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tModLoader

Monster Hunter Armor Skills
hydrophillic  [developer] 12 Jun, 2024 @ 5:30am
Suggestions/Ideas
Post some armors that you want to see, right now I'm just doing random ones. Any mechanics that you want to see and thoughts on how they'll work. Anything at all and I'll give them some thought.
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Showing 1-15 of 17 comments
Angel 19 Aug, 2024 @ 3:22pm 
Some minor buffs to various skills (the elemental attacks, unsure if the boost is just so minor you actually see lower damage vs just damage boosts in general thus making it more harm than good), or some skills likes Tremor Resistance and Wind Resistance that just don't really help much at all yet eat up large deco slots.
Angel 19 Aug, 2024 @ 3:25pm 
Having armors properly upgrade, my easiest example is the Nargacuga set that loses things like Sneak and Critical eye but getting things like Adrenaline Rush and Peak Performance (which doesn't seem to have a description in the doc as mentioned in the Bugs/Issues thread.) I would have to look at Monster Hunter wikis or boot up Rise or World again to see how some of these armors progressed as you upgraded them, but usually they would keep their base kit... And Nargacuga is literally known for its stealth lol. It would make more sense if it got a Sneak buff and had something like Sneak Attack added onto it.
Angel 19 Aug, 2024 @ 3:29pm 
Another easy example would be the Astalos set going from the pre hardmode set having level 5 thunder attack but it upgrades and only has level 3. I'm unsure about if the effect works, though, as it was my friend who made it and used it with the Star Cannon (which is listed as a Thunder weapon). General buffs like that to keep it a cohesive whole really make builds fun in Monster Hunter imo, so when the armors in this mod suddenly drop entire skills or change the skills entirely, it's a bit weird and causes the player to have to instead look at what else they can wear to round out the build they already had going (the mix and match idea is good, but it does have faults.)
Angel 19 Aug, 2024 @ 3:32pm 
I did notice in the doc, under the armor skills, there's an area that explains how going over a set % starts to have diminishing returns. This could be what's causing issues with some of the elemental attack bonuses (unsure) which leads to it actually doing less damage than alternative options. I'm not entirely sure why this is a function, but having it at a 20% boost then diminish the % after that seems a bit strange. It may be a balance idea for Journey Mode or other easy options, which is why it doesn't make sense to me personally as I always played Vet and now Master modes... When bosses have high armor and damage negation, having a limit on damage can make things a bit tedious after all.
Angel 19 Aug, 2024 @ 3:37pm 
I noticed a short list of ammo types affected by Pierce Up, and it made me curious if there's any way to code it to be able to also include other ammo types added from other mods etc. As there are even some vanilla ammo types (like Stars for an easy go to) don't seem to get a bonus to Pierce Up even though they infinitely pierce. There's also some fancy options from other mods, but if it doesn't get affected by this then there's a limit on mixing mods together sadly. I don't know if there's a way to code it to blanket grab any ammo type though. Just like how there's also other ammo types like Gel that isn't affected by Normal Up or how Close Range seems to *only* work for Wooden Arrows and nothing else. Most ranged weapons have a function to change Wooden Arrows or Musket Bullets to a different ammo as is.
hydrophillic  [developer] 19 Aug, 2024 @ 4:08pm 
Originally posted by Angel:
I'm not entirely sure why this is a function, but having it at a 20% boost then diminish the % after that seems a bit strange.

My idea behind this is that there are so many damage boosting skills and I haven't buffed the bosses or NPCs at all, this will just make the games too easy so diminishing returns is my way to holding things back. Also gives people less reason to just stack damage.




Originally posted by Angel:
I noticed a short list of ammo types affected by Pierce Up, and it made me curious if there's any way to code it to be able to also include other ammo types added from other mods etc. As there are even some vanilla ammo types (like Stars for an easy go to) don't seem to get a bonus to Pierce Up even though they infinitely pierce. There's also some fancy options from other mods, but if it doesn't get affected by this then there's a limit on mixing mods together sadly. I don't know if there's a way to code it to blanket grab any ammo type though. Just like how there's also other ammo types like Gel that isn't affected by Normal Up or how Close Range seems to *only* work for Wooden Arrows and nothing else. Most ranged weapons have a function to change Wooden Arrows or Musket Bullets to a different ammo as is.

Good ideas, yea I'll make pierce up affect anything that pierces. Gel being affected by normal up is interesting but it'll be boosted by pierce up per the last sentence. You're right about the close range stuff, I think I was just looking for skills to add scraping at the bottom of the barrel. Idk if i even want to keep them.


Originally posted by Angel:
Some minor buffs to various skills (the elemental attacks, unsure if the boost is just so minor you actually see lower damage vs just damage boosts in general thus making it more harm than good), or some skills likes Tremor Resistance and Wind Resistance that just don't really help much at all yet eat up large deco slots.

I just made them 3 slots for consistencie's sake, these are mainly skills early game where you can't get no knockback easily



Originally posted by Angel:
Having armors properly upgrade, my easiest example is the Nargacuga set that loses things like Sneak and Critical eye but getting things like Adrenaline Rush and Peak Performance (which doesn't seem to have a description in the doc as mentioned in the Bugs/Issues thread.) I would have to look at Monster Hunter wikis or boot up Rise or World again to see how some of these armors progressed as you upgraded them, but usually they would keep their base kit... And Nargacuga is literally known for its stealth lol. It would make more sense if it got a Sneak buff and had something like Sneak Attack added onto it.

I'll look it over but I genuinely thought it happens sometimes in the MH games
Angel 20 Aug, 2024 @ 7:01am 
There are *some* armors that can change skills for the most part, but they usually stick to the same stuff. Going from base tier armors to high rank armors usually just increase the defenses and skills, sometimes adding additional skills. It's not often that an armor set will flat out change all skills out though, and usually if it does it's because it's a variant set in like... G Rank or whatnot. And especially the set bonuses, they usually stay the same and rarely upgrade. So if you go from something like normal Toaster set and then do a Tempered Toaster in MonHun World, it'll still keep the set bonus that makes you do chain crits more and keep sharpness up, but it'll increase the fire/blast resistance and damage ups. Mind you, it's been a minute since I booted it up, so I don't remember the specific skills armor sets have. Just loosely remember some builds I did.
Angel 20 Aug, 2024 @ 7:04am 
I did just have a thought on a way to boost the elemental attacks without increasing the damage variable to much, as per your concern about making things to easy. Make it so they can stack a blight after like... level 3 or 4. So if you have Fire Attack 3+, it will stack the On Fire! debuff and then have it get a better fire debuff like Frostfire, Cursed Fire, etc at higher levels. With Thunder, Monster Hunter usually has Thunder Blight make it easier to be stunned while adding a damage multiplier to Thunder Damage. It's why I had to stack both Thunder Res and Stun Res to farm Kirins lol. I'd still get stunned even with high Thunder res. This could be done as just a Stun debuff that just gets slightly longer the higher the level of the Thunder Attack, maybe upwards of a 2 second stun or something.
Angel 20 Aug, 2024 @ 7:07am 
Trying to remember what Water Blight did... And I wanna say Ice Blight made you eat stamina faster or something... So I'm unsure how that would work in this context. Maybe Ice has a slow effect, and the slow gets stronger per level until it just does a chance to freeze at max? I also noticed that some enemies can Blast Blight, so maybe making it a thing we can do with like the Artillery or Bomb boosting skills would be neat. I do worry that it'd make early game super easy by just using grenades on bosses and stacking blast blight though XD
Angel 20 Aug, 2024 @ 7:09am 
Oh, also, on the topic of Close Range, I would recommend keeping it. It would work well with mods like... I wanna say Calamity? It has a function where guns and whatnot do more damage at point blank iirc. So there is actually a niche for close ranged gunners to gain a benefit of staying near a boss instead of shooting at them from off screen. I wanna say some other mods do similar things, but I wanna say Calamity was the one that started the trend.
hydrophillic  [developer] 21 Aug, 2024 @ 5:03am 
Originally posted by Angel:
I did just have a thought on a way to boost the elemental attacks without increasing the damage variable to much, as per your concern about making things to easy. Make it so they can stack a blight after like... level 3 or 4. So if you have Fire Attack 3+, it will stack the On Fire! debuff and then have it get a better fire debuff like Frostfire, Cursed Fire, etc at higher levels. With Thunder, Monster Hunter usually has Thunder Blight make it easier to be stunned while adding a damage multiplier to Thunder Damage. It's why I had to stack both Thunder Res and Stun Res to farm Kirins lol. I'd still get stunned even with high Thunder res. This could be done as just a Stun debuff that just gets slightly longer the higher the level of the Thunder Attack, maybe upwards of a 2 second stun or something.


Oh I do plan to add blights but I'll add them when I add a few monsters that can inflict them. And yea I realised a while ago that it's not the best to keep everything to MH 100%, need some adaptation to make it fit in Terraria. I'll give the Ele Attack giving debuff things a thought.

Originally posted by Angel:
Oh, also, on the topic of Close Range, I would recommend keeping it. It would work well with mods like... I wanna say Calamity? It has a function where guns and whatnot do more damage at point blank iirc. So there is actually a niche for close ranged gunners to gain a benefit of staying near a boss instead of shooting at them from off screen. I wanna say some other mods do similar things, but I wanna say Calamity was the one that started the trend.

Ye, i'll just give them some changes so they're more viable.
Last edited by hydrophillic; 21 Aug, 2024 @ 5:04am
Angel 22 Aug, 2024 @ 7:12am 
For viability, I will always try to stress to people that 1 or 2% is genuinely a negligible increase of anything. If you have a 20% boost on 15 damage, you are really just adding 3 damage. Mind you, late game weapons *typically* have triple digit damage numbers but by then you've typically killed w/e boss was needed to get said weapons. Majority of the late game stuff (even in Vanilla) is boss drops instead of crafted stuff. Hell, even if you want stuff like the tactical shotgun you gotta get it off a skeleton in the dungeon at a low drop chance lol. I bring this up in relation to things like Tremor/Wind Res because those features just don't really apply to Terraria. Nothing tunnels underground and causes you to stagger, nothing has a wind aura that knocks you around, etc... And I do think the direction you went with the like damage buffs and minor debuff related immunities are a step in the right direction (same with other skill ideas). It's finding that balance that is really difficult though ^^;;

Also, I do look forward to more monsters :o what's planned?
Angel 22 Aug, 2024 @ 7:15am 
I do look forward to your ideas on how to change up certain skills to fit the Terraria logic, and when things update I will try to be sure to give at least a bit of input on it :D

Hopefully there's more people that want to chime in though, so it's not just me flooding the comment sections XD
Angel 30 Aug, 2024 @ 4:28pm 
If you are gonna add in any new creatures, I had this idea for a Mosswine in where if you don't kill it and follow it for a second it will dig up a mushroom or something. I'm unsure how that would be coded in Terraria though lol, since it'd be akin to the chickens in another mod occasionally dropping eggs.
hydrophillic  [developer] 31 Aug, 2024 @ 3:39am 
That is interesting, idk about following it but I can make it so it occasionally does an animation and spawn a mushroom. I'll keep this suggestion in mind.
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