Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
necroz Aug 13, 2017 @ 6:37am
Questions and Answers
Discussion to ask questions regarding different aspects of the mod
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Showing 1-15 of 74 comments
necroz Aug 13, 2017 @ 6:38am 
Does Awesome Presence work with any type of a dead enemy including bones, elemental remains, burned and turned into ice cubes bodies, or it needs intact humanoid corpse ?
necroz Aug 13, 2017 @ 6:40am 
How weapons with elemental damage work ? I understand that any elemental dmg still uses corresponding resistances but does it completely bypass armor ?
Last edited by necroz; Aug 13, 2017 @ 6:41am
necroz Aug 13, 2017 @ 6:41am 
What is the difference between Rot, Shadow and Tenebrium type of damage ?
necroz Aug 13, 2017 @ 7:26am 
Finger of Death doesn't kill "bosses". But how do I know who is a boss and who is not, besides guessing, and saving-reloading when trying to use this spell ? In many encounters there's the main bad guy who may be "the boss", but what about his servants ?
Elric  [developer] Aug 13, 2017 @ 9:12am 
@necroz:

1) Awesome Presence will take anything tagged as a corpse. This includes summons, elementals, undead--anything that you or someone else killed (though I forget if player characters count.) I do not think that any of the lootable "corpses" count because they should all be tagged as containers and are therefore not really corpses.

2) The elemental portion of the damage on a weapon, be it 1% or 100%, will function exactly like elemental damage on a spell insofar as it can bypass armor completely, but will be subject to the corresponding resistance. The really interesting thing about elemental damage weapons is that they can have critical hits where spells cannot. Any attack that could normally crit will still be able to crit in the form of elemental damage if your weapon has elemental damage on it--this is obviously more impressive the larger the percentage of the weapon's damage that is elemental damage (crit elemental damage on a full slashing sword that has an essence crafted on to it will not end up melting too many faces.)

3) There is currently no difference. If memory serves, they are all considered "shadow" damage internally and have to deal with the corresponding resistance, like elemental damage does. I think that these may have been intended to act as discrete entities originally, but probably were consolidated before release of vanilla D:OS due to time constraints. There is a lot of unfinished content you can dig up in the editor that suggests D:OS was originally intended to be even more ambitious than it turned out.

4) I am drawing a blank as to whether or not Metamind will give you this information specifically, but I think it does. Also, look at the monster name plates, the bosses' nameplates look different than the rank and file. Note: Finger of Death cannot instakill bosses, but many bosses have very strong adds that can wipe a party just as fast as the boss. I personally never target a boss with the Finger of Death if I can instantly kill something else.

necroz Aug 14, 2017 @ 1:30pm 
@Elric thanks for the answers!
necroz Aug 16, 2017 @ 9:38pm 
Is it true that all on-hit debuffs of weapons applied to enemies don't have a saving throw ?
necroz Aug 17, 2017 @ 9:45am 
Do initiative debuffs from Anaconda and Occultist stack ?
Elric  [developer] Aug 17, 2017 @ 1:31pm 
@necroz: Procs that apply statuses from the base game (like burning) have a percent chance to apply, and this chance will grant a saving throw that is then modified by the target's grit and will power. Procs that apply new effects simply apply that effect with the percentage frequency listed. This is a very important point to consider when looking at a weapon with some new and powerful status, like grit or willpower drain--monsters do not get to save against this!

Anaconda and Occultist debuffs are discrete entities and therefore they stack. :D
necroz Aug 17, 2017 @ 1:46pm 
@Elric Thanks! Might be hard to understand if there is a save or not, cause not everyone knows/remembers every possible affix from the base game. The tooltip doesn't mention that.
Elric  [developer] Aug 19, 2017 @ 9:14am 
@necroz: Unfortunately this opacity is something that we discovered rather late and is dictated by engine limitations. :( We could perhaps add a note to the readme as a reference.
Ameranth  [developer] Aug 19, 2017 @ 3:05pm 
It'd be nice to add the distinction to the item, but it's questionable to add even more text entries to already crowded tooltips. If it were merely a case of adding (Grit), (Willpower), or (No Save) to the % chance entry, I would do it in a heartbeat; sadly it's not possible to do such a thing.
necroz Aug 19, 2017 @ 6:07pm 
Yeah tooltips are already overloaded. Actually some items have tooltips so long that they don't fit on the screen vertically. Adding the list of new no-save weapon effects to the readme file could greatly improve the current situation.
Ameranth  [developer] Aug 19, 2017 @ 8:22pm 
Yeah, we did our best to cut down on tooltip clutter but some combinations are still too long. I wish the text auto-resized.

I can add a blurb to the readme; every one of the new weapon procs have no Grit/Willpower influence.
Last edited by Ameranth; Aug 19, 2017 @ 8:22pm
necroz Aug 19, 2017 @ 10:45pm 
Originally posted by Sandpie:
I can add a blurb to the readme; every one of the new weapon procs have no Grit/Willpower influence.
Pls don't forget to include the list of new procs. Many people don't remember all original game procs and there are people who may never played the unmodded game at all.
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