Dragon Age: Origins
0 of 0

File information

Last updated

Original upload

Created by

_redruM_

Uploaded by

_redruM_

Virus scan

Safe to use

566 comments

  1. warrof
    warrof
    • supporter
    • 3 kudos
    So yeah, Berwick and Ser Perth are, ummm, lacking in clothing. I've seen that some others have this issue... anyone found a fix?

    Also, I've been looking at dmgs (since a lot of people are complaining about swords doing nothing compared to magic and Daggers), And I agree. Alaster can't do any dmg (he has a 27.3dmg and 6AP), I'm guessing this has to do with his lower cunning score (as my rouge character and Leliana hit hard and often) because he isn't hitting often either.

    BTW I just noticed that the dmg formulas are off in the desciption.
    7/(12-6)=1.167 Not 3.5.
    (7*3)/(12-6)=3.5 Not 10.5
    1. yllib1
      yllib1
      • member
      • 0 kudos
      Can't comment on Berwick and Ser Perth (haven't gotten far in this mod but have done a lot of reading on it), but most likely due to the increase in Str requirements for items, and the way the items scale with level, attribute points are distributed on NPC's etc. I imagine if you get to Redcliffe at a lower level you will not have this issue.

      As for doing next to no damage with swords, if you look at their base armour penetration, as opposed to most other weapons, you will quickly see why you do no damage (due largely to the new damage calculation and item tweaks). Ways around this could be to pump some points into cunning, equip +cun or +armour pen gear, run with telekinetic weapons, etc. Though to be honest I think you'll probably have to reassess your use of swords, and that they effectively become stat sticks (ie only use ones with good passive bonuses; +attributes, resistances, regeneration etc.) and delegate them to dedicated tanks only. If you want one handed damage that isn't a dagger, axes and maces are the way to go. This mod encourages you to invest in multiple attributes, as opposed to vanilla where you basically invest the bare minimum for talents/gear then dump the rest into one specific stat (CUN for rogues, STR for DPS warriors, DEX for tank, MAG for mage). In fact, if you don't you will surely fail to make it past the opening areas on anything above easy.

      I think you have misread the damage calculation; it is 7/(12/6)=3.5 and (7*3)/(12/6)=10.5


      As for the people complaining about the modals effecting enemies as well, it is clearly stated in the documentation that this is intentional. If you want to have any great success with any mages, you absolutely must install the spell shaping mod, along with the specific adjustments to it for this mod. Then MAX it ASAP with your mages.

      Something I noticed as well is it seems the fatigue bonus from stats is applied permanently; ie if you change your race/class enough during character creation you will end up with ludicrously low fatigue levels, as low as -100%. This also happens if you use a respec item, and when you select a specialization. I will do some more testing and see whether the other attribute changes are also effected. Not sure how easy this would be to fix as I have zero experience with making mods/modifying files.

      If anyone is still even looking at this thread...
    2. xtchizobr
      xtchizobr
      • member
      • 2 kudos
      Yes, the wonky fatigue issue is definitely a problem, I can confirm I see it happening on virtually all characters, even those I haven't used the raven respec potion on. Though the raven's respec potion definitely compounds the issue.

      Honestly there just don't seem to be any good reasons to use this mod since it creates more problems than it solves.
  2. xtchizobr
    xtchizobr
    • member
    • 2 kudos
    The author has absolutely no idea how math works. At all.

    On Normal difficulty levels, your mage will be killed with a single hit and they permanently draw aggro if they do anything whatsoever. This is partly because they can crit for 150 at level 2... Warriors deal single digit damage to enemies and this never improves no matter how you enchant your equipment or what you buff them with (which doesn't help the aggro situation). Even with the best armor and shields, your warriors will die in roughly four seconds of combat in the early game (so 8 seconds total, since your heal now has a lengthy cooldown), and even the best poultices only restore about 10% of your hp per use, which triggers the cooldown on the poultice so you can't use more than one per combat (due to the extreme cooldown). Rogue damage is all over the place with wildly inappropriate damage from crits and backstabs but single digit damage otherwise. You can survive this early phase of the game by switching to Easy mode, which nerfs enemies enough that they don't do anything to you at all. And then switching back to Normal difficulty by mid game, suddenly your characters (except for mages who still aren't wearing armor) are invincible, taking only 1 or 2 points of damage from all enemies... until an enemy mage one-shots your entire party with a single fireball that hits everyone for about 500 damage each.

    This mod purports to make the game more strategic or whatever. It does not. It also does not behave according to the "rules" it claims to establish. For example, spells are supposed to place the mage on a (new) global cooldown after casting a spell. What actually happens is that each spell triggers a specific cooldown on all other spells - but this cooldown is not standardized, it depends on the specific spell you just cast. For example the new area effect root spell which triggers an absolutely astronomical cooldown on all your spells (approximately 40 - 60 seconds!! depending on your Cunning)... which means in practice it will be the only spell you can cast for that entire fight unless it somehow lasts longer than 80 seconds. Which is absurd since the root spell itself only lasts about a dozen seconds or so (and does pitiful damage while doing so, by the way). This never improves sufficiently, so by the mid game your mage is nothing but a healbot because you can't afford the time to cast anything but heal spam or else your party wipes. If you cast anything else but heals, it's the last thing you'll ever cast because of the cooldown blocking ALL of your other spells for a minute or more.

    For another example, swords have such pitiful armor penetration that they are guaranteed to do only a single point of damage per hit past Ostagar. Yes, this with / because of the mod's altered math: by mid game, enemies have armor ratings around 30 - 40, which means you need a penetration of about 10 or more in order to reduce the divisor against your own damage down to about 3 or 4 (meaning your damage is quartered before being applied). But even the best swords in the game only have a penetration rating of about 2.0 by that point in the game. Which means your damage is being divided by a factor of 15 - 20 which means your damage is reduced to only about 5% of pre-mitigation. In a game where your min-maxed warriors have maybe 35 Strength by end game (because they must spread out their stats in order to hit anything at all ever, have enough stamina to do anything at all ever, and have enough HP to survive four seconds of combat in between Heals). Which means your base damage from Strength is only about 25, and then adding in whatever the base damage of the weapon is. Which in the case of midgame swords is somewhere around 15 - 20. As you can see, this is why swords are reduced to single digits of damage as described by the mod's damage formula: ~45 damage, divided by ~17 post-penetration armor (35 / 2 give or take a few decimals) which comes out to about 2 or 3 points of damage. When enemies have about 500 hit points or more in the case of bosses.

    The mod just breaks the math with arbitrary changes and absolutely no playtesting or feedback considered in the development. The author just changed stuff by eye and assumed it was all ok. It isn't.

    Worse, the mod introduces several extremely disruptive bugs to the classes - it breaks Zevran's Assassin specialization, causing weird talents to display in his levelup selections and permanently eats talent points without giving you anything for them. This mod all by itself basically removes Zevran from the game. The new spells it introduces to the Creation school for mages are poorly balanced and you can't get those points back with a respec potion (if you're using that mod). The overhaul mod also introduces weird bugs involving Fatigue and Resistances infinitely stacking up any time you alter your stats or buy skills - which you do every single time you level up, for example. So by level 12, your character has -60% Fatigue and 99% elemental resistances for no reason at all.

    This mod breaks your game, making it completely unplayable past the tutorial, ruins many mechanics with disruptive bugs, and it does not add any meaningful content or functionality whatsoever. Do not use it.
  3. jaypeeparungao
    jaypeeparungao
    • member
    • 0 kudos
    is there a way to remove the universal cooldown for spells?
  4. SilverLucario
    SilverLucario
    • BANNED
    • 3 kudos
    I guess they are not going to do more Updates of the Mod ...

    To see ... I ask ... is a stupid thing but I would like to resolve this doubt ...

    Is it possible to only install the upgrades of specializations, and the skills of the magician? And the Skill I liked all that idea ... what else sounds good but I see that in practice is more difficult ... I was attracted to the idea of the new skills of the magician I liked ...: D I hope you realize A more complete update of this mod that really promises
  5. Nixk94
    Nixk94
    • member
    • 0 kudos
    Hello.
    What i like about the mod:
    - The new skills are interesting. Especially for mages.
    - Specialzations actually make a difference.
    - More stats become more interesting.

    What i dislike about the mod:
    - The balance is totally messed up. My Lv 5 Mage deals way more damage than a lv 20 2-handed warrior, among other issues.
    - Stats have become more important than strategy. Characters with normal gear can´t do anything, characters with good gear can solo the game. (On Hard difficulty)
    - Global Cooldowns on mages are spoiling the fun. But thats just my opinion.

    Result: Run through the game with a well geared melee fighter and a hybrid (heal/dps) mage, without using much strategy.

    A suggestion:
    - Reduce the spell potency for quickly casted spells. Winters Grasp (casted by a lv 5 mage) shouldn´t crit for 300 damage on a hurlock.

    Overall i think the vanilla balance is surperior at the moment. I´d like to know wich files are responsible for the specializations, attribute changes and new talents, so i can remove the others from my override folder.

    Edit.: Tested around a bit with moving files. Seems like it isn´t possible to just grab the parts i want. :x
  6. Rhuarc5
    Rhuarc5
    • member
    • 0 kudos
    Doe anybody know why i dont have an skill descriptions? All new skills that were added are just icons and i dont know what effects these skills have?!
  7. ziemniaktank
    ziemniaktank
    • member
    • 0 kudos
    Hi!
    Could anybody, which is good-at-modding tell me which files are responsible for specializations, races and atributes changes? I just wanna to use only them, other things are fighting with the rest of my mods and game becomes unplayable.
  8. Korach
    Korach
    • member
    • 0 kudos
    I don't know if its this mod, but when this mod is installed, maybe with a conflict or by itself, but my The Sorrows of Arlathan goes from 34 Dex requirement to 32 Strength requirement. Any help?
    1. warrof
      warrof
      • supporter
      • 3 kudos
      Mine is 32 Dex, so probably a conflict.
    2. yllib1
      yllib1
      • member
      • 0 kudos
      Not sure how yours is still DEX if you are using this mod, as it changes all gear requirements apart from mage gear to STR.
  9. yllib1
    yllib1
    • member
    • 0 kudos
    Double post sorry!
  10. Calvet
    Calvet
    • member
    • 0 kudos
    I don't know if this was intentional but daggers deal more damage then swords.