Divinity: Original Sin 2

Divinity: Original Sin 2

Staves & Wand Expanded
20 Comments
Mei  [author] 25 Sep, 2018 @ 6:45am 
@GreppiM: Looks like the DOS2 Engine was updated on Sep12th, my bad...

I'll give it a try during this week, but if I have to redo the whole mod, I'll probably give up.
Mei  [author] 18 Sep, 2018 @ 8:44pm 
@GreppiM: Not sure, Larian didn't release the oficial DOS2 Engine for DE. The current mods in Nexus and Steam Workshop were ported using an unpack software following this method:

https://www.reddit.com/r/DivinityOriginalSin/comments/9c3tg7/how_to_upgrade_classic_mods_to_the_definitive

But since it's not guarantee to work, I didn't try it.. yet

I'm tending towards the wait approach, since I didn't start a campaing in DE yet.
maxine64 18 Sep, 2018 @ 6:18pm 
Will this get ported to DE?
Nomi 12 Jun, 2018 @ 8:18am 
before the update i prefer staves than wands, but now it seems that wands are more useful lol
NdranC 29 May, 2018 @ 1:08pm 
I'm looking forward to testing it. How are you planning to change the elemental skills?
Mei  [author] 29 May, 2018 @ 4:15am 
@NdranC: I managed to get the +Memory working, but I still need to spam vendors to check the + Elemental Skill.

I think Staves are fine now... Staff Of Magus are on the overpowered side already.
NdranC 24 May, 2018 @ 10:45pm 
If I were to finallize my suggestion I guess it would be something like this

Wands: Offensive option for mages, you can use single handed or dual wield for more bonuses
+1 elemental skill of the right type, +5 crit chance

Staves: Utility option for mages, gives you a wieder range of abilities or utilities
+staff of magus, +3 memory

Obviously this is your mod and you can do what you think it's right. I just really like what you did with it and want to chime in on the finishing touch. Thanks for taking time to read all of this btw.
NdranC 24 May, 2018 @ 10:45pm 
Maybe I'm missunderstanding what you mean when you say that it scales really quick (the old way) but even though skill points scale multiplicative (specially warfare like we all know) guaranting a +1 to the right elemental skill in the wand will not really be that big of a deal. Let's imagine the worse case scenario, without your mod I found 2 wands that are w/e random element dmg to them BUT they both have +2 aero on each (this seems so rare and probably only going to happen if i abuse vendor item respawning), that will give me +4 extra aero. Now I install your mod and those wands change from +2 each to +3 each (if you follow my suggestion and make the bonus +1) that means that my char went from +4 to +6 aero. Is it an increase? yes but is it unreasonable? Doesn't really feel like it. Most end game gear in this game already freely gives +2 and +3 to most skills.
NdranC 24 May, 2018 @ 10:45pm 
I've also made this point before but I'll say it once more. If a fire wand drops that has +3 int +1 geo +1 dual(forced), then I'll have to switch to it because even though my aero wand used to fit both on damage (+electrified water) and elemental skill, with the new system I only really care about the int so I'll be a aero mage with a fire wand (that doesn't synergise with my aero build) and on top of that useless +1 geo and +1 dual that I don't need.
NdranC 24 May, 2018 @ 10:45pm 
@Mei I just saw the new changes to wands and I personally don't think it's a good fit. For example my current wand had +2 int +2 aero (aero base dmg) and it turned into +2 int +1 dual wielding. The problem with that is that I'm not dual wielding. I'm using a shield since I find it to be a really good fit for aerotheurge frontline. I need to be close so I can use most of the close range aero spells and the shield provides a strong source of magic armor (plus restore with shields up) that will allow me not only to survive, but to keep me protected from walking on electrified water and the occasional electric damage that I do to myself.
Mei  [author] 24 May, 2018 @ 5:37pm 
@NdranC: I love the memory idea! I'll check if it can be done.

Everything is additional. So +5% Crit Chance is addional, and it can still roll an extra +10% Crit Chance. A total of +15% (each). So if you dual wield you could get +30% Crit Chance.

The same goes to the + Elemental Skill, if I do +1 Elemental Skill, it still can roll a +2, total of +3 and +6 if you dual wield.

Thats why I say it scales really quick, the Elemental Skills are multiplicative.
NdranC 23 May, 2018 @ 9:54pm 
Question. The way you are currently changing wands, does it guarantee that it would be at a minimum of +2 skill but can still be higher because the default wand also rng rolled +skill? or the wand will not roll more +skill because there is already some by default on it?
NdranC 23 May, 2018 @ 9:49pm 
@Mei Regarding staves... I really like that you upgraded the staff of magus ability, seems more flavorful than before, but if you want to give them something else and different than wands then I would say memory. Memory seems to be a hot commodity for mages with 2 or more schools of magic, so since using a staff of the "right" element becomes easier if you have 2 or more skills maybe the focus should be on allowing you to slot and cast more skills without hurting your intelligence points. Although even with extra memory I would still give staves a +1 on the right magic school. I just really like mages wearing the right element on their weapons.
NdranC 23 May, 2018 @ 9:47pm 
@Mei Well right now I'm playing as a pure aero mage and it's really annoying watching the rest of my team getting upgrades after upgrades while the one time a wand drops, or shows in vendor wares, not only do I have to get lucking enough with "ok" stats I also have to get lucky with the right element. It just feels particularly unfair for mage users.

Having a +1 to the right skill tied to the element not only would lessen the blow of keeping my old aero wand for the last 5 levels. It would also make new aero wand drops by default slightly more appealing even if all the other rng stats are really bad.

With a +1 on wands, dual wielding them would be only a total +2 skill which sounds very reasonable, maybe a little strong early on but very much in line with the rest of the gear by cap. Besides dual wielding is all about casting spells offensively so seems good.
Mei  [author] 23 May, 2018 @ 6:55pm 
@NdranC: Ops, I was sure I replied you comment, sorry the delay.
The problem with adding the specialist skills is that they are multiplicative, so it scales really quick.
On the change element mod, I think it's possible, but this goes beyond my knowledge in the tool.
NdranC 14 May, 2018 @ 9:11pm 
My suggestion would be +1 on wands and +2 on staffs. I think incentivizing the appropriate specialist mages to use a matching wand/staff is a very good idea and it helps off-set the ANNOYANCE that is to find many wand/staff upgrades with the wrong element but having to use them anyway because +2 int or something lame like that.

Speaking of witch... is it possible to make it so you can right click any wand/staff and just change it element with a mod? That would be awesome.
Mei  [author] 11 May, 2018 @ 9:16pm 
@thesilentpyro: Thanks for your feedback! I still have to do more test, but I think you are right.

I want to encorage dual wielding wands, but the modding tool is very limited (at least my knowledge in it) . I'll drop the +2 to the skill in the next release and try to find a way to detect when the char wield the second wand.

SourcePlaysGames 11 May, 2018 @ 9:13am 
Or just any increase in base damage for wands, giving a potential reason to use them as actual weapons rather than stat sticks
SourcePlaysGames 11 May, 2018 @ 9:10am 
I think the +2 to the skill is a bit too much on the wands; with this mod wands are already a damage mage's best friend, allowing a +30% crit chance (5% base +10% random bonus per wand) and increased crit damage for savage sortilege; having an additional +4 potential to your relevant school is a lot. Maybe if it scaled by level and hit +2 after level 16 or only on divine tier wands? I'd probably leave it off altogether, though, as naturally increased crit chance is already huge for damage mages. Adding the skill boost makes it so that there's no reason for any mage to usr anything other than a wand, even with the new staff skills, and it might even be worth it on non mages for physical wands; I don't know what magic school they increase, but I assume it's necromancy and dual wielding necromancy wands on a warfare necro build seems ridiculous. I'd rather there be wand - specific skills for dual wielding wands like there are for other weapon types.
The Tempted Man 6 May, 2018 @ 12:32pm 
Very interesting idea