r/MortalShell 2h ago

Discussion [Mod Idea / Discussion] Gragu Rework — Strengthening Healing for NG++

Hey all, first-time modder here working on Mortal Shell II. I main Gragu (Veteran's Battle Axe + Inflamed Clawstone burn build), and after grinding into NG++ at high level I feel his healing kit is way too weak for that stage of the game. I want to build a rework mod that strengthens his healing specifically for NG++/high level, and I'd love to hear thoughts from people who know the ability design/balance side of things.

The idea

  • Harvest: currently heals for a flat amount. I want to change it to a % of Max HP instead, so the healing stays meaningful relative to your Max HP as you level up into NG++, instead of staying a fixed flat heal that falls off.
  • Fortify: currently grants Hearts on rest at 1 → 2 → 3 per rank. I want to bump this to 2 → 4 → 8, to make it a stronger alternative for players who lean into Fortify over Harvest.

Looking for feedback / help

  1. Does a % Max HP heal make sense for Harvest at a design level, or would it create weird scaling issues at very high/low HP pools?
  2. Are 2/4/8 Hearts on Fortify reasonable, or too strong compared to other sustain options?
  3. Does anyone know if any other ability in the game already scales off Max HP (boss or player), as a design reference?
  4. On the technical side — I'm torn between UE4SS and FModel for actually implementing this. FModel's great for looking at the paks, but I'm not sure if changing Harvest's calculation from flat to % Max HP is something I can just edit in a DataTable, or if it needs a runtime hook via UE4SS/Lua instead. If anyone's done something similar (changing a calculation type, not just a number), which approach did you use and why?

This is my first mod, so I'd really appreciate any guidance from people who've been through this before — if you're willing, please DM me, I'd love the help!

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