Divinity: Original Sin 2

Divinity: Original Sin 2

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Ryuki's Combat Ability Overhaul
   
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Type: Add-on
Game Mode: Story, GM
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121.837 KB
6 Oct, 2018 @ 6:02pm
26 Oct, 2018 @ 8:05pm
6 Change Notes ( view )

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Ryuki's Combat Ability Overhaul

Description

Individual ability tweaks found on Nexus![www.nexusmods.com]


Scoundrel-
-Chloroform adjusted a bit adding, 10% damage and now includes Suffocating.
-Daggers Drawn AP cost was reduced from 4 to 2, now causes bleeding. Base damage decreased by 5%
-Corrupted blade now has the Slowed status as another effect. Base damage dropped by 15%
-Terrifying Cruelty had its AP cost reduced by 1 and added the Dazed effect.
-Knife Throw AP cost reduced to 1
-Fan of Knives AP cost reduced down to 2.
-Sleeping Arms damage increased by 15%
-Sawtooth Knife damage increased by 10%
-Ruptured Tendons initial damage changed to piercing.
-Cloak and Dagger now gives 1 turn of invisibility.
-Gag Order, Sleeping Arms, Throwing Knife no longer require a dagger to be used.


Huntsmen-
-ncreased healing for First Aid.
-Pin Down now also slows targets for 2 turns. Damage decreased by 10%
-Mark now dazes targets for 2 turns.
-Ricochet buffed a bit from previous adjustments
-Snipe now will pierce up to 3 targets Base damage reduced to compensate for piercing buff. Cooldown also reduced from 5 to 4.
-Farsight now cleanses the Blind status and increases AP by 1 for its duration. No crit gain.
-Ballistic shot base damage reduced by 10%, damage amp increased.
-Rain of Arrows now slows and applies weakness. Damage decreased by 10%
-Elemental Arrowheads turned into a toggle skill called Elemental Quiver.
-Reaction shot now has a 3 turn duration, and fires up to 5 shots instead of 3
-Multishot base damage dropped, but can now target 4 enemies.
-Piercing Shot damage was brought down by 15%.


Warfare-
-Enrage: Removed the silencing effect. Reduced crit chance increase to 25% but added an additional flat damage increase to compensate.
-Battle Stomp: Reduced CD by one and reduced AP cost by 1.
-Battering Ram: Reduced CD by 2 and reduced AP cost to 1.
-Deflective Barrier: Down to 1 cost
-Taunt:CD Reduced to 3, area buffed to 7 meters.
-Onslaught: Reduced to 2 cost.
-Phoenix Dive: Now gives 1 turn fire immunity.
-Blitz: This now will attack up to 4 enemies.
-Shield Throw: Damage reduced by 20%, increased targets by 1.
-All In: Now does piercing damage.

Summoning-
Summoning is fairly well balanced as is, and most skills are utility or optional summoning buffs. Very minor changes here.
Dimensional Bolt damage increased by 15%
Dominate Mind down to 2 cost to compensate for its lack of use.
Ethereal storm hits per turn increased to 8, cost reduced to 3, bolt damage increased by 5%. This should bring the total possible damage done by Ethereal Storm up by 40-60%

Aero-
A few essential damage changes to buff damage to compensate for the overwhelming resistances later on, and cost/CD reductions on more used positioning and status skills.
-Blinding Radiance brought down to 1 cost
-Electrical Discharge damage increased by 15%
-Increased shocking touch range by 1 m, increased damage by 5%
-Reduced Teleport CD by 1
-Dazing Bolt cost reduce by 1, increase damage by 5%
-Pressure Spike damage increased by 20%
-Superconductor buffed by 10%
-Buff Closed Circuit minorly
-Thunderstorm cost reduced to 3, damage increased by 5%, and hits increased to 8 from 6.
-Teleportation cost reduced to 1.
-Vacuum touch damage increased by 10%

Geo-
General blanket damage increases to skills and some minor cooldown reductions for a couple of skills to increase their viability.
-Acid Spores cost reduction down to 2, increased damage by 5%
-Throw Dust Damage increased from 75% to 90%
-Fossil Strike damage increased by 10%
-Pyroclastic Eruption cost reduced to 3 increased damage by
-Poison Dart damage increased by 5%, cost reduced to 1 AP.
-Earthquake cost reduced to 2, increased damage by 10%
-Worm Tremor initial damage increased by 20%
-Reactive Armor overall damage increased by 15%
-Corrosive Touch damage increased by 10%


Hydrosophist-
Offensive Skills for this are hard to combo due to the lack of consistency with how ice is made and the rarity of the creation of ice. Ice is now much easier to make, and it comes guaranteed with many of the ice based skills, allowing for Shatter to be a more useful combo skill.
-Rain Cooldown dropped down to 4
-Hail Strike cost reduced to 2, damage increased by 5% per projectile.
-Restoration now heals for more
-Soothing cold now restores more magic armor
-Winter Blast deals 5% more damage, also now creates a water surface
-Ice fan damage increased to compensate for the 3 cost normal skill.
-Global Cooling damage increased by 10%
-Deep Freeze cost reduce to 2
-Hail Storm damage increased by 5% per projectile, decreased AP cost to 3.
-Most ice based skills now guaranteed to create ice surfaces on appropriate surfaces.



Pyro-
Some more minor increases to general damage. Fire immunity addition for supernova to help combo a few skills occasionally.
-Ignition 10% damage buff
-Searing daggers cost dropped down to 1
-Fireball 10% damage buff
-Spontaneous Combustion 10% damage buff
-Fire Whip 5% damage buff
-Supernova now sets fire immunity for 1 turn, reduced cost to 2
-Epidemic of Fire 15% damage buff
-Meteor Shower damage increased noticeably. Cost reduced to 3

Necro-
The much needed rebuff to blood storm meets the cost reductions of a few skills and blood sucker getting a good healing boost overall.
-Blood Sucker healing increased by 25%
-Infect Cost down to 2
-Living on the edge cost reduce to 2.
-Last Rites cost down to 1 due to the lethality of the skill.
-Blood Storm decreased cost to 3 and damage increased by 5%

Poly-
Nerfed the commonly joked about “Not overpowered at all” skill “Tentacle Lash” while increasing the damage of bull horns and oily blob; decreased a couple of other less used skills’ costs to put them into play a bit more often.
-Tentacle Lash damage reduced by 15%
-Increased bull horns damage by 15%
-Heart of Steel cost reduced to 1 AP
-Increased Oily Blob initial damage from 70% to 85%
-Equalize cost reduced to 1 AP
35 Comments
DanNeverSleeps 15 Dec, 2019 @ 4:37am 
Is this compatible with the Faster Casting Mages mods by ♥Rioka♥?
Soulmancer 30 Nov, 2019 @ 6:23pm 
would this not be compatible with Divine War I shall assume?
Ry  [author] 14 Apr, 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 14 Apr, 2019 @ 9:24am 
Are you still working on this bad boy or is it essentially done?
kadeku102 9 Jan, 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] 8 Jan, 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 8 Jan, 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] 13 Dec, 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 13 Dec, 2018 @ 6:12pm 
Is this fairly well balanced?
Ry  [author] 15 Nov, 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.