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P.S. Is there something similar to this for Divinity 1? I am thinking of buying that as well, but I don't want to play with the existing scaling system.
I disabled the mod immediately after installing for that reason, too. But someone claimed that this load time issue only happens when you load the mod the first time and not after. Can anyone throw light into this issue?
Level 1 Dagger 4-6 Damage
Level 1 Sword 4-6 Damage
Level 1 2Hand 5-6 Damage
It's hardly any different, however when you factor in any possible weapons enchanments it becomes any worse since you can use two one handed items that could have as much as 4-6 extra damage. Gliff's Potato Peeler for example is the strongest weapon I have come across in Act 1.
The ballance may be slightly off, with magical damage being reduced by a slightly greater % than weapon damage, but this fixes the main gripe I have with the game!
No more throwing away epic/unique lvl13 weapons because even a gray lvl 14 weapon is stronger to the tune of 10-20% damage. Now I can actually keep using interesting ear I find for more than an hour, without being punished by the crazy stat inflation!
@huisn, that's 500 with 0 constitution or anything. Enemies probably will commonly have a good deal more than that. But yeah, I'll consider a slightly less extreme reduction in scaling
@你走是个弟弟! Tetsuo is right, I only touch vitality numbers, and everything else should theoretically be adjusted to compensate. Fighting enemies higher level than you will indeed be somewhat less challenging, since there's less of an abitrary inflation of difficulty from the stat bloat. You can decide if you like that or not, but it's not my cup of tea. I'll reduce the accuracy penalty of higher level weapons, good catch.
I'm afraid I won't like the drastic reduction in scaling. Someone posted the comparison between this mod and the vanilla version, 500 base vitality at level 30 seems way too extreme.
Would it be possible to adjust it back to DOS EE scaling? (i.e. Around 2000 base vitality without any bonuses near late game)
Anyways, thanks for the mod!
All this mod does is modify the base scaling values, it doesn't touch magic or weapon damage at all, so if anything the base game is allrdy like this but you didn't notice it because of the inflated numbers.
1. Scale of weapon and spells are different before/after the mod, spells become even weaker after the mod because damage of all spells are halved. While weapon damage is something like 66% from before mod. So weapon skills is stronger than magic spells compare to original game.
2. Weapon with level higher than main character are completely useless because the damage rise is negligible compare to rest low level weapons. But they gives heavy accuracy penalty.
3. Higher level enemies seems to become a bit easier with this mod since the scale is reduced.
Thanks a lot for the hard work and this mod, hoping you keep it updated here.
I'm wondering, does this work with other scaling mods that alter the game play scaling, in specific "Controls Are Back" mod that lowers physical / magical armour?
Thanks a lot baardvaark