Dragon Age: Inquisition

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Tyragon1991

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Tyragon1991

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About this mod

This mod achieves higher diversity of crafting choices by buffing items that lack upgrade slots, balancing most schematics and providing a wider range of crafting options.

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What does this mod do?

The mod aims to improve on Dragon Age: Inquisition’s crafting schematics for weapons and armor, by addressing the following issues:


Issue 1: Despite the large amount of weapon and armor schematics available to us, we will always craft the same items which are superior to others.
Solution: The mod balances out most of the schematics by buffing or nerfing specific ones. This refers to changes to either Armor/Damage values, or the amount of materials that can be placed in Offense/Utility/Defense slots. Sometimes, the type of a slot may be changed as well (for example, from Utility to Defense.)
 

Issue 2: Items without upgrade slots (like one-piece armors and some weapons) are most of the time vastly inferior to their counterparts. For example, getting a tier 4 schematic for a staff that looks good and powerful, but in the end, proves to be inferior to your tier 3 staff with its two upgrades.
Solution: The mod buffs items without upgrade slots up to a point where they can compete with items with upgrade slots. This leaves it for you to decide whether your character needs a regular armor with customized upgrades, or if that one-piece armor’s slots will suffice. Same applies to weapons without upgrade slots.
 

Issue 3: Sometimes when you’re testing a new out-of-the-ordinary build, you struggle to find the armor or weapon with the appropriate material slots, or schematics seem too alike and lacking diversity, especially in lower tiers.
Solution: Some of the schematics have had changes to their slot types to provide more diverse choice. A good example is the tier 1 one-handed weapons which ALL have Offense: 4 Leather as their only slot. This mod has changed them so now one of them has a leather slot, the other – metal, and the third – cloth.

 

Balancing curve

Here I will explain how the schematics have been balanced. Other than the obvious tier progression, there are several more things to take note of:
  • A ‘superior’ armor will be stronger than its normal and ‘sturdy’ versions of the same tier.
  • A ‘sturdy’ armor will generally be focused more on defensive slots, while its normal version will be focused on a mix between defense and utility.
  • 'Masterwork' weapons will be slightly more powerful than normal weapons.
  • Tier 4 Trespasser schematics will tend to be the strongest, and tier 4 Descent schematics will tend to be either slightly stronger, or equal with Jaws of Hakkon schematics. Jaws of Hakkon tier 4 schematics will tend to be balanced with Black Emporium schematics of legend.


Armor Color Customization

Some armors have had changes to their slot types (for example, from Leather to Metal). Generally, when you’re crafting an item, it changes tint based on the material you’re using. In the case where the mod changed the material type, you will notice that the tint for that slot is not changing. However, once the armor is crafted, all its colors can be properly changed in the Undercroft.


Requirements

  • Patch 11
  • The DLC mods obviously require their respective DLC-s or item packs.
  • FlamesDLC requires both Flames of the Inquisition Weapons Arsenal AND Flames of the Inquisition Armor