About this mod
Improves lesser used skills for build and play-style diversity alongside some quality of life adjustments.
- Permissions and credits
- Changelogs
Goal: Improve lesser used skills for build and play-style diversity alongside some quality of life adjustments.
Paralysis/Sleep/Blast/Bleeding/Def-Down/Res-Down/Blight/Effluvium Resistance
Reduces the duration of [status ailment].
Level 1: Reduce duration by 50% → Reduce the duration by 60%
Level 2: Reduce duration by 75% → Reduce the duration by 90%
Adjusted to match Stun Resistance and synergize with Coalescence
Attack Boost
Increases attack power. Also improves affinity at higher levels.
Level 7: 21 Attack + 5% Affinity → 21 Attack + 10% Affinity
Makes level 7 more worth-while. Better synergy with Crit Eye.
Defense Boost
Increases defense.
Level 1: 5 Defense → 5 Defense + 3% Defense
Level 2: 10 Defense → 5 Defense + 6% Defense
Level 3: 10 Def. + 5% Def. → 10 Def. + 9% Def.
Level 4: 20 Def. + 3 Elem. Res. + 5% Def. → 10 Def. + 0 Elem. Res. + 12% Def.
Level 5: 20 Def. + 3 Elem. Res. + 8% Def. → 15 Def. + 0 Elem. Res. + 15% Def.
Level 6: 35 Def. + 5 Elem. Res. + 8% Def. → 15 Def. + 0 Elem. Res. + 20% Def.
Level 7: 35 Def. + 5 Elem. Res. + 10% Def. → 20 Def. + 0 Elem. Res. + 25% Def.
No longer gives elemental resistances, and buffed to compete with divine blessing. For a blademaster with 920 defense (0 Elem. Res.), the damage reduction will be: 1=3.2%, 2=5.7%, 3=8.5%, 4=10.7%, 5=13.3%, 6=16.6%, 7=20%
Recovery Speed
Speeds healing of recoverable damage (the red portion of the health gauge).
Level 2: Triples recovery speed → Quadruples recovery speed
Level 3: Quadruples recovery speed → Octuples recovery speed
Makes levels 2 and 3 worthwhile. Note: this has no interaction with Super Recovery.
Fire/Water/Ice/Thunder/Dragon Resistance
Increases [element] resistance.
Level 1: 6 [Element] Resistance → 5 [Element] Resistance
Level 2: 12 [Element] Resistance → 15 [Element] Resistance
Level 3: 20 [Element] Resistance + 10 Defense → 25 [Element] Resistance
No longer gives defense, and buffed to compensate for removal and Defense Boost rework. For a blademaster with (0 Elem. Res.), the [element] damage reduction will be: 1=5%, 2=15%, 3=25%
Poison/Paralysis/Sleep/Blast Attack
Increases the rate of [status ailment] buildup. Elemental buildup has a maximum limit.
level 1: 10 [status] + 5% [status] → 10 [status] + 10% [status]
level 2: 10 [status] + 10% [status] → 10 [status] + 20% [status]
level 3: 10 [status] + 20% [status] → 10 [status] + 30% [status]
level 4: 10 [status] + 30% [status] → 10 [status] + 40% [status]
Increased Status build up, so maybe you can proc an extra once or twice at the resistance cap.
Piercing Shots
Increases the attack power of piercing ammo and Dragon Piercer.
Level 1: Dragon Piercer 10% → Dragon Piercer 20%
Level 2: Dragon Piercer 20% → Dragon Piercer 40%
Buffed effect for Dragon Piercer after it was heavily nerfed.
Focus
Level 1: gauge fill +5% → gauge fill +10%
Level 2: gauge fill +10% → gauge fill +20%
Level 3: gauge fill +20% → gauge fill +30%
Makes focus more attractive to CB, LS, DB, SA, LBG, HBG, without buffing GS, (long) GL
Stamina Thief
Increases certain attacks' ability to exhaust monsters.
Level 2: 30% → 40%
Level 3: 40% → 60%
Level 4: 50% → 80%
Level 5: 60% → 100%
Enraged monsters ignore stamina, so this is often useless.
Latent Power
Level 1-6: Duration 2 minutes → 3 minutes
Level 7: Affinity 60% + Duration 2 minutes → Affinity 50% + Duration 5 minutes
Increased duration to actually be usable.
Heroics
Increases attack power and defense when health drops to 35% or lower.
Level 1: Defense +50 → Attack +5%, Defense +50
Level 2: Attack +5%, Defense +50 → Attack +5%, Defense +100
Level 3: Attack +5%, Defense +100 → Attack +10%, Defense +150
Level 4: Attack +10%, Defense +100 → Attack +10%, Defense +200
Level 5: Attack +15%, Defense +100 → Attack +15%, Defense +250
Level 6: Attack +25%, Defense +150 → Attack +25%, Defense +300
Level 7: Attack +40%, Defense +150 → Attack +40%, Defense +350
Increased Defense to actually be useful, but you'll probably still get one-shot without other defense skills. For a blademaster with 920 defense, the damage reduction will be: 1=4.8%, 2=9.1%, 3=13%, 4=16.7%, 5=20%, 6=23.1%, 7=25.9%
Fortify
Temporarily increases your attack and defense every time you faint up to 2 times.
Level 1: Duration 50 minutes → 4 hours
Guiding Lands QoL
Special Ammo Boost
Increases the power of bowgun special ammo, Dragon Piercer, and Thousand Dragons.
Level 1: Dragon Piercer 10% → Dragon Piercer 20%
Level 2: Dragon Piercer 20% → Dragon Piercer 40%
Buffed effect for Dragon Piercer after it was heavily nerfed.
Quick Sheath
Speeds up weapon sheathing.
Level 1: 10% faster → 20% faster
Level 1: 20% faster → 40% faster
Level 1: 40% faster → 60% faster
Slight buff to justify point investment.
Item Prolonger
Extends the duration of some item effects.
Level 1: 10% longer → 25% longer
Level 1: 25% longer → 50% longer
Level 1: 50% longer → 100% longer
QoL. Really only affects Protective Polish and Dash Juice.
Palico Rally
Increases Palico attack power and defense.
Level 1: 5% Atk & Def → 10% Atk & Def
Level 2: 10% Atk & Def → 20% Atk & Def
Level 3: 15% Atk & Def → 30% Atk & Def
Level 4: 20% Atk & Def → 40% Atk & Def
Level 5: 25% Atk & Def → 50% Atk & Def
Buffed to justify point investment, and MR monsters have much higher HP.
Maximum Might
Increases affinity as long as stamina is kept full.
Level 1: Stamina Full 5s, Duration 2s → Stamina Full 0s, Duration 0s
Level 2: Stamina Full 5s, Duration 3s → Stamina Full 0s, Duration 0s
Level 3: Stamina Full 5s, Duration 3s → Stamina Full 0s, Duration 0s
Level 4: Stamina Full 5s, Duration 4s → Stamina Full 0s, Duration 2s
Level 5: Affinity 40%, Stamina Full 0s, Duration 0s → Affinity 50%, Stamina Full 0s, Duration 3s
Reverted Max Might rework and buffed level 5 to compensate.
Scoutfly Range Up
Expands your scoutflies' detection range.
Level 1: Doubles range → Quadruples range
QoL.
Survival Expert
Extra health is recovered from environmental interactables like Sporepuffs or Wiggly Litchi.
Level 2: 80 HP → 100 HP
Level 3: 100 HP → 150 HP
Buffed to justify point investment.
Blindsider
Increases the range of Flash Pods.
Level 1: Doubles range → Quadruples range
QoL.
Forager's Luck
Increases the likelihood of rare gathering points respawning.
Level 1: 25% chance → 50% chance
QoL.
Namielle Divinity
Continually attacking a monster activates Free Element/Ammo Up and increases elemental damage.
Level 1: Duration 45s → Duration 60s
Level 2: Duration 45s, Elem. Atk. 150 → Duration 60s, Elem. Atk. 200
QoL + Buffed 4 piece to compete with (true) crit element (but still almost always worse because of the element cap).
Provoker
Increases the attention drawn when attacking a monster.
Level 1: Doubles attention → Triples attention
In 4 player multiplayer, this now changes your monster aggro from 1/4 → 1/2 (3/6).
Coalescence
Temporarily enhances attacks after recovering from blights or abnormal status.
Level 1: Attack +12 → Attack +10
Level 3: Attack +18, Elem. Atk. +90, Status +15% → Attack +20, Elem. Atk. +100, Status +20%
Nerfed level 1, buffed level 3.
Odogaron Essence/Rajang's Rage
Protective Polish (60s) → True Protective Polish (120s)
Set bonus deserved same treatment as Nargacuga's True Razor Sharp. Note: This has no affect to the Sharp Jewel's Protective Polish. I only changed the master-rank set bonus.
Optional:
Weakness Exploit
Increases the affinity of attacks that exploit a monster weak spot.
Level 1: weak-points 10% + tenderized 5% → weak-points 15% + tenderized 0%
Level 2: weak-points 15% + tenderized 15% → weak-points 30% + tenderized 0%
Level 3: weak-points 30% + tenderized 20% → weak-points 50% + tenderized 0%
Reverts Weakness Exploit rework. Without DLC, you can't even tenderize, and some find tenderizing an annoying gimmick that is already incentivized enough.
I am open to feedback and suggestions.