Divinity: Original Sin 2

Divinity: Original Sin 2

Diverse Weapons
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Update: 27 Jul, 2020 @ 5:23pm

Shields
Dialed back the reliability of the utility of Shield Rush and reduced the taunt chance.
  1. Shield Rush
    • Reduced chance to taunt on hit from 100% to 20%
    • Reduced chance to grant Barbed Wire from 100% to 50%
    • Reduced chance to restore Physical and Magical Armor from 100% to 50% (separate chances to fully restore).

Thanks for the feedback and support everyone!

Update: 9 Apr, 2020 @ 6:13pm

Shields
Shield Rush proved to be to powerful, based on both my experience as well as feedback from many others
  1. Shields
    • Removed Stun on Contact - this was both overpowered and buggy
  2. Shield Rush
    • Reduced hit radius from 3m to 1m
      • Same as battering ram
      • This will taunt fewer enemies
    • Removed Deflective Barrier
    • The effort exhausts you and you need to catch your breath
      • 50% reduced movement speed for 1 turn
  3. Please provide feedback on these changes. I am no longer playing right now, so will not be able to test in game.

Thanks for the feedback and support everyone!

Update: 28 Mar, 2020 @ 5:15pm

Shield Rush Skillbook Recipe
  1. Added a recipe to create a Skill Rush Skillbook
    • Sharp Rock + Sheet of Paper (neither are consumed so you can create as many skillbooks as you need)
    • The skillbook has a value of 0 to avoid exploitation.
    • No Memory cost
    • This is a workaround for shield bases added by other mods that otherwise wouldn't have Shield Rush attached to the item.

Update: 28 Mar, 2020 @ 12:07pm

Shields
  1. Shield Rush now applies a buff called Protective Aura for 1 turn
    • Adds +10% to all resistances (water, air, earth, fire, poison, physical, & piercing) to yourself only.
    • Applies Guardian Angel Aura to yourself that redirects 50% of all damage received by allies within 4m to you.
    • Full restores physical and magical armor (this has no effect for Divinity Unleashed users)
    • Hopefully this will allow you to fulfill the tank role more effectively with shields by protecting allies and yourself a little better.

Update: 26 Mar, 2020 @ 11:10pm

Daggers, Spears, and Bows
  1. Removed Starting AP and AP recovery
  2. Added a chance to grant Hasted to yourself on hit
    • Hasted grants +1 Starting AP, +1 AP recovery, and +2m movement per AP
    • Spears and Bows (40% chance for 1 turn)
    • Daggers (20% chance per dagger for 1 turn)
    • Hopefully this will balance these weapons out a little more while keeping the emphasis on striking first as well as positioning.
    • For example: initiating combat with one of these weapons has a chance to grant that character hasted, rewarding you with the 1 starting AP, but if you don’t initiate the fight, the starting bonus is forfeited.
    • This change will also encourage you to use the weapons in order to gain the bonus instead of just having them equipped to gain them… like I was doing… XD :’(

Shields
  1. Replaced Shields Up Skill with Shield Rush Skill
    • Rush into battle with your shield, hitting all enemies within 3m with damage based on level and strength, taunting them while bolstering your own defenses.
    • Taunts all enemies hit
    • Grants Barbed Coat, Deflecting, and Magic Armour for 1 turn
    • Completely Restores Physical and Magic Armour
    • 2 AP cost, 3 turn CD
  2. Stat Changes
    • +10% blocking
    • Reflect 15% of Melee damage as Physical damage
    • Stuns enemy on contact (when you’re hit)

Update: 19 Mar, 2020 @ 10:53pm

Fixed CTD caused by attempting to apply Ruptured Tendons to non-living objects
  • Changed apply-on-hit status effect for Daggers and Spears from Ruptured Tendons to Silenced

Update: 16 Mar, 2020 @ 5:59pm