The Witcher 3

File information

Last updated

Original upload

Created by

ETI and community

Uploaded by

etisvoloch

Virus scan

Safe to use

About this mod

OLFR is a WIP community mod. It aims to fix the weird Vanilla design of prelevel growing resistances and setup enemies resists in a lore-friendly way. Achieving this will add proper resistances and weakneses to enemies and fix well known Vanilla behaviour of signs being utter garbage at later levels.

Requirements
Permissions and credits
Changelogs
OLFR is a WIP community mod. You may ask "Wat de fug do you mean by community mod?". The answer is simple - it is the community who will decide what resistances should look like. And no, don't think that argument of "make golems be weak to force(Aard) by -200% coz the force is with you brah" will work.

This mod is meant to be used with latest test release of W3EE by Reaperrz(seriously why wouldn't you) and probably will be integrated when it will be done and stable.
Still I will provide a version for Vanilla, later on. I will balance base game first, then HoS enemies and finally BaW.

So basically if you have any good ideas with real arguments which are either lore-friendly or logical - feel free to post them in comments, I will review them and impliment.

Can't stress it enought - I need your help and feedback.

A good example: "Werewolfs in bestiary are weak to Igni, but their Vanilla resists for fire and burning damage are 0% and their burning resist is 25% which makes no sense." And so on.

The state of overhaul:

Vanilla
Monsters - Done
Humans - Done

HoS
Monsters - Done
Humans - Done

BaW
Monsters - Done
Humans - No separate file for humans

Here is the LINK to google spreadsheet with resists.
First tab is Vanilla resists for reference. Second is a 2D matrix with color formating and filters to sort things. You could save a copy to your google drive to sort things however you want.

For "General" resists Physical,Slashing,Piercing,Bludgeoning,Rending,Elemental - for the first iteration they all will be the same (still will follow the
gradation system). Tho they will be adjusted later on (like golems are stone fortresses and should be hardly immune to slashing,piercing and rending while vulnerable to bludgeoning and so on).

Some rules of thumb:
1. Bleeding and poison resistances are tighted to overall BODY/SKIN strength. So in other words it is dependant on so called "general" resistances and if an enemy has 25% general resist it means that its body and skin are also 25% harder to cut. Ofc there are some edge cases when enemy just got no
blood at all and so on.
2. Bleeding and poison damage resistances depends on natural ability to regenerate BUT while bleeding damage resist will go up the more "regenerative" enemy is - other one will go down. Faster metabolism means that toxins circulate faster (causing more harm).
3. Burning resist depends on lots of factors. Its a system of weights to be honest. So if enemy has lots of shit that could burn its -50% resist(fur on wolves,bears for example), some things to burn -25% (katakan have hair,gryphon have feathers and so on) and on the other side resist depends on body strength so wyvern got 75% resist, forktail 50% and nekker 25%. Other thing that should be accounted for - water, lots of water covering enemy means +50% resist, a bit of water +25%.
4. Burning damage and Fire resistance negatively affected by armor. The more armor enemy has - the more fire damage it takes (its like boiling inside a can). While positively affected by water or ice.
5. Frost resistance is controversal to fire in most cases.
6. Shock resistance depends on 4 factors. Water - a bit of water -25%, lots of water -50%. Size - from 0% up to +50% with +25% at middle size. Solidity - from from 0% up to -50% with -25% at middle. Armor - light and medium 25%, heavy -50%.
7. Force depends on overall weight and size, starting from 0 for small creatures up to 100% for big ones.
8. Will is tricky.