Divinity: Original Sin 2

Divinity: Original Sin 2

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Improved Weapons
   
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Type: Add-on
Game Mode: Story, Arena
File Size
Posted
2.115 KB
2 Jan, 2021 @ 9:53pm
1 Change Note ( view )

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Improved Weapons

Description
Improved Weapons makes each weapon type specialize in a different trait/ability.

Dagger: Critical Damage
Swords: Dodging
Hammers: Damage
Axes: High Damage Potential
Spear: Range
Eand: Damage
Staff: Memory
Bow: Accuracy
Crossbow: Damage

Inspired by Thal's Balance: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1752786181

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Exact Changes - (numbers listed are how much default changes by)

Dagger: -20% Damage, +20% Crit Multiplier
Sword: -20% Damage, +10% Dodge Chance
Hammer: Unchanged
Axe: -20% Damage, +10% Crit Chance, +25% Damage Variation
2h Sword: -20% Damage, +20% Dodge Chance
2h Hammer: Unchanged
2h Axe: -20% Damage, +20% Crit Chance, +25% Damage Variation
Spear: -20% Damage, +20% Range
Wand: -10% Damage
Staff: -20% Damage, +3 Memory
Bow: -20% Damage
Crossbow: -20% Damage, +0.2 Movement)
9 Comments
esnevip 31 May, 2021 @ 8:27pm 
I have zero coding/modding experience so forgive me if my suggestions aren't feasible.
Make blunt weapons do extra damage to armour, or if 2H have a percentage of their dealt armour damage also apply directly to vitality (blocking a 2H mace with a small shield is going to wreck your bones).
And perhaps have bladed weapons do less damage to armour but do a lot more to vitality (flesh) and perhaps set bleeding?

Perhaps spears should also grant Attack of Opportunity baseline, as that's kinda what they're for.


Just some ideas :)
Krotah 4 Apr, 2021 @ 6:34pm 
@mjsunde - could change it to block chance? Make sense, probably like 10%
MJaySan  [author] 23 Feb, 2021 @ 10:59am 
@Inquisitor Mendoza Honestly, i have no idea. I just edited the main entries in the "Weapon.stats" file using the Divinity Engine.
MJaySan  [author] 23 Feb, 2021 @ 10:55am 
@RoozterIllusion You're right, that doesn't make sense. When i get some free time, i'll update it with some more (logical) variety. Also, i will change the 20%, but any suggestions on what to change it to?
Inquisitor Mendoza 22 Feb, 2021 @ 10:39am 
Does this mod change the stats from the weapons the enemy uses too or only the player
RoozterIllusion 20 Feb, 2021 @ 4:54am 
i think 20% is a little much and why do 2 handed swords get dodge? that part confuses me. needs more diversity still in my opinion.
MJaySan  [author] 5 Jan, 2021 @ 2:07pm 
The intent is to make held weapons (including wands and staffs) more diverse. Only the basic attack should be changing, not any skills. So "damage to magic" shouldn't be OP, but "magic weapons" might be. I can look into that if you want, or does that clarify it? Thanks for asking!
AarkNoa 5 Jan, 2021 @ 1:20pm 
I'm a little confused, does this just deacrease the weapons total dmg for a few extra spoils? Won't this make magic too OP in comparison?
MJaySan  [author] 2 Jan, 2021 @ 10:37pm 
This is my very first Divinity mod, so any help is appreciated.