Thanks for the great work! Just one question, if I want to fix the damage of certain motions in the rcol.28 file, do I need to fix the 'Float_Attack' value? If not, what value should I change?
Thank you for clarifying. Any pointers on where in the rcol filetree in 010 editor to find the corresponding float attack values? The only ones I find are under Groups > Group9 > shape etc. but that can't be right.
@Lovejohnson you might have the wrong mhwilds list dump, make sure you use dltnor's fork the attacks should be listed under RequestSet each attach has a requestID and under it is the corresponding attackParam expand the attackParam and you will see the attack float value among many other values
Hey @RexZakel, so I opened up the request sets, and there are like a hundred request set ID's how did you edit what you edited for this file? I'm confused on how to find the certain MV's or gauges and etc..
If you have time/the inclination, would you be able to look into adjusting a couple of Longsword's motion values? Currently the optimal loop is just looping Crimson Slash 1 into Spirit Slash 1 into Crimson Slash 1 repeat forever.
I think a decrease to crimson slash 1 and spirit 1 mv's, a decent increase to Crimson Slash 2 and a tiny increase to Crimson Slash 3/Spirit Slash 2+3/Helm Splitter would make the weapon feel like all of it's attacks are cohesive and work together instead of obsoleting each other.
Not sure where else to ask this since it seems not many people are modifying longsword/motion values in general.
I wanna rebalance Longsword to be fun again but it would be a tough undertaking, its collider files dont have the japanese attack move names displaying in them for some reason so I have a hard time figuring out which attack is which to change. Also I can't seem to find a table to change how attacks gain spirit, there is a table for the spirit cost of each attack in GlobalParam yet no equivalent one for the amount each attack adds.
i dont know if it is possible to make this swaxe play like rise's (aka make morph double slash from double slash + buff its speed slightly since with RM 3 it barely gets faster) and make the MVs of morph attack be competitive with full release to allow for more variety since this swaxe plays like mud with its reduced mobility and nerfed gap closing from overhead slash, etc. but this mod is pretty cool into making swaxe more world-like. Cheers
I'm not sure about making MVs competitive with Full Release Slash cuz Full Release Slash kills s#*! way too fast! I'd rather just nerf Full Release Slash by making it take away your Amp once used. I am able to kill 6 Star Tempered Arkveld at around 12 mins with my suboptimal build and only using FSR on topples and I think the weapon is powerful enough with these changes. Otherwise those are cool ideas, I will keep them in mind as I learn more about Wilds modding.
I'm in the same boat man. Rise Swax with that focus on Morph attacks felt better than all the damage being cramped into FRS as it is now. So until true moveset mods are available what I did based on this mod is the following:
Greatly buffed the Sword: Morph double Slash from Sword to Axe for some MHR vibes. So that in Sword Mode Tri > Tri > Morph is a viable medium damage window that can be extended for bigger openings following up with Spiral Burst > Rising Double > Triple
Also buffed Triple Sword attack, the offset follow-up axe attack so that offsets are actually worth it and buffed enhanced axe mode with more raw.
If you feel like tampering with the values I highly encourage you to do that. RexZakel has left enough breadcrumbs to follow.
SDShepard tested it in a video and came to the conclusion that Rapid Morph only boosts raw damage in Wilds, which makes it kind of meh, sadly. And it doesn't speed up the animations as greatly as it used to in Rise. So it's gone from mandatory tax skill to ....mediocre comfy skill?!
I like the idea of using the parry as an emergency tool with its unique uses over dodging rather than it being straight up better than dodging in most situations due to its safety, amp gain, and high damage followup. I wanna be able to use the move but have it feel like it has unique purpose rather than overriding the traditional gameplan of the weapon so I rebalanced the game to suit my tastes and thats it. If you enjoy Counter Rising Slash as it is in the vanilla game than nobody is stopping you from using it either. Nobody is making you click on a mod you don't like. I hope you can spend more time playing the game in a way you enjoy over clicking on and complaining about mods that dont appeal to you 🙂
in globalparam.user.3 for WP08 (switch axe) i see the MVs for the moves you edited but dont know where the other ones are, like the rest of your filler axe and sword attacks. do you know where they are?
None of the MVs are in globalparam, that one has the info for Counter Rising Slash's meter use/gain and its chip damage reduction All attack MVs are in Wp08_Attack.rcol.28
24 comments
'Float_Attack' value? If not, what value should I change?
this template for 010 Hex Editor
https://github.com/dtlnor/RE_RSZ
you might have the wrong mhwilds list dump, make sure you use dltnor's fork
the attacks should be listed under RequestSet
each attach has a requestID and under it is the corresponding attackParam
expand the attackParam and you will see the attack float value among many other values
If you have time/the inclination, would you be able to look into adjusting a couple of Longsword's motion values? Currently the optimal loop is just looping Crimson Slash 1 into Spirit Slash 1 into Crimson Slash 1 repeat forever.
I think a decrease to crimson slash 1 and spirit 1 mv's, a decent increase to Crimson Slash 2 and a tiny increase to Crimson Slash 3/Spirit Slash 2+3/Helm Splitter would make the weapon feel like all of it's attacks are cohesive and work together instead of obsoleting each other.
Not sure where else to ask this since it seems not many people are modifying longsword/motion values in general.
So until true moveset mods are available what I did based on this mod is the following:
Greatly buffed the Sword: Morph double Slash from Sword to Axe for some MHR vibes. So that in Sword Mode Tri > Tri > Morph is a viable medium damage window that can be extended for bigger openings following up with Spiral Burst > Rising Double > Triple
Also buffed Triple Sword attack, the offset follow-up axe attack so that offsets are actually worth it and buffed enhanced axe mode with more raw.
If you feel like tampering with the values I highly encourage you to do that. RexZakel has left enough breadcrumbs to follow.
If you enjoy Counter Rising Slash as it is in the vanilla game than nobody is stopping you from using it either. Nobody is making you click on a mod you don't like. I hope you can spend more time playing the game in a way you enjoy over clicking on and complaining about mods that dont appeal to you 🙂
All attack MVs are in Wp08_Attack.rcol.28
Now if only I could find out how to disable/nerf Perfect Guard for some weapons ....