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Sparko

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Sparko777

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About this mod

Rebalances the augment slot costs and material costs to balance around weapon rarity and guiding lands/MR progression.

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Changelogs
Rebalances the augmentation slot cost and material cost to match the weapons that can use the augments and current guiding lands progression.

Main changes:
changes augment values to prioritize higher-level augments rather than multiple lower-level augments.
Rebalances max augments level to allow for:
level 4 augments for rarity 10 weapons
level 3 augments for rarity 11 weapons
level 2 augments for rarity 12 weapons
Rebalances slot costs to allow for 2 full upgraded augments per weapon when all slots are unlocked.
Rebalances augment level material costs to be based on MR and guiding land progression.
Rebalances augment material cost to be thematic for each zone
Rebalances element/status up augment to be balanced based on which weapon it is on.

Specific changes
Augment slot upgrades:
uses materials from all around the guiding lands:
Level rules apply to R10, R11, and R12 weapons.
Upgrade 1 can be crafted with materials from level 5 regions (MR 50+)
Upgrade 2 can be crafted with materials from level 6 regions (MR 70+)
Upgrade 3 can be crafted with materials from level 7 regions (MR 100+)
Augment slot costs:
Level 1: 2 slots
Level 2: 3 slots
Level 3: 4 slots (only on R11 and R10)
Level 4: 5 slots (only on R10)
Augmentation level upgrades
R10
Level 1 augments require materials from level 1 regions (any MR)
Level 2 augments require materials from level 5 regions (MR 50+)
Level 3 augments require materials from level 6 regions (MR 70+)
Level 4 augments require materials from level 7 regions (MR 100+)
R11
Level 1 augments require materials from level 5 regions (MR 50+)
Level 2 augments require materials from level 6 regions (MR 70+)
Level 3 augments require materials from level 7 regions (MR 100+)
R12
Level 1 augments require materials from level 6 regions (MR 70+)
Level 2 augments require materials from level 7 regions (MR 100+)
Health augment:
Uses materials from the Forest region:
Attack augment values:
Level 1: 5% life steal
Level 2: 8% life steal (same as original level 1 augment)
Level 3: 12% life steal (only on R11 and R10)
Level 4: 20% life steal (only R10)
Defense augment:
Uses materials from the Wildspire region:
Defense augment values:
Level 1: + 15 defense, 10% damage reduction chance, 20% damage reduction
Level 2: + 25 defense, 20% damage reduction chance, 30% damage reduction
Level 3: + 50 defense, 35% damage reduction chance, 30% damage reduction (only on R11 and R10)
Level 4: + 100 defense, 45% damage reduction chance, 40% damage reduction (only R10)
Element augment:
Uses materials from the Coral region:
Element augments base values:
Level 1: + 3 Ele
Level 2: + 6 Ele
Level 3: + 12 Ele (only on R11 and R10)
Level 4: + 24 Ele (only R10)
Affinity augment:
Uses materials from the Rotton region:
Affinity augment values:
Level 1: + 5% affinity
Level 2: + 10% affinity
Level 3: + 20% affinity (only on R11 and R10)
Level 4: + 30% affinity (only R10)
Attack augment:
Uses materials from the volcanic region:
Attack augment values:
Level 1: + 5 raw
Level 2: + 10 raw
Level 3: + 20 raw (only on R11 and R10)
Level 4: + 35 raw (only R10)
Deco slot augment:
Uses materials from the Tundra region:
Deco slot augment values:
Level 1: level 1 slot
Level 2: level 2 slot
Level 3: level 3 slot (only on R11 and R10)
Level 4: level 4 slot (only R10)

Elemental attack modifiers
These modifiers were gotten from comparing fully element-leveled safi weapons to each other (which is what I determined was the best way to compare them)
Modifiers:
GS: 1.7
SNS: 1.2
DBs: 1.0 (used as a base)
LS: 1.5
Hammer: 1.8
Lance: 1.5
GL: 1.5
SA: 1.5
CB: 1.2
IG: 1.2
Bow: 1.1

Bowgun element/statuses
They have been modified similar to other weapons where the lower level augments are slightly weaker then before while the higher level augments (that are only available to R10 and R11 weapons) are quite a bit higher.

HBG now gets a 1.5 times multiplier from elemental/status augments to compensate for the fact that LBG gets access to the powerful rapid-fire elemental ammo.

Additional Notes:
Custom augments have not been changed at all nor will they be, (balancing around a mechanic that affects some weapons sometimes is not easy)
These augments may not be perfectly balanced and could lead to some weapons (mainly some undervalued R11 and R10 weapons) becoming quite a bit more powerful.

Bugs:
If you had any weapons with augment levels higher than the mod would normally allow (mainly level 3 element on R12 or level 4 element on R11), then the weapon will glitch out and not properly allow you to augment it. To fix this, uninstall the mod and remove the higher augment level before reinstalling the mod.
(or just use a cheat table mod to remove the augment)
This same bug can happen if you have a bunch of augments on a single weapon (mainly if you had like 3 or 4 level 1 augments on a single weapon). This issue can be fixed in the same way as the one above.