The Witcher 3
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Fnts

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Witcher 3 sign skills, sign related perks and mutations overhaul. Fixes damage scaling, balance, makes all skills useful regardless the player level. Now you can have a good game with total sign oriented griffon build as well as use some sign skills as a support for other builds.

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The mod is now obsolete!!!
I recommend switching to Witcher 3 Enhanced Edition, especially to my line of the mod: Less Hardcore Witcher 3 Enchanced Edition. I intend to move my ideas there where it fits.

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Witcher 3 sign skills, sign related perks and mutations overhaul. Fixes damage scaling, balance, makes all skills useful regardless the player level. Now you can have a good game with total sign oriented griffon build as well as use some sign skills as a support for other builds. This mod is a part of Grand Balance Repair.


Changes description:

- Integrates Improved Axii

  • Sign powering skills changed from 5% per level to 8% per level - except Axii sign.
  • Stamina regen increase rate for each sign skill level increased from 0.5 per sec to 0.7.*
  • Adjusted griffon school perk*. Lowered the stamina gain to 3 per sec (from vanilla 5, obviously monstrous value) per moderate armor part. Raised the sign power from 5% to 7% per moderate armor part.
  • Yrden slowdown is no scaling from 30% to 55%. Vanilla is too low. 55% seems fair to me, higher value would be OP. Also the spellpower required to reach max slowdown is raised from 300% to 350%.
  • Yrden Shock damage scales now with Geralt's level. Also made it weaker on low levels like < 10, because it was OP then.
  • Shock resistances greatly reduced.
  • Yrden Supercharged Glyphs damage now scales with both Geralt's level and spellpower. What a joke of a 4th row skill in vanilla.
  • Major improvement: Aard force knockdown applicator logic reworked. Aard (and Quen Explosion level 3) force knockdown applicator is now better randomized and scales smoothly with sign power. This way extreme situations of very underpowered or overpowered force are no longer the case. Randomness gives better game feeling. Force per level enemies resistances could be greatly reduced, so that they act only as a kind of difficulty small increment on higher levels or to distinguish between enemy types that should be more force resistant. On stats screen, there is now more useful information of a chance of at least light knockdown with Aard on typical non-large, non-shielded, non-weak to Aard enemy displayed. Note that Aard stagger is always 100% chance, then the effects are: long stagger, (light) knockdown, heavy knockdown. Heavy knockdown duration is adjusted to counter the reduced per level force resistances.
  • Aard Shock Wave force damage scales with Geralt's level and spellpower in addition to skill level. Another joke in vanilla.
  • Aard alternative cast (Aard Sweep) is now really weaker (25% on 3rd level). E.g. if Geralt has 200% Aard spellpower and Aard Sweep level 3, the spellpower for the alt cast will be (200% + 100%) * 0.75 - 100% = 125% (as displayed on stats). Aard Sweep stamina cost slightly increased from 60 to 65. So now alt Aard is a real alternative, not substitute of base cast and is no more that overpowered.
  • Major improvement: Balanced Quen**. Base cast quen will now only absorb as much damage as the shield value (with spellpower). Armor and other damage resist sources have now limited effect on Quen efficiency. Base shield value raised significantly to balance out that changes. Persistent Quen healing factor reduced by about 45% on average. Both base cast and persistent shield value scales also with Geralt's level. Quen Explosion damage scales now with Geralt's level. Quen Explosion level 3 force applicator chance is set to 35% and the logic is then same as for Aard but with Quen spellpower. Quen Discharge scales with Geralt's level to counter increasing HP of enemies and not that much the damage that Quen absorbs.
  • Igni direct fire damage greatly increased and scales with Geralt's level (and spellpower as vanilla). Both basic cast and alternate cast. Igni direct damage starts logarithmic scaling on spellpower > 2.5 (150% as in UI).
  • Major improvement: Igni firestream rework. It last now shorter (higher stamina cost), but is more powerful. Burning from firestream applies always (as it is weaker), unless the enemy is immune to burning, in which case stagger is applied. Fire damage (not burning) is no longer considered as damage over time, thus there will be no overheighted burning resistances on high levels reducing its damage too much. This way firestream is finally usable on lower spellpowers also and it gives better dynamics.
  • Reworked base cast Igni burn apply chance function. It is now more flat, with higher burning chances on lower spellpowers and slightly lower on higher. There is a bit lower burning chance explicitly for large enemies.
  • Major improvement: Igni Pyromaniac skill now gives burning effect bonuses. The old effect of the skill still exists, but is nerfed to 3% burn chance increase per skill level. Now on skill level five, it gives also 35% burning duration boost and 25% damage per second boost. If you wanna watch the world burn, then this is the skill for you!
  • On stats screen the displayed burn chance is now closer to actual average value.
  • Burning resistances per enemy level adjusted. Moderately reduced for humans and group monsters. Slightly reduced for single monsters in base game and raised in NG+ - that too big NG+ nerf is probably a bug in vanilla. Anyway it is recommended to use Realistic Burning optional file for better perl level enemies burning resistances control.
  • Improved Igni Melt Armor logic. Now it really melts armor. NOTE: This change is available in optional Realistic Burning.
  • Magic Sensibilities mutation params nerfed significantly to counter increased sign damages. Fixed vanilla bug with overpowered burning - this has side effect of turning off mutation effect when an enemy dies of burning - the effects are still present when killed with direct damage.
  • Griffon first set bonus weakened significantly. Now it doesn't allow a free cast, but a cast with twice reduced cost - either 60 stamina or 0.6 adrenaline. Prolonged the reduced cost time by 1 second also.
  • Griffon second set bonus weakened significantly for balance.
  • Major improvementConductors of Magic mutation rework. The mutation enhances now all signs in different way making Geralt a true Witcher-wizard. The vanilla effect of mutation is now only for Igni. So it looks like this:
    Aard: +40% spellpower
    Igni: Adds 50% of currently held sword damage to Igni direct fire damage
    Yrden: +1 base cast traps, +5% slowdown, Yrden shock have a chance to cause blindness effect
    Quen: +15% shield health base cast, +20% channeled, Quen Explosion level 3 knockdown chance +10%, Quen Explosion has a chance to trigger even if the Quen is not depleted and that is independent from having actual Quen Explosion skill, Quen Discharge damage +15%
    Axii: Confused or puppet enemy receives 2x any damage from player, except Igni and effects damage over time, when Axii cast (base or puppet) is interupted, the enemy gets reflected confusion effect
  • Major improvement: Piercing Cold mutation logic rework and balance***. Deals less base damage, but scales with Geralt's level and spellpower. Also the damage is now equally divided into force and frost damage. In vanilla it actually didn't scale with spellpower in combat computations but it did on mutations info screen. Slowdown frost chance reduced from 100% to 70%. Instant kill is possible when enemy HP is < 50%. Otherwise a frost health drain will be applied. The health drain effect is possible also for enemies immune to freeze or knockdown.***
  • Utility change: disabled annoying igni firestream critical hud messages with Magic Sensibilities.
  • 3rd and 4th row sign skills requirements reduced by 3 points each.
  • Focus perk efficiency increased - gives now +15% sign power per adrenaline point instead of 10%.
  • Major improvement: Katakan Decoction and Focus perk now also introduce sign critical hit possibility. Increases chance by 8% each and adds up with the Magic Sensibilities mutation. This part requires Blood and Wine naturally. Use with Grand Balance Repair for Katakan decoction to increase weapon critical chance by 8% also.
  • Fixed a vanilla bug of Rage Management vs. alternate casts. Alternate casts can be performed properly now at the cost of adrenaline with this perk, providing that current adrenaline is >= 1. Increases a bit adrenaline cost for alternate casts, by about 30% for balance.
  • Fixed a vanilla bug of missing flames animation with glyphword Rotation and Igni power skill.
  • Adjusted stamina regeneration curve. It is now regressive linear from 1 to 0.5 factor. On lower stamina regeneration values, the change will be very small or none, then the higher the stamina regen is, the stronger nerf it will get. This way the griffon builds won't be that OP with too high stamina regen, preventing excessive signs flood.
  • Fixed Ekchidna decoction, by normalizing its healing ratio to current stamina regen. Also taking account of gryphon 1st set bonus, which greatly increases the number of this mutagen's healing triggers. However armor stamina regen influence is not taken into account. This fix went into this mod, because of stamina regen dependency. For other decoctions fixes, see Grand Balance Repair - alchemy module.




Optional file
Realistic Burning. See Grand Balance Repair for description.

Asterisks from description:
Spoiler:  
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* Note that the griffon school builds will not suffer from overall stamina regen decrease, because what is lowered on griffon perk is regained in stamina regen on sign skills. The rationale for this change is that non griffon builds have extremely low stamina regen rate in comparison to griffon one. Seeing how the proper griffon power build can kick ass with signs, I found it reasonable to sligthly increase the sign efficiency generally for non griffon builds.
**Quen Balance details:
- resistance when quen active adjusted in a way that if there is a quen active and it is going to absorb damage, the resistance formula is as follows: If the resistance is < 30%, it remains intact. If the resistance is greater than 30%, the surplus is divided by 2. So with 100% resistance, the particular damage resistance with active quen would be 65%.
- Quen Explosion damage: 4 * GeraltLevel, silver: 5.5 * GeraltLevel
- base cast quen shield value: 400 + 2 * geraltLevel and will only absorb as much damage as the shield value left. Any part of shield left will also eliminate Geralt's stagger on hit, thus possibly breaking any action. This way the Quen will no longer be that OP on low spellpowers and will scale more smoothly with spellpower.
- persistent quen shield strength increase by 0.5% per Geralt level, so up to 50% on level 100
- persistent Quen healing factor reduced by about 45%
- persistent quen now absorbs all damage when it breaks, but the healing amount is reduced by the not absorbed damage, possibly to zero.
- Quen Discharge scales with Geralt's level to counter increasing HP of enemies and not that much the damage that Quen absorbs.
- Quen Discharge receives now also a constant penalty in case of alternate cast (damage divided by 2) - that is because in such case it can deal way lot more damage than base cast
- Bear set full bonus weakened in case of Quen Discharge (from 3x to 2x damage).

This change is compatible with Enhanced Quen mod.

***The chance and the strength of the health drain effect depends on following factors: Aard spellpower, enemy's force resistance, freeze immunity, special enemy capabilities such as being large or shielded. With those changes the mutation is sligthly weaker against small, group enemies and stronger against large or frost resistant or force resistant enemies. This change is mostly due to the fact that Aard with Piercing Cold obviously becomes main sign so should be more versatile. 


Compatible with 1.31*, Hearts of Stone, Blood and Wine and NG+.
*Both GOTY and non-GOTY.

Incompatible with standalone version of Enemy Scaling for 1.30 use Enemy Scaling module from Grand Balance Repair instead.

Installation (manual):
Unzip the archive into: <game_installation_folder>/Mods/
If you update, delete the previous mod folder first: <game_installation_folder>/Mods/modSignsOverhaul

After installation (manual or NMM) or update, remember to use script/file merger to check for conflicts (unless you don't have other mods): File merger
After update, make sure you delete all merges of files modified by this mod and make them again.
This way you can make the mods that modify the same file work. Also you can more-less see whether those mods are compatible - if there are heavy conflicts, there is high chance they aren't.

Installation of Realistic Burning optional file additional instructions:
1. Unzip the archive into: <game_installation_folder>/Mods/ (Nexus Manager does it for you)
2. Copy <game_installation_folder>/Mods/modGBRRealisticBurning/bin folder to <game_installation_folder> (configuration definitions XML).
3. Go into configuration and set one of presets at first start.


Recommended mods:
Grand Balance Repair (at least: Realistic Burning module for better burning effect logic and burning resistances customization, Enemy Scaling module as of reasons described in Improved Axii and Equipment module for runewords correction)
No instant kill on knockdown (no instant kill on knocked down enemy with hp > 40%, so that it is not that easy with Aard heavily knocked down enemies)


Mods worth considering:
Enhanced Quen (my quen balance change is compatible, the config I use is quenTimeExtension = 0, quenPersists = true, the rest as default)

Feel free to report bugs or post suggestions.

Recent updates:

Version 1.23
+Realistic Burning version 1.02

Reworked base cast Igni burn apply chance function - it is now more flat, with higher burning chances on lower spellpowers and slightly lower on higher.

Igni firestream major change. Firestream is now shorter (more stamina cost) but more powerful. Also burning is applied always from firestream, unless the enemy is immune to burning, in which case stagger is applied. This way firestream is finally usable on lower spellpowers also and for higher   spellpowers it gives better dynamics.

Yrden slowdown now scales from 30% to 55%, which is reached on spellpower 350%. So with Conductors of Magic mutation max is 60%.
Strengthened a bit Ekchidna decoction. Also in its stamina normalization it doesn't take armor into account, which means this mutagen is more effective the lighter the armor is.

Nerfed more both gryphon set bonuses, as gryphon build is generally the easiest. First set allows now extra cast at 60 stamina or 0.6 adrenaline cost. Second set bonus has lower bonuses.

Conductors of Magic mutation persistent Quen healing factor boost is removed - overpowered as the increased shield HP already gives more healing potential in one cast.

Igni Pyromaniac burn chance gain lowered to 3% per skill level, with new burning chance function, this value can be lower.

Lowered by 20% Melt Armor skill trigger with firestream time.