About this mod
Fixes some broken aspects of the combat system, as well as balancing overpowered mechanics and adding some light custom changes.
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Lite Version:
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All Burning effects will now scale off of 1% of target's total health + % of target's current health + base damage (if the source has):
- Igni Burning damage - 1.8% from target's current health.
- Firestream Burning damage - 0.5% from target's current health.
- Dancing Star bomb Burning damage - 0.1% from target's current health.
- Dancing Star bomb base Burning damage is now reduced from 20 to 15.
- Enhanced Dancing Star bomb Burning damage - 0.3% from target's current health.
- Enhanced Dancing Star bomb base Burning damage is now reduced from 30 to 20.
- Superior Dancing Star bomb Burning damage - 0.5% from target's current health.
- Superior Dancing Star bomb base Burning damage is now reduced from 40 to 25.
2. Bleeding DOT System:
- Bleeding damage health multiplier is reduced from 0.8% to 0.4%.
- Duration of Bleeding effects is reduced from 10 sec to 8 sec.
- Base damage (valueAdditive) of Bleeding effects is increased from 0 to up to 40.
- Broadhead Bolts base Bleeding damage (valueAdditive) is increased from 10 to up to 40.
- Broadhead Bolts health multiplier is increased from RNG value between 0.1% and 0.2% to constant value of 0.2%.
- Broadhead Bolts Bleeding duration is reduced from ~20 sec to ~8 sec.
- All base (valueAdditive) Bleeding damage will now increase proportionally to its maximum value as the enemies health decreases. In short, this change follows the logic that enemies should bleed more the more you hit them. The opposite to the Burning DOT system, this change is intended to make all the different DOT effects unique, rather than just calculated the same way.
3. Poison DOT System:
- The damage of all Poison effects is reduced by 35%.
4. "Fast Attack" skill tree:
- Fixed Muscle Memory skill no longer applies twice for Fast attack.
- Precise Blows skill critical hit chance is reduced from 4/8/12% to 3/7/10%.
- Precise Blows skill critical hit damage is reduced from 25/50/75% to 17/33/50%.
- Crippling Strikes skill now deals up to 60/90/120 base damage and additional damage equals to 0.2/0.3/0.4% of the target's maximum health. Base Bleeding damage (valueAdditive) will now increase proportionally to its maximum value as the enemies health decreases.
- Whirl tooltip has been reworded to make it clearer of what the ability actually does.
- Crippling Strikes Bleeding duration is increased from 5 sec to 8 sec. (Actually I fixed the tooltip because originally Crippling Strikes skill uses Bleeding effect duration rather than its own duration).
- Crippling Strikes tooltip has now been reworded to make it clearer what this skill actually does.
5. "Strong Attack" skill tree:
- Fixed Strength Training skill no longer applies twice for Strong attack.
- Fixed Strong attack and Rend ability no longer benefit by additional 5% attack power for no reason.
- Since Whirl ability does not benefit by Muscle Memory, I see no reason why Rend ability should benefit by Strength Training so this is fixed/changed as well.
- Strength Training skill critical hit chance is reduced from 4/8/12% to 3/7/10%.
- Strength Training skill critical hit damage is reduced from 25/50/75% to 17/33/50%.
- Rend ability critical chance bonus is reduced from 20/40/60% to 10/20/30%.
- Adrenaline Points will now increase the base weapon damage for Rend ability by 10/20/30% instead of the constant 33%.
- Rend multiplier for stamina used is reduced from 1.5 to 1.3. This would reduce the overall damage from Rend by ~6%.
- Sunder Armor skill no longer increases the damage of Rend against enemies with resistances.
6. "Defense" skill tree:
- The damage caused by reflected arrows from Arrow Deflection skill (level 2) is reduced by 50%.
- Counterattack skill has been reworked - the chance to knockdown your enemy will now apply only for level 3 of the skill and the 100% crit chance at level 3 of the skill is now removed, instead you will have +10% * skill level chance to crit with your counterattack.
- Counterattack skill tooltip has been reworded to represent new effect.
- The cooldown of your chance to instant kill an enemy is increased from 15 seconds to 20 seconds. This also affects Deadly Precision skill.
- Dodge system has been nerfed which would also make Fleet Footed skill more valuable to earn and equip - The range of the possible directions you are allowed to perform dodge/roll in order to avoid attack is now <= 90 degrees (previously it was < 150 degrees). The minimal distance you are allowed to keep is now 0.7 * enemy's attack range increased from 0.75 * enemy's attack range.
Thanks to ElementaryLewis who has been working with me on this, running tests and finding out which values would be more balanced.
Explanation: See the image below to understand what the Dodge system is and how it works. That way you will also understand the changes I have made to the dodge system.

7. "Marksmanship" skill tree:
- Crippling Shoot skill effect duration is reduced from 10/20/30 seconds to 5/10/15 seconds.
8. "Battle Trance" skill tree:
- Resolve skill effect is reduced from 33/67/100% to 30/60/90%.
- Sign Intensity gain by Flood of Anger skill is reduced from 100/200/300% to 67/133/200%.
- Sign skills at max points that have not been equipped will now be also triggered by Flood of Anger effect.
- Undying skill has been reworked - now the skill will return this amount of health:
at level 1 = total health * 0.2083334 (healing factor) * 1.2 (healing_bonus) * Adrenaline Points
at level 2 = total health * 0.2083334 (healing factor) * 1.4 (healing_bonus) * Adrenaline Points
at level 3 = total health * 0.2083334 (healing factor) * 1.6 (healing_bonus) * Adrenaline Points
Basically now you will need Undying skill at level 3 with 3 Adrenaline Points in order to return 100% of your health.
- The cooldown of Undying skill effect is now 60/50/40 seconds instead of the fixed 30 seconds for all levels.
- Undying skill tooltip has been reworded (for level 1). In addition, a new text is added for all levels showing the effect's cooldown.
- Razor Focus skill has been fixed to now "ceiling" your Adrenaline Points when entering combat. The reason for this change is because the description states for one Adrenaline Point not the first one! Previously, if you had between 0 and 1 Adrenaline Points you would start the fight with 1 full Adrenaline Point. Now this applies if you have between 1 and 2 or 2 and 3 Adrenaline Points which means you would start with 2 and 3 full Adrenaline Points respectively.
9. "Aard Sign" skill tree:
- Shock Wave damage is reduced by 50% but the damage will now scale off of the target's total health rather than target's current health.
- Shock Wave tooltip has now been slightly reworded - added Sign Intensity scaling to be clearer what the damage from Shock Wave scales from.
- The base damage of Shock Wave when used with 2nd bonus of Netflix set has been reduced from a random value between 325 and 375 to a constant 325. In addition, a damage multiplier for the 2nd bonus of Netflix set has been also slightly nerfed to make the damage more balanced but don't worry the damage is still very reliable.
10. "Igni Sign" skill tree:
- Melt Armor skill will no longer reduce enemy armor to up to 100% with enough Sign Intensity but instead the effect will cap as the description
states: "up to maximum of 25/50/75%". Stacking more Sign Intensity will not reduce armor beyond the limit.
- Melt Armor skill tooltip has been reworded to bring more clarity of what the skill actually does. In addition, a real time armor reduction value has been added to inform the player for the current state of the skill. In short, Melt Armor affects and reduces only the base armor of enemies but not their bonus (additive) armor. This is why Melt Armor has no effect against bosses since they have no base armor but bonus armor. In addition, I decided to reword the beginning removing "Damage dealt by Igni..." since Melt Armor will still trigger its effect even if you do 0 damage with Igni when facing enemies with 100% fire resistance.
- Firestream base damage is increased from 30 to 50.
- Firestream damage per second is now affected by the skill's level - 70/85/100 damage per second instead of 70 damage for all levels.
- Firestream full channeled duration is reduced from 2/2.67/4 sec to 1.5/2.25/3 sec. The duration will dynamically change (visible on the skill's tooltip) in case mods such as Restored Content - Yellow Mutagens which increase total stamina capacity are being used.
- Stamina regen after Firestream cast is now paused for 2 sec instead of 1 sec.
- Firestream skill tooltip has been reworded to bring more clarity of what the skill actually does.
- Pyromaniac skill now provides 10/20/30% burning chance reduced from 33/67/100%. The huge gain this skill gives never made any sense to me, considering that at the time of earning it you already have about a 50-70% chance of burn against most enemies even on Death March difficulty. Also, it's not exactly normal to get a 100% burn chance on certain enemy types that you would otherwise have a 0%-10% chance against in endgame and New Game+.
11. "Yrden Sign" skill tree:
- Sustained Glyphs skill tooltip has been slightly reworded. The effect remains unchanged.
- Magic Trap skill tooltip has been reworded. In addition, a real time dynamic values has been added for Magic Trap range, duration, damage and number of hits. The effect remains unchanged.
- Supercharged Glyphs skill damage has been reworked - the problem is that the damage is ridiculously OP in endgame with a lot of Sign Intensity (understand Griffin set) and against mobs with more health and very weak in mid game against mobs with lower health and for builds we don't aim for Sign Intensity despite the fact it is the last skill in Yrden tree. It's also mostly a free damage which gives you the opportunity to just kite the mobs inside your Yrden while Supercharged Glyphs does all the job. In addition, there are no resists against Supercharged Glyphs as the damage is direct (aka chaos or pure damage if I have to compare the terminology from other games). However, CDPR took this note and they implemented specific condition scripts that greatly reduce this damage against bosses, mini bosses, contract monsters and in general any "special" type of enemies but those are just one small percentage of all the enemies you would fight against in Witcher world. That being said, I made some balances to how the scaling goes for Supercharged Glyphs so I'd like to give some explanation so you can better understand the changes I've made. The damage scales with both - your Sign Intensity and enemy total health. Basically your Sign Intensity determines what will be the coefficient for enemy health. For example let say that you have 400% Sign Intensity against enemy with 10000 health:
sp.valueMultiplicative = 5
multiplier = sp.valueMultiplicative / 100 = 0.05 multiplier += 0.001 * skillLevel = 0.053 (at level 3) and this is basically the health modifier which will kind of determine your final damage per second.
final damage per second = 10000 * 0.053 + 10 * skillLevel = 560 (at level 3)
Now imagine what would be the damage with twice more Sign Intensity against enemy with twice more health... Yeah you are right it would be 1890! and if in the first case the mob would lose ~5.6% of his health each second, in the second case it would lose ~9.5% health each second. This exponential increase in damage is very unbalanced in my opinion so the changes I've made you can read below:
- Base damage is increased from 10/20/30 to 30/60/90.
- Additive spell power modifier is increased from 0.001 to 0.0016667.
- Sing Intensity scaling will now follow diminishing return curve which means that it will yields more rapid gain in damage with low and average amount of Sing Intensity and less gain in damage with higher amount of Sign Intensity.
If I have to take the example from above we have:
sp.valueMultiplicative = 5
multiplier = 1 + LogF(sp.valueMultiplicative) = 2.61
multiplier /= 100 = 0.0261
multiplier += 0.0016667 * 3 = 0.0311
final damage per second = 10000 * 0.0311 + 30 * 3 = 401 damage
In the second case the final damage would be 830.
Some people may say that my way of reducing the damage with end game Sign Intensity build is too much but it is not! It has been proven Supercharged Glyphs to be one of the most overpowered and broken mechanics together with burning system. You still can end mobs pretty fast but not in ridiculous way where a single and completely free source of damage used to drop about 10% of enemy's health per second...well, this is not anymore the case.
12. "Quen Sign" skill tree:
- Quen skill has been reworked to absorb 60% of the incoming damage. The effect scales with Sing Intensity or Attack Power (whichever is higher) to up to 150%. In this line of thoughts, as I consider to be more fair, Quen Sign Intensity skill and the Sign Intensity gain by Flood of Anger skill will also count toward your Attack Power in case your base Attack Power is higher than your Sign Intensity.
- Quen skill tooltip has been reworded to represent new changes. In addition, a real time value for current percent absorption has been added.
- Active Shield skill has been reworked. Previously the shield did last for 6.67/13.33/infinite seconds before the damage. Now it lasts for 8/12/16 seconds before the damage. The duration will dynamically change (visible on the skill's tooltip) in case mods such as Restored Content - Yellow Mutagens which increase total stamina capacity are being used.
- Active Shield health factor multiplier has been changed to scale with skill's level - from a constant 10 for all levels to 8/9/10.
- Active Shield now scales with Sing Intensity or Attack Power (whichever is higher). In this line of thoughts, as I consider to be more fair, Quen Sign Intensity skill and the Sign Intensity gain by Flood of Anger skill will also count toward your Attack Power in case your base Attack Power is higher than your Sign Intensity. By this I've fixed also an issue where Quen Sign Intensity skill did not contribute to Active Shield regardless if the skill was equipped or Active Shield was Supercharged (Flood of Anger skill has been triggered).
- Active Shield skill tooltip has been reworded to represent new changes. In addition, a real time value has been added to inform the player for the maximum amount of shield's absorption.
Explanation: Since Quen and Active Shield are pretty much our only defensive abilities, I decided to include also Attack Power scaling for builds where we don't stack Sign Intensity. Damage dealt by Signs however, will still only scale with Sign Intensity so that part remains unchanged.
- Exploding Shield skill base damage is increased from a random value between 3 and 12 to a constant value of 10.
13. "Oil Preparation" skill tree:
- Hunter Instinct skill has been reworked - Instead of providing 33/67/100% critical hit damage when you reach 3 Adrenaline Points, now the skill provides 10/20/30% critical hit damage per Adrenaline Point. This means that at 3 points you will gain 30/60/90% critical hit damage. It's slightly less than the normal effect but now you will gain some bonus from this skill pretty much at all times so this is basically an increase to the skill. In addition, the tooltip has been slightly reworded to make it clear when it takes effect - only against the enemies you have the respective oil applied to your blade.
14. "Mutation" skill tree:
- Tissue Transmutation skill Vitality gain is reduced from 300/600/900 to 200/400/600.
- Adaptation skill extended duration is reduced from 33/67/100% to 10/20/30% - I don't know why I even did touch this skill because this is one of the most useless skills in the game but it is what it is... In short, decoctions have a very long duration to make this skill actually worth it. By the time your decoctions are about to expire, you've probably had to meditate a few times to refill your potions and bombs, which obviously cancels out the effects of the decoctions as well.
15. "Trial of the Grasses" skill tree:
- Fast Metabolism skill is reduced from 1/2/3 points to 0.25/0.5/0.75 points per second - this is very OP skill that just makes the game very unbalanced and basically gives you the opportunity to cheat with potions considering how toxicity system works. In addition, there are other skills as well that works great and support Fast Metabolism skill. In short, your natural toxicity drain is 0.25 points per second or 1 point per 4 seconds. Normally with this skill you can reach up to 3.25 toxicity points drained per second. Potions in the game "cost" from 15 to 25 toxicity. If I have to make a simple math, on average it would take 6-7 seconds to completely drain the toxicity of 1 potion which means that you can drink 1 potion each 6-7 seconds without any penalty. Well considering the average duration of a potion which is further increased by its level and the number of alchemy skills you have equipped at a time, in end game you can pretty much use most if not all of your potions per fight which would give you a lot of power. Well, it's true that a normal fight against trash mobs doesn't last too long, but this skill definitely gives you a huge advantage against bosses.
- Killing Spree skill critical hit chance bonus is reduced from 10/20/30% to 5/10/15%.
16. "General" perks:
- Cat School Techniques perk critical hit damage is reduced from 25% to 15% per Light Armor piece.
- Griffin School Techniques perk Sign Intensity is increased from 5% to 10% per Medium Armor piece.
- Battle Frenzy perk critical hit chance is reduced from 8% to 4% per Adrenaline Point but you no longer lose the Attack Power gain. In addition, the tooltip has been slightly reworded to represent the new change.
17. "Potions":
- The duration of Blizzard potion is no longer increased by additional effects such as the passive gain from alchemy skills and 1st bonus of Netflix set.
- Blizzard potion level 3 will now reduce the stamina cost of abilities by 50% instead of free stamina cost.
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Optional Files:
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- Oils will no longer recharge while you are in combat (neither you can manually).
- You can no longer switch oils while in combat. In case you have Fixative skill, the mod will scan all enemy types you have engaged and apply the maximum number of allowed oils. In case your Auto Apply Oils option is Off, you can still apply oils to the maximum number allowed while in combat but you should be very careful do not apply a wrong oil because there is no turning back. In case you try to manually change or reapply oil, a popup notification will appear "You can't do that now".
- To balance even more, attacking an enemy will only reduce the charges for that oil, not all oils as it was before.
- When Auto Apply Oils option is On, it will remove all applied oils on all of your weapons in the inventory when you leave the combat, as I find this to be the easiest way to fix the issue with starting a new battle with fully charged oil(s).
- When Auto Apply Oils option is Off, there is an option to manually remove all oils via a keybind while outside of combat. In case you try to remove all oils while in combat, the popup notification "You can't do that now" will appear.
2. Upgradable Mutations - This is my last major change to the game in an attempt to fix and balance the combat system. As you know, a certain amount of researched mutations are required to open skill slots in a 5th group. In this you can open 1 slot for every 2,4,8 and 12 mutations researched. So each time you place a skill in one of these slots, your chosen mutation will be upgraded. This means there are 4 levels of upgrades. I also slightly reworked some mutations to make them make more sense again, and tried to balance them out.
The idea behind this change is to bring an overall balance to the game in New Game where previously mutations were extremely powerful (at least some of them) once you reach BaW. However, as you know, it takes 49 skill points to research all the mutations, which I'd say is a fairly hard task in the New Game given the normal circumstances and the fact that you need skill points to gain and level up your normal skills to make your builds work. This whole concept gives the player one more reason to run New Game+, where they will have enough skill points to fully upgrade their mutations.
- Conductor of Magic:
Old effect - When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.
New effect - When drawn, magic, unique and witcher swords increase Sign damage dealt by 20% of their own damage dealt.
Upgrades - When drawn, magic, unique and witcher swords increase Sign damage dealt by 25/30/35/40% of their own damage dealt.
This mutation has been nerfed from 50% to max 40% as the bonus damage scales very well with your average base weapon's damage and there are very strong weapons in New Game+.
- Magic Sensibilities:
Old effect - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 20% chance to deal an additional 100% damage). Opponents killed by critical hits from Signs explode.
Both effects of the mutation scales with your Sign Intensity as follows:
crit chance = 20% + sp.valueMultiplicative * 10%
crit damage = 100% * sp.valueMultiplicative
This means with 300% Sign Intensity this would give you
crit chance = 20% + 4 * 10% = 60%
crit damage = 100% * 4 = 400%
New effect - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 20% chance to deal an additional 40% damage). Opponents killed by critical hits from Signs explode.
Upgrades - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 25/30/40/50% chance to deal an additional 50/60/80/100% damage). Opponents killed by critical hits from Signs explode.
crit chance = 20/25/30/40/50% + sp.valueMultiplicative * 5%
crit damage = 40/50/60/80/100% * sp.valueMultiplicative
Using the example with 300% Sign Intensity this would give you
crit chance = 20/25/30/40/50% + 4 * 5% = 40/45/50/60/70%
crit damage = 40/50/60/80/100% * 4 = 160/200/240/320/400%
- Bloodbath:
This is one of the few mutation that was slightly reworked by me.
Old effect - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 5% until combat ends (to a maximum of 250%). The bonus is lost if you take damage (not including damage from Toxicity).
Something that description doesn't tell you is that maximum stacks are 50, or 5% * 50 = 250%.
New effect - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 3% until combat ends (to a maximum of 90%). Max 30 stacks.
Upgrades - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 3% until combat ends (to a maximum of 105/120/135/150%). Max 35/40/45/50 stacks.
The max possible gain of attack power is nerfed from 250% to 150% but you no longer lose the buff if you take damage, instead the buff will be removed once you leave the combat and you have to stack the attack power again when new combat begins.
- Toxic Blood:
This mutation was buffed by me to make more sense.
Old effect - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 3% of damage dealt for every point of your Toxicity level (currently 3% * your current toxicity, to a maximum of 3% * your max toxicity).
Let me first explain how exactly this mutation is calculated and why it depends not only on your current toxicity but also on your gear or rather your defensive stats. The more defense you have less damage you will return because the damage dealt by Toxic Blood considers the damage you receive and not the raw damage of your enemy. That being said, the more gear you have less damage you would receive and therefore less damage Toxic Blood would deal and vice versa. For example let's assume that you receive 500 damage and you currently have 200 toxicity:
the base damage = 500 * 0.01 = 5
then 5 is multiplier by your current toxicity or 5 * 200 = 1000.
Since the damage return acts as a dot and it always makes 3 tick the final tick is 1000 / 3 or ~333 damage per tick. This somehow sounds not so bad, but by nature, you are not expected to get damage. That's why I improved this mutation to have more damage and therefore more sense for those situations where you were more careless and took damage.
New effect - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 2% of damage dealt for every point of your Toxicity level (currently 2% * your current toxicity, to a maximum of 2% * your max toxicity).
Upgrades - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 2.5/3/4/5% of damage dealt for every point of your Toxicity level (currently 2.5/3/4/5% * your current toxicity, to a maximum of 2.5/3/4/5% * your max toxicity).
So in order to achieve this without actually affecting the number of ticks, I made the changes through a toxicity coefficient. If I take the example from above:
the damage = 5 * (200 / 1.5/1.2/1/0.75/0.6) = 5 * 133.33/166.67/200/266.67/333.33 = 666.65/833.35/1000/1333.35/1666.65
or you deal 222.22/277.78/333.33/444.45/555.55 per tick
- Mutated Skin:
Old effect - Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%).
New effect - Each Adrenaline Point decreases damage received by 7% (to a maximum of 21%).
Upgrades - Each Adrenaline Point decreases damage received by 9/11/13/15% (to a maximum of 27/33/39/45%).
In addition, the old effect uses the brake point system to determine the actual amount of damage reduction or if I have to say it in another way it uses a "stack" system. Each time you gain one full Adrenaline Point you gain a stack that provides you with 15% damage reduction. I've changed this part so now you will gain a dynamic increase/reduce of the buff. Which means that as long as you have > 0 Adrenaline Points you will gain some amount of damage reduction.
For example if you have 0.3 Adrenaline Points, this would give you 0.3 * 7/9/11/13/15% or 2.1/2.7/3.3/3.9/4.5% damage reduction. The dynamic amount of the buff is also visible on your HUD.
- Piercing Cold:
Old effect - When the Aard Sign is cast, it additionally has a 30% chance of freezing enemies. This chance scales with your available Adrenaline Points. Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 1500 damage.
So first let me explain what I consider wrong with this mutation (or rather its description). It says that this chance should scale with your available Adrenaline Points which I understand as you have a base chance of 30% which can be further increased by your Adrenaline Points. In my opinion, the wording is not really accurate because in fact, the effect works as 10% * Adrenaline Points or it's up to 30% chance. However, I actually changed it to truly scale with your Adrenaline Points.
When it comes to the second part, the additional damage of 1500 does scale with your Sign Intensity or 1500 * sp.valueMultiplicative.
New effect - When the Aard Sign is cast, it additionally has a 8% chance of freezing enemies. This chance scales with your available Adrenaline Points (1% per Adrenaline Point). Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 700 damage.
Upgrades - When the Aard Sign is cast, it additionally has a 10/12/16/20% chance of freezing enemies. This chance scales with your available Adrenaline Points (2/3/4/5% per Adrenaline Point). Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 900/1100/1300/1500 damage.
- Adrenaline Rush:
Old effect - At start of combat, sword Attack Power and Sign Intensity increase for 30s by 30% for each foe (after first). So, when fighting 11 foes, the bonus is 300%. Once it wears off, sword Attack Power and Sign Intensity drop by 10% for each participating foe after first (modifier cannot exceed 70%). Duration: 30s.
New effect - At start of combat, sword Attack Power and Sign Intensity increase for 30s by 18% for each foe (after first). So, when fighting 11 foes, the bonus is 180%. Once it wears off, sword Attack Power and Sign Intensity drop by 6% for each participating foe after first (modifier cannot exceed 42%). Duration: 30s.
Upgrades - At start of combat, sword Attack Power and Sign Intensity increase for 30s by 21/24/27/30% for each foe (after first). So, when fighting 11 foes, the bonus is 210/240/270/300%. Once it wears off, sword Attack Power and Sign Intensity drop by 7/8/9/10% for each participating foe after first (modifier cannot exceed 49/56/63/70%). Duration: 30s.
- Deadly Counter:
Old effect - Sword attacks deal 25% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 25%, a counterattack immediately triggers a finisher.
New effect - Sword attacks deal 12% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 12%, a counterattack immediately triggers a finisher.
Upgrades - Sword attacks deal 16/20/25/30% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 16/20/25/30%, a counterattack immediately triggers a finisher.
Overall this is an increase to the old effect once you reach level 4.
- Cat Eyes:
Old effect - Crossbow damage is now increased from X to +150 (values depend on crossbow used), and crossbow critical hit chance is increased by 50%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 15% of Vitality.
The +damage of the crossbow takes 150 as a base and then scale it up or down depending on the crossbow you are currently equipped with.
New effect - Crossbow damage is now increased from X to +80 (values depend on crossbow used), and crossbow critical hit chance is increased by 20%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 5% of Vitality.
Upgrades - Crossbow damage is now increased from X to +100/120/160/200 (values depend on crossbow used), and crossbow critical hit chance is increased by 25/30/40/50%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 10/15/20/25% of Vitality.
Overall, level 3 and 4 of this mutation are increased compared to what the old effect offers.
- Euphoria:
Old effect - Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 0.75% * your max toxicity).
This is probably the best mutation in the game once you have access to the proper skills and items in order to increase your toxicity capacity. The advantage of this mutation is that it provides you with both Attack Power and Sign Intensity, making it perfectly suited for use with almost any build in the game. That being said, I nerfed the overall effect to make it more competitive to other mutations.
New effect - Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.4% (to a maximum of 0.4% * your max toxicity).
Upgrades - Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.45/0.5/0.55/0.6% (to a maximum of 0.45/0.5/0.55/0.6% * your max toxicity).
- Second Life:
Old effect - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. This effect can only be triggered once every 120s.
New effect - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. This effect can only be triggered once every 120s.
Upgrades - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. This effect can only be triggered once every 105/90/75/60s.
- Metamorphosis:
Old effect - Applying critical effects to opponents activates a random decoction for 120s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 5. Witcher Senses help you see better in dark places.
This is also one of the strongest mutations in the game considering that there is a way to manipulate the effect by selecting which exact decoctions can be triggered depending on the enemy(ies) you are fighting with. Not only is the number of decoctions that can be triggered too large, but I also consider their duration of 120 seconds to be a very unbalanced mechanic. That being said, I just had to nerf this mutation in order to make it more competitive to other mutations.
New effect - Applying critical effects to opponents activates a random decoction for 60s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 1. Witcher Senses help you see better in dark places.
Upgrades - Applying critical effects to opponents activates a random decoction for 60/75/75/90s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 2/2/3/3. Witcher Senses help you see better in dark places.
3. Witcher Set Bonuses Improvements:
- Ursine Set:
Bonuses for 3 pieces: When a Quen shield shatters, there is a chance a new one will be cast at no Stamina cost. The bonus increases by 5% for each piece of the set. While Quen is active on you, Rend gains 5% critical hit chance for each piece of the set.
Bonuses for 6 pieces: Rend now strikes all opponents within 2.8 yards range but for each foe (after first) Rend deals 10% less damage to up to maximum of 50%.
- Feline Set:
Bonuses for 3 pieces: Strong Attacks increase Fast Attack damage for 5 seconds by 5% for each piece of the set. When the effect is not active, Strong Attack deals 5% more damage for each piece of the set.
Bonuses for 6 pieces: Rear attacks deal 15% more damage. Rear attacks caused by Fast Attack and Strong Attack deal an additional 5% per Adrenaline Point at the cost of all available Adrenaline Points. While your Adrenaline Points are maxed, your crossbow gains an additional 100% Attack Power.
- Manticore Set:
Bonus for 3 pieces: Critical hit chance and critical hit damage also apply to bombs. Bombs are thrown without any delay. Base damage of bombs is increased by 10% for each piece of the set.
Bonus for 6 pieces: The maximum number of charges for each alchemy item is increased by 1. Each point of Toxicity increases bombs critical hit chance by 0.3% and critical hit damage by 0.5%.
- Wolf Set:
Bonus for 3 pieces: Each instance of Bleeding applied to enemies increases sword damage by 1% for each piece of the set. Whirl can now apply bleeding effect by Crippling Strikes skill.
Bonus for 6 pieces: Each Adrenaline Point increases the possible number of Bleeding effects that can be applied to a single enemy. Whirl no longer consumes Adrenaline Points and its duration is increased.
- Forgotten Wolf (Netflix) set:
Bonus for 3 pieces: Increases the duration of potions. The bonus increases by 7% for each piece of the set. Toxicity drops 0.1 points per second faster for each piece of the set.
Bonus for 6 pieces: Aard deals additional damage to enemies affected by Yrden. In addition to its normal effect, Battle Trance now provides 10% Sign Intensity for each Adrenaline Point.
- Griffin Set: I feel that Griffin set provides enough bonuses considering how strong this build is even after all the nerfs I've made to some abilities and mechanics so I decided not to improve or nerf it.
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How to Install:
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Extract the *.zip file to your Witcher 3 main directory. Run Witcher Script Merger and merge all files!
Next step is important only if you'd like to use MRD (No More Oils Cheating) mod:
Navigate to Documents\The Witcher 3 folder and open input.settings file. Copy and paste:
IK_P=(Action=RemoveOilsOutOfCombat)
[Boat]
IK_P=(Action=RemoveOilsOutOfCombat)
[BoatPassenger]
IK_P=(Action=RemoveOilsOutOfCombat)
[Combat]
IK_P=(Action=RemoveOilsOutOfCombat)
[Combat_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[Diving]
IK_P=(Action=RemoveOilsOutOfCombat)
[EMPTY_CONTEXT]
IK_P=(Action=RemoveOilsOutOfCombat)
[Exploration]
IK_P=(Action=RemoveOilsOutOfCombat)
[Exploration_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[Horse]
IK_P=(Action=RemoveOilsOutOfCombat)
[Horse_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[ScriptedAction]
IK_P=(Action=RemoveOilsOutOfCombat)
[Swimming]
IK_P=(Action=RemoveOilsOutOfCombat)
The default keybind set for manual oil removal is "P". You can change it to any keybind you wish!
Russian Translation - Thanks to Tiwily
Polish Translation - Thanks to RudzikoV
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How to Uninstall:
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Delete MRD mod from your mods folder. Run Witcher Script Merger and re-merge all files!
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The files this mod edits:
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dlc\bob\data\gameplay\abilities_plus\effects_ep2.xml
gameplay\abilities\effects.xml
gameplay\abilities\geralt_skills.xml
gameplay\abilities_plus\effects.xml
gameplay\abilities_plus\geralt_skills.xml
scripts\game\gameParams.ws
scripts\game\actor.ws
scripts\game\components\inventoryComponent.ws
scripts\game\gameplay\ability\PlayerAbilityManager.ws
scripts\game\gameplay\actions\attackAction.ws
scripts\game\gameplay\damage\damageManager.ws
scripts\game\gameplay\damage\damageManagerProcessor.ws
scripts\game\gameplay\effects\effectTypes.ws
scripts\game\gameplay\effects\gameEffectManager.ws
scripts\game\gameplay\effects\effects\dotEffect.ws
scripts\game\gameplay\effects\effects\drain\toxicity.ws
scripts\game\gameplay\effects\effects\mutations\mutation3.ws
scripts\game\gameplay\effects\effects\mutations\mutation4.ws
scripts\game\gameplay\effects\effects\mutations\mutation5.ws
scripts\game\gameplay\effects\effects\mutations\mutation7Buff.ws
scripts\game\gameplay\effects\effects\mutations\mutation7Debuff.ws
scripts\game\gameplay\effects\effects\mutations\mutation10.ws
scripts\game\gameplay\effects\effects\mutations\mutation11Debuff.ws
scripts\game\gameplay\effects\effects\skill\BattleTrance.ws
scripts\game\gameplay\items\spells\quenEntity.ws
scripts\game\gameplay\items\spells\signEntity.ws
scripts\game\gameplay\items\spells\yrdenEntity.ws
scripts\game\gameplay\projectile\signs\signProjectiles.ws
scripts\game\gui\hud\modules\hudModuleBuffs.ws
scripts\game\gui\menus\characterMenu.ws
scripts\game\gui\popups\CharacterStatsPopup.ws
scripts\game\gui\popups\ItemSelectionPopup.ws
scripts\game\npc\npc.ws
scripts\game\player\playerInput.ws
scripts\game\player\playerWitcher.ws
scripts\game\player\r4Player.ws
scripts\game\player\states\movable.ws
scripts\game\player\states\vehicles\horseRiding.ws
scripts\game\projectile\advancedProjectile.ws
scripts\game\quests\quest_function.ws
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Compatibility:
--------------
This mod is 100% compatible with Brothers in Arms and it's safe to merge all files.
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Additional Information:
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Thumbnail image thank to SP3CNAZ.
Be sure to join Brothers in Arms and Wolven Workshop Discords if you have questions about modding.
Check out Essential Mods List - Next Gen 4.04 Guide by ElementaryLewis for a ready to use mod list.
Check out ULTIMATE MOD LIST (W3EER) - GUIDE by SP3CNAZ for a ready to use mod list.
Check out ULTIMATE MOD LIST - GUIDE by SP3CNAZ for a ready to use mod list.