Divinity: Original Sin 2

Divinity: Original Sin 2

Stop Resisting!
15 Comments
Malanthor Dec 22, 2022 @ 4:11am 
Too bad it ain't DE.
Kalavinka  [author] Jun 22, 2019 @ 3:42am 
Alas, no.
Sanctus Nix Jun 22, 2019 @ 2:33am 
Is this DE compatible?
Kalavinka  [author] Jul 22, 2018 @ 7:33am 
Elemental damage from weapons does indeed trigger the effect.
iqaruS Jul 22, 2018 @ 7:29am 
Does elemental damage from weapons will also trigger the effect? Or only magic skills are able to trigger it?
Kalavinka  [author] Jul 10, 2018 @ 12:38pm 
I appreciate you testing and giving feedback!
Dess_ Jul 10, 2018 @ 12:02pm 
That's fair. Although the cold crawlers in the driftwood cove still gave me some trouble. Less so thanks to the mod. Planned on trying a mostly vanilla caster sometime in another playthrough with this mod. Guess I'll see how it fares.
Kalavinka  [author] Jul 10, 2018 @ 11:25am 
Thank you for your faithful feedback. I'm afraid I won't be rebalancing based on that, since class mods are unlikely to be as... well, weak as mages in the base game. But if I hear other people are finding it too easy even with the base class, I'll definitely adjust things.
Dess_ Jul 10, 2018 @ 10:33am 
Not a big issue, also not sure if it even is one, but mid game doing purely one type of elemental damage has some crazy effects. Playing with this in tandem with Helaenes new cryomancer mod, and holy hell you can stack the debuffs a little high. Like getting an enemy with 30% water resistence down to -80% in one turn thanks to elemental affinity and large amounts of water damage. Might be just a *little* bit too strong. If anything I'd lower the debuff amount by a bit, maybe 20 or 15.

Just my opinion and some feedback though. Other than that its made mages a hell of a lot more fun.
Kalavinka  [author] Jul 5, 2018 @ 9:29am 
Oh, thanks for letting me know. I'll add that to the list of incompatible mods. It's an unfortunate limitation of DOS2's modding engine.
Rhorzag Dracule Jul 5, 2018 @ 3:25am 
gotta say i love this mod makes playing a magical caster so much more fun and intresting... Sadly it conflicts with Enemy Randomization... So always a hard choice to choose this mod or that one on my playtroughs haha.
Kalavinka  [author] Jul 3, 2018 @ 9:17am 
You can! Undead enemies actually have 200% poison resistance by default, but if you keep hitting them, you can get their resistance down to less than 100%.

This means no enemy is completely, permanently invulnerable to a magic school, but some will still take more work than others.
Dess_ Jul 3, 2018 @ 2:10am 
I never knew I needed this until now. Always annoyed me with Pyrokinetic being the strongest magic damage school in the game, but a shitload of enemies having 50% Fire resistence or higher. Makes playing a character with only really one level of specific elemental damage a lot more fun.

Could you make undead enemies poison resistence lower than 100 though? That would be funny.
Kalavinka  [author] Jul 2, 2018 @ 7:43am 
Oh, dear. This shouldn't really be happening unless you hit them with a lot of fire abilities.

The way the mod works is resistance decreases by 25%, then cannot decrease again until a player ends their turn or uses an ability. This means the max decrease an enemy can get from walking through a surface is 25%.

Although a possible exploit with this is that a player not in combat could run away elsewhere and spam abilities to trigger the reset. I may be able to fix this in a later version.
lost_soul Jul 2, 2018 @ 7:37am 
Hi, great work. When i was fighting in the courtyard and ifan joined the combat (not in my party but fighting on my side) im sure his attack reduced resistances. in a fight with mago and his daughter they walked through fire and ended up with a resistance of - 170% etc before dying!.