Divinity: Original Sin 2

Divinity: Original Sin 2

Rendal's Armor Remover
16 Comments
But is it still possible to resist statuses without magical armor?
Hutsh 6 Nov, 2019 @ 10:45pm 
waiting DE too !! please ^^
Digan 10 Jul, 2019 @ 6:08pm 
Any way for DE??
odst57 2 Dec, 2018 @ 7:20pm 
no
Skyreach 13 May, 2018 @ 10:46am 
Did you ever get around to re-releasing the mod that added HP to items? That sounds like such a cool idea, I'd love to see it!
Raethorn 6 Feb, 2018 @ 9:30am 
The vanilla armor system actually encourages being able to do both physical and magical damage in a rather balanced way, because if you don't then a lot of fights will be much harder.
*Dooby Toots* 9 Jan, 2018 @ 6:19am 
Would subscribe if there was a version that gives the enemies of the game more health to compensate for the loss in armor.. unless i misunderstand and this is part of the mod
Rendal  [author] 7 Nov, 2017 @ 3:27am 
@Revan Removed the HP bonuses from this version. Any item stat changing version will be released as a different file.
Revan 7 Nov, 2017 @ 2:28am 
Upload version without HP please
Zerd 4 Nov, 2017 @ 6:22am 
By adding the HP bonuses to armor pieces, does that affect the NPCs as well? Otherwise it'll make the game unbalanced, since PCs will have higher HP values.
Rendal  [author] 4 Nov, 2017 @ 4:04am 
@Revan, @.REM-waifu Because of the way this mod removes armor, I can’t remove it from items, but leave it in skills. I am aware, that the armor related skills become completely or partially useless. My intention is to alter the skills affecting magic armor and physical armor to affect resistances instead.
Strexze 3 Nov, 2017 @ 7:02pm 
is this mod only remove armor and magic for armor only?
if yes i would subcribe it and thumbs up
shield up,fortify,frost magic shield should add magic/physical defense at least.
Revan 2 Nov, 2017 @ 12:43pm 
What do u think about add Armor from spells ? Some talents and spells is totaly useless without it. But if armor added from spells its looks like Magic Shield and
Rendal  [author] 30 Oct, 2017 @ 11:34pm 
@Zerd, It does reduce the effect of armor pieces, when they only give the random bonuses and the visual appearance. Games often add damage mitigation percentages to characters when they equip armor pieces, either by a adding a flat value, or from converting it from some sort of armor rating. I doubt there is a way (by modding) to change Physical Armor and Magic armor to translate into mitigation percentages. But, flat resistances (physical, fire, earth, ...) could be added to armor in an additional mod. You could have them be different for armor type (plate, robe, leather), and type of piece (chest, helmet, ...), and have them scale from common to divine. There may be no room in the values to scale them by level, but one may not like changing their pants every one or two levels anyway. @Solstice_, Righ, HP increases could be used as an incremental benefit to replace magic and physical armor ratings.
145/240V 30 Oct, 2017 @ 10:55pm 
Perhaps replace the armour values with % or flat HP increases? Otherwise armours don't feel like armour, and feel more like mmo trinkets. It takes away the "strength" of armour and just makes it an attributes game, if you get me.
Zerd 30 Oct, 2017 @ 5:33pm 
As much as I like the no-armor style and some rework on how CC works, I'm afraid this solution would somewhat break the purposes of armors. What is the purpose of using armor besides the bonuses on this mod? Also, you wouldn't want to go for higher level gears if they don't have higher armor values, unless the bonuses are strictly better.