Divinity: Original Sin 2

Divinity: Original Sin 2

47 ratings
Individual Armor Damage Multipliers (Definitive Edition)
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
723.797 KB
10 Jun, 2019 @ 1:50pm
21 Sep, 2019 @ 3:44am
6 Change Notes ( view )

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Individual Armor Damage Multipliers (Definitive Edition)

In 2 collections by Luxen
Luxen's Hybrid Combat mod pack - Definitive Edition
4 items
Luxen GM
36 items
Description
Description
This is another armor system rework. Its main objective is to make magical and physical damages synergize better and thus make hybrid builds and parties more viable. Modifications are not too deep to keep the gameplay closest to vanilla.

Features
- Damages can now go through armor
- Direct damages are calculated on how much of both armor is left
- Damages can scale from 10% to 40% tresholds for both physical and magical armor based on how much armor is left
- However, those tresholds can be affected by depleting the other armor and can multiply those by 2 (20% - 80%) !
- No changes for CCs. They apply only if the corresponding armor is depleted.
- Hothead application treshold set to 85% of max HP

Example
Not clear enough ? Let's take an example with NPC A and NPC B :
NPC A is about to hit NPC B. NPC B has 100 HP, 100 Physical armor and 100 Magic armor.
NPC A hit NPC B for 50 fire damage. Since NPC B had 100 magic armor, 10% of damages will go through and thus deal 5 damage to HP.
NPc A hit NPC B for 50 physical damage. Since NPC B had 100 physic armor, 10% damages will go trough. However, since magic armor is reduced by 50%, it raise direct damages by 50% ! NPC B take 7,5 (8) direct damage to HP.

To sum up : if one armor type is more damaged, then damages on the other armor type will pierce more easily armor ! This makes mixed damages more viable and focus less on one type of armor.

Further notes
This mod is still in Work In Progress, I need your feedback to improve it. Please comment to share your feelings on this system, report potential bugs and make suggestions !

Works both in Story and GM mode.

Not compatible with mods modifying DefaultChar.charscript

Classic edition : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1755179859

Credits
Inspired and based on the work of Zerd on Armor System Rework: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1398191575&searchtext=armor
Popular Discussions View All (2)
2
7 Feb, 2022 @ 8:56pm
Suggestions, Balance & Feedbacks
Luxen
1
26 Jun, 2019 @ 5:53am
Bugs report
Luxen
24 Comments
Ray 10 May, 2023 @ 7:23pm 
Well, now this *does* appear to have a conflict with Divinity Conflux. With those two mods loaded in act 2, reloading--not first time loading--any save causes a crash. Removing either alleviates the issue. Both mods appear to work as intended during gameplay.
trungngocnguyen99 14 Feb, 2022 @ 4:17pm 
I think it is, I am using both mods
ericfylin 17 Jul, 2021 @ 9:46pm 
So is it compatible with Armor-Based Saving Throws mod?
exo ︻デ 一 7 Jul, 2021 @ 6:40am 
Nice mod, I have a suggestion when it comes to CC. Instead of all or nothing once the armor hits 0, apply the same mechanic with chance of CC. So 100% armor is 100% chance to block CC, but 50% armor 50% chance to block. Or something along those lines.
Ray 28 Jun, 2020 @ 9:41pm 
Actually, I figured out kinda sorta what's going on. It is working on DC, but for some reason it is not working on characters that have only one type of armor. (Which may be a conflict, since I don't recall seeing any of those in my other IADM playthrough). At any rate, since there's basically none of those after the first few hours, it's only a minor annoyance. Great mod btw.
Luxen  [author] 28 Jun, 2020 @ 1:57pm 
It's possible that Divinity Conflux override DefaultChar.charscript on the new strategist mode, making it incompatible with this mod unfortunately. I cannot do much about that.
Ray 28 Jun, 2020 @ 1:24pm 
I'm having a weird issue trying to use this with Divinity Conflux. It works fine on tactitian, but on Conflux's new "strategist mode" it has no effect whatsoever.
Albino Noodle 8 May, 2020 @ 4:24pm 
Lightweight, does what it says and feels like this is the way the game should have been
from the start, Makes my 2 fighter, 1 ranger, 1 mage party work like it feels it's supposed to.

Thanks for making it.
Luxen  [author] 4 May, 2020 @ 7:04am 
Like says the description : Its main objective is to make magical and physical damages synergize better and thus make hybrid builds and parties more viable
Nobody forces you to use it if you're not satisfied about the changes.