Any suggestions? Maybe some other status would be better for some damage type. Or maybe 2 statuses can be used for same damage type? If it good logical suggestion, I will implement it.
Working on editing status descriptions. Done in 1.1!
Heya! I took the time to put together some more ideas, because I love this mod so much. Thank you for creating it 💜 Vulnerability Combos
* Cold: Chilled, Bone Chilled, Encrusted with frost, Frostbite (Frostbite is ingame but unused, some mods use it tho) * Necrotic: Cursed, Diseased, Maimed, Hamstrung, Rendered Flesh * Force: Prone, Off-balance, Reeling * Fire: Noxious Fumes, Grease (because flammable) * Acid: Acid (condition), Noxious Fumes * Radiant: Light (condition) (I also light = vuln to blind) * Psychic: Agitated
Furthermore, what about resistances? It might be an interesting way to balance out the dmg, and make combat more tactical.
Resistance Combos
* Radiant: Bone chilled, Arms of Hadar, Cursed (Which might include "cursed weapon (condition)", as a lil' buff to ppl who use them) * Necrotic: Guiding Bolt, Moonbeam, Sunbeam * Force: Reverberation (If your whole body is vibrating and being shaken at high frequency, blunt force might not transfer properly. Technically this idea would include bludgeoning aswell, but thats a really unfun/huge nerf to any thunder-hammer style builds.) * Lightning: Paralysed, Hold Person (Electricity causes neurological damage. I'm not a scientist but maybe magically can't move a muscle = dampened bodily harm?) * Piercing: Electrocuted, Jolted, Shocked (Rigid muscles + spasms = harder to stab) * Fire: Stoneskin, Petrified * Psychic: Dazed, Madness (If you can't think, you can't be hurt by thoughts) * Acid, Burning(condition): Disease, Contagion (Fire and acid both sterilise)
And finally one which is a bit of a reach:
* Blind(condition) = See Invisibility. Hear me out xD If you are blinded, you have to rely on sound. So you might not literally "see" people, but being hidden or invisible would no longer matter cuz you are relying on your other senses.
I'm finding it real hard to get enemies vulnerable to necrotic, there's like 3 spells in the entire game that give any of the required statuses. Maybe put bleeding to give vulnerable to necrotic. Rotting open wounds make sense to me.
I seen many blood mage mods who use necrotic damage as main damage type and also makes enemies bleed, meanwhile your mod maked bleed enemies vurneable to poison and other one, so i want to ask patch where bleeding results enemy to be vurneable to necrotic damage
Mod is fantastic in its current implementation already, but if you're still open to suggestions, I think damage scaling/tuning is what this mod needs the most.
Having just completed a full honor run with this from start to finish, being able to make everyone vulnerable to everything trivializes almost every encounter if done right. Combat becomes even more routine since the debuff+dps on vulnerability combos are so much better than doing anything else. This was a problem with vanilla too with wet and lightning ofc, but reducing vulnerability damage mult would solve that issue too.
Recommend something like 25-50% dmg bonus when attacking weaknesses instead of vanilla 100%
*** TLDR combos fun damage op, nerf damage add combo pairings others have suggested
Very interesting mod and looks very nice for making lightning and cold not as nuts, but I do want to make a suggestion. Radiating orb gives radiant damage vulnerability akin to reverberance giving thunder vulnerability.
I is compatible with BG3MM just update all the stuff. https://www.reddit.com/r/BaldursGate3/comments/1faxckj/adding_mods_after_p7_master_post_with_links_wip/
64 comments
Maybe some other status would be better for some damage type. Or maybe 2 statuses can be used for same damage type?
If it good logical suggestion, I will implement it.
Working on editing status descriptions. Done in 1.1!
Vulnerability Combos
* Cold: Chilled, Bone Chilled, Encrusted with frost, Frostbite
(Frostbite is ingame but unused, some mods use it tho)
* Necrotic: Cursed, Diseased, Maimed, Hamstrung, Rendered Flesh
* Force: Prone, Off-balance, Reeling
* Fire: Noxious Fumes, Grease
(because flammable)
* Acid: Acid (condition), Noxious Fumes
* Radiant: Light (condition)
(I also light = vuln to blind)
* Psychic: Agitated
Furthermore, what about resistances? It might be an interesting way to balance out the dmg, and make combat more tactical.
Resistance Combos
* Radiant: Bone chilled, Arms of Hadar, Cursed
(Which might include "cursed weapon (condition)", as a lil' buff to ppl who use them)
* Necrotic: Guiding Bolt, Moonbeam, Sunbeam
* Force: Reverberation
(If your whole body is vibrating and being shaken at high frequency, blunt force might not transfer properly.
Technically this idea would include bludgeoning aswell, but thats a really unfun/huge nerf to any thunder-hammer style builds.)
* Lightning: Paralysed, Hold Person
(Electricity causes neurological damage. I'm not a scientist but maybe magically can't move a muscle = dampened bodily harm?)
* Piercing: Electrocuted, Jolted, Shocked
(Rigid muscles + spasms = harder to stab)
* Fire: Stoneskin, Petrified
* Psychic: Dazed, Madness
(If you can't think, you can't be hurt by thoughts)
* Acid, Burning(condition): Disease, Contagion
(Fire and acid both sterilise)
And finally one which is a bit of a reach:
* Blind(condition) = See Invisibility. Hear me out xD
If you are blinded, you have to rely on sound. So you might not literally "see" people, but being hidden or invisible would no longer matter cuz you are relying on your other senses.
Light, Produce Flame, Radiating Orb, Daylight, Dancing Lights all have conditions.
But it its probably OP to have cantrips apply it, and for spirit guardians to synergize even more with radiating orb.
But it would finally give a use to Daylight.
Maybe put bleeding to give vulnerable to necrotic. Rotting open wounds make sense to me.
Having just completed a full honor run with this from start to finish, being able to make everyone vulnerable to everything trivializes almost every encounter if done right. Combat becomes even more routine since the debuff+dps on vulnerability combos are so much better than doing anything else. This was a problem with vanilla too with wet and lightning ofc, but reducing vulnerability damage mult would solve that issue too.
Recommend something like 25-50% dmg bonus when attacking weaknesses instead of vanilla 100%
***
TLDR combos fun damage op, nerf damage add combo pairings others have suggested
is there nerf mod of vulnerable ?
or give a advantage
https://www.reddit.com/r/BaldursGate3/comments/1faxckj/adding_mods_after_p7_master_post_with_links_wip/