Divinity: Original Sin 2

Divinity: Original Sin 2

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Cleric - Warfare Expanded [LeaderLib Edition]
   
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Type: Add-on
Game Mode: Story, GM
File Size
Posted
Updated
423.396 KB
24 Mar, 2023 @ 7:47pm
28 Mar, 2023 @ 2:41pm
3 Change Notes ( view )

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Cleric - Warfare Expanded [LeaderLib Edition]

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Warfare Enjoyers Rejoice!

This mod aims to improve a Warrior's options for dealing damage with skills. We all know weapons are good, but pressing buttons are better! These skills will give warrior access to several status effects previously lacking in their kits. Additionally Warfare skills build Rage which can be used to unleash powerful Rage Burst attacks to further amplify their damage output. Utility-wise, two heal skills and eight stances have been added to flavor your warfare builds. Three new source skills have been added for a total of six Warfare-specific Source Skills, 1 utility and 1 damage for each tier.

This mod requires my Shared Resources mod, Laughing Leader's LeaderLib, and Norbyte's Script Extender.
  • Shared Resources - My shared resources mod helps trim down on how many Icon Atlases you have to use for my mods. The benefit is not usually impactful, but can be nice if you run multiple mods of mine. It is also the home of many new statuses and their interactions.
  • Norbyte's Script Extender [github.com] - Lets modders utilize many more tools than the engine provides as well as the ability to write code for things the engine cannot do on it's own. Absolutely necessary for the mod to function.
  • LeaderLib - Provides a lot of tools that make using Lua for modding a breeze. Absolutely necessary for the mod to function.

If you do not have (or cannot use) the Script Extender, this mod's original non-extender version is available. Follow the link to my Shared Resources mod and it is listed at the bottom alongside other mods that have been updated and unlisted.

Base Warfare Skills

Most base warfare skills have been adjusted to work with the new Rage mechanic:

Battering Ram, Battle Stomp, Bouncing Shield, Crippling Blow, Blitz Attack, Whirlwind, Onslaught, and Overpower all grant Rage on hit.
Some tweaks to base skills beyond the Rage updates:
  • Crippling Blow - Damage Modifier has been reduced from 115% to 100%. All "first-tier" status skills have a 100% damage modifier while the follow-up skills have 115%. This change brings it in line.
  • Overpower - Damage Modifier has been increased from 125% to 250%. Overpower effect now includes Magic Armor. Armors are destroyed BEFORE damage, Knockdown and Gravity are applied. Overpower was ironically VERY underpowered and underwhelming. This change makes it useful as damage, CC, and for Staff builds with Magic Damage.
  • Taunt - Grants the caster the "Provoking" status, which also adds the "AI_PREFERRED_TARGET" tag. This tag HEAVILY influences AI damage calculations, biased towards characters with this tag active. When Provoking is removed, so is the tag.
  • Enraged - This skill can now be cast on any character and applies Max Rage to the target in addition to it's previous effects. Note that other sources of Enrage do NOT automatically include Max Rage.

Get your Rage on!

Rage unlocks the potential of your Warriors, but takes time to build up and use. Skills throughout the mod will allow you to manipulate the Rage you gain, but for the most part: 1 Skill, 1 Rage.
  • Rage is gained by using weapon skills, but only if those skills actually hit (missed and blocked skills will not grant rage).
  • Rage stacks to three tiers and only one tier is gained per skill use (regardless of how many enemies are hit) aside from cases where the skill states otherwise.
  • Skills that can generate Rage will state this on their tooltip with the exceptions of Sucker Punch, Flurry and All-In; these three skills generate 1 Rage on hit.
Rage Bursts are the reason you want to build Rage. They are more powerful than other Warfare skills, but have relatively short cooldowns and normal AP costs.
  • Rage Bursts are power skills that consume all Rage. At Max Rage, a Rage Burst is unlocked for use and does not require memorization.
  • The Rage Burst granted depends on the weapon in your main hand. Shields and offhand weapons provide no bursts. Only melee weapons unlock Rage Bursts.
  • Dragon Strike, Decapitate and Backbreaker are Rage Burst skills you can purchase at level 16. They don't require Max Rage, but have other benefits with higher Rage and will consume all Rage on use.
  • Rage Bursts consume Rage regardless of whether or not they hit anything!

Stance Skills
  • Stances are mutually exclusive status effects. Each one confers a bonus to you or allies nearby and often come with downsides. Each tier of skills has an offensive and defensive stance option, and stances all have indefinite durations.
  • Stances are automatically removed if their requirements are no longer met (all stances require either a melee weapon or a shield). Stances are also removed when recasting the skill and the stance is still active.
  • Stances are made with the STATUS_STANCE status type and are not compatible with other skills that use this status type. There are no accessible skills in the base game that use this status type. Incompatible statuses from other mods CANNOT BE MADE COMPATIBLE. This is a hardcoded, intentional interaction.

Full Skill List [docs.google.com]

Tips
  • Hit things.
  • All skills are available at existing Warfare Merchants as well as Cleric the Cleric.
  • For staff builds dealing elemental damage, Impale is a piercing damage over time effect without an armor resist. Staff users can use Impaling Blow, Seeking Blow, and Final Thrust to build Rage like other Warfare builds without using skills it cannot benefit from (Like Crippling Blow who's status is resisted by Physical Armor).
  • If things are still alive, hit them again.

Credits & Thanks to:
  • Larian Studios and ArenaNet for games worth playing and modding, and to ArenaNet for the icons used in this mod.
  • The modders constantly dealing with my questions on Discord. Especially DoctorBeetus and Laughing Leader.
Popular Discussions View All (2)
7
21 Oct, 2024 @ 8:41am
PINNED: Bug Reports and Known Issues
Cleric
20 Comments
Cleric  [author] 25 Oct, 2024 @ 1:26pm 
@xixonix
There is no explicit support built into this mod. I've never used Conflux and cannot say as to how compatible things are, and have next to no time to amend compatibility issues that may arise.
𝗫͟𝗶𝘅̅𝗼𝗻 24 Oct, 2024 @ 10:43am 
Does this work with Divinity Conflux?
MrHalfH3art 17 May, 2024 @ 2:18pm 
@alex when using this mod i have to limit things i use like the Endure pain because it makes it cheesy and doesnt feel good.

Rush's downside is not being able to use the other op stances. and takes a 2ap to set. that is if your not using a mod that allows you to pre-buff
Alex 15 May, 2024 @ 5:16am 
Shield Charge - Doesn't do Damage; only apply's vulnerability.

Decapitate - Rage is underwhelming; best use atm is setting up an easy "Final Strike". Perhaps a 10% scaling execute range for each rage? That's nicely thematic though perhaps over strong on bosses.

Rush - Has no downside so I don't use it. I think it'd be more interesting as an ability with a substantial boost to initiative. Claiming a higher spot on the turn order and getting where you want, tickles the brain more as an ability I think.

Endure Pain - (I think I have it now though my theory crafting is probably colored by my mod load out.)
Set's dodge to 0, +5 Constitution, and grants 20% all resistance. Scales for each point in Warcraft; +1 con, +1% physical res, and +%2 Elemental res. I think this gives it a strong build identity and good utility outside of tanking, if used when your armors broken.
If possible make it so it doesn't heal you in combat, cuz that'd be pretty cheesy.

As ever love the mod.
Finem Belli 10 Apr, 2024 @ 1:16pm 
Mod works very well but the Taunt skill has a broken description now.

Thank you for your hard work.
Sever 3 Sep, 2023 @ 9:31am 
Ok, thanks! And no worries!

Really like the mod...along with the rest you have made!

Take care!

"God demonstrates his own love for us in this: while we were still sinners, Christ died for us" Romans 5:8
Cleric  [author] 3 Sep, 2023 @ 9:24am 
Oh, yeah, without weapons the skills will not function - any "unarmed attack" would be made into a spell, scaling with strength/dex/etc. rather than with weapon damage. A few more issues crop up as well, but the short answer is that Warfare will remain usable only with weapons, and I wouldn't be able to adapt it in a way that would satisfy both unarmed combat and weapon combat simultaneously even if I had the time. Apologies!
Sever 3 Sep, 2023 @ 9:21am 
@Cleric

Oh...I just meant that the Tiger Stance wasn't working at all in conjunction with your mod. I wasn't trying to use multiple stances at once. I was just hoping that I'd be able to have Tiger Stance as an option in addition to the stances that your mod provides.

Thanks again for the mod!
Cleric  [author] 3 Sep, 2023 @ 7:11am 
@Sever
No, it's because they are both specifically stances. You can only have one STATUS_STANCE status at a time, they are very specific in the engine and cannot be made compatible unless one or both mod authors reworks every "stance" skill to use a different status type. I'm currently not modding atm outside serious issues, so it's definitely not happening on my end, sorry.
Sever 2 Sep, 2023 @ 9:33pm 
Great mod! Question: Anyway you could make it compatible with Feenex's Monk Tiger Stance?

Currently, you cannot enter Tiger Stance. I think it's because the stance is unarmed.