Divinity: Original Sin 2

Divinity: Original Sin 2

Ryuki's Combat Ability Overhaul
35 Comments
DanNeverSleeps Dec 15, 2019 @ 4:37am 
Is this compatible with the Faster Casting Mages mods by ♥Rioka♥?
Soulmancer Nov 30, 2019 @ 6:23pm 
would this not be compatible with Divine War I shall assume?
Ry  [author] Apr 14, 2019 @ 10:37am 
It's the finished product. I don't have the files for the mod to edit anymore, so I can not update it beyond its current state.
Soulmancer Apr 14, 2019 @ 9:24am 
Are you still working on this bad boy or is it essentially done?
kadeku102 Jan 9, 2019 @ 4:14pm 
oh well, I mean i can keep it on blood arrows the entire run through if i don't want certain elements at least, the only other mod i have related to skills is learning all of them at certain levels, and another one modifying bless
Ry  [author] Jan 8, 2019 @ 9:42am 
It should be granting a "cleanse arrows" skill to allow it to be cleansed, but I'm fairly sure there's some engine conflicts that just outright prevent it from popping up or allowing it to be used. Tagging issues or unforseen conflicts with other mods generally
kadeku102 Jan 8, 2019 @ 8:10am 
How do you turn off Elemental Quiver? I can change the status but I'm not sure how to turn off the buff
Ry  [author] Dec 13, 2018 @ 7:00pm 
The entire intent of it was to create a new balance for the game that isn't game shattering. From my playthroughs I'd say it's fairly balanced.

I strive for balance in my mods, as much as the engine will allow at least.
Soulmancer Dec 13, 2018 @ 6:12pm 
Is this fairly well balanced?
Ry  [author] Nov 15, 2018 @ 6:24pm 
@RadiantShocker if you move after casting it, the effect stops working. This is an issue even in the vanilla version of the game.

If it still doesn't work while standing still for the full duration, I might just need to remove the skill from the tweaks, but overall if you move at all, are teleported, or leave the position you started the skill from in any way, it won't work.
RadiantShocker Nov 15, 2018 @ 5:21pm 
reactive shot isnt working for enemies or me
Derpy Moa Oct 26, 2018 @ 4:21pm 
Yeah, need some time to check all of them in game anyways.
Ry  [author] Oct 26, 2018 @ 4:20pm 
I'll take a look at these as soon as I'm available next. Gotta get back to unpacking and helping the family for a bit!
Derpy Moa Oct 26, 2018 @ 3:52pm 
Nvm the Gag Order, Throwing Knife and Sleeping arms note, im retarded.
Derpy Moa Oct 26, 2018 @ 3:47pm 
Thanks for fixing it \o/
I'm working on a list of "bugs" and inconsistencies right now, hope you got some free time :^)

Going change by change and so far got:
Scoundrel:
- Corrupted Blade missing Slowed Effect in start of tooltip but is shown at the bottom.
- Rupture Tendons lists Piercing Damage but text adds Physical damage after it as well.
- Cloak and Dagger has no mention of the added Invisbility in the starting text but is listed under.
- Gag Order, Throwing Knife, Sleeping Arms scale with Strength instead of Finesse. Idk if this is intended after removing the Dagger requirement.

Huntsmen:
- Pin Down has no mention of the added Slow in the starting Tooltip text but is listed under.

Slowly going through all of your changes.
Ry  [author] Oct 26, 2018 @ 3:44pm 
@MagicalPubes just patched it and tested it, should be functioning properly now!
Ry  [author] Oct 26, 2018 @ 3:30pm 
I'm working on it as we speak actually, and think I found what the problem is.

It's looking like the stats data for the skill may not have properly ported over, so I'm going to try and adjust that while I've got some time here.
Derpy Moa Oct 26, 2018 @ 3:25pm 
Actually their AP is correctly shown in tooltip.
Also another thing for Enrage, the buff it gives still shows +100% crit chance. It shows in Character Panel as well.

Read through other comments that you're pretty busy irl with various things so a patch today isn't to be expected I guess?
Ry  [author] Oct 26, 2018 @ 3:20pm 
I'll look at enrage to make sure it's working as intended.

The only changes done to battle stomp and battering ram were adjustments to their AP (Which isn't reflected in tooltop), cooldown (automatically reflected in tooltip) and damage is based on a percentage of basic attack damage (which should be correctly shown by the tooltip as it calculates those numbers in the engine itself)
Derpy Moa Oct 26, 2018 @ 3:17pm 
Well, after removing your mod it's back to normal.
Don't have any other balance mods installed.
Also, if you nerf Battle Stomp and Battering Ram, shouldn't you update tooltip too because damage is not based on basic attack anymore right?
Asking because you did update Tentacle Lash tooltip for example.
Ry  [author] Oct 26, 2018 @ 3:14pm 
That looks like someone else has an edit to enrage that is possibly overriding the one I have created. That, or I neglected to adjust the description for the skill.
Derpy Moa Oct 26, 2018 @ 3:12pm 
Do I need a new game for Enrage changes to work or is it just bugged?
https://i.imgur.com/TNJeQho.png
Ry  [author] Oct 25, 2018 @ 5:16pm 
That's what I intended with most of these changes!
DE situated the "Physical is Best" Meta a bit too hard with their changes to a lot of the higher end magic skills, so I looked to fix that with this while also adding a bit of variety in the way the physical skills can be used.
Soulmancer Oct 25, 2018 @ 5:12pm 
Ok much appreciated. I am looking for something that improves balance to the game, while diminishing the meta aspect with increased flexability.
Ry  [author] Oct 25, 2018 @ 4:54pm 
I've continued support for all the mods I've created thusfar, and have made tweaks as necessary through the last couple weeks.

I'm currently working on a larger scale project which is eating up a lot of my focus, but I will patch/fix things as they come up and take a look at making more adjustments if necessary as soon as I'm done with the larger project.
Soulmancer Oct 25, 2018 @ 4:42pm 
Hm, this or attribute insanity!? Do you plan to continue supporting and updating your mod?
Slynx Jewel Oct 8, 2018 @ 7:55am 
also Last Rites + Living on the Edge + Shacles of pain = instakill of everyone except few bosses....
there was even a reason it turned into "once per combat skell"
Slynx Jewel Oct 8, 2018 @ 7:54am 
still don't understand how it'll add any variety.
you either go full INT necro. or you don't (and grab buffs mostly)
in the first case you suddenly end up casting same spells but during the 1st round(since infect and mosquito is 1ap and storm is only 2) instead of 2... you will not get more damaging spells from this change, cuz there are not much spells that scale with INT and deal phys damage.(maybe occasional shield throw since it scales on phys damage)

in the later case infect and storm will be useless to you. because infect will only debuff you(in the case you'll even be able to remove armor from the victim) and storm as a 6skill points and 3 sourse points is not the best way to trigger decay (you can just use curse from a scroll on a blood instead)
Ry  [author] Oct 7, 2018 @ 7:16pm 
@Nephatrine Of course! Hope you have fun with it!
Ry  [author] Oct 7, 2018 @ 7:15pm 
@Slynx Jewel This is intended to break out of the meta and give you more non-traditional options for play.
As well, enemies all have the damage changes listed as well so you will be forced to change your tactics and play in new ways/change your personal Meta to make a succesful runthrough of this.

Sure, you could go the ol' "1 shot everything with necromancy" build, but regardless of AP adjustments and/or ability buffs or changes, you're going to do that at some point any way. Theory of least resistance and all..

If you want to make 40 necromancer 1-shot run throughs and that's how you spend your time playing, sure. This will make that rediculously easy.

Otherwise, if you want to try some new builds and break outside of the stagnant "physical" meta, this will be a good step in that direction.
Nephatrine Oct 7, 2018 @ 11:58am 
Thanks for making this all-in-one version!
Slynx Jewel Oct 7, 2018 @ 5:51am 
isnt' reduced cost of blood storm and infect is a bit too much? they already have a low cost with elemental affinity. and now you can insta kill any encounter with adrenaline and flesh sacrifice (and executioner) which are almost essential to any necro build....
Ry  [author] Oct 6, 2018 @ 11:43pm 
Ry  [author] Oct 6, 2018 @ 9:51pm 
I can definitely make a physical-only version of this. I'll need a bit to consolidate things, but I'll have that done as soon as I am able to get the internet to post it again!
BôL Oct 6, 2018 @ 9:01pm 
Love the changes, especially having everything in one place. Have you thought of making a physical-only version of the combinations? I have no problem using this one, but I'm not sure how well it would play with Odinblade's overhauls. Just curious.