Divinity: Original Sin 2

Divinity: Original Sin 2

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Arcane Bladeweaver - Elemental Melee Master
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
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402.454 KB
Sep 10, 2022 @ 2:35pm
Jun 25, 2023 @ 9:46pm
7 Change Notes ( view )

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Arcane Bladeweaver - Elemental Melee Master

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Introducing the Arcane Bladeweaver!

Arcane Bladeweavers focus on dealing weapon damage with a twist: Their damage is converted to an elemental damage type based on the first Bladeweaver skill they use in a turn. They Flow between elements each turn and enter a Form depending on which Flows they've used. On top of Flows and Forms, Arcane Bladeweavers also have a resolution, which further affects what their Bladeweaver skills can do. Ultimately they are the master of their skills and effects, able to adapt to any situation on a turn by turn basis.

This mod REQUIRES: Cleric - Shared Resources, LeaderLib, AND Norbyte's Script Extender[github.com]

Flow, Form, and Resolution

Managing the Arcane Bladeweaver's various mechanics adds a level of complexity to the class that can separate Masters from Novices.

Flows
When an elemental Bladeweaver skill is used, they Enter a Flow. This flow will convert all of their melee weapon damage to the Flow's Damage Type. This includes regular attacks and any weapon skills like Crippling Blow, but will convert the damage of other elemental Bladeweaver skills (Entering Lava Flow then using Icy Grasp will result in Fire Damage).
This status lasts one turn if gained outside of combat, or until the end of your turn if gained during combat. After your turn is finished, your weapon's normal damage type will be used again.
There are 4 Flows: Lava (fire), Glacial (water), Tectonic (earth), and Typhoon (air).

Forms
When a Flow is entered, the Bladeweaver also enters a Form. The three Forms are mutually exclusive. The initial Form has no benefits, so Forms aren't immediately impactful. Forms have an element attached to them and will be the same as the Flow you entered.
Initial Form: When entering a Flow with no Form active, you gain the Initial Flow. It provides no benefits.
Weaving Form: When entering a Flow with any Form active, if your Flow is a different Element from the Form you were in, you gain Weaving Form. Weaving Form increases attributes: Strength, Finesse, Intelligence, and Wits. The benefits of this Form will increase with your level.
Fixed Form: When entering a Flow with any Form active, if your Flow's element matches your Form, you gain Fixed Form. This Form doesn't provide attribute bonuses, but instead reduces the cooldown of Bladeweaver skills who's element match. If you enter Fixed Form: Fire, and Flame Vortex has 2 turns of cooldown left, it will now have 1.

Resolutions
Resolutions are mutually exclusive, permanent status effects they can choose between. These affect the additional effects their skills could apply, and if the skill is unmemorized, the status effect will be removed.
Affliction : The base Resolution and most in line with the main game's skills. Affliction adds status effects your Bladeweaver skills will apply to targets hit. With Affliction on, Flamestrike will apply Burning on hit.
Inspiration : Inspiration reduces the damage of Bladeweaver skills - but notably NOT other skills - by 20%. Inspiration is for the frontline Bladeweavers, and makes their skills give them various status effects: from damage-increasing Might or Fury, to protective effects like the Guardian Angel aura. Inspiration Bladeweavers are the most versatile and survivable.
Termination: Termination Bladeweavers have one goal in mind: Eliminate enemies. Most Bladeweaver skills when used in this Resolution will deal more damage or deal damage in an area instead of single target.

Skills:
Bladeweaver skills can be purchased from your friendly neighborhood Warfare merchants and are also available from Cleric the Cleric.
The Resolution skills are available at start, level 4 and level 9.
Four base elemental skills are available at start, level 4, level 9, and level 16 - one skill for each element.
Source skills are available at level 9, 13, and 16.
***AT CHARACTER CREATION: Invest a point into Warfare and the elemental Bladeweaver skills will show up as if you had points in the elemental types, this is so those skills will work with Elemental Affinity. They require no points invested in Elemental Abilities and this implementation also means that a Class Preset doesn't function properly. Be sure to manually choose your skills and confirm they are selected properly before starting the game!
Check out the full Skill List [docs.google.com] here!

Tips & Tricks
  • Bladeweaver skills are ONLY concerned with weapon damage. For that reason, a Bladeweaver using dual swords should focus on Strength, Warfare and Dual-Wield. Pyrokinetic or other elemental abilities will not matter. In contrast, a Fire Staff-wielding Bladeweaver will need to focus on Intelligence, Pyrokinetic, and Two-Handed. Bladeweaver skills work with ANY melee weapon.
  • Especially early on, rounding out the Bladeweaver's arsenal with warfare skills will allow them to enter Flows and Forms each turn. Running out of Bladeweaver skills means not being able to convert damage to elemental types! Later on, Bladeweavers who are focusing on single elements will want the skills so they don't blow through all the elemental ones.
  • Mono-element Bladeweavers may not work well until later in the game, as you only gain access to one skill of an element at each skillbook tier.
  • Bladeweaver skills can be used on regular physical attackers to rapidly convert damage when needed in a mixed-damage party.
  • All regular Bladeweaver skills cost 2AP and benefit from Elemental Affinity. Torturer works with all damaging statuses applied by their skills. These two talents can certainly be a boon on a melee build that otherwise might not be able to utilize them! Furthermore, a Bladeweaver with a two-handed weapon and Ambidextrous can use grenades to create surfaces for themselves!
  • Bladeweavers have access to multiple area of effect and movement skills, but keep in mind Flows and Forms when using them!

If you need more Warfare damage buttons, check out my Warfare Expanded mod!
If you want a good companion for your Lone Wolf duo, the Arcane Archer comes to mind!
Full four man magic party? Elementalist, Arcane Archer, and Thaumaturge would make excellent friends!
Spears and Staves might be weak, but I have mods for them as well: Spears on Par and Staves on Par

Credits and Thanks:
Credits for Icons: All icons come from game-icons(.)net authors: Lorc, Delapouite, DarkZaitzev, sbed, and Skoll.
Thanks especially to Norbyte and Laughing Leader for the tools I used to make the mod work and to Laughing Leader again for answers and assistance with endless questions!
Popular Discussions View All (1)
19
Dec 5, 2023 @ 3:36pm
PINNED: Known Issues and Bug Reports
Cleric
25 Comments
Gorwe Jun 26, 2023 @ 12:30pm 
Thank you. That's what I figured, but don't hurt to ask, does it?
Cleric  [author] Jun 26, 2023 @ 9:38am 
Those answers are in the Description at the bottom! Short answer - weapon damage is all that matters. The conversion, as I did it, is JUST changing the damage type after all calculations have been done by the game.
Gorwe Jun 26, 2023 @ 1:37am 
Great. Now, how does Staff damage conversion work? Let's say this example:

Fire Staff with Pyro maxed. Then the Wind Walk is used to reposition. Now it deals Air(Ltng, /whatever) damage. The question is:

When a staff changes its damage like that, does it still scale with Pyro or would it require Aero(etc)?
Cleric  [author] Jun 25, 2023 @ 9:49pm 
Fire Strike was fine in testing. It is blocked by height differences, etc. since it's detonating a projectile (so like a Fireball) at the target's location. I haven't quite figured out how to make an AoE cursor effect when a skill gains one that doesn't normally have one, so the area can seem more finicky than other skills.
Wind Walk had an issue with a timer, and should work now.
Cleric  [author] Jun 24, 2023 @ 8:03pm 
Yes, it should work fine with a staff, I'll look into the other issues. Bladeweaver was made when I was still learning a lot and quite honestly the overall code makes me cringe a little, so stuff is probably wonky all over.

The @ is just habit for me at this point. Especially useful when there are multiple to reply to or could be replying to.
Gorwe Jun 24, 2023 @ 2:11pm 
Everything else worked flawlessly. Sadly, I decided to focus more on the Beast right now. That's where another of your mods comes into play: Guardian. Or maybe some other. Most likely Guardian. I am going to play TRP(Bladeweaver) this winter. So, yeah. Until then.

Oh, oh, before I go:

Can you properly use Bladeweaver with a Staff? Somehow I want to use a Staff in melee. Something exotic for someone exotic. :steamhappy:
Gorwe Jun 24, 2023 @ 2:10pm 
@Cleric (why do we do this? Does the user get a mention alert or something?)

Hey, no problem! It is a god dam beautiful class that fits someone like Red Prince very nicely. Some things are a bit weird, like the Fixed Form. There are other issues too:

Termination Resolution: Just feels boring and uninteresting next to Affliction and Inspiration. But that's due to D:OS not really being a dps check. Idk, 10% extra damage is not worth your time. I would love to see this Resolution expanded, improved somehow. If it's got to be raw DPS, let it be raw DPS: at least 20(or 25)% BASE(meaning, always active) extra damage + AoE attacks etc. Afflict and Inspire are still gonna be better, most likely.

Wind Walk: Everything that's supposed to do things ON ARRIVAL, doesn't. Meaning, even Terminate version. Don't get me wrong, it is a very nice skill, but shit's wonky.

Fire Strike: I could've imagined it or enemy was behind cover or something, but Terminate didn't turn it into an AoE properly.
Cleric  [author] Jun 23, 2023 @ 8:38pm 
@Gorwe
Not blind, there was definitely an issue.

A second thing going on with the fix I JUST pushed through, is that cooldown updates will not be reflected on the toolbar normally. So a skill will always show the default cooldown value even if it was shortened, but will finish it's cooldown at 1 turn instead of 0 (or 2+ depending on how many turns have been removed by entering Fixed Form).

This is a vanilla game issue, and I will have to learn a few things to get it to update in the UI properly. I intend to do that, but we'll see how much time I have. I just definitely cannot do it immediately.

Thank you for letting me know! Things like this easily fly under the radar when LeaderLib or the Extender are updated and some things break.
Gorwe Jun 23, 2023 @ 3:32pm 
I might be blind, but I don't see Fixed Form reducing cooldowns. Everything else works beautifully.
Cleric  [author] Apr 5, 2023 @ 7:13am 
@Zeridoz
Due to how skills are implemented there is no class at character creation. There's a few bugs due to the skills requiring warfare but being in the elemental ability schools. Bugs that are not possible to fix.
From the description:
***AT CHARACTER CREATION: Invest a point into Warfare and the elemental Bladeweaver skills will show up as if you had points in the elemental types, this is so those skills will work with Elemental Affinity. They require no points invested in Elemental Abilities and this implementation also means that a Class Preset doesn't function properly. Be sure to manually choose your skills and confirm they are selected properly before starting the game!