Divinity: Original Sin 2

Divinity: Original Sin 2

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Expanded Weapon Damage Types
   
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Type: Add-on
Game Mode: Story, GM, Arena
Tags: Weapons
File Size
Posted
Updated
7.939 MB
Aug 23, 2019 @ 2:05pm
Jan 23 @ 7:25pm
15 Change Notes ( view )

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Expanded Weapon Damage Types

In 2 collections by Krisys
Krisys Mod Package
8 items
Krisys Vanilla+ Mod Selection
12 items
Description
My personal take on Divinity Original Sin 2 weapon damage types. The primary goal is to expand the field of viable build combinations by adding consistent damage sources to any possible ability / damage type combination.

New weapons
I added the following weapon types to the game :
- Elemental 1-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 1-handed clubs (fire, water, air, earth, and poison, Strength-based)
- Elemental daggers (fire, water, air, earth, and poison, Finesse-based)
- Elemental spears (fire, water, air, earth, and poison, Finesse-based)
- Elemental 2-handed swords (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed axes (fire, water, air, earth, and poison, Strength-based)
- Elemental 2-handed maces (fire, water, air, earth, and poison, Strength-based)
- Elemental bows (fire, water, air, earth, and poison, Finesse-based)
- Elemental crossbows (fire, water, air, earth, and poison, Finesse-based)
- Physical wands (inflict bleed, Intelligence-based)
- Physical staves (inflict bleed, Intelligence-based)
- Physical scythes that deal a bit more damage than staves but without the ranged attack (Intelligence-based) to complete your necromancer style
- Earth wands (create oil surfaces, Intelligence-based)
- Earth staves (create oil surfaces, Intelligence-based)

Except for wands and staves, elemental weapons with the following elements will have a chance to apply the following statuses:
- fire: burning (higher rate)
- water: chilled (lower rate)
- air: shocked (lower rate)
- earth: slowed (higher rate)
- poison: poisoned (higher rate)

How to get them?
All the new weapons can be found like the base ones in the random loot and in shops. The elemental weapons have lower drop rates than their physical counterparts (1 in 4 strength or finesse based melee weapon will be elemental on the average). Earth and Poison items each have 50% less probability to spawn than the other elements, to avoid advantaging Geomancer weapon builds too much. The physical wands and staves have the same drop rates than any of their elemental counterparts. Earth wands and staves are looted instead of poison wands and staves half of the time.

To compensate the addition of new weapons, merchants now will offer more weapons (1.5 times more in the average). This way all weapon sorts should be generally available. I also took the liberty to boost the spears drop rates a bit in order to raise it from the base 1/4 chance that a given 2-handed weapon will be a spear.

In addition the mod adds recipes to craft weapons of any element :
- weapon + fire essence = random uncommon fire weapon of the same weapon type
- weapon + water essence = random uncommon water weapon of the same weapon type
- weapon + air essence = random uncommon air weapon of the same weapon type
- weapon + earth essence = random uncommon earth or poison (50% chance for each) weapon of the same weapon type
- weapon + tormented soul = random uncommon physical weapon of the same weapon type

Those weapons start crafted at uncommon quality, but as the players level up, the quality of the items they can craft increases. I've mostly created those crafting recipes to ensure that players will always have access to weapons of the right element to their build, even if they don't get lucky with the loot and merchants.

I also increased spear range a bit, because they are somewhat lacking in comparison with other two-handed weapons, and I figured they would benefit from a little buff on their distinctive feature.

Compatibility
The mod will probably not be compatible with anything that changes the drop tables, especially the most basic ones, and should create some issues with mods that allow to combine weapons with elemental essences / tormented souls, but should be compatible with pretty much everything else.
29 Comments
Krisys  [author] Feb 24 @ 12:45pm 
@Pimpin Pippin: Hmm the mod isn't supposed to change staff range, and scythes are a bit shorter range than staves, yeah, but they deal more damage to make up for that.
Pimpin Pippin Feb 21 @ 4:18pm 
Okay thanks.
Just to double check, is the melee Staff (staves) supposed to have a bigger/longer melee range than the melee Scythe and most of the other 2-handed melee weapons?
Seems 2-handed axe/sword is 1.5 meters, Scythe is 2 meters and Staff is 2.5 meters which is a bit surprising when looking at their visual models.
Krisys  [author] Feb 20 @ 2:44pm 
@Pimpin Pippin: Sorry, there isn't really any way to craft them for now, I just included them in the loot tables as a little bonus a week or two ago ^^' they should appear in merchants' inventories and chests once in a while
Pimpin Pippin Feb 20 @ 2:39pm 
Please tell me is there a way to craft any of the new Physical Scythes?
Since it sounds like they are a new weapon type i don't know what existing weapon to use when trying to craft a Physical Scythe, and i have never seen a Scythe naturally spawn in the game so far.
Thanks!
Krisys  [author] Feb 15 @ 7:04am 
@Pimpin Pippin: You're welcome! :)
Pimpin Pippin Feb 14 @ 2:42pm 
Indeed, its not meant for the usual intelligence+geomancer caster build.
Okay thanks!
Krisys  [author] Feb 14 @ 9:54am 
@Pimpin Pippin: Any weapons that require X strength to equip will scale with strength - as I mentioned in the mod's description, the alternative element weapons have their original scaling despite having a non-physical element. I have done this in order to open up new build possibilities, as a geomancer character handling an Earth 2-handed axe will still be able to use all the warfare skills with it, and will benefit from both their geomancer and their strength for it - and will be able to take advantage of the exotic scaling of some polymorph skills, and will benefit from the geomancer scaling on armor-giving skills. Indeed, it won't be very useful in conjunction with geomancer damaging skills, but it's not the direction I have chosen to take in this mod, since going the other way the new weapons would just have occupied the same gameplay niche as staves. If that's not what you are looking for, I'm sure there are some other mods that offer elemental weapons scaling with intelligence.
Pimpin Pippin Feb 14 @ 1:56am 
Thanks!
If you can please help, i encountered the new weapons and they look awesome but i am a bit confused.
For example i found in a chest a purple-quality 2handed axe that deals Earth damage but requires 11 (or perhaps 12) strength to equip.

This made me wonder does this Earth damage from the 2h axe weapon scale from Strength or Intelligence?

If the axe still scales from only Strength then the weapon is a bit useless, because Geomancer spells are all Intellect-only so the Geomancer will likely have zero Strength, making the axe damage very weak.
Krisys  [author] Feb 13 @ 6:25am 
@Pimpin Pippin: Oh yeah I keep thinking that I should put my mods on DOS2 Nexus or something, but it's additional work that takes some time, so it keeps getting pushed to the bottom of my TODO list. Sorry about that ^^' I'll get my hands on that someday
Pimpin Pippin Feb 13 @ 5:30am 
Hey thank you for making this amazing mod!
If i can make one suggestion please, it would be great if this mod was also downloadable from a different website so that players who do not have a Steam version of Divinity 2 can use it.

Somewhat recently Valve has disabled the download of workshop mods if you do not have a steam account that owns the relevant game on Steam, so this unique and great mod is unavailable to anyone with only a GOG Divinity 2 version.