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greenbingo

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greenbingo

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20 comments

  1. greenbingo
    greenbingo
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    Hello 
    First of all, I got a job and became less interested in the game, so I apologize for the very late reply 
    First of all, the modification program I used at the time had an error, so when I built the mod, it caused an error, so I remember comparing the vanilla file and the modified file with HexEditor and fixing it one by one.
    This method is also somewhat abstract, so there may be bugs, but 
    there was no other way at the time
    I think it would be good to use a program like Smithbox now
    In conclusion, I fixed it by comparing the two data values with HexEditor and fixing them one by one.
    In addition, if some data values were different, I remember applying the stronger data value of the updated version since the initial version, either the value just before being nerfed or the data value of the latest version. 
    In other words, it was not a 1:1 match with Ver.1.01 / Regulation 1.03~5 values, but as it was updated in the meantime. 
    Buffed things were not applied with the original data value, but with the data value after being buffed.
    It's been a while since I worked on it, so I don't remember exactly, but 
    I made the mod because I was unhappy with the damage and quantity patches for Lightning Spear, which seemed to have errors in them.
    If I get more time and regain my love for Dark Souls 2, I'll try to fix it properly from the beginning. 
  2. Alsdhvueis
    Alsdhvueis
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    Could someone please tell me what param files this mod changes? I'd like to use it with seeker of fire..
    1. RottingGem88
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      I found it - using Smithbox and doing the Param Comparison between this and base-game, the changed Params are:

      EnemyDamageParam (but you can probably ignore that one - mod-maker did a confusing thing where he mass-edited all SpEffectTypes from 254 to 0... not sure if this was intended? Or does anything?? I asked the moding discord, they do not know), 

      PlayerDamageParam (good, b/c it increases spell damage. modmaker also moved a lot of damage types from 5 to 0, despite leaving the category the same. not sure what that does either, perhaps makes the spell do physical damage? Bypassing elemental defenses?? which could be cool, but idk.)

      SpellParam (here is where the number of casts per spell is increased, and INT requirement was decreased a bit too for some spells.)

      SystemDamageParam (similarly to the first one, it's just changing all damage types from 254 to 0, on almost everything, no matter if it is in-game or not. So maybe don't need it.)

      Therefore, I suggest: Try just PlayerDamageParam and SpellParam first. And if that seems to not work properly, add the categories of EnemyDamageParam and SystemDamageParam.

      Finally - I highly recommend mod 1092 "Load Loose Params" and mod 1164 "DS2 Modder Utilities" because that mod allows you to EASILY unpack the regulation files! SO useful! 

      Source - souls modding discord. Mod-maker Dziggy gives link to it in their mod descriptions if you, reader, wish to join it.
  3. Memesmp4
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    delusional mod,in lastest versions the miracles have less damage but no longer take ten years to cast as they used to.
    1. Noon98
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      Imagine bitching and moaning about some random almost four-year-old DS2 mod with less than 2k downloads, Jesus Christ the entitlement on this guy, get a grip man.
  4. Texhollor
    Texhollor
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      Downloaded the mod and compared those changes to unpatched (version 1.02 regulation 1.05) version of original Dark Souls 2 which is the un-nerfed version. Sad to say that most of your changes are wrong. But if you are willing to fix those i can tell the damage differences in between your mod and the correct ones. (Note that all these tests are done with a maximum level character and against the old knights in Heide's Tower of Flame)


                            ~~~SPELLS~~~

      The only correct spells are lightning spear, great lightning spear and sunlight spear
    -Comparison;(This is done with an unupgraded clerics sacred chime and a maximum level character[99 in all stats])

      •Lightning Spear: Pre Nerf 321/Your Mod 321

      •Great Lightning Spear: Pre Nerf 450/Your Mod 450

       •Sunlight Spear: Pre Nerf 629/Your Mod 629


       •Couldn't test Splintering Lightning Spear because it doesn't exist in Unpatched Version of Dark Souls 2
      
    Now on to the pyromancies and sorceries which are not correct(tests done with an unupgraded pyromancy flame):

       •Flame Swathe: Pre Nerf 548/Your Mod 933

       •Chaos Storm: Pre Nerf 518/Your Mod 874

       
       •Firestorm: Pre Nerf 379/Your Mod 673

       •Forbidden Sun: Pre Nerf 461/Your Mod 720

       •Soul Geyser(Magic Staff of Wisdom +5)
    Pre Nerf One Projectile Damage:354/Your Mod 618

       •Fire Tempest: Pre Nerf 468/Your Mod 547

     Even though damage values are mostly wrong pyromancies are cast especially faster like before so you got that right.

     So most of these changes except the lightning ones are incorrect.


                          ~~~WEAPONS~~~



    -(All tests are done with MAXIMUM level weapons) Damage wise the only correct one is Mastodon Halberd and MLGS. All the other damages are wrong.
    -Also Helix Halberd Power Stance does not work. It can't be used with other halberds like before. 
    -You got Moonlight Greatsword right. You can now buff it and is as fast as a greatsword.
    -The initial light attack of spear class weapons are faster like before.
     
    ?Haven't tested katanas or lion greataxe power stance?
     
    Damage Comparisons:

       •Mundane Santier's Spear:384 damage with one tick in Pre Nerf/718 in your mod( although the Attack Rating is identical there is a huge damage difference)

       •Mundane Power Stanced Avelyn(with Heavy Bolts as ammunition):966 damage Pre Nerf/492 in Your Mod(Again the attack Rating is the same)
     
      •Mastodon Halberd:685 damage both in your mod and the pre nerf version(using the sweet spot)

       •Moonlight Greatsword: Pre Nerf 359/Your Mod/359

       •Helix Halberd: Pre Nerf 351/Your Mod 420

       •Syan's Halberd: Pre Nerf 341/Your Mod 348

      I don't know anything about coding and stuff. So it is the only way I can help with your mod. I hope these damage comparisons can help on which part you made a mistake. I and many people would appreciate if you correct those mistakes
    Have a good day
  5. lelarry69
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    Can you revert the defender greatsword nerf
  6. 111Artorias111
    111Artorias111
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    Awesome mod! Works great

    can you unnerf hexes too  like "resonate weapon" and the ring "abyss seal"?
  7. masterjoda99
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    Would this work on vanilla ds2 as well, or only scholar?
    1. masterjoda99
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      The answer is no, trying to use this on vanilla ds2 just makes it crash on startup
  8. zappmaster22
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    This is awesome
    can you un-nerf dagger criticals, soul geyser, mundane avelyn etc.?
    1. greenbingo
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      Unfortunately, I can't see the the original WeaponParam.param file, so I can't make a numerical data comparison of what's changed.

      I can modify it myself, but I don't know which part has changed how.
    2. zappmaster22
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      For the dagger crits a 2.5x buff should be good [in ng=7 daggers are weak]
      shadow dagger hits about 1500 [parry] on current patch 
      i think it hit 3500+ pre-patch
      I'm at max stats btw
    3. LordRadai
      LordRadai
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      I know the exact numbers of the critical nerf and how they nerfed Avelyn/Santier's Spears. It was all done in PlayerDamageParam, daggers had their Damage Multiplier set to 2.94 and Bonus Damage set to 100. Santier Spear has 100 Base Damage and Max Damage set to 200. Mundane scaling was 0.5, some swings were faster (got the exact numbers there too but there are too many things going on). Might make an "un-nerf" mod myself someday.
  9. Hollyrious
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    The word you're looking for is "nerf"
  10. scissorhands
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    Nice mod, but does it also undo the armor nerfs made in one of the patches? As I recall the heavy armour sets (e.g. Havel's) had their physical defences nerfed by around 10%.