Melee Rebalance [0.6: Shortsword Rework]
Focus on movement and forward planning, vanilla-like melee combat now has more combos than ever.
Rebalance all the generated melee weapons and the bad abilities to the level of a good combo broadsword.
Primary attacks:
| Weapons’ attack speed slows with the increase of rarity. (compare to the broadsword)
| Axe: lowered baseDPS.
| Shortsword: lowered speed, gives i-frames( dodges ) when in an attacking stance.
| Dagger: no knockback, much longer reach, attack pushes user away.
|
| Hammer: knockup, baseDPS grows with rarity.
| Spear: no baseDPS decrease or increase with the increase of rarity.
Alt attacks:
| Reworked parry and pogo sword.
| Overall lowered energy cost(except upper cut for the hammers).
| Less delay time.
| Less(or no) cooldown time.
| Higher baseDPS or damage.
(Shields are rebalanced by replacing “shield.lua”)
Shield: less cooldown time, even less perfect time, no movement penalty, no parry limits, and reduced minimum use time required.
Also I am still a beginner in modding, and I don’t know a better way to change the lua files.
So I just replace them for “traildash” “blinkexplosion” “blinkdash” “uppercut”, other originally “bad” abilities and the reworks. All because I want them to be used in the air.( And for “blinkdash”, to be used in caves)…
Compatibility: untested for the most part, but I think the worst that can happen is a broken balance. ( Check out the discussions )
The mod can be uninstalled with no problem.
Maybe you can leave a reply in the Balancing discussion, since I am only one person, and I suspect that one-handed weapons are too boring and weak, the hammers are overpowered.
Further Info:
| The NPC behavior shown is still work in progress.
|Reworks:
| Shield:
| – cooldown time = base shield health * 0.008
| – min active time = perfect block time * 0.5
|
| Sword’s Parry Ability:
| – cooldown time = 0.5 ( two parts combo’s maximum length )
| – parry time = 0.1 ( min/max active time )
| – shield health = 9999
|
| Pogo Sword:
| – cooldown time = 0.0 ( time between just start idle and pogoing again )
| – energy usage = 40 ( increased )
| – energy now regenerate mid fall
| – aim-able
|
| Dagger:
| – for x and y axis, under a velocity threshold( y’s decrease with the increase of velocity along x | axis ), 15, 20 and 25 units of speed in the order of rarity will be accordingly set as velocity of
| that axis ( allow for a quick stop ). Otherwise, added to it ( allow for stacking ).
|
| Shortsword:
| – Better visual cue( very important for the slower weapons )
|Comparison:
| Shield: flexible block time, at least one free hit.
| vs
| Parry: flexible cooldown between parries, uses energy( 10 per try ), large coverage.
| vs
| Dodge: long duration, long cooldown, not directional, no indicator.
|
|
| Rocket Spear: energy inefficient, easy to use.
| vs
| Pogo Sword: hard to get height, easy to lose, stops tech.
| vs
| Push Dagger: no energy usage, limited max speed, great acceleration.
| – Active projects: Range Rework, Lo-op’s Alternative Race Designs, Stat Rebalance,
| Melee Rebalance.
| – Halted project: A New Path( hybrid NPC behavior ).