About this mod
A comprehensive overhaul for bowguns, providing a bit more variety and a different approach to builds.
- Requirements
- Permissions and credits
- Changelogs
> Requires Stracker's Loader
> Drop to Monster Hunter World folder. (If you don't know where that is, you probably shouldn't modding)
USES THE FOLLOWING FILES: (delete the following to uninstall)
> NativePC\Common\Equip\shell_table.shl_tbl
> NativePC\Common\Equip\hgb.wp_dat_g
> NativePC\Common\Equip\lgb.wp_dat_g
> NativePC\Common\Item\ItemMake.imk
> NativePC\HM\WP\WP11
> NativePC\HM\WP\WP12
Done by MHW-Editor, Thanks to Synthlight.
OTHER MODS:
> MHW Knives - ( https://www.nexusmods.com/monsterhunterworld/mods/2602 )
A complete rebalancing of the Bowguns, granted balance is kind of iffy, but hopefully it's only bowguns doing things that they shouldn't be doing than being overpowered.
The mod aims to provide better Bowgunner experience by providing a bit more flexible bowguns, and a lot more variations in playstyle. This also includes a rework of the horrible Auto-Reload Bowguns that are straight-up dead-on-arrival.
Ammo Modification:
(Full damage changes here: https://www.nexusmods.com/monsterhunterworld/articles/296 )
- Increased Normal-3 Range, increased normal damage and added KO
- Increased Spread Critical-Distance, improved low-level ammo damage and added KO
- Increased Dragon Shot capacity from 3 to 30, increased velocity and damage
- Tweaked Wyvernsnipe to have consistent explosion damage
- Increased Wyvern S Damage
- Increased the damage of Cluster-1 and Cluster-2
- Increased the damage of Spread-1 and Spread-2
- Wyvern-Counter now does consistent explosion
- Increased Wyvernheart Velocity and Critical-Distance, does sever damage
- Increased Slicing Velocity
- Added Intial Damage to Slicing and Stickies
- Pierce-Shots now deal consistent damage/tick, differentiated by velocity
The thought of the changes is simple, it boosts the LV1 and LV2 ammo which is used by far more bowguns than the specialists. Only a few have Cluster-3, but a lot have cluster-2s and cluster-1s, likewise Spread-1 and Spread-2 vs Spread-3. I only modified the damage to make them deal simmilar consistent damage per pellet, but still varies pellet by ammo-level.
The Normal-Shot-3 range to that of the Pierce-Shots. This is to make Normal-3 more competitive, and the bowguns even more far-reaching. The Meta always had been the Spread and Explosives because of damage, but at least the Normal-3 would get consistency. The increase of damage from 10/20/34 to 16/25/43 also helps give Normals popularity, as well as KO to 4/4/5 provides a bit of utility. It's not as powerful, but it's something to give them use.
The Spread shot, aside from higher lower-level damage and a bit of KO (3/2/2 per pellet) for utility, also have their max-range and critical-distance increased to that of the critical distance of the Normal-1 and Normal-2. While this seems OP and rather unorthodox, keep in mind that the conical pattern in addition of the close-range mods means you still need to get up close and personal anyways to focus the Spread-S damage like before. But right now, the Spread-Shot would be far more effective in dealing with fodders en-masse or just plain fast targets.
The Pierce-Shots doing same damage/tick but differing in velocity is by design. Of course the Pierce-3 would yield higher damage due to better exposure time, but at least the lower-damage ammo will be able to make use of the range. The best balance is the Pierce-2, but the Pierce-1 if anything is usable at a range. The increase in Critical-Range to match that of the Wyvernsnipe is exactly so that it is servicable at longer-ranges and would be more effective when hitting the monster that is just too large.
The Wyvernheart wider range and faster projectile-speed is for it exactly to be usable at the same range as the wyvern-snipe, less worry when aiming. Of course the deviation becomes more of an issue at longer ranges.
I increased the Wyvern Shot damage because specifically it's a high risk using that. Still, it will deal only more damage if you actually aim.
The Wyvern-Snipe's damage always had been hard to use especially on smaller foes. While yes there's the actual V2 mod for that, I also modified the wyvern-snipe to have consistent damage throughout the explosions, no more you have to reach 7 hits to get the max damage, the explosions will deal equal damage. You are still tought to opt for V2 wyvernsnipe for small foes and for breaking parts, but you wouldn't be that screwed if you didn't hit all 7. Likewise the LV2 has better damage to compensate for the low DPS.
The Wyvern-Counter for the LBG is hard to use, while it's no easier with this, the wyvern-counter dealing high explosion damage regardless allows it to be used offensively.
The Stickies and Slicing now deals small amount of damage upon their initial impact, this is to incentivise using these ammunition with a bit more precision by gaining more damage in hitting weakpoints. Sticky is particularly a complete cheese because you do not need precision to make it work, for the explosion ignores hitzone values, but the bonus damage relying on good hitzone values incentivises actually aiming.
Finally, the increase in projectile-speed of Dragon S allows it to be more useful at a range, and on demand. It also has an increased capacity from 3 to 30, and increase of damage/tick.
Increased Ammo Crafted
- Latchberry, Needleberry, Slashberry, and Dragonstrike now produces 2 of each ammo.
- Dragonfell Berry now produces 3 Dragon Ammo
- Element Ammos now produces 10 ammo/craft, 20 for Thunder
- Increased LV1 Status Ammo result to 3, LV2 to 2
- Sticky-2 craft now produces 3 ammo, while sticky-3 remains the same.
- Cluster-3 now produces 2 ammo, while Cluster-2 produces 3 ammo.
- Power Coating now produces 5/craft
- Status Coating now produces 2/craft
It's a really sensitive place to mess with the ammo selection, but typically the ammo selection isn't exactly enough for the monsters. Imagine if we couldn't go back to restock? That was the old problem with pre-MHW setup where you cannot change equipment or refill items back at homebase. The setup is still just the crafting result, not the total items in the bag, for this is supposed to make it less ergonomic.
The Clusters, with how the current mechanics are, the ammo reduction is just too much of a reduction considering that they have to go all the way up to explode. The Cluster-3 back to 3+10 ammo should put a return on the cluster-meta, but the increase of Cluster-2 Ammo to 3 + 15 would mean that there could also be a viable cluster-meta on otherwise bowguns incapable of Cluster-3s.
The Sticky-2s now produce 3 ammo, versus Sticky-3, this is to make a lot of other Sticky-2 BGs a bit more viable in the explosive department. Damage-wise, the Sticky-2 in the right hand would out-DPS the Sticky-3, but the Sticky-3 will still produce the most KO.
The Elemental Ammo just have terrible capacity, and it does not help that the 60 shots ain't exactly going to last for a single monster either, this is why Rapid-Fire elements which is mostly dominated by LBGs rule the element bowgun -- that which I wanted to change.
The Coatings are also increased, just as a little help for the bows and to reduce the need for another separate mod. The Power-Coating now should last longer as it produces 5/craft, meanwhile the status effects got double amount of craft.
These are select, unique bowguns that deal universal elemental damage regardless of ammo. Due to UI issue, the actual element damage couldn't show up, so I'll just list the damage/level here. Credits to MutantDemocracy for the concept.
> Dragonbone and Dragonseal LBG
Dragonbone HBG Damage: 120/160/200/240/280
Dragonbone HBG Dragon: 40/70/100/130/160
Dragonbone LBG Damage: 100/130/160/210/240
Dragonbone LBG Dragon: 30/55/80/105/130
Who uses this thing? Sure as hell I don't. The point of this weapon is further aggrevated by the fact that Dragon Ammo SUCKS. While sure, elder-sealing could be quite a big deal but it has no business being horrible like that. As a result, the Bowguns lack a good Dragon-Based weapon. I cannot fix the dragon-shot for the moment, but funnily enough, I could put a default element to a bowgun and it imbues the other ammo-types as well, turning it interesting. It is, arguably, my crowning achievement with the mod, as it features a totally unique weapon with a lot of different approaches, while providing different effective ways to implement Dragon Ammo.
As of right now, the Dragonbone and Dragonseal Bowguns have default dragon-element imbuing the ammos it fire. As a caveat, it still has terrible ammo-selection, likewise isn't really good considering that the cheese that is explosive meta. Design-wise, I had to take acccount that the damage isn't really divided between hits, so if anything it is multiplied, such as the Spread-Shot multiplies the dragon damage by over-all pellets, while the Pierce-Shot multiplies dragon-damage by over-all hits, which results to even the low-ammo level to be highly restricted, funnily enough the critical-distance does not actually reduce the elemental damage so it does reduce the damage dropoff. For example, the Spread-1 can function as strong as Spread-2, the Spread-2 as Spread-3, and the Pellet-3 far exceeding even Wyvern-Shot. Because of that, I had to be creative in how I balance the capacities, recoil, and reload. The easiest usage is actually the LV1s, but because of the direct-use of the berries, they end up as the least ammo-reserve, and that is by design, meanwhile the LV3 Normal, LV2 Spread, and LV1 Pierce are the normal usage that requires a fair amount of mod investment to use, while the LV3 Pierce, and LV3 Spread is the most powerful ammunition that requires the most investment to use and the most inconsistent.
> Namielle
HBG Damage: 260
HBG Water: 110
HBG Hidden Thunder: 110
LBG Damage: 220/250
LBG Water: 70/90
LBG Hidden Thunder: 70/90
Namielle isn't really a bad Bowgun, at least the LBG was. However I just felt that it needs something unique to add to the table as an end-game weapon. The elemental-shots are particularly retained to work as pseudo-pierce shots, on account that there's two elements. Of course the two does not stack, if you activate the hidden element, you override the current element.
> Kirin
HBG Damage: 120/140/180/260
HBG Thunder: 35/60/85/110
LBG Damage: 100/130/160/240
LBG Thunder: 30/50/70/90
I don't feel the need to build this, particularly of the element. Element-Shots are pretty weak in the game, the ammo selection with the stats are rather lack-luster too. I originally geared it towards fast-reload, which is retained with the HBG, likewise the Kirin Trigun actually comes with Sticky-1 Rapid-Fire with 3 shots which is pretty powerful if you can keep up the ammo use.
> Velkhana
HBG Damage: 240/260
HBG Freeze: 85/110
LBG Damage: 220/240
LBG Freeze: 70/90
It's quite an oddball. Powerful as it comes, but it's just not that useful compared to the meta. The Rapid-Fire Spread-2 is something to behold, and is something retained, but it is still particularly hard to use with the remix of the ammunition. It's also rather good with pierce and servicable in shots. If nothing else, it comes with Stickies.
> Teostra
HBG Damage: 170/210/280
HBG Fire: 30/70/110
A particularly powerful combination especially with the wyvernheart. The Teostra HBG itself isn't that bad, and most of it's use is actually centered around the explosive ammo, such as the sticky, wyvern, and clusters.
AMMO Selection
> Jagras Fire and Saber's Howl
The complete and utter reason of this mod, there is complete and extensive rework made with the weapon system, starting with reduction of over-all reload for god's sake, and followed by fast reload-speed. The removal of elements is there to be used with Elementless Skill.
Cross between Normal Shots and Spread-Shots, it features rapid-fire on both, however the LV3 is instead capped to 1 with fast-reload almost like a pseudo-auto-reload but it is there to allow Free-Element-Up to extend capacity.
> Frost Blitz and Blizzard Cannon
Just as the Jagras Fire and the Saber's Howl, these two are also pretty bad on the virtue of high-recoil and low capacity, which only followed the same approach. That being said, it is instead Normal-Pierce related with Freeze Shot rapid fire, since level-wise there isn't really a Freeze Rapid-Shot if you need it until there's Daora.
> Breakshot, Crossblitzer, Great Bowgun, Sniper-Shot, Cross Blitz, Mammoth, Defender, Tarroth Blitz Support, Tarroth Blitz Shot
Largely a result of the aim to bolster the position of normal-shots. There are variations such as the ability to rapid-fire Normal-3 which isn't exactly a big deal all-things considering.
> Acid Blitz, Lava Bullet, Lava Shatterer, Bazel Typhoon, Bazelcore, Dios Shot
An already interesting LBG due to it's explosive-centric nature, the problem is that it is plagued by everything else due to high-recoil of every other ammo and auto-reload of low-level ammo. Giving it an ammo-based rapid-fire option is one way to make them diverse while at the same time useful.
The new format of Sticky Lineup allows the choice of using either of the 3 levels with varying efficiency. The Sticky-3 use is the most cost-effective use of blast-nuts, while the Sticky-1s are the most DPS but the least effective use, and the Sticky-2 in between which unlike the rest of the other Sticky LGB comes with comfort of use.
> Diregun Dementia, Devil's Grin, and Blackwing Bowgun
Technically the Meta Sticky-LGB, the rework consists of allowing different approaches. Do you build for Sticky-3 which ends up a bit more mobile? Or do you build Sticky-2 for the most power and ammo-efficiency but the worst ergonomics, or do you build sticky-1 for the best DPS but the worst ammo efficiency?
> Argent Ray
While the Rathalos LBGs itself does have the place, it is rather a niche one being "that Flaming Shot Rapid-Fire" opion. It's niche is now that Flaming-Shot and Pierce Rapid-Fire.
> Thunder Blitz
While the Kadachi LBGs itself does have the place, it is rather a niche one being "that Thunder Shot Rapid-Fire" opion. It's niche is now that Thunder-Shot and Pierce Rapid-Fire.
> Despot Wildfire
The Zinogre LBG is a different approach, a combination of Spread Shot and Lightning Shot rapid fire is merely for diversity.
> Fading Blossom
For the boss-monster weapon, it's not exactly that interesting. With the aim to make Normal-Shots great again, it comes with the standard normal-shots upgrade package. But I modified it's sticky lineup to be a bit more flexible, a kind-of auto-reload with fast-reload but +3 recoil for LV3 sticky. This allows the Fading Blossom to have somewhat better handling with the reduced recoil, but not encroach with Blackwing Bowgun for the mobile Sticky-3 build.
> Mythical Three-Horn and Mythical Three-Evils
The Kirin LBG is largely meh, it was interesting before when previous games allowed Cluster Rapid-Fire. The changes only include bolstering it's current niche by having the most ammo, likewise following the usual Normal-Shots buff.
> Jyura Bullet and Beo Shooter
It follows the usual Normal-Shots buff across the board, while the Beo-Shooter now being able to shoot Freezing and Water would be it's niche.
> Barroth Shot and Barroth Bazooka
Even in the base game, the Barroth Shot confuses me, because it just doesn't do good for the ammo selection it was supposed to do. Following the standard Normal-Shots buff, it also has Spread-Shots buff to make it interesting.
> Karma, Ghost, and TB/KJ Claw
It's already decent really, but it's not exactly memorable. Slicing-Shot is kind of meh, it was op before but now it's just Okay. I aimed Karma to have this thing for slicing-shot just because. Is it OP? Maybe.
> Hidden Bullet
A variation for the Slicing-RF LBG with RF Spread-3, this features the implementation to the Nargacuga LBG.
> Gugoleth's Ruin
Mostly really done for bolstering it's role as well as buffing Normal-Shots in general, an additional rapid-fire for Dragon-Shots is there if you can find a use for it.
> Nighmare Seed
Palomu LBG is just meh, but then with the normal-shot buff that comes standard would make it okay, but not interesting. The Sleep-Shot rapid fire is done merely for the lulz.
> Rajang Barrage
The Sticky Lv1 Rapid-Fire of 3 shots is merely there for nostalgia, considering the old Rajang Barrage. The real changes comes from Thunder and Flaming Shots rapid fire, just because.
> Xeno LBG
Nothing more than an implementation of Normal-Shots buff, with dragon-shots rapid fire. It's just meh all over.
> Catalysm's Trigger and Ruinous Catalysm
Merely a buff for normal shots, it also comes with Spread-Shots buff. It's just supposed to be powerful, a step up from Barroth LBG. It also features Rapid-Fire of Dragon-Shot, if you could find a use for that.
> Empress Shell/Cannon Blaze and Master Variant
I never felt the need to use this thing, it's always just the Styx for DPS, or the Ruin for the Hasten Regen. I gave this the explosive niche instead, while also giving the usual Normal-Shot buff. Being the explosive-centric Lunastra HBG/LBG should give it a better use over the over-used Styx.
> Empress Shell/Cannon Ruin and Master Variant
Following only for consistency, it is Normal-Shot and Spread-Shot-centric for differentiation, geared for raw damage, though it is admittedly weakened due to the cheese that is explosive meta.
> Empress Shell/Cannon Styx and Master Variant
Not really a lot of buff that is needed, its already one of the best LBG in game due to it's free Spare-Shot skill, I instead only changed it for consistency with the other Lunastra HBG/LBG Variant, if anything it is weakened as a result of redistributing the ammo to fit a niche.
> Griffon Blazooka and Hornking Blazooka
Remember the Siege-Mode of MHP3G? The Black Diablos for Normal-Shots was a beast, and I wanted to recreate that.
In General, Normal-Shots are just quite the loser in the game, and it is mostly because it requires precision, and even if you did, it just does not justify the opportunity cost. The inclusion of Rapid-Fire in an HBG is quite controversial, but it is one way to achieve that machine-gun-esque HBG for normal-shots. I am not afraid of buffing the Normal-Shots that much because it is at this point not enough to rival the ease of use of explosives.
> Gluttonous Fangcannon/Direcannon
The Jagras HBG isn't really meta before, it's decent until you get a better HBG like Destruction's Fusillade, but it's still Iffy to use. Why o why is this Master-Rank still just as awful? What I did is simply bolstered the spread-ammo selection though granted will still lose versus Loyal Thunder. It also has better Cluster Bomb because that's one other thing that it could do.
> Magda Gemitus Vulcan
It's already good as it is with it's flexibility and explosive power, perfect even, the problem is the ammo selections themselves. The Cluster shots weren't as good before, and as much as I like to add rapid-fire for clusters, its just stupidly over the top, so I instead included a reduction in cluster-shots recoil for faster follow-up shots and better normal-shots selection.
> Gama Turret
Basically just a lower-level version of the Magda Gemitus, but for better variation and niche, it comes with thunder buff and sticky buff. It's precisely used for an early sticky-cluster build.
> Endless Famine
The Deviljho weapons were horribly handled in Master Rank is quite bad, for it just having basically the same damage with Magda Gemitus Vulcan without the flexibility. I buffed the damage to be in between as the Rajang HBG, with just a step weaker than the Rajang HBG at full level. It also comes with a better spread-shot selection and normal-shot, this allows it to have a step away from explosive build.
> Arma/Deadeye Destroyer
I can't fathom who uses this thing, I don't, not with the meta shotguns. It falls with the same problem as with the Gluttonous FangCannon, and so there is the solution. I've geared it towards Wyvern-Fire and a bit better spread.
> Water Cannon
One of the forgettable weapons, it's a water-based HBG, when LBGs kind of rule it. I merely bolstered it's water used, as well as some normal shots.
> Baan Roar/Bazooka
Seriously, who uses this thing? For pierce-purposes, there is the Crimson Kadachi. To even the odds, I provided a simple buff for it's ammunition.
> Legiana HBG
Totally outclassed by the Kadachi for pierce purposes, there is little point for this weapon. For it's use, I instead pointed it as Freeze-Centric HBG.
> Nargacuga HBG
Simmilar issue as the Baan Roar/Bazooka and the Legiana HBG, this thing is just totally outclassed by the Crimson Kadachi HBG, due to just higher raw and more slots. I geared it towards Slicing as another option instead.
> Brachydios and Glavenus HBG
So who uses these thing? I certainly don't, not with the Magda Gemitus Vulcan, Solemn Reflection, and the Rajang Blaster. So I buffed it, still explosive based, now it's geared for as fast as Sticky-2s could be fired without rapid fire. The Dios is geared for sticky though, while the Glavenus is instead geared for Clusters.
Following the spirit of the mod, I also restructured Safi-Jiva's ammunition selection. Although yes they seem OP, and I would argue that they are, my issue is that if they just functioned more-or-less like the common BG we have, it defeats the point because we just have to build them up, something like the Burst-Cannon into basically Glutton 3.0 (when Loyal Thunder is Glutton 2.0), it's just higher damage. What I did is allowed the weapons to specialize, because sure as hell they already are. Just look at the Aquashot
> Rapidcannon
A monster of a Normal-Shot HBG, it comes with the ability to rapid-fire Normal-3s. It's not interesting any other way around.
> Snipecannon
Just a high-powered Normal-3 single-shot of the bunch, it's a contrast to the Rapid-Cannon that rapid-fires Normal-Shots. This also comes with the basic Magda Gemitus without the Clusters, whiich makes it more boring. But it works.
> Burstcannon
Glutton 3.0, when kitted properly it's basically a more powerful version of the Tarroth Assault Glutton, and the Loyal Thunder. But that is just it, it's just the numbers, nothing interesting, and fact is you have to grind it to such power too. Kind of defeats the point of being end game, it's not interesting, just an extra ammo. So here's a massive clip size. Go nutz...
> Scorchcannon
The Artillery-Centric of the bunch, it's basically a modified , it comes with Format-2 Sticky so that it does sticky, but not the best, and then the Clusters for the explosive go-to.
> Frostcannon
I've based this on the Solemn Reflection and the Rajang Blaster, but it has Crimson-Kadachi Pierce build and a bit of Slicing. It's the work-horse HBG of the bunch that will work on many situations.
> Drakshot
Mirroring the Crossblitz, it's for rapid-firing Normal-2s with a continous burst. It also comes with a bit of good Spread shot, and Poison. If ever, there's Dragon-Shot for the lulz.
> Aquashot
I mirroed Aquashot with the Format-1 Stickies, such as that of the Blackwing Bowgun, as supposed to be the mobile Sticky-3 and/or Rapid Sticky-2 of the bunch. The additional Sleep and Water is for major usability on it's respective theme.
> Hellshot
A more workhorse-mind setup, it has the Format-2 Sticky for reliable and smooth explosive touch, but with the Breakshot format Normals for the precision.
> Frostshot
Following the Graceful Almaria and the Frost-Blitz, this is a Slicing-Spread centric LBG.
> Boltshot
The most meh of the SJ LBGs, I don't really even know how to make this work. I just made it function more or less like the Barroth and the TA/KJ Pierce/Thunder variant.