Dungeon Siege II
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Boromonokli

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Boromonokli

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About this mod

A mod that alters specialties, party size, and monsters to allow making more varied and satisfying playthroughs. Designed for mercenary difficulty. Incorporates some fixes. Requires Broken World.

Permissions and credits
This mod was created because I was dissatisfied with how hard diminishing returns are with specialties, even more so with Broken World which led to a rebalance of scaling, then party size, monsters' health and bosses, and finally powers. Some unique items got changed too, making them more useful on the long run.


Changelog:


version 0.4a

Changes:

Skills:
  •  Biting Arrow now only affects dexterity and base weapon damage to reign in elemental blood assassins.
  •  Natural Bond has higher upfront effect to give comparable effect to simply increasing damage via arctic mastery.
  •  Brilliance now has higher upfront effect to match that of Natural Bond.


version 0.4

Additions:
  • New Spell: Mark of Storms (for blood assassin) added to account for missing way of dealing Lightning damage, which is part of combat magic's passive arsenal.
  • New spell: Ice Weapon (for fist of stone) added to account for missing way of dealing Ice damage, which is a part of nature magic's passive arsenal.

Changes:

Powers:
  • Energy Orb: Reduced combat magic scaling by 20%, added nature magic scaling, added 50% Arctic Mastery scaling
  • Elemental Rage: Fire damage scales with 100% of Searing Flames, Ice damage scales with 100% of Arctic Mastery, Lightning damage scales with 100% of Amplified Lightning
  • Charged Shots: Now scales with 100% of Amplified Lightning, base scaling reduced.
  • Ravaging Strike: Damage scaling slightly reduced, health costs slightly increased for levels 2 and 3.
  • Most other single-class powers had their power reduced to account for changes in specialties.

Spells:
  • Mana Strike and Mana Shot: Mana drain per shot now gets reduced by Natural Bond. Bonus damage scales greatly with intelligence.
  • Mark of Fire: Item level and required level reduced to allow use in early game.
  • Mark of Fire, Mark of Rending, Mark of the Harvest now scale moderately with intelligence.

Skills:
  • Hemorrhage and Shred Blood: Hemorrhage now suppresses two thirds of the Intelligence-scaling and halves the base chance of Shred Blood, but adds the chance from Bleed skill.
  • Shred Blood: Shred Blood chance has diminishing returns to facilitate Dexterity-scaled builds with lower investment in it.
  • Tremor and Quake damage are now additive.
  • Tremor's chance has diminishing returns to better support hybrid characters focusing on strength

Fixes:
  • Fixed an issue with Energy Orb's damage calculation not adding Devastation properly.
  • Fixed an issue with Fast Recovery not requiring Chant of Stone at high levels.


Highlights


Player and Monsters:
  • Party of six in mercenary.
  • Monster infect has been fixed. It will not instant-kill your party. If you always wanted to leave nature mages at home, you can do it.
  • All monsters have redone health. Please report any inconsistencies, especially in the case of bosses.
  • Shops have rebalanced content. It's easier to get reagents not in your level range and to shop for more items, but not too easy.
  • Undead Azunite Ranger Hero level fix was based on Siegetheday user LadyFemme's DS2&BW Monsters fixes and improvements.
  • Tutorial allied NPCs don't attack. This was originally from Siegetheday user LadyFemme's DS2&BW Monsters fixes and improvements.

Specialties and Powers:
  • Many specialties now scale weaker at lower levels, or between 8-14, the standard point where you normally gain most of the benefits by unlocking powers. To counterbalance it, they scale harder afterwards. The cutoff point is often at level 20.
  • Shred Blood's capstone skill (Hemorrhage) allows it to scale from bleed damage and as such dexterity.
  • Tremor can be made to scale with strength.
  • Many combat mage powers now benefit at various levels from Devastation.
  • Nature magic ice powers benefit from Aquatic Affinity.
  • Energy orb fully benefits from Devastation (The only power to do so) and from the sum of Searing Flames, Amplified Lightning and Grim Necromancy.
Items:
  • Various pcontent fixes have been made to improve magic and randomly generated rare items.
  • Shops have rebalanced content. It's easier to get reagents not in your level range and to shop for more items, but not too easy.

Cut content that didn't get implemented:
  • Teleport for Morden Chief and Qatall Attendant (melee boss): I do not yet know the way to make the AI use it.
  • Spell Rebalance: Redundancy is rather bad between lesser/normal/greater/master or paragon versions of the same spell, but at the current system I just can't make four distinct versions of the same skill that make sense for four different characters/situations, especially the summons.
  • exp splitting going in both ways: i.e. nature magic with a fist of stone buff would boost melee when you cast an offensive nature spell. I don't see any script or the EXE file containing the string to properly figure out which way to go. So in the meantime, enjoy your nature mages with more lifesteal than a specced out death mage for no penalty!