Divinity: Original Sin 2

Divinity: Original Sin 2

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Weapon Choice V2
   
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Type: Add-on
Game Mode: Story, GM
文件大小
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更新日期
6.400 KB
2017 年 11 月 7 日 上午 7:59
2017 年 11 月 30 日 上午 3:58
3 项改动说明 ( 查看 )

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Weapon Choice V2

描述
Version 2 of my "Meaningful Weapon Choice" mod that attempts to introduce key features to various weapon types. So choosing weapon type is no longer a matter "which weapon is stronger", but an important choice for players.

Version 2 is very different from version 1. I've decided to keep both mods around in case someone wants to continue using version 1.


Version 2.1 Update:
Spear special attack skill: 2AP, 2 turns cooldown. Deals 110% weapon damage as piercing damage to target!


Major changes:

1 hand weapons:
1h sword: Defensive option for light figher. Gives bonus dodge chance & movement speed
1h axe: Slightly lower base damage, but bonus crit chance and crit damage (155%).
1h club: Big damage fluctuation. For those who like to gamble on their damage output

2 hand weapons:
2h sword: No change. Highest consistent damage output (without Crit) of all 3 two-handed weapons.
2h Axe: Give bonus crit chance and EVEN more crit damage (160%). But accuracy is reduced by 5%.
2h club: Heavy weapon for tanks. Huge damage fluctuation. Heavy and sturdy so they give movement speed penalty but increased Preservance.

2h skill All In now deals increased damage in AOE.

Spear: bonus accuracy and dodge chance.

Staff:
Bonus Intelligence and Memory. Staff of Magus now deals more damage.

Wands:
Bonus Crit chance. Base damage increased.

Bows:
Bonus starting AP (NOT AP per turn). Base damage increased.

Crossbows:
Base damage lowered, but Crit damage is increased (160%). This is a buff for late game crossbows, but nerf to early game.
Crossbows remain a better damage output than bows, and has better scaling with Crit Chance. Bows become a utility option for those who want extra starting AP.

Daggers: no change


FAQ:
Q: Is this mod compatible with saved games?
A: Yes

Q: Game won’t load after installing this mod
A: All override mods need some time to load. Load your saved game, go grab a coffee and come back later.
40 条留言
FG 2018 年 12 月 27 日 上午 5:25 
please update for DE
-DontBlinkX- 2018 年 9 月 21 日 下午 4:40 
How do i support this guy? also can u upload to DE as everyone has asked
Damashi 2018 年 9 月 13 日 下午 6:24 
Are you going to be porting this to DE? I really loved this mod!
Carnage 2018 年 9 月 10 日 下午 1:00 
please update for DE! :D
Digan 2018 年 9 月 9 日 下午 6:43 
Pls update for DE ^^ :D really nice mod :D
RDsparty 2018 年 9 月 9 日 下午 2:00 
Please update for DE!
Matex 2018 年 9 月 4 日 上午 12:41 
Will you update your work for the DE?
dragonfiresteel 2018 年 8 月 30 日 上午 7:48 
as some one who study irl sword play it would actuaslly be more accurate if yoyu switched around the axes and swords propeties . just a bit of advice.
Balisan 2018 年 3 月 17 日 下午 4:23 
@DoctorGenocideMD Maybe it should be the other way around. Blunt force weapons should deal entirely non-piercing damage, but a lot of it, making them good for opening up crowd control options. On the other hand, axes, swords, and spears should have damage divided between physical and piercing to make it harder to open them up to CC.
Araedros 2018 年 2 月 7 日 上午 11:58 
messes with shields' skill...can this be fixed?