Divinity: Original Sin 2

Divinity: Original Sin 2

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Unlocked Scoundrel
   
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Type: Add-on
Game Mode: Story, GM, Arena
Tags: Skills
ファイルサイズ
投稿日
更新日
7.774 MB
2019年8月24日 18時32分
2021年1月17日 12時18分
6 項目の変更履歴 ( 表示 )

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Unlocked Scoundrel

Krisys 作成の 2 件のコレクション
Krisys Mod Package
7 アイテム
Krisys Vanilla+ Mod Selection
11 アイテム
解説
My personal take on raising the dagger requirement on most Scoundrel skills. The main goal is to allow Scoundrel skills to provide gameplay alternatives to the globally pretty restricted melee fighter style, while not denaturing the skill usage.

I have replaced the dagger requirement with a melee requirement on the following skills :
- Corrupted Blade
- Gag Order
- Sleeping Arms (this one might be an actual balance mistake - remains to be seen)
- Terrifying Cruelty

I have allowed the use of the spear instead of a dagger on the following skills :
- Rupture Tendons
- Sawtooth Knife

I have also removed the requirement on following skills altogether :
- Throwing Dagger
- Fan of Knives

The second change was there to add some flexibility to the Scoundrel skills without giving all melee characters the same skill options. It also serves the purpose of giving more personality to spear-based builds.

This third change is here to give additional utility (in addition to Adrenaline, Cloak and Dagger, and maybe Chloroform) for builds that take the Scoundrel skill mostly for the crit multiplier bonus and don't fight in melee. The attacks still scale on your weapon, so it can be a fire dagger throw for your staff-handling pyro-wizard. It might be a balancing mistake as well, but I'd like to try it out.

The mod shouldn't be compatible with other mods that alter the same skills but should be compatible with pretty much anything else.
27 件のコメント
DrHitman27 2022年12月4日 7時37分 
Fan of Knives was powerful, now it can deal a lot more damage.
Anathema :lunar2019shockedpig:
Alex 2022年8月26日 12時17分 
Haven't played through so can't give a full assessment but seems pretty cool and has decent modularity. Make attributes more of a mix and match kinda deal.
Strength, affects global and weapon dmg with and additional resistance bypass value that's multiplied by intelligence.
Finess effects, gloabal dmg, dodge, crit, and movement,
Intelligence effects global, skill, accuracy, and multiplies the resistance bypass given by strength.
Wits effects crit, initiative, and DOT dmg.
Additionally backstabbing receive bonus dmg from crit chance to not invalidate it in the late game.
Weapons are diversified a fair bit and tons of other changes. Again I've not played though it much, but I like alot of it in theory. I wouldn't ever think of using a sword and dagger otherwise, or actually bother with food. If you've beaten the game before to actually appreciate what it'd changes I think its well worth a look.
Krisys  [作成者] 2022年8月26日 10時38分 
@Alex: Actually now I remember Backlash had issues while being used with non-finesse weapons anyway - like, sometimes damage not applying at all etc. and I can't really fix that with what control I have over skills through the Divinity Engine. So I couldn't really help here, sorry.

As for your questions:
- Like to on hit effects apply from both for skills or only for basic attack?
> Yes they do on all weapon skills. They don't on non-weapon skills.
- Do Elemental effects on offhand count?
> Yes, just like the base damage, you inflict half the elemental damage your off-hand weapon would deal.
- Do certain skills only call on primary for dmg?
> No, all skills that do account for your weapon also take your offhand weapon in consideration.

I have no idea how Vanilla+ affects those though.
Alex 2022年8月26日 10時25分 
Hmm might be unnecessary. My self and many other's seem to be unclear on what hand contributes what from dual wielding since I've looked this up before. Like to on hit effects apply from both for skills or only for basic attack? Do Elemental effects on offhand count? Do certain skills only call on primary for dmg? Unsure of all of these and won't be sure since I'm playing with Vanilla+ which revises allot. ANY ways it's still be appreciated if you could use dagger skills with it in the offhand, but might just be a matter of aesthetic. If and I still doubt it but IF on hit affects, elements, and dmg, always apply from both, than apart from from aesthetics the only time it'd crop up is when you want you most dmging weapon in the main hand since secondary dmg is halved which is only really relevant with Vanilla+.
Krisys  [作成者] 2022年8月25日 16時15分 
@Alex: Uh I'll look into that. If it's not too complicated I might release an update in the following days.
Alex 2022年8月25日 13時30分 
I've an odd request for you. Tried dual wielding with dagger in off hand and sword in main hand both for aesthetics and because I'm experimenting around with Vanilla+. Regrettably can't use backslash or dagger only skills unless it's in main hand. Reckon you could make them work if you've a dagger in offhand and maybe even use the dagger for the attack? Might be asking bit much, but it'd be cool.
Krisys  [作成者] 2022年3月3日 2時13分 
@Nevaris Drachenberg: Thanks! I'm glad you like it :winter2019happyyul: Those skills always scaled on the weapon, and it's still the case! It's just that in the past you could only use them with Finesse scaling since all the daggers in the game scale on Finesse.
NakedGerman 2022年3月3日 1時59分 
Hello, first of all, thank you for the mod. I love vanilla and i love using spears, but they simply suck. With thise skill this will be a lot of fun. Iam wondering about the scaling tho. Are these skills still scaling with finess or are they scaling with the weapon now? So maybe i can use corrupted blade as dual wield beast.
bidiguilo 2021年9月11日 19時45分 
very vanilla friendly and cool
Drew 2019年12月17日 3時03分 
another one with backstab not working with spears... it does the teleport part but no damage. Great Mod apart from that!