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This page was last updated on 01 May 2024, 3:21PM
- Changelogs
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Version 1.5.5.2
- Corrected a Quest reward EXP issue where Upscaling was incorrectly used in the logic.
- Cleaned up EXP script by removing unnecessary lines of code.
- When Upscaling is enabled, less math is now needed to calculate EXP simply by forcing the "Level Difference" variable to 0 (In other words, when Upscaling is enabled, the game thinks you are always the exact level as the recommended quest lvl)
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Version 1.5.5.1
- While Geralt is lvl 1 - 3, pack-style enemies which are a higher level deal less and take more damage based on their level difference to Geralt.
- Quest-based enemies which previously recieved flat +2 or +3 level bonuses (potentially stacking to +5) now to do not recieve these bonuses if Geralt is under lvl 10.
- Between levels 11 - 18, Quest-based enemies which previously recieved flat +2 or + 3 level bonuses (potentially stacking to +5) now recieve a smaller bonus based on Geralt's level.
- After Geralt is level 18, the previous +2 and + 3 bonuses work as they did in previous mod versions.
- This update should allievate players at very low levels experiencing powerful "fodder" enemies such as wolves and wraiths.
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Version 1.5.5
- Implemented buffs to the Player which increases damage dealt and decreases damage taken as you level up. This effect is further increased if the enemy is a boar, wolf/dog, or standard human.
- The reason for this change is because boars, wolves/dogs and standard humans are very sensitive to stat changes as they level up, resulting in high lvl NPCs of this type being too powerful. I thought I had balanced them appropriately in the previous version, but community feedback would imply otherwise.
- At lvl 100, this buff to Geralt results in roughly + 35% to damage dealt and -20% damage taken, double that versus boars, wolves/dogs, and standard humans. This buff is reduced by 50% against bosses/mini-bosses.
- This buff also helps the player feel a sense of progression. In previous versions, everything feels a little "same-y" regardless of your level. Now, the sense of progression is enhanced.
- Fixed an issue where sometimes EXP gains of less than 1.0 would get rounded-down to 0.0. I simply added +1 EXP to everything, so even if it gets rounded-down, the minimum is still 1.0 instead of 0.0
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Version 1.5.0.1
- New "Durability" damage calculations introduced in v1.5 based on NPC armor/size/difficulty has been split into 2 parts... 1) Normal damage calculation... 2) Flat HP%-based damage.
- "Normal" damage regarding "Durability calculation" has been reduced in intensity by roughly 50%
- "HP%-based" damage regarding "Durability calculation" remains the same as it was in v1.5... I decided to split these two apart as it didn't seem wise to treat percentage-based damage the same as traditional damage.
- Overall, what this change did was allow vanilla effects to more-closely resemble their intended intensities and allow for various attack types/elements to interact with resistances and skill enhancements in a more meaningful way.
- TL;DR - Damage is now more varied and less "same-same" regardless of what attacks/spells you use. The difference is a bit subtle, but nontheless better.
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Version 1.5
- Fixed Quen reflecting things it shouldn't. This was a vanilla bug that is normally unnoticed, but was exacerbated by this mod's changes. Quen impulse and reflection are now properly fixed in a way that should have been done officially a long time ago.
- Alternative Quen + Quen Impulse can no longer be spammed for OP area damage. Quen impulse now scales with missing stamina (ONLY if Alt Quen is being cast!), therefore, casting Alt Quen for only 1 second to "break" the shield will yield significantly less damage if you're near Max Stamina.
- Fixed a Vanilla bug where Quen could reflect Damage Over Time effects.
- Quen no longer prevents DoT effects which were already effecting Geralt prior to its application.
- Quen Impulse and Reflection damage has been significantly reduced due to its OP nature. Quen Impulse + Reflection at max levels is about the same damage as a light attack, but keep in mind this is area damage and simultaneously prevents damage to you. So the damage output makes sense.
- Large, Solo, Armored, and Boss NPCs now take less damage. This includes things like Bears, Gryphons... Anything the game classifies as "large", Bosses, Minibosses, ... etc. It also takes into consideration Armor Value, so utilizing spells and heavy attacks will be important versus these foes. Depending on the number of applicable "tags" the NPC has, these damage reductions can stack up-to -50% damage taken.
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Version 1.4.9.2
- Updated for game patch 4.04!
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Version 1.4.9.1
- *HOT FIX* v1.4.9 did not include the "npc.ws" script experience gain changes, which is now included with this update (v1.4.9.1)
- The following change log items were included in v1.4.9, but I'm repeating them here in v1.4.9.1 for ease of visibility:
- Updated for patch 4.03!
- Wolves now use the same damage calculation as Wild Dogs (I.E., they have been nerfed, relatively speaking)
- Fist fights should no longer cause a death screen if you lose.
- Removed *most* experience gain adjustments in favor of a much more simple approach that is closer to Vanilla values, with a slight boost in EXP from lvl 1-5 and 10-15.
- Removed Aard's vanilla health-percentage-based damage in favor of flat damage per Player level. This should make Aard damage more consistent and less overpowered.
- Most mod-specific adjustments are no longer active if you or the victim are below 10% HP. There are simply too many unique situations where something aside from death gets triggered. Rather than account for all unique events, the simpler approach is to disable most mod effects while below 10% HP.
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Version 1.4.9
- Updated for patch 4.03!
- Wolves now use the same damage calculation are Wild Dogs (I.E., they have been nerfed, relatively speaking)
- Fist fights should no longer cause a death screen if you lose.
- Removed *most* experience gain adjustments in favor of a much more simple approach that is closer to Vanilla values, with a slight boost in EXP from lvl 1-5 and 10-15.
- Removed Aard's vanilla health-percentage-based damage in favor of flat damage per Player level. This should make Aard damage more consistent and less overpowered.
- Most mod-specific adjustments are no longer active if you or the victim are below 10% HP. There are simply too many unique situations where something aside from death gets triggered. Rather than account for all unique events, the simpler approach is to disable most mod effects while below 10% HP.
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Version 1.4.8
- Enemies which have a "Rage mode" that activates rapid HP regen now heal at a reduced rate based on their level difference. This is done by slowing down the "tick rate" of the heal, but not the actual heal value. For every 1 level (minus 2) above Geralt, the tick rate is reduced by 1 second, up-to 10 seconds. (The NPC would need to be 12 lvls or higher to reach this cap)
- Definitely, really, really, FOR SURE this time fixed Alghouls not retracting their spikes when afflicted with Axii.
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Version 1.4.7
- Adjusted the calculation pipeline so that custom scripts take place before/after certain events. This has resolved an issue where NPCs sometimes deal inconsistent damage. A good example is Gryphon damage - previously it was very high, but thanks to this change, is much more reasonable.
- Blocking while Fist fighting outside of the "fist fight mini game" inherits the same blocking behavior as-if in the minigame. I.E., blocking does not fully negate all damage.
- Specifically made Wild Dogs take more damage and deal less. In almost every encounter with Wild Dogs, there are a LOT of them and they attack very fast. They're stupid and annoying. Die wild dogs!
- Streamlined scripts, resulting in fewer calculations to achieve the same result. Users shouldn't notice a difference, but in terms of runtime, the scripts are now a tad faster. Negligibly so, but it helps stave off my insanity.
- Damage which appears in the damage log (if enabled) no longer shows decimal values. For example, if an attack deals 123.67 damage, it will display as 124 cleanly. This damage log behavior is present in the vanilla game, and it was driving me nuts!
- Town Guards now take 20% less damage and deal 20% more damage. The Next-Gen Patch nerfed them into the ground, and while these changes are not equal to pre-Next-Gen behavior, the guards are at least more competent.
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Version 1.4.6
- Updated scripts for Game Version 4.01
- Optimized some damage calculations.
- Fixed a calculation error resulting in some NPC types dealing too much damage, including fist fighting NPCs which appear outside of the actual "Fist fight minigame."
- Fixed Alghouls not retracting their spikes (for real time time)
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Version 1.4.5
- Fixed fist fight NPCs dealing too much damage
- Fixed animals dealing too little damage.
- If an attack does less than 2.5% of a target's health as damage, percentage-based modifiers are doubled.
- Percentage-based modifiers are now applied further towards the end of the calculation pipeline to ensure vanilla modifiers are applied first.
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Version 1.4
- Fixed overpowered vanilla Boars
- Incorporated an EXP curve similar to the mod "Smoother Quest XP Curve" - this EXP curve is only active if Enemy Upscaling is DISABLED.
- Fixed overpowered Fist Fighters. Damage incoming and outgoing is a lot smoother and predictable.
- NEW FEATURE! In fist fights, blocking no longer negates 100% damage. A small amount of damage will be taken while blocking (about 2% HP)
- NEW FEATURE! In fist fights, if blocking an attack depletes your stamina, your guard will be broken and you will receive extra damage.
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Version 1.3.1
- Fixed Quen not actually blocking damage correctly
- Quen shield buffed by +1% of Geralt's Max HP to accommodate for Percentage-based damage introduced by this mod
- Percentage-based attacks now ignore Poison, Fire, Frost, Shock, and Elemental damage, unless the source is from a Witcher Sign. This is done because for some reason these damage types are not classified as "isDoT()" when they sometimes actually are. This should fix the issue with Devil's Puffball, and potentially other multi-hit attacks.
- Mod now correctly ignores Ciri game segments
- Updated mod from 1.3 to 1.3.1 which now only ignores certain damage types if it is health-percentage based.
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Version 1.2.1
- Difficulty tweaks no longer effect sign damage
- Sign damage no longer scales by a percentage and instead scales by +5 per Player Level, which is slightly less than level-appropriate swords.
- Damage scaling in general is less aggressive and the calculations have been adjusted to be more closely aligned with Geralt’s .xml file Level Up boosts
- Completely removed this mod’s changes to Quen (no longer necessary)
- Scaling which occurs when the level gap exceeds 9 is less aggressive.
- Fixed an issue where certain NPC types would return a value of 0 with “actor.GetLevel()” due to the vanilla game giving them “fake” levels instead of real ones.
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Version 1.1
- Fixed a vanilla bug where stats boosts effect Wolves, Dogs, Bears, and Humans a little too aggressively.
- Fixed vanilla Sign Damage scaling (I don't remember this ever being an issue before the next-gen update...)
- Adjusted some multipliers so they don't kick-in until the level gap exceeds 12
- Reduced overall mod-specific Attack Power multipliers for Geralt and implemented "fake" sword item levels to his attack calculations - thus ensuring attacks are extremely accurate.
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Version 1.0
- Initial release.
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- Author's activity
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May 2024
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01 May 2024, 3:21PM | Action by: PhantumJak
Changelog added
'Change log added for version 1.5.5.2'
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01 May 2024, 3:18PM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5.5.2]'
April 2024
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28 Apr 2024, 6:18AM | Action by: PhantumJak
Changelog added
'Change log added for version 1.5.5.1'
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28 Apr 2024, 6:08AM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5.5.1]'
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28 Apr 2024, 6:00AM | Action by: PhantumJak
Attribute change
'File \'Balanced Damage and Scaling\' category changed to Main Files.'
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28 Apr 2024, 5:57AM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5.6]'
March 2024
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30 Mar 2024, 9:01PM | Action by: PhantumJak
Changelog added
'Change log added for version 1.5.5'
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30 Mar 2024, 8:53PM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5.5]'
December 2023
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08 Dec 2023, 6:27PM | Action by: PhantumJak
Attribute change
'Description changed.'
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08 Dec 2023, 6:11PM | Action by: PhantumJak
Attribute change
'Description changed.'
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08 Dec 2023, 6:09PM | Action by: PhantumJak
Attribute change
'Description changed.'
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08 Dec 2023, 2:41PM | Action by: PhantumJak
Attribute change
'Description changed.'
November 2023
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30 Nov 2023, 6:51PM | Action by: PhantumJak
Attribute change
'Description changed.'
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30 Nov 2023, 6:46PM | Action by: PhantumJak
Changelog added
'Change log added for version 1.5.0.1'
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30 Nov 2023, 6:35PM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5.0.1]'
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30 Nov 2023, 5:31PM | Action by: PhantumJak
Changelog added
'Change log added for version 1.5'
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30 Nov 2023, 5:05PM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.5]'
July 2023
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26 Jul 2023, 3:06AM | Action by: PhantumJak
Changelog added
'Change log added for version 1.4.9.2'
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26 Jul 2023, 2:57AM | Action by: PhantumJak
File added
'Balanced Damage and Scaling [version 1.4.9.2]'
June 2023
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08 Jun 2023, 6:02PM | Action by: PhantumJak
Attribute change
'Description changed.'
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