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DMC5 Ebony and Ivory Mechanics Overhaul

Автор: thinredpaste

Загружено: 2021-07-30

Просмотров: 4218

Описание: I didn't like how generic Ebony and Ivory are in DMC5. Almost all the moves had basically the same use, dps, and effect, just with different visuals. In previous games, the different gunslinger moves actually did different things, and I wanted to bring that back. I also thought I might be able to better represent the differences the guns have in the lore. Here's how I went about it:


The Ebony and Ivory meshes are slightly modified, just to cock the hammers.

Non-gunslinger style regular shooting does Ivory bursts and regular Ebony shots (thanks to Konchu for the mot swap), and maxing out the fire rate cuts the third Ivory shot off to replace it with an Ebony shot. Ivory fires almost continuously, so it's really only Ebony that gets faster when you mash harder. Ebony does more damage per bullet than Ivory, so having Ebony fire every 3rd bullet instead of every 4th is good for DPS. Regular shooting is bang on the same DPS as vanilla at mid range, but significantly stronger at point blank and slightly stronger at long range. Vanilla actually had it weaker at point blank than at mid range. Now ivory is about 1/3 stronger up close and ebony does the same damage at short, mid, and mid-long range. In the lore, Ebony is meant to be designed for accuracy and Ivory for speed, so I have Ebony firing single, "better aimed" shots for more per-hit damage and range, and use Ivory's damage falloff to represent some shots missing as range increases. Also sometimes this happens:


Gunslinger Ivory will now fire continuously if you mash (Thanks to Siyan for tracking down the variable to make this possible). DPS is slightly worse than non-gunslinger mashing since you're leaving out the Ebony shots, but it lets you gain/keep an Ebony charge which is highly valuable since charged Ebony hits twice on all moves except non-gunslinger shooting. In the air it's not QUITE continuous. I found that if there's not a small gap between bursts, Dante will hover an inch off the ground until you stop shooting, so I had to leave a frame or two in between.

Gunslinger Ebony single shots do damage comparable to a Rebellion attack and carry enough stun to make even large enemies flinch. This is meant to represent Dante really taking his time with the accurate gun, hitting critical spots for greater effect.

Twosometime does less damage than vanilla and less than regular shooting, but forces flinch on average enemies with every shot/burst, so you can use it to interrupt an enemy or clear space. it's super effective against the spinny bois. It's less an attack than a defense/utility now, which is what made it good in DMC3. I think of this like Dante shooting to disable, rather than kill.


Honeycomb fire is slightly faster and now actually does less damage at mid range than regular shooting, but it does LOTS of damage up close. It will push an average enemy out of its effective range after a couple seconds, a juggled enemy has a chance to get pushed far enough sideways to get out of the line of fire, and it doesn't do much to stop incoming attacks, but if you use it like Wild Stomp it's a death ray, especially in DT. This is the only move where Ebony's damage falls off like Ivory's, because Dante is going all out on rate of fire with both guns and not caring about accuracy. It also does lots of guardbreak at any range now, so its got an extra use against enemies that actively block (except proto angelo because he's special).


Rainstorm is unmodified, it was the only move that had a specific purpose other than "mash for weak damage" out of the box. If you're not aware, the vertical part of rainstorm will cause enemies under Dante to collapse, with a cooldown on just that effect. It also does a lot more damage than I expected in the air-to-air part.

Get the mod at https://infernalwarks.boards.net/thre...
And get other DMC mods at Infernal Warks https://infernalwarks.boards.net/
PC only.

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DMC5 Ebony and Ivory Mechanics Overhaul

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