vanilla normal7 fullburst, shelling damage + wsb explosion damage = 696dmg / 846 stagger (artillery 5 + felyne bombardier), with the mod it reaches 1031 damage / 1253 stagger.
So if you use this mod but don't use WSB, you do less damage and less stagger than vanilla + WSB. what's the value name on the param file for the stagger bonus on the WSB? I think removing the stagger bonus on WSB when using the mod would be a balanced approach, only a 21% increase in stagger instead of 48% at least on normal shelling (so damage stagger ratio is 1:1). And long/wide also get bonus damage on normal/charged shelling too on top the 50% of the WSB, phew!
As a person that loved gunlance and stopped using the weapon in MR thanks to tyhe bullshit capcom m,ade i have to thank you my good sir for restoring again my passion for this amazing weapon.
19 comments
1.00 modded multiplier = 1.5x roughly), because it applies to both the shell and WSB (1.5x for the shells in addition to the 1.5x for WSB results in a 3.0x damage multiplier). For anyone who is using this mod and still wishes to use WSB (especially with Schinkikamis Reworked Gunlance), adjust the multiplier to 0.75 or wait for Anisol to create an alternate version with the 0.75 multiplier. Using a 0.75 multiplier when applied to both the shells and WSB should result in an overall 1.5x multiplier, which technically mimics the 1.5x multiplier of MR. However, I have not tested how the 0.75 multiplier will interact with stagger since the current iteration of the mod makes monsters stagger too much, especially with WSB. I might reply to this comment with findings after testing 0.75 in a few hunts.
This means that using WSB in vanilla is already mimicking the 1.5x MR multiplier. It's just not always intuitive (or well-designed) since you can use WSB before MR. So I don't recommend using this mod if anyone wants to use WSB often and is worried about doing too much damage. WSB is already giving you more than the 1.5x multiplier alone would have given.
So you were pretty much on the mark! You could round that up to 0.8 if you expect to have WSB up for less than half the hunt, or down to 0.75 if you expect to have it up for more than half the hunt.
Anyway its same as heat gauge un GU or ground spleater in rise. Give blind hope with move that bust shelling dmg and nerf shelling dmg in whole -.-
Btw wanted to ask if that mod as well buffs wyvern blast dmg or its only shelling?
or maybe I've played too much rise lately
edit: yep WSB does 50%+ bonus stagger damage, so on a vanilla normal7 fullburst, shelling damage + wsb explosion damage = 696dmg / 846 stagger (artillery 5 + felyne bombardier), with the mod it reaches 1031 damage / 1253 stagger.
So if you use this mod but don't use WSB, you do less damage and less stagger than vanilla + WSB.
what's the value name on the param file for the stagger bonus on the WSB? I think removing the stagger bonus on WSB when using the mod would be a balanced approach, only a 21% increase in stagger instead of 48% at least on normal shelling (so damage stagger ratio is 1:1). And long/wide also get bonus damage on normal/charged shelling too on top the 50% of the WSB, phew!
i did try the wyvern after stick inside just same XD but the damage yeah more higher than before
also I think the file should be on "\nativePC\hm\wp\wp07", no?
thanks for the mod ;D
edit: nvm, it seems it doesn't work on the training area but it does work on hunts :D