The6thMessenger Posted February 12, 2020 Share Posted February 12, 2020 (edited) The point of this mod is to more properly balance the bowguns. While this seems a bit OP at first, the highest-level of ammo is mostly totally left the same with the meta-builds, while it mostly tackles quality-of-life modifications, and the low-level ammunition that people generally do NOT turn their heads to notice. ==== RANGE MODS ==== Long-Range Mod Critical Distance: 700 - 10000Long-Range Mod: 10/10/10/10%Close-Range Mod Critical Distance: 0 - 700 Close-Range Mod: 10/10/10/10% With the following buff on the ammunition, I feel that it is prudent that the damage mod should also be curtailed. Granted, with maximum allotment of x4 mods, it will be the same, but consistent 10% damage per step would ensure that players would need to allot more to get the same damage they were getting before. The biggest change with the Range Mods is that the Long-Range Mod no longer starts at 1600 but at 700, which is exactly where the Close-Range Mod ends. This allows the mod to be usable with other ammos. ===== STICKIES ===== Projectile Damage: 10Lv1 - Lv3 Projectile Speed (Normal): 4000Lv1 - Lv3 Projectile Speed (Power Barrel): 3000Lv1 - Lv3 Projectile Speed (Long Barrel): 5000 CRITICAL DISTANCE (Normal) [Min/Ideal/Max]: 200 - 2500 - 4000CRITICAL DISTANCE (Mind's-Eye / Ballistic) [Min/Ideal/Max]: 0 - 3000 - 4000 Sticky-1: 12 Explosive + 5 Fire + Stun 40Sticky-2: 17 Explosive + 5 Fire + Stun 60Sticky-3: 24 Explosive + 5 Fire + Stun 100 Far-Cry from the Normal Sticky-Shots before, the changes encompasses the Projectile-Speed and the Damage. Simply put, it has a waaay slower projectile-speed, while at the same time it has better impact damage. This means if you still maintain the critical-range, while also having better shot-placement, you are going to yield better damage. Please note that the explosion damage is largely the same, but it merely deals only an additional projectile damage -- that instance when the projectile lands. ===== NORMAL SHOTS ===== Normal-1: 14 Raw + 10 KONormal-2: 23 Raw + 10 KONormal-3: 40 Raw + 10 KO CRITICAL DISTANCE (Normal) [Min/Ideal/Max]: 200 - 2500 - 4000CRITICAL DISTANCE (Mind's-Eye / Ballistic) [Min/Ideal/Max]: 0 - 3000 - 4000Lv1 - Lv3 Projectile Speed (Normal): 4000Lv1 - Lv3 Projectile Speed (Power Barrel): 3000Lv1 - Lv3 Projectile Speed (Long Barrel): 5000 The most buffed ammo in the game, it should give Normal-Shots a better meta that fits within the game. It also gets the bonus that it has the same maximum range as the Pierce-Shot, however it comes at the cost that the Normal-Shots do have lesser projectile-speed. The point of this is that, you do need precision to properly apply the normal shots at a high range. With the Scope and the Long-Range mods already working with the Normal-Shots better, this is the downside. This also has a bit of KO damage, which is just 1/2 of the Exhaust Shot LV1 -- which is already pretty bad. ===== PELLET SHOTS ===== Pellet-1: (8 Raw + 3 KO) x 3 = 24 Raw + 9 KOPellet-2: (8 Raw + 3 KO) x 5 = 40 Raw + 15 KOPellet-3: (8 Raw + 3 KO) x 7 = 56 Raw + 21 KO The Pellet-3 is largely unchanged, this will literally still yield to 56 total damage, though additional 9 to 21 KO damage. But the lower ammos have been buffed to be consistently doing damage with the same pellet regardless, this will make the Pellet-1 more usable in it's current state, likewise the Pellet-2 also usable in it's state. ===== PIERCE SHOTS ===== Pierce-1: 5 raw / 100-units (0.01s tick interval)Pierce-2: 7 raw / 100-units (0.01s tick interval)Pierce-3: 9 raw / 100-units (0.01s tick interval) CRITICAL DISTANCE (Normal) [Min/Ideal/Max]: 1000 - 2500 - 4000CRITICAL DISTANCE (Mind's-Eye / Ballistic) [Min/Ideal/Max]: 200 - 3000 - 4000Lv1 - Lv3 PROJECTILE SPEED (Normal): 10000Lv1 - Lv3 PROJECTILE SPEED (Power): 7500Lv1 - Lv3 PROJECTILE SPEED (Long): 12500 Most of the problem of Pierce-Shot always had been range and low motion-value that makes it more annoying at a distance and projectile-speed which prevents effective use at a range. The Pierce-3 still retain the standard total damage, but the damage/tick has been scaled to match the modification of the projectile-speed. For example, the original damage/unit is every 100 units due to the 0.05s at 2000 projectile speed, so to maintain the 100 damage/units but to raise the projectile speed to 10000, the damage interval must be dropped from 0.05s to 0.01s. This means that Pierce-3 would still pretty much deal the same damage as before, but now it's not saddled with low projectile speed. The Pierce-2 and Pierce-1 would also be bit better. ===== ELEMENTAL SHOTS ===== Damage: 8 + 22 Elemental Damage Tick: 0.1sProjectile Speed (Normal): 3000Projectile Speed (Power): 2500Projectile Speed (Long): 4000 The Elemental-Shots are just horrible, completely horrible. While Light-Bow-Guns do excel with these, the thing is that they compensate with Rapid-Fire to do so. The changes is largely unchanged, only the halved damage/tick instead halves the distance it deals damage, effectively making it more effective overall. ===== DRAGON SHOTS ===== Damage: 10 + 28 Elemental Damage Tick: 0.05sProjectile Speed (Normal): 3000Projectile Speed (Power): 2500Projectile Speed (Long): 4000Max Capacity: 20Crafting Result: Dragon Fellberry = 3 shots. The Dragon-Shots are just horrible, completely horrible. While I understand that it's for Eldersealing, problem is that it's still to hard to use when you need it. The real-problem is the projectile speed. The Dragon-Shot has instead been reworked to be just your supposedly-average Elemental-Shot but deals 2.5 damage, with only 1/3rd of the ammo capacity. ===== CLUSTER SHOTS ===== Cluster-1: 3 x 28 raw + 10 Fire Cluster-2: 4 x 28 raw + 10 Fire Cluster-3: 5 x 28 raw + 10 Fire MISC: No longer kicks back friendlies. With the Iceborne, the Clusters have been severely nerfed, though if anything I agreed with those changes. However the changes I aimed to do is that, the bomblets instead deal consistent damage, thus buffing the lower-level ammunitions. This is not to buff the typical meta cluster heavy-bowguns, but it is to bolster the use of the other heavy-bowguns that otherwise do not have the use for lv3 Clusters. Admittedly this also buffs the typical meta cluster heavy-bowguns because they ALSO use LV2 clusters, but at least it's just for a bit. The biggest change is actually that, it no longer disrupts the team, allowing full use of the clusters at a teamwork setting. That always had been the problem, and hopefully, though it was gutted in the Iceborne, there is still use for it because it does nothing but pad damage. ===== EXHAUST SHOTS ===== Exhaust-1: 30 KO + 50 ExhaustExhaust-2: 40 KO + 100 Exhaust Exhaust is kind of Pathetic, while it is useful for tiring out monsters, the KO aspect is just lack-luster, so a small buff is made. ===== STATUS SHOTS ===== > LV1 Shots crafts 2x the ammo/craft > LV2 Shots crafts 3x the ammo/craft The use of Status-Shots in game, while kind of effective, runs at a horrible pace because they just run out of ammo that quickly. ===== SLICING SHOTS ===== Projectile Damage: 10Projectile Speed (Normal): 4000Projectile Speed (Power Barrel): 3000Projectile Speed (Long Barrel): 5000CRITICAL DISTANCE (Normal) [Min/Ideal/Max]: 200 - 2500 - 4000CRITICAL DISTANCE (Mind's-Eye / Ballistic) [Min/Ideal/Max]: 0 - 3000 - 4000Slicing: 5 x 7 raw Slicing have been nerfed pretty bad, however the real problem was, well, the stun-lock which other people have claimed to do. Originally it has 7 ticks of damage, but then lowered to 5. The changes retain basically the same amount of damage of slicing, but there has been an additional projectile-damage buff when you retain critical-distance like the Sticky-Shots, which hopefully result in better DPS for mindful gunners. ===== WYVERN SHOT ===== Wyvern: (70 Raw + 40 Fire) + (35 Raw + 20 Fire) The Wyvern-Shot has no bussiness being in that range, while doing only that much damage. Still, the buff instead includes a simple increase in the smaller, secondary damage. This is to incentive's aiming, while at the same time buffing the ammo. ===== WYVERN HEART ===== CRITICAL DISTANCE (Normal): 200 - 1600 - 2500CRITICAL DISTANCE (Mind's-Eye / Ballistic): 0 - 2500PROJECTILE SPEED (Normal): 10000PROJECTILE SPEED (Power): 7000PROJECTILE SPEED (Long): 10000 The Wyvern-Heart, while do have good damage, it just has no business in having that slow projectile considering all of the lead it puts out. Not only one has to battle the deviation of the weapon, there also must be the lead. Damage remains the same. ===== WYVERN SNIPE ===== Wvvern-Snipe V1 (All Explosion): (60 Raw + 11 Fire) x 7, (40 x 7 Stun) Wyvern-Snipe V2: (No Crit-Dist, No tenderized) - 162 Raw + 80 KOWyvern-Snipe V2: (Crit-Dist, No Tenderized) - 188 Raw + 120 KOWyvern-Snipe V2: (No Crit-Dist, Tenderized) - 214 Raw + 160 KOWyvern-Snipe V2: (Crit-Dist, Tenderized) - 241 Raw + 200 KOWvvern-Snipe V2 Projectile Speed (Normal): 8000Wvvern-Snipe V2 Projectile Speed (Power): 6000Wvvern-Snipe V2 Projectile Speed (Long): 10000 The Wyvern-Snipe V1 is largely meh, while in many cases it is actually pretty powerful, the problem is that it is too damn reliant on good shot-placement with relation to the monster's size. While precision is exactly the point, the other problem is that there are monsters of various sizes. While if you can get accurate by holding the monster down with low deviation like a kirin stuck on a ground, you still get to unload all 50 shots at it's head easier than the V1 Wyvern-Snipe. The Wyvern-Snipe does the 2 small, 2 medium, and 3 large explosions, doing 38 raw + 5 fire + 20 KO, 49 raw + 10 fire + 35 KO, and 81 + 15 fire + 55 KO respectively, at a total of 417 Raw + 75 Fire + 275 KO. The changes simply deals the average of the 7 explosions to 60 Raw + 11 Fire + 40 Stun), theoretically it will deal around same maximum damage, but will yield better result when there is less hits. The Wyvern-Snipe 2 is rather meh, while it sounds okay at a single glance, remember that the V1 still yields a LOT more damage cumulatively, while the V2 is going to deal waaay less damage, while needing a massive setup to do so. And it Does not even stun that much. The changes buffs the overall performance of the V2. ===== ======== ===== SPECIFIC BOWGUN CHANGES: There's lot of changes mostly by ammo, but rarely damage. Largely the changes adjusts the Normal-Shots to be less of a burden by having less recoil, more capacity, and faster reload speed. Additional changes are mostly quirks, like Rapid-Fire LV2 of Spread and Pierce, with it already being done by other light bowguns should make it still somewhat balanced. However the additional Rapid-Fire applied to other ammo-types is there to give them some more room to be used. The Inclusion of Rapid Fire in HBG is quite a controversial one, but it is one way to make things interesting. Such as the Gluttonous Direcannon doing Spread-2 Rapid-Fire, because it is just a horrible weapon. ==== LBGS ==== Breakshot, Laguna Blitzer, Crossblitzer, Great Bowgun, Neo-Cross, Defender Bowgun, Royal Surefire Shot, Cross-Blitz, Sniper Shot, Fulgur Shot, Lumu Typhoon, Nightmare Seed, Fading Blossom - Add LV1 Normal Shot Rapid-Fire - Reduce Normal-Shots Reload-Speed by 1 - Reduce Normal-Shot-3 Recoil to +2 Beo Shooter - Add Normal-3 Auto-Reload, +1 Recoil and Fast Reload Hidden Bullet - Reduce Normal-3 and Spread-3 Recoil to +1, and Reload-Speed to Fast Mammoth Bowgun - Add LV1 Normal Rapid Fire, +1 Recoil and Fast Reload, 4 Capacity - Add LV1 Spread Rapid Fire, +1 Recoil and Fast Reload, 4 Capacity Jagras Fire, Tarroth Blitz Assault, Saber's Howl - Remove all Auto-Reload, replace with 4 capacity with +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level) - Reduce all Recoil by 2 - Add LV1 Spread Rapid Fire, +1 Recoil and Fast Reload, 8 Capacity - Add LV2 Spread Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 3 Capacity - Add LV3 Spread with 1 shot, +1 Recoil and Fast Reload - Remove Elemental Ammo Rathalos Fire, Argent Ray, Tarroth Blitz "King", Laguna Blitz, Blackwing Bowgun - Poison LV1 Rapid Fire, 4 Capacity, +1 recoil, fast reload - Poison LV2, 3 Capacity, +2 recoil, Normal reload Barroth Shot, Barroth Bazooka, Acid Blitz - Para LV1 Rapid Fire, 4 Capacity, +1 recoil, fast reload - Para LV2, 3 Capacity, +2 recoil, Normal reload Lumu Typhoon, Nightmare Seed - Sleep LV1 Rapid Fire, 4 Capacity, +1 recoil, fast reload - Sleep LV2, 3 Capacity, +2 recoil, Normal reload Tarroth Blitz "Spread", Barroth Shot, Barroth Bazooka, Gugoleth's Ruin, Gugoleth's Wail, Lava Bullet, Fire Shatterer - Add LV2 Spread Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 3 Capacity Frost Blitz, Blizzard Cannon, - Remove all Auto-Reload, replace with 4 capacity with +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level) - Reduce all Recoil by 2 - Add LV1 Pierce Rapid Fire, +1 Recoil and Fast Reload, 8 Capacity - Add LV2 Pierce Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 3 Capacity - Add LV3 Pierce with 1 shot, +1 Recoil and Fast Reload Tarroth Blitz Pierce, Rathalos Fire, Argent Ray, Tarroth Blitz "King", Lightning Blitz, Despot's Wildfire - Add LV1 Pierce Rapid Fire, +1 Recoil and Fast Reload, 8 Capacity - Add LV2 Pierce Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 3 Capacity - Add LV3 Pierce with 1 shot, +1 Recoil and Fast Reload Ten Thousand Volts, Bazel Typhoon, Bazelcore, Brachydios Shot, Accursed Fire, Fulgur Shot, Lava Bullet, Fire Shatterer - Sticky LV1 Rapid-Fire - 3 shots - +2 Recoil, Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level) Dragonbone Shooter, Xeno Nequina, Dragonseal Bowgun, Devil's Madness, Diregun Dementia - Dragon Shot Rapid-Fire, +3 Recoil and Slow Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level) - Add Normal-3 Auto-Reload, +1 Recoil and Fast Reload Ghost, Karma, Tarroth Blitz Claw, Hidden Bullet, Accursed Fire - Add Slicing Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 3 Capacity ==== HBG ==== Hornking Blazooka - Normal Shot LV1 Rapid Fire, +1 Recoil, Fast Reload-Speed, 12 Capacity - Normal Shot LV2, +1 Recoil, Fast Reload-Speed, 12 Capacity - Sticky LV2 3 capacity, +2 recoil, slow reload (needs 2 recoil suppressor or 2 reload assist to go down 1 level) - Attack Damage to 450 Chrome Assault, Fatal-Assault, Defender Heavy Bowgun, Chrome Assault, Fatal-Assault, Destruction's Fusilade, Ruinous Destruction, Gnashing Flammenkannone, Laguna Blaster, Tarroth Assault Blast - Reduce Normal-Shots Reload-Speed by 1 - Increase Normal-Shots capacity by 2 Gluttonous Direcannon - Add LV2 Spread Rapid Fire, +2 Recoil and Normal Reload (needs 3 recoil suppressor or 3 reload assist to go down 1 level), 4 capacity - Add LV3 Spread with 1 shot, +1 Recoil and Fast Reload Baan Bazooka - Change Pierce-Shot LV1 to 6 Capacity +1 Reload, and Normal Reload-Speed, (needs 2 reload assist to go down 1 level) - Reduce Normal-Shots Reload-Speed by 1 - Reduce Normal-Shot-3 Recoil by 1 Brachydios Atom Cannon, Dark Devourer, Endless Famine, Gama Cannon, Gamma Turret, Solemn Reflection, Teostra's Firestorm - Reduce Cluster-Shots recoil by 1 Datura Blaster, Laguna Blaster - Reduce Water and Flaming Shots to +1 Recoil Endless Famine - Damage to 465 Endless Famine, Dark Devourer, Dragonbone Cannon, Dragonseal Cannon, Xeno Jiqua - Dragon Shot, +1 Recoil and Fast Reload (needs 2 recoil suppressor or 2 reload assist to go down 1 level each), 6 capacity The Guttering Gasp - Slicing Ammo Reload Speed to Normal, and recoil to +2 Quickquiver, Shining Quiver - Reduce recoil by 1 Edited February 15, 2020 by The6thMessenger Link to comment Share on other sites More sharing options...
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