Divinity: Original Sin 2

Divinity: Original Sin 2

Not enough ratings
Attribute Equality
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story
File Size
Posted
Updated
10.591 MB
9 Jul, 2018 @ 4:12pm
15 Jul, 2018 @ 5:51am
4 Change Notes ( view )

Subscribe to download
Attribute Equality

Description
I apologise, this mod is very broken and I've lost the files needed to modify it. I'm keeping it up here for posterity.

There's another mod on Nexus that does the same thing but less broken, though I'm afraid I can't remember its name, and Attribute Insanity also comes with the equalisation of attributes.

I'm sorry for the issues. This mod was a learning experience for me.

This mod causes Strength, Finesse and Intelligence to raise the damage output of all player attacks by the amount they used to only raise attribute-specific attacks.

Do you want to build Int but still use a sword? This mod has you covered. As a bugless version of the now-defunct Divine Rebuild, Attribute Equality fills the same niche and offers a few additional side benefits.

If you want more build freedom, it's recommended you use Attribute Equality together with your preferred selection from the following mods:

  • Dual Armor Damage causes damage to reduce armour of both types, improving hybrid party synergy.
  • Arrrgh! Just let me build you! enables the player to customise companion builds upon recruitment.
  • Manithro's Better Balance mod pulls mages and summoners up to a higher standard, enabling them to better contend with physical damage-based characters. It's highly recommended for the ultimate Divinity: Original Sin 2 experience.

Mod Features

Attribute Equality reduces the default damage increases from Strength, Finesse and Intelligence to 0%. However, it also increases all player damage by 5% for each point in either, meaning you are no longer required to sink points into only one stat to deal damage.

What does this do for me?

Attribute Equality gives you the ability to make any hybrid build work. If you invest 20 points in Strength and play a Pyromancer, you'll deal the same damage with fire spells as you would have if you invested 20 points into Intelligence in an unmodded version of the game. This means you can merge classes as much as you want, which especially helps with build ideas based on Metamorph, Witch and Battlemage presets.

Fringe benefits

Because all damage is increased, this means damage-dealing racial abilities now scale with strength, finesse and/or intelligence. The increase is small (and thusly still balanced) until later levels, at which point players will have much stronger abilities anyway. This only affects Petrifying Touch and Dragon's Blaze in the base game.

Negative side-effects

Because the damage multipliers from Strength, Finesse and Intelligence are all now 0%, this means NPCs will suffer from slightly decreased damage. This is not severe in most cases due to NPC damage primarily relying on a preset damage stat, but you're warned that some encounters may be a bit easier than in vanilla.

Furthermore, due to the use of status effects (which cannot be stacked by default), highlighting your Damage tooltip will display an awful lot of "From Attributes: +5%" stacks.

Concerns and anticipated/frequently-asked questions

Won't this be horribly unbalanced?

No. Hybrid builds were awful in the base game and this mod only benefits them. The worst outcome you can get from this is giving necromancers a sword, which could make Death Knight builds a bit more powerful, but the change is still an improvement over hybrid builds' non-viability in vanilla.

The only case where this mod does become unbalanced is through the use of Encouraged and Clear-Minded, which will now effectively grant triple their benefit. This is a much-needed buff for Encourage (when compared with the likes of Flesh-Sacrifice), but it does make Clear-Minded more OP. I will not be modifying either ability myself for mod compatibility reasons.

Won't player damage scale exponentially?

No. The +5% damage buff is additive. I've tested on characters with and without the mod at level 9 and their damage output is exactly the same.

Does this mod work okay with the respec mirr-

YES. Praise Lucian, I've finally gotten a mod to not break completely when a player goes into the respec mirror. Players may respec without issue.

How does this mod interact with gear?

Gear works fine. Players gain and lose damage buffs appropriately when gear is changed.

The only case I haven't tested is what happens when a player's damage stats go under 10. I've created code to handle this situation by ignoring the damage decrease (for various reasons), so it won't be a problem in theory, but I have not tested it. Please let me know if you encounter any issues with this.

Why is the mod's filename 'divine_might'?

Because I was going to call it that.

Good thing I didn't. It was terrible.

A bug happened! I have a problem with your mod!

Please:
  • Test it without other mods (or at least tell me specifically what other mods you were using)
  • Be specific about what you were doing when the issue occurred - what your attribute points were, when you noticed the issue, whether you were inside or outside of combat, etc.
Thank you for your help.
31 Comments
DrHitman27 8 Dec, 2022 @ 7:58pm 
Divine Rebuild
Belle's End 7 Apr, 2021 @ 7:03am 
Anyone know the name of the other mod that does this? Can't seem to find it.
RhinoPlug 21 Aug, 2018 @ 4:18pm 
It's ok you are doing something you didn't have to was just wondering cause sometimes it really screws me haha. I tried attribute insanity and it was just too much rng for me. I'm still using the mod it does pretty much everything well besides the occasional skill skip.
Kalavinka  [author] 21 Aug, 2018 @ 1:03pm 
I apologise, this mod is very broken and I've lost the files needed to modify it. I'm keeping it up here for posterity.

There's another mod on Nexus that does the same thing but less broken, though I'm afraid I can't remember its name, and Attribute Insanity also comes with the equalisation of attributes.

I'm sorry for the issues. This mod was a learning experience for me.
RhinoPlug 21 Aug, 2018 @ 10:46am 
Why does this mod make things skip? Only when i use this mod my abilities will go on cooldown and do nothing. i use last rites and nothing happens except it going on cooldown.
Kalavinka  [author] 22 Jul, 2018 @ 3:36am 
That's understandable. I'm sorry for the inconvenience. I wish there was a better way to do this.

I actually have a fix in mind I'll try applying later. Currently busy with work.
Corey_ 21 Jul, 2018 @ 8:11pm 
Ehh I've had attacks hit for the lowered damage a lot, but that was before the loop timer was changed. It also occasionally had attacks miss completly. Haven't really played with the changed loop timer because it still was just kinda too jittery for me.
THAC0 18 Jul, 2018 @ 10:49pm 
op much?
Kalavinka  [author] 18 Jul, 2018 @ 12:09pm 
It functions the same in combat as it does outside of it. I'm not actually sure if there's a chance of that, but if there is, it would be astronomically low.
GeeseGoose 18 Jul, 2018 @ 11:01am 
Thanks for the response.

How does this loop function during combat? Is there the potential to cast a spell at the wrong time and do incorrect damage?