Divinity: Original Sin 2

Divinity: Original Sin 2

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Diverse Weapons
   
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8.108 MB
Mar 16, 2020 @ 5:59pm
Jul 27, 2020 @ 5:23pm
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Diverse Weapons

Description
Weapons
I found the decision on what weapon to use pretty boring most of the time. It was almost always merely based on total damage with infrequent consideration to other factors. This mod simply aims to diversify the weapon bases a bit, making changes to damage type, base damage, crit chance/damage, cleave percent/angle, as well as adding small status effect chances to all weapon bases. I tried to make them as balanced as possible while also making each base feel like it has it's own "unique" feel and keep them, what I believe to be, thematic to the base type.

Disclaimer: while I tried to balance the stats among themselves, these changes are likely at least small buffs. If you think it makes the game too easy, I would recommend utilizing other mods that increase the game's difficulty. I play with A LOT of mods on, most of them making the game more difficult, as well as on honour mode, so I don't know how this feels for vanilla. Also, remember: enemy weapons will get these changes too.

These will affect the base of all vanilla weapons, so magic+ weapons will build on top of these. If another mod creates a new weapon base, this mod shouldn't affect those.

Runes
I also found runes to be rather boring, so I added small chances to inflict thematic status effects based on the rune base, with the severity and chance of inflicting each status growing alongside the rune size. I did not make any changes to the weapon % buffs or touch the armor or amulet buffs.

Source Orb
I wasn't a fan of the skills provided by the Source Orb and pretty much only utilized Mass Cleanse Wounds. So, I changed the amulet buff to provide Apotheosis and the weapon buff to provide Vampiric Hunger Aura. Now, I actually use them...

You can find the changes here:
DIverse Weapons[docs.google.com]

Nexus Mod[www.nexusmods.com]


Enjoy!
Popular Discussions View All (2)
4
Jul 27, 2020 @ 5:32pm
PINNED: Balance Suggestions
TrshyMcTrashface
0
Mar 29, 2020 @ 10:50pm
PINNED: Bug Reports
TrshyMcTrashface
61 Comments
TrshyMcTrashface  [author] Mar 4, 2021 @ 5:12pm 
Absolute Scoundrel ability damage should not be gimped as it based on weapon damage, whether it be physical or piercing or elemental (there are other mods for this), and therefore should scale accordingly. It sounds like the issue everyone is having with the piercing damage is that it can't remove physical armor which is preventing them from inflicting statuses. I created the mod while using Divinity Unleashed, which changes the armor system so that physical and magic armor are flat damage reduction instead of a separate "life bars" that must be depleted (this actually makes piercing a WAY more powerful mechanic as it bypasses the damage reduction completely). Divinity Unleashed also makes it so that status effects are not prevented by physical and magic armor. Now, I realize that not everyone uses Divinity Unleashed and that might make my mod less attractive since it is based on those mechanics, and that's alright.
TrshyMcTrashface  [author] Mar 4, 2021 @ 5:11pm 
@GaelicGamer and TheOnlyKaz Unfortunately I had to reformat my HDD a while ago and I lost all of the original mod files. Therefore I am unable to make any updates to the mod without completely recreating it. You could download the Divinity Engine and make a made that just changes daggers. Input the values from my spreadsheet but keep the damage type as Physical and then be sure to place it below mine in the mod order so it overwrites. There are lots of guides online to using the Divinity Engine.
Vexien Feb 14, 2021 @ 1:22pm 
Crossbow is the better of the ranged items why does it pierce?
TheOnlyKaz Oct 11, 2020 @ 9:25am 
has the piercing been addressed for scoundrel? I dont want to gimp rogue players by utilizing the addon if their ability damage suffers from using daggers.
LordLioath Aug 5, 2020 @ 8:36pm 
Love the mod, but I agree with Drakka, the piercing on Daggers makes them hurt the scoundrel abilities that require daggers more than it helps, would be better as a physical damage weapon.
TrshyMcTrashface  [author] Jul 27, 2020 @ 5:31pm 
Updated today.
1. Reduced taunt chance to 20%
2. Reduced chance to grant Barbed Wire to 50%
3. Reduced chance to restore Physical and Magical armor to 50% (separate chances).

Thank you for the feedback everyone. Apologies for taking so long to get to it. Please let me know what you think of the changes.
Drakka Jun 30, 2020 @ 10:37pm 
The mod is great and all but when it comes to daggers, I feel like it makes 90% of scroundal ability completely useless because so far every dagger i found does piercing and piercing is good but it feels like my ability's effect aren't counting at all what so ever unless i have another party member doing physical damage to remove armor or magic damage to remove magic armor. Scoundral skills are just useless because i can't use their certain effect. Can you at least try and make it so scoundral can at least be able to remove physical armor? just so it doesn't feel like every skill is useless and i'm just a asassing that can only slap them in the back?
LeThall Jun 30, 2020 @ 8:28pm 
or Guardian Angel isntead of taunt, since a AoE taunt (that surpass amor) is strong
LeThall Jun 30, 2020 @ 8:22pm 
I really like your mod, great job!. Although I find Shield Bash too strong, too much utilty for being a weapon skill (it gives too much buff/utility as a Source skill). It could be a dash + very low damage + taunt + a fraction of the original armor/magic shield recovery from the original version and would be enough. Or just an AoE taunt + a fraction of armor/magic shield recovery from the original version
Harifer Jun 25, 2020 @ 5:05am 
@Deejerz So I disabled all my mods one by one and none of them allowed your changes afterwards. The issue I found was with Unleashed. As soon as I disabled Unleashed all the daggers became piercing etc. When I had JUST Unleashed and this it made all weapon damage type changes normal again, IE Physical for daggers and elemental for wands etc. Is this intentional?

Also as a side question, the extra abilities (Chance for hasted on hit etc), are they invisible or are they meant to show on the weapon stats?

I absolutely adore the changes to runes and source orbs! You made it so much more interesting to use them!