-- -- -- -- -- == == == == == MOD DETAILS == == == == == -- -- -- --
Goal for this mod:
The main goal is to make counter-guarding to feel rewarding and skill-based because now you actually have to perfect counter-guards to proc reworked offensive guard and make your counter attacks have a better motion value.
The original motion value of a counter-guard's attack is a very sad 22mv which also doesn't make use of a unique feature for shielding: Perfect Guard or also known as Guard Point.
It is sad that lance doesn't take advantage of guard points well but CB does. So this mod will fix that by making offensive guard to be exclusive for lance and swapping the motion value of mid/high thrusts 1(the attack used after counter-guard) and mid/high thrust 3.
Just FYI:If you are thinking this is one of those "ooh I can do whatever I want, I make everything op" kind of mod then this ain't it. The sole purpose of this mod is to make counter-guarding to feel rewarding and satisfying because of the sound it makes if you time it perfectly.
Think of it like MHGU's valor LS or Sekiro/Dark souls parry.
PERFECT GUARD AND YOU SHALL BE REWARDED.
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HIGHLIGHTS OF CHANGES TO ACHIEVE SAID GOAL (so you don't have to read everything below but it is still recommended.)
These highlights contains the changes from version 1 to version 4:
-Mid thrust 1/2/3 MV is adjusted from 20/20/27 -> 30/22/22 (to make it equal to high thrust's damage)
-High thrust 1/2/3 MV is adjusted from 22/22/27 -> 30/22/22
*Quick Explanation: Because the attacks used after counter-guarding is mid/high thrusts 1 so I swapped the motion values from the third to the first and buffed it a little to make counter-guarding worth something.
-Offensive guard reworked: from 5%/10%/15% damage boost for 12 seconds to 50%/75%/100% for ONE second.
*Quick Explanation: The damage boost might look op to you but it only doubles the MV(30) of a counter-attack to 60MV only if you perfect counter-guard, so don't think it's OP as the duration only lasts for one attack which is the counter-attack from counter-guard and only procs on perfect guards. (Explained better below on Version 4)
-----This also makes it so offensive guard is exclusive for lance because lance is the only weapon fast enough to take advantage of it via counter-guarding and the more offensive weapons that takes advantage of offensive skills more wont be able to take advantage of it: CB,HBG and GL.
These two changes are the icing on the cake. Enjoy.
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(START OF VERSION 4)
UPDATED TO VERSION 4: please read versions 1-3 below to avoid confusion and to know what are the changes.
VERSION 4 CHANGES:
-Offensive guard changed from 30%/40%/50% damage increase for 1 second to 50%/75%/100% damage increase for 1 second.
----Tooltip changed to:While active, increases attack power of next perfectly-guarded counter-attack by --%.
Reason for changes:
Let's say we have a base of 300 damage and the motion value of a counter-attack is 30mv.
There is 2 formula we can use but with the same outcome anyways:
Legends: (30mv=counter-attack aka mid/high thrust 1motion value),(50%OG=offensive guard),(300=base damage)
Formula 1 increases mv:
30mv +50%OG = 45%(mv)
45%mv of 300 = 135 damage on a single hit
Formula 2 increases base attack instead of mv=
300 + 50%OG = 450
30%mv of 450 = 135 damage on a single hit
*Think of it as increasing the motion value of a counter-attack if you activate offensive guard and we will have 45mv a 15mv increase for ONE attack. It sounds good right? But it is not.
--it is still weaker than the original offensive guard as even though the original one only has a 15% dmg increase it lasted for 12 seconds which means it can be used on multiple attacks including counter-thrust(lance's highest damage attack=50mv)
So I buffed this reworked offensive guard because it was underwhelming and with the 100% increase we now have 60mv for our counter-attacks if you perfect counter-guard which has 10 more mv than "Counter-Thrust":
30mv + 100% = 60%(mv)
60%(mv) of 300 = 180 damage on a single hit
300 + 100% = 600
30%(mv) of 600 = 180 damage on a single hit
*Now it actually deals reasonable damage for a move that is very risky(as you need to time it perfectly) and something we can only use if a monster is bashing our face. Plus not every monster attacks and stay in the same place, some monsters charges like the bad b*tch they are.
In short: Original MV for counter attacks was 30 mv but if you perfect counter-guard it will be a much deserved 60 mv now.
(END OF VERSION 4)
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(START OF VERSION 1)
------>>>>>VERSION 1<<<<<-----
* * * * * CHANGES * * * * *
------***Motion Values(MV)***-----
-Mid thrust 1/2/3 MV is adjusted from 20/20/27 -> 30/22/22 (to make it equal to high thrust's damage)
-High thrust 1/2/3 MV is adjusted from 22/22/27 -> 30/22/22
-Leaping thrust mv changed from 8x3 to 15x2
--Element/status mv from .3x3 -> .45x2
-Counter thrust 40mv -> 50mv
--Element/Status mv from .7 -> .8
-Wide sweep mv from 20mv to 40mv (for wave clearing)
-Finishing twin thrust 1 and 2 mv is adjusted from 25/50 mv -> 30/45 mv
-All mounting attacks 1/2/3 adjusted from 40/10/20 -> 30/20/20/
-----***Skill Changes***-----
-Offensive guard: from 5%/10%/15% damage increase on a 12 second duration to a 30%/40%/50% damage increase on a one second duration.
-Guard Skill : Knock back reduction from 0%/10%/10%/30%/40% to 10%/20%/30%/40%/50% knock back reduction. (Yes, guard skill doesn't reduce damage taken only reduces knockbacks. However, guarding does reduce damage)
--Stamina consumption adjusted from 10%/10%/20%/30%/50% to 10%/20%/30%/40%/50%
------***QoL Changes***------
-Mid/High thrust 1 now has mind's eye.
-Power guard now procs Guard UP instantly (the original is 1.2 seconds before guard up. That is useless as f**k lol)
-Clutching guard and power guard now uses the same amount of stamina per second that lance's charging move uses (10 stamina/s)
--why? because some monster's lasts too long or has lingering hitboxes and you won't have stamina after while they can attack right away so I lowered it.
-Lance charging levels from 2/4 seconds from reaching level 2/3 charge to 1/2 seconds from reaching level 2/3 charge (Same as rise's lance)
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Why these adjustments?
-The attack after counter-guarding uses High thrust 1 as counter-attack and in some occasion Mid thrust 1, that's why I swapped the mv from the third hit to the first hit to make the counter-attacks have good motion value.
-Mind's eye for mid/high thrust 1 because monsters move alot and sometimes you may hit a hard spot after counter-guard which will make you counter-attack uncontrollably putting you in an awkward position.
-Offensive Guard. This and my mid/high thrust 1 adjustments is the icing on the cake. This change to offensive guard will make perfect guarding/guard pointing a counter-guard to feel more rewarding as the high damage increase on a 1 second duration makes it so it only lasts long enough for your counter-attacks to get boosted but doesn't last long enough to make your other attacks take advantage of the high damage boost.
--In other words, this reworked offensive guard is made only for counter-attacking.
--The small duration is enough for lance to do a hit or two after perfect guarding/guard pointing(especially counter-attacks from counter guards) but not long enough for the other more offensive weapons to make use of it: CB, HBG and GL.
---This makes offensive guard to be lance exclusive because of the low duration of offensive guard and only lance is fast enough to make use of it.
*What is Guard point/Perfect Guard?
-Guard point/Perfect guard is a small frame after guarding which has the effect of guard 2.
--Normal Guard, Dash guard and Counter guard all have Guard point.
*What attacks can we use after perfect guarding to make use of new offensive guard?
-Dash Attack into a leaping thrust and of course, Counter-guard's counter-attack(mid/high thrust 1).
*In case you are having a hard time doing a perfect guard on counter-guards: Press R+O at the same(RT+B on xbox) not R and then O. Pressing both R+O at the same time is the only way.
PC controls:
R=Guarding move, whichever input you have it on pc mine is on control
O="right-click" on default.
(END OF VERSION 1)
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(START OF VERSION 2)
= - = - = - = - = * * * * * VERSION 2 * * * * * = - = - = - = - =
Version 2 changes:
-Offensive guard was too strong, nerfed from 30%/40%/50% to 20%/25%/30% which is still double the original value(5%/10%/15%).
--Duration Nerfed from 1 second to .75 second as I was still able to do a counter-attack(high/mid thrust 1) then high/mid thrust 2 and 3 in 1 second and with the high damage boost it was too strong. Counter-attacks will proc it just in time so don't worry.
--- As mentioned above, this is made specifically for counter-attacks after a perfect counter-guard, high damage boost on a .75 second duration so it won't affect other attacks because that would be too op.
-Leaping thrust mv adjusted from 15x2 to one 30mv
---Leaping thrust element/status mv changed from .45x2 to .9
(END OF VERSION 3)
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(START OF VERSION 3)
UPDATED TO VERSION 3:
----->>>>>VERSION 3 CHANGES<<<<<-----
-Offensive Guard reverted from 20%/25%/30% on .75 second to 30%/40%/50% on 1 second.
---The point of this was to feel rewarding and give you a huge damage boost for your counter-attacks(strictly) if you play well and the nerf on version 2 felt weak compared to the original offensive guard(5%/10%/15% for 12 seconds).
------Adjusted to 1 second for safe measures(.75 second was still able to proc it on counter-attack though) tested on LR Odog and turns out 1 second was enough for your counter-attacks to make use of it but not enough for 2/3 thrusts so it doesn't take advantage of that huge damage boost.
(END OF VERSION 3)
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-----*****Optional Download*****-----
-Damascus armor skill's has been adjusted to make you feel knighty and to also make use of these changes in case you're going on a new playthrough.
STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE
OFFENSIVE GUARD IS ONLY ON ICEBORNE
STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE STRICTLY NEED ICEBORNE