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nFmous

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nsanexer0

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32 comments

  1. marianojoey
    marianojoey
    • member
    • 1 kudos
    Hey, great mod, please make it for DE too. :)
  2. Sizzt
    Sizzt
    • member
    • 0 kudos
    Any update?
  3. CamTheKitty
    CamTheKitty
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    • 0 kudos
    Making people miss more, even when they normally do more damage, is just irritating to play
  4. Raindow
    Raindow
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    • 0 kudos
    Could I just make one suggestion? To make Stunned and Penetrate to not pierce armor. I really like how shocked and chill can, but the fact that even frozen surfaces will freeze a character with magic armor is a little too broken for me. Same for stunned.

    Nice mod, tho.
  5. Garkhan
    Garkhan
    • member
    • 1 kudos
    Hey I found something weird with the incarnate. It always has 0% chance to hit no matter what with this mod. Bug or intended? Thanks in advance.
    1. kayxzer
      kayxzer
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      • 0 kudos
      the same, any fixes?
    2. KoteBegemote
      KoteBegemote
      • member
      • 17 kudos
      This mod changes some parameters in summon incarnate character. The author does not mention this in the description. Try to delete everything that is connected with this, maybe it will help

      Edit: Okay, I just checked, the problem is that some values are added in the wrong place. There are two ways to solve. First, add the values correctly. The second, remove everything that is associated with the incarnate character. In both cases, the problem is solved
    3. KoteBegemote
      KoteBegemote
      • member
      • 17 kudos
      @ nsanexer0
      Some parameters that you added for incarnate do not work, because they are calculated based on the values of the master. It's DamageBoost, CriticalChance, Accuracy. The ones that work are PiercingResistance, PhysicalResistance and of course Armor. But I do not think that it makes sense to change all this, in my opinion, even without it, everything is good
    4. Virake
      Virake
      • premium
      • 12 kudos
      integrated the suggested solution here: https://www.nexusmods.com/divinityoriginalsin2/mods/187/

      I tested it, seems to work.
  6. jm206
    jm206
    • member
    • 1 kudos
    Love the mod! Game was seriously unplayable garbage without it. Physical and magic armor blocking all status was truly bullshit. By the time you strip those down, they're already dead. They turned Divinity into a mindless hack & slash arcade game, brute force everything and win, zero thinking required. Never even left Fort Joy because the combat was such boring shit.

    This finally makes the game feel more like D:OS and makes CC and strategy actually worthwhile again.
  7. KoteBegemote
    KoteBegemote
    • member
    • 17 kudos
    Wonderful mod. Perfect balance is not an easy task. Even the Lorians confessed that they did not everyone succeeded. I for myself made a similar mod, but your turned out even better. Interestingly, you changed some of the statuses to the category penetrate armor, while others are not, is it done as a counterbalance to the talent of the glass cannon? Or is there another reason? I hope that you will continue to work
  8. ZerdLR
    ZerdLR
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    • 16 kudos
    There's an alternative solution to the armor system that is currently being discussed throughout the Larian's forums. Add the armors to the characters' health pool and make attacks deal damage to both health and the respective armor (or hit both armors with a bonus to the appropriate armor). Also, maybe a harder thing to implement, the so desired RNG statuses: the % armor left after being hit by an attack is related (not necessarily directly) to the chance of resisting the spell's effects, thus allowing debilitating skills to be used on the beginning of the fight (at the player's discretion). Maybe, with that, rework the defensive spells (specially Perseverance) to increase the chance to resist statuses (maybe adding a 5% base when 0 armor per point) and add one offensive spell to increase the chance of applying statuses using the same philosophy.

    Anyway, thanks for the good work on the mod, is good to see the community is taking the matter to our own hands. As soon as you release the mod for Tactician play, I'll give it a shot
    1. nsanexer0
      nsanexer0
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      • 0 kudos
      Thanks, yeah I've seen a few posts about that... I don't know why they implemented the current system, it's just not "Fun"
      This game is suppose to replicate D& (for the most part) and that isn't anywhere how it should work. Its a roll... X roll out of X = yes/no for cc
      or even just a flat % wouldve been better lol
  9. justinf10000
    justinf10000
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    Do all of these changes only apply to normal mode? Will any work on tactician?
    1. nsanexer0
      nsanexer0
      • supporter
      • 0 kudos
      Right now, its currently pretty imbalanced as far as tactician.
      Getting close to finishing normal tweaks, afterwards ill try tactician.

      Few more days.

      Currently working on 2 other mods and trying to keep my group together for play through so its taking me a bit :p
  10. kalenics
    kalenics
    • member
    • 2 kudos
    Can I request a version with the same numbers as the classic (normal) difficulty but on tactician (hardcore). I just want the added enemy abilities with the same stat progression as the player characters.
    1. nsanexer0
      nsanexer0
      • supporter
      • 0 kudos
      Yeah I'll upload it tomorrow