Divinity: Original Sin 2

Divinity: Original Sin 2

Tyno's Skill Rebalance
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更新于:2020 年 6 月 5 日 上午 8:19

更新于:2020 年 6 月 5 日 上午 7:11

===Rebalance Phase 2===

After playing with the mod installed with some friends I took their feedback on and changed how some of skills work, increased or decreased duration(s) or damage. Given I have gone over every player ability in the game, I won't list any changes that are purely increases or decreases. The biggest change was the damage the source abilities gave, as we had full source every fight I had to rework all of the source abilities numbers again. I also neglected the summons in the first pass, so they all had a small update.


==Summoning==
All summons now cost 3AP, given the amount of damage they can take, and how versatile they are now this seems worth increasing.
For each non incarnate summon I added 2 or 3 abilities from their school:

-Artillery Plant, Added Poison Dart to skill list Added Corrosive Touch.
-Fire Slug, Added Flaming Daggers, added Dragon Breath to skill list.
-Oil Blob, Added Oily Carapace, added Earthquake to skill list.
-Soul Wolf, Added Cat Jump, added Enemy Wolf Haste to skill list.
-Bomber, Added Backlash, Serrated Edge and Cloak and Dagger to skill list.
-Bone Spider, Added Web Cone and Mosquito Swarm.

-Incarnate;
for each elemental infusion I added an additional ability, and added a small magic armour boost,
for each cursed/blessed version I added an even larger magic armour boost.

-Incarnate Ranged Infusion: Added Tactical Retreat to skill list.
-Incarnate Shadow Infusion: Added Cloak and Dagger, Removed Chameleon Skin.
-Incarnate Warp Infusion: Removed Tactical Retreat, Added Teleportation.
-Incarnate Fire Infusion: Added Bleed Fire.
-Incarnate Water Infusion: Added Winter Blast.
-Incarnate Poison: Added Poison Wave.
-Incarnate Electric: Added Shocking Touch.
-Incarnate Blood: Added Decaying Touch.
-Incarnate Oil: Added Impalement.


==Mechanical Changes==

-Blind: Now ignores armour. (All blind skills have an increased cooldown or lost ~20%damage.)

-Flay Skin: The nullify resistances buff now ignore magic armour.

-Bleed Fire: Now ignores magic armour.

-Living on the Edge: 3>4AP. Now provides immune to frozen, immune to stun, immune to petrified, terrified, taunted, mad. (I found most of the time spent with this buff was being crowd controlled.)

-Fortify: Now provides immunity to all the debuffs it removes, for the duration. (Poisoned, Bleeding, Burning, Acid, Decaying. ADDED +Knockdown, +burn, +poison, +disease)

-Armour of Frost: Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. ADDED +Immune to stun, +freeze, +petrified, +charmed

-Bone Cage: Originally scaled with corpses, but to make better use of Living on the Edge, Death Wish, Shackles of Pain and the Necromancies built in lifesteal, I reworked the skill to take between half and a third of your health to grant you armour about 1.5x Fortify and Armour of Frost combined.

-Adrenaline: Now increases maximum AP by 2 as well as current AP by 2 and increasing accuracy by 15%.

-Provoke: Now grants an armour buff to both magical and physical depending on the amount of nearby enemies that are taunted.

-Daggers Drawn: 65>45 x5 = 325>225 Damage. Now grants a buff +5 Scoundrel and +25% dodge for 2 turns. (The buff does increase your damage.)

-Onslaught: 65>55 x5 = 325>275 Damage. Now grants a buff +5 Perserverance (Health, Armour and Magic Armour restored) and +5 leadership for 2 turns.

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