The Witcher 3

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PhantumJak

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PhantumJak

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About this mod

Damage and NPC scaling improvements for a more balanced experience with optional NPC Downscaling so you can explore anywhere, any time.

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by PhantumJak


Mod Summary...

Numerous damage-related fixes and improvements over the vanilla game.
  • Simply makes combat a better experience while retaining the original intent of CDPR. Lightweight (NOT an overhaul!)

Prevents Geralt from becoming too overpowered.
  • Fixed the infamous "OP by level 25" experience. Geralt can still become quite powerful, just not to the ridiculous degree that vanilla allows.

NOT a "makes the game harder" kind of mod.
  • This mod respects your Game Difficulty of choice. While objectively some things are a bit more difficult, it's not to a degree that deviates from your difficulty preference.

Improved "Enemy Upscaling."
  • An option which can be toggled on/off in the game menu.
  • Enabling this option now allows you to challenge NPCs/Quests that are normally too high level. Go anywhere, do anything!

Can be installed/uninstalled/re-installed at any time.
  • Does not make permanent changes to your save file.

Works immediately!
  • No "do this to active the mod" sort of stuff.

Ready for Next-Gen!
  • Yes, this mod is updated to work with CDPR's Next-Gen patch.

Lightweight.
  • Compatible with a large number of mods!


Mod Details...

Fixed
: Inconsequential damage (universally).
  • All attacks deal + [0.5% to 4%] of the target's HP, regardless of armor and other stats (exact value depends on the game difficulty chosen.) Harder difficulties will increase the HP% damage to Geralt, and decrease it against NPCs.


Fixed
: Inconsequential damage (NPC level boosts).
  • NPCs which are a lower level than 40% of Geralt's level will be boosted to equal 40% of Geralt's level, plus 10% of their original level. EXAMPLE) Geralt is lvl 50, a drowner is lvl 1. The drowner gets boosted to lvl 20. 
  • This boost will result in "less" trivial enemies, though, still significantly weaker than Geralt. Their damage to Geralt will be moderately increased and they may take an extra 1-2 hit to kill.
  • This boost effect applies when "Enemy Upscaling" is DISABLED. See more on Enemy Upscaling below (yellow text).


Fixed
: Very low bomb damage.
  • All bombs (that deal damage) deal +3% of the target's HP, making them far more useful against high-HP foes, but not to the point of being overpowered.


Fixed
: Overpowered damage-over-time effects.
  • All damage-over-time effects which exceed 4%/sec of the target's HP scales at a 400% reduced rate. For example, if the DoT normally does 5%/sec, it would instead deal 4.25%/sec. Most DoT-based builds outperform everything else, but now you can play any build you want without concern of "choosing the wrong build."


Fixed: Next-Gen Difficulty Nerfs.
  • Game difficulty has been restored AND improved. The game will gradually become harder as you level up to help negate the infamous "OP by lvl 25" experience. This does not effect the easiest game mode.


Fixed
: Overpowered Wolves, Dogs, Bears, Boars, and Humans.
  • These NPCs have always been very sensitive to stat change boosts, usually resulting in them dealing way too much damage (a vanilla problem that has never been fixed) - and especially when Enemy Upscaling is enabled. These NPC types now deal damage that aligns more appropriately with their level.


Fixed: Under-powered Sign Damage.
  • For some reason, Sign damage scales incredibly poorly as you level up (a vanilla behavior) - this has been corrected by allowing Sign damage to scale at a rate of +5 flat damage per Player level, which trails slightly behind melee weapon damage scaling.

Fixed: Overpowered Quen Reflective & Impulse Damage.
  • This has always been OP in the vanilla game, and yet another contributor to feeling like there is only one "correct" build. These abilities have been decreased in damage by around 50% - their defensive properties are unchanged.

Fixed: Weak City/Town Guards.
  • The Next-Gen update heavily nerfed guards, to the point that they are a joke. Admittedly, before the Next-Gen update, they were too overpowered. This mod buffs guards' armor and damage by 20%, resulting in a nice middle-ground between their next-gen and original stats. 


Improved: Fist Fight minigame mode.
  • Sporting fist fights are now more about skill than brute strength. Neither opponent can be 1 or 2 shot. 
  • Regardless of your level or the NPC's level, punches can only marginally exceed [15% to 33%] of each other's health, depending on your game difficulty choice. 
  • Blocking no longer negates 100% damage from the opponent. Instead, a very small amount of damage is taken while blocking an attack.
  • While blocking, if your stamina is depleted, the attack will break through and cause minor stagger. 


Improved: One-Shot Protection.
  • Did you know this game has built-in One-Shot Protection? Well now you do! This mod improves it to scale with your difficulty preferences. Basically any damage that exceeds 33% of Geralt's HP is reduced based on the percentage value exceeding 33%, with an additional modifier based on your difficulty preference. This does NOT mean Geralt can't die in 2 hits, but it will significantly play a factor. Let's be real, dying in 2 hits just isn't fun. One-Shot Protection is a crucial element in making this mod feel more meaningful, and allows the mod to make bosses and large NPCs truly formidable without accidentally "over-tuning" them.


Improved
: Deadlier Bosses, Mini-bosses, and Bounty Monsters
  • These types of NPCs have been boosted in level by 3. 
  • The "level difference buff" that NPCs get (a vanilla behavior) has been delayed by 3 levels to ensure bosses don't get "double boosted." 


Improved: Deadlier Large Monsters
  • "Large" monsters have been boosted in level by 2. This includes Bears, Griffons, Leshies... and more. If it's big, it's effected.
  • This effect stacks with "Deadlier Bosses, Mini-bosses, and Bounty Monsters" - for example, if you stumble across a Griffon bounty, it could be 5 levels higher than vanilla.


Improved: Stronger "Heart Mini-boss"
  • This fight now has 3 minion spawn phases instead of 2 and can no longer be one-shot by bleeding effects (yes, that was a thing!)


Improved: EXP level curve
  • Between levels 1-5, EXP gain from all sources is increased by 18%
  • Between levels 10-15... 20-25, EXP gain from all sources is increased by 10%
  • Between level 6-9..16-19, EXP gain from all sources is reduced by 10%
  • Beyond lvl 25, EXP gain from all sources is reduced by 8%
  • Vanilla EXP penalties have been heavily reduced if a quest/NPC level far differs from yours. In vanilla, you get ZERO EXP if you're too high/low. With this mod, you still get EXP, just 30% less compared to being a more appropriate level.

-------------------------
The following changes only work if you have "Enemy Upscaling" turned on in the vanilla game menu.
(This mod does NOT have a dedicated mod menu)
-------------------------

New Feature: Limited High Level NPCs.
  • Enemies may no longer exceed 9 levels above Geralt, now making it possible to explore anywhere, but not completely eliminating risk.
  • Some NPCs do not receive scaling at all (a vanilla behavior) and may still exceed 9 levels. In which case, Geralt's power and armor are dynamically scaled up to accommodate for the large difference in level.
  • Disabled the ridiculous 2x and 3x buffs NPCs get for being much higher level than Geralt. The standard bonuses they get from levels alone is more than enough.


New Feature: Removed EXP penalties
  • There are no longer EXP penalties for completing quests (or killing NPCs) which are either too high or too low level.


Compatibility...

NOT compatible with:
  • EXP mods. This mod has its own EXP changes that often cause merge conflicts with like-minded EXP mods.
  • Large overhaul mods such as Ghost Mode and W3EE. Self-explanatory.
  • NPC Scaling mods, mods that adjust NPC levels, or mods that apply static levels. This mod has finely-tuned scaling of its own that likely will not work as-intended with other mods that change levels.

This mod is fairly lightweight, there is a high likelihood that it is compatible with most mods. If not, you'll know, cause you'll get a script merge conflict.



Install/Uninstall/Re-install...


This mod does not require any special install/uninstall steps, therefor, I will not go into detail on how those are performed. Please search the web for TW3 modding tutorials if you're having trouble.