Divinity: Original Sin 2

Divinity: Original Sin 2

82 ratings
Weapon Choice V2
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
6.400 KB
Nov 7, 2017 @ 7:59am
Nov 30, 2017 @ 3:58am
3 Change Notes ( view )

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Weapon Choice V2

Description
Version 2 of my "Meaningful Weapon Choice" mod that attempts to introduce key features to various weapon types. So choosing weapon type is no longer a matter "which weapon is stronger", but an important choice for players.

Version 2 is very different from version 1. I've decided to keep both mods around in case someone wants to continue using version 1.


Version 2.1 Update:
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!


Major changes:

1 hand weapons:
1h sword: Defensive option for light figher. Gives bonus dodge chance & movement speed
1h axe: Slightly lower base damage, but bonus crit chance and crit damage (155%).
1h club: Big damage fluctuation. For those who like to gamble on their damage output

2 hand weapons:
2h sword: No change. Highest consistent damage output (without Crit) of all 3 two-handed weapons.
2h Axe: Give bonus crit chance and EVEN more crit damage (160%). But accuracy is reduced by 5%.
2h club: Heavy weapon for tanks. Huge damage fluctuation. Heavy and sturdy so they give movement speed penalty but increased Preservance.

2h skill All In now deals increased damage in AOE.

Spear: bonus accuracy and dodge chance.

Staff:
Bonus Intelligence and Memory. Staff of Magus now deals more damage.

Wands:
Bonus Crit chance. Base damage increased.

Bows:
Bonus starting AP (NOT AP per turn). Base damage increased.

Crossbows:
Base damage lowered, but Crit damage is increased (160%). This is a buff for late game crossbows, but nerf to early game.
Crossbows remain a better damage output than bows, and has better scaling with Crit Chance. Bows become a utility option for those who want extra starting AP.

Daggers: no change


FAQ:
Q: Is this mod compatible with saved games?
A: Yes

Q: Game won’t load after installing this mod
A: All override mods need some time to load. Load your saved game, go grab a coffee and come back later.
40 Comments
Dec 27, 2018 @ 5:25am 
please update for DE
Sep 21, 2018 @ 4:40pm 
How do i support this guy? also can u upload to DE as everyone has asked
Sep 13, 2018 @ 6:24pm 
Are you going to be porting this to DE? I really loved this mod!
Sep 10, 2018 @ 1:00pm 
please update for DE! :D
Sep 9, 2018 @ 6:43pm 
Pls update for DE ^^ :D really nice mod :D
Sep 9, 2018 @ 2:00pm 
Please update for DE!
Sep 4, 2018 @ 12:41am 
Will you update your work for the DE?
Aug 30, 2018 @ 7:48am 
as some one who study irl sword play it would actuaslly be more accurate if yoyu switched around the axes and swords propeties . just a bit of advice.
Mar 17, 2018 @ 4:23pm 
@DoctorGenocideMD Maybe it should be the other way around. Blunt force weapons should deal entirely non-piercing damage, but a lot of it, making them good for opening up crowd control options. On the other hand, axes, swords, and spears should have damage divided between physical and piercing to make it harder to open them up to CC.
Feb 7, 2018 @ 11:58am 
messes with shields' skill...can this be fixed?