Divinity: Original Sin 2

Divinity: Original Sin 2

Stop Resisting!
15 kommentarer
Malanthor 22. dec. 2022 kl. 4:11 
Too bad it ain't DE.
Kalavinka  [ophavsmand] 22. juni 2019 kl. 3:42 
Alas, no.
Sanctus Nix 22. juni 2019 kl. 2:33 
Is this DE compatible?
Kalavinka  [ophavsmand] 22. juli 2018 kl. 7:33 
Elemental damage from weapons does indeed trigger the effect.
iqaruS 22. juli 2018 kl. 7:29 
Does elemental damage from weapons will also trigger the effect? Or only magic skills are able to trigger it?
Kalavinka  [ophavsmand] 10. juli 2018 kl. 12:38 
I appreciate you testing and giving feedback!
Dess_ 10. juli 2018 kl. 12:02 
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  [ophavsmand] 10. juli 2018 kl. 11:25 
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_ 10. juli 2018 kl. 10:33 
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  [ophavsmand] 5. juli 2018 kl. 9:29 
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 5. juli 2018 kl. 3:25 
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  [ophavsmand] 3. juli 2018 kl. 9:17 
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_ 3. juli 2018 kl. 2:10 
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  [ophavsmand] 2. juli 2018 kl. 7:43 
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 2. juli 2018 kl. 7:37 
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!.