Divinity: Original Sin 2

Divinity: Original Sin 2

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Does Definitive Edition do anything about the Physical/Magical Armor system?
Now I know that in DE, the armor system still remains and I understand that it is unrealistic to expect to them remove it. I'm just wondering if there are any changes that affect the system. I'm very interested in this because I stopped playing due to the binary nature of armor incentivizing linear/burst damage purist builds.

The only thing that I read about in DE that may be related is changes to the Torturer perk, allowing application of statuses while ignoring armor. This is the type of stuff that would get me to play again, but ideally there would be more changes akin to this one.

Disclaimer: Please don't bother arguing about whether or not the armor system is good or not. I don't care about your opinion on that subject matter. It is a given for me personally that the armor system as it was designed/probably still is designed in D:OS2 back when I played it was a 100% dealbreaker for me not wanting to play it anymore, end of story.
Originally posted by Hobocop:
They tuned armor values across the board so pretty much every enemy will have noticeably lower values of one type or another, as well as tweaking elemental resistance values so that mages who depend on elemental combos aren't stonewalled as heavily.

Torturer specifically only allows damage-over-time effects to penetrate armor, which is a significant buff to Pyro mages as Burning boosts Fire damage by 10%. It also makes Worm Tremor an incredibly potent CC ability on more than just undead as an opening move.
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Hobocop Sep 5, 2018 @ 5:28pm 
They tuned armor values across the board so pretty much every enemy will have noticeably lower values of one type or another, as well as tweaking elemental resistance values so that mages who depend on elemental combos aren't stonewalled as heavily.

Torturer specifically only allows damage-over-time effects to penetrate armor, which is a significant buff to Pyro mages as Burning boosts Fire damage by 10%. It also makes Worm Tremor an incredibly potent CC ability on more than just undead as an opening move.
Last edited by Hobocop; Sep 5, 2018 @ 5:30pm
Hamburglur Sep 5, 2018 @ 5:29pm 
I'm waiting till I beat the first original sin game before playing this, but I heard so many people complaining about the armor system in this. How does it work and why is it disliked?
Raines Sep 5, 2018 @ 5:30pm 
I'm bout to replay the game, beat it before this DE update. I heard nothing about this system being changed. But I'll find out soon enough. In the Original version the Armor system was never an issue, Mainly because I used a 2 DPS party system. (I can understand the frusteration of someone doing a 1 DPS party system, or Lonewolf). But to simply not play it because of that, especially with mod support; is a tad silly.
Raines Sep 5, 2018 @ 5:32pm 
Originally posted by BULLY HUNTER_14:
I'm waiting till I beat the first original sin game before playing this, but I heard so many people complaining about the armor system in this. How does it work and why is it disliked?
There is Physical Armor, and Magical Armor. Physical damage attacks need to break the armor value before effecting health. The same applies to Magic damage attacks and Magical armor.

If that makes sense. It is to add "tactic" to fights so you don't just steamroll everyone with the same class.
Boomer simpson Sep 5, 2018 @ 5:34pm 
Originally posted by Hobocop:
They tuned armor values across the board so pretty much every enemy will have noticeably lower values of one type or another, as well as tweaking elemental resistance values so that mages who depend on elemental combos aren't stonewalled as heavily.

Torturer specifically only allows damage-over-time effects to penetrate armor, which is a significant buff to Pyro mages as Burning boosts Fire damage by 10%. It also makes Worm Tremor an incredibly potent CC ability on more than just undead as an opening move.
Depending on how they tuned each encounter, this could be very good. I'll definitely get back into playing the game later this week, but I won't lie that I'm also waiting for some of the mods that negate this issue for me to be updated to support DE.
Black Hammer Sep 5, 2018 @ 5:45pm 
Originally posted by Jared Wolfe:
Originally posted by BULLY HUNTER_14:
I'm waiting till I beat the first original sin game before playing this, but I heard so many people complaining about the armor system in this. How does it work and why is it disliked?
There is Physical Armor, and Magical Armor. Physical damage attacks need to break the armor value before effecting health. The same applies to Magic damage attacks and Magical armor.

If that makes sense. It is to add "tactic" to fights so you don't just steamroll everyone with the same class.

Except originally, the optimal strategy was to steamroll everyone with physical damage because both values tended to be equally inflated, meaning if you went hybrid, you wasted time burning down two armor bars to kill an enemy.

So basically you went 3 physical 1 magic, and mostly just used the magic as buffs for the physical attackers.
Raines Sep 5, 2018 @ 5:52pm 
Originally posted by Black Hammer:
Originally posted by Jared Wolfe:
There is Physical Armor, and Magical Armor. Physical damage attacks need to break the armor value before effecting health. The same applies to Magic damage attacks and Magical armor.

If that makes sense. It is to add "tactic" to fights so you don't just steamroll everyone with the same class.

Except originally, the optimal strategy was to steamroll everyone with physical damage because both values tended to be equally inflated, meaning if you went hybrid, you wasted time burning down two armor bars to kill an enemy.

So basically you went 3 physical 1 magic, and mostly just used the magic as buffs for the physical attackers.
I guess. I did 2/2 and had no problem. Tank, DPS, Utility mage, DPS backup utility mage.
Only during some early boss fights I had problems, cuz 1 mage was dipping into every school.
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Date Posted: Sep 5, 2018 @ 5:17pm
Posts: 7