The Patriot Remake
Thanks for Kaze-sama’s authorization. The original mod can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2572649246
The Patriot is a legendary, overpowered anime-style mod, renowned as the "big daddy" in low-to-mid difficulty environments. His exaggerated tankiness and immense damage allowed him to dominate even single or double enemy enhancement scenarios.
But what about high-difficulty environments? In champion-level dungeons with mods like "2.0", his fixed Affliction led to frequent Heart Attacks. Entering his second phase at low health without gaining any extra defense or damage mitigation—a sacrifice made to stay true to the original source material—caused the "big daddy" to fall from grace, becoming the lowest-rated member of the "Indestructible Four Shields" (Patriot, Gabriel, Skadi, Qiaoming).
Therefore, this is a "balance adjustment." Don’t worry, this version isn’t as exaggerated as that Madoka mod from last time. It’s a more balanced iteration aimed at "not enhancing the Patriot’s performance in low-difficulty environments while making him viable for high-difficulty play."
So, here are the changes:
Firstly, I nerfed his base stats.
Offensive stats were reduced by about one-third.
HP was reduced by about one-quarter.
Secondly, I significantly reduced the damage multipliers for skills in "March Mode".
Skill 1 now deals -50%, -70%, -90%, to -1000% damage based on target position.
Skill 2 was also changed to deal -90% damage to all enemies.
What did he gain in return?
Skill 3 (Area Guard): Now grants the entire party +20% DEF, +20% DMG Resist, and 25% Stress Resist. This better handles enemies that ignore Guard, deal area damage, or have armor penetration.
Skill 2: Further enhances the Patriot’s personal tankiness with effects at half the potency of Skill 3, plus one stack of Block. It retains the original displacement effect and now applies a 25% Vulnerable (increased damage received) debuff to all enemies.
Skill 1: Inherited the stun from the old Skill 2. Since Skill 1 already reduces enemy Stun Resist, I slightly lowered the stun chance to prevent him from becoming a low-difficulty monster, as his stuns primarily come from counterattacks anyway.
Yes, the current "March Mode" is more focused on protection and utility, dealing significantly less damage if he doesn’t transform. However, the strength of this utility is self-evident—damage dealers come and go, but a solid support is forever.
In this version, he only needs to fall below 66% HP to enter "Annihilation Mode."
Upon entering Annihilation Mode, the Patriot loses his prized supportive abilities. Even Skill 8 (usable only once per battle) cannot match the survival benefits provided by March Mode’s Skill 3.
Unlike the original version, where getting beaten into his second phase somehow made him less defensive, it now makes sense for him to become tougher. Therefore, Annihilation Mode now provides 30% personal DMG Resist and 30% Stress Resist. This is also compensation for losing access to Skills 2 and 3, with the values being precisely the sum of those two skills.
I also redesigned the remaining three Annihilation Mode skills with synergistic effects:
Skill 7: In addition to poison, it now applies a Mark. However, it’s usable only once per battle, so timing is crucial.
Skill 6: Deals massive bonus damage (+65%) to Marked targets, totaling +90% damage with its base increase, and ignores PROT.
Skill 5: Became an area True Damage skill, dealing 11 True Damage at max rank combined with far superior damage multipliers than March Mode, allowing for quick reduction of the enemy’s overall strength.
Furthermore, I changed his Affliction effect. While it’s still 100% chance to become Afflicted, the Patriot now gains +100% Stress Heal Received and 50% Stress Resist while afflicted, ensuring he won’t suffer Heart Attacks even in extreme environments—his greatest weakness has been addressed.
Thus, while the Patriot’s surface-level stats and regular damage output are nerfed, and his health pool is thinner, his "resilience" has actually increased. Both his damage and survivability ceilings now surpass the pre-rework version.
Oh, and I also reworked several trinkets. After all, hiding power in trinkets is the true anime way, right?
Based on current testing, this version should be sufficiently capable of handling high-difficulty environments like "Four-in-One" or "Original Boss Enhance 2.0" Testing time hasn’t been extensive, so I welcome everyone to leave comments and suggestions for improvement below.
Also, I finally tried writing a description and even added an English translation this time. Looking forward to your trial and feedback!
