Divinity: Original Sin 2

Divinity: Original Sin 2

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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
10.591 MB
1 Jul, 2018 @ 5:29am
8 Jul, 2018 @ 7:47am
3 Change Notes ( view )

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Description
Causes players' magic attacks to lower corresponding enemy resistances by 25

Were you looking for a balanced mage experience, or did you just come here after seeing Manithro's video? Either way, this mod has you covered!

The two biggest problems affecting mages are:
  • Low alpha damage output,
  • Elemental resistances. Elemental resistances everywhere!

This mod aims to fix both of these things by causing magic attacks to lower enemy resistances to the corresponding element by 25 until they leave combat or die. This means you can not only deal out additional damage as a mage, but you can also circumvent most enemy immunities with a bit of work.

Please read - mod incompatibilities

Due to limitations with the Divinity Engine, this mod is incompatible with the following mods:
  • Armor-Based Saving Throws.
  • Randomized Enemy Buffs.

I apologise for the inconvenience, but there's nothing that can be done about this until the "OnDamage" script function is given a parameter specifying the entity attacked.

Anticipated Questions

Isn't this horribly unbalanced?

Less than you'd think. Several prominent members of the DOS2 community have commented that mages lack damage and many more have complained about the sheer quantity of enemies who reduce magic damage types by 30% or more. This mod may be slightly imbalanced, but depending on who you ask, it's a straight improvement over the original game.

Will multi-hit skills like Searing Daggers stack resistance debuffs?

No. The resistance debuff may only apply to each enemy once per player action. Until a player casts a new skill or ends their turn, enemies will not suffer debuffs to resistance. This unfortunately means damaging surfaces will also inflict a -25% debuff, but this is a sacrifice I am willing to make.

Are players affected by these decreases to resistances?

No. Players cannot be debuffed by this mod. In fact, only players can inflict these lowered resistances upon NPCs.

It's possible that non-player-controlled summons like Totems may affected. I haven't tested and I don't think it matters since they're made of paper anyway.

This mod is broken and it doesn't--

Hold it. Please:
  • Test it without other mods (or at least tell me specifically what other mods you were using with it)
  • Check, if you can, whether or not any other mods you're using overwrite the "base" characterscript
  • Be specific about what you were doing when the issue occurred - specify the skill you used and the enemy you used it against
Thank you for your help.
15 Comments
Malanthor 22 Dec, 2022 @ 4:11am 
Too bad it ain't DE.
Kalavinka  [author] 22 Jun, 2019 @ 3:42am 
Alas, no.
Sanctus Nix 22 Jun, 2019 @ 2:33am 
Is this DE compatible?
Kalavinka  [author] 22 Jul, 2018 @ 7:33am 
Elemental damage from weapons does indeed trigger the effect.
iqaruS 22 Jul, 2018 @ 7:29am 
Does elemental damage from weapons will also trigger the effect? Or only magic skills are able to trigger it?
Kalavinka  [author] 10 Jul, 2018 @ 12:38pm 
I appreciate you testing and giving feedback!
Dess_ 10 Jul, 2018 @ 12:02pm 
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  [author] 10 Jul, 2018 @ 11:25am 
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 Jul, 2018 @ 10:33am 
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  [author] 5 Jul, 2018 @ 9:29am 
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.