Divinity: Original Sin 2

Divinity: Original Sin 2

Minimal Vitality Scaling
14 条留言
Morthwyl 2023 年 1 月 26 日 下午 6:13 
Way to make this compatible with GM mode?
Mr.Zhang 2022 年 12 月 15 日 下午 10:53 
thanks bro!:steamhappy:
Sam 2019 年 1 月 28 日 下午 11:13 
@fulf Are you sure that isn't the fight you are meant to lose and get taken to seperate parts of the cave?
fulf 2018 年 12 月 10 日 下午 1:11 
I love the idea of this mod, but I'm having problems mid-act II with the way damage seems to be scaling.
Because of increasing attributes it starts to feel like damage scales much higher than armor, which creates some pretty notable problems with hard CCs and other statuses when enemies can destroy all your armor in one turn, even with a shield and decent armor.
3 members of my level 11 party got instantly frozen by a fight with 3 voidwoken in Mordus' cave.
Playing Tactician.
Nicol Bolas 2018 年 11 月 7 日 上午 11:00 
could you make this avalible for gm mode?
narcissu 2018 年 10 月 11 日 下午 7:50 
have effect on armors and weapons?
S I L E N C E R 2018 年 9 月 29 日 下午 3:40 
Hi, baardvaark! I have RATED UP & Added this mod (and others) to:

" The Definitive D:OS2 Mod List (2018) " :steamhappy:

Congrats & Thanks for your awesome mods!
Grim Duck 2018 年 9 月 18 日 下午 9:37 
GREAT MOD THX!
ottum 2018 年 9 月 6 日 上午 11:44 
For anyone wanting to customize this mod to their preferences, I made a guide: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1505037546
ottum 2018 年 9 月 6 日 上午 10:17 
With straight linear scaling (no exponentials), I suppose you get "diminishing returns" per-level in terms of pure HP/stats (like going from 3000 hp to 3100 hp at level 20) but as you get to later levels in this game you're also getting cool skills-n-shit. It makes sense for later levels to be more about refining "skill" and less about beefing stats.
ottum 2018 年 9 月 6 日 上午 10:11 
(and big enough to feel cool in a JRPG sort of way.) but I wonder if potions are working properly, or if anything else broke.

Hmm, a small potion heals for 1120. That's a full heal at level 1 and still a half heal at level 11 (2000 hp, plus constitution bonuses). I guess that's good?
ottum 2018 年 9 月 6 日 上午 10:07 
Updoot: I tweaked the numbers of my copy of your mod, to 900 initial vitality, +100 vitality per level, with 1.00x vitality scaling. (So, 1000 hp at level 1, 1100 at level 2, etc.) I seem to be still gaining XP, so that's cool. I've got nice simple scaling with numbers big enough to account for lots of granular % differences/bumps from stats.
ottum 2018 年 9 月 5 日 下午 10:00 
I like this mod, but I wish there were a version where all the values /started/ higher (but still scaled up the same, relatively). Would make 10% increases and such more meaningful particularly early on, whereas currently dagger values are stuck at "3-4" for the first, like, 3-4 levels. If all values were higher, increases would happen more quickly and smoothly.

I remember you had a low-scaling, 100-starting-HP version of the mod for non-DE, but it broke at some point so you couldn't gain XP at all. So maybe what I want isn't feasible at all.
8 Eyed Spy 2018 年 9 月 1 日 上午 12:38 
Appreciate the mod and how quickly you were able to release it for DE.