Divinity: Original Sin 2

Divinity: Original Sin 2

Ryuki's Huntsman Tweaks
26 Comments
Ry  [author] 28 Sep, 2018 @ 6:13pm 
Shield throw is the HIGHEST scaled damage of the class and completely based on the armor of the shield. When combined with the change I did, this is going to have rippling effects on larger enemy groups, so long as you actually put the effort to keep your shield stats at the top shape.


Outside of that, it's not really possible to buff much about shield play in the warfare side of things without making new skills and/or changing the stats of the equipment itself, which isn't related to the class really.

I will be looking at making more class mods, possibly something utilizing shield play, but only once I've gotten moved and I finish the project I'm currently working on.
nordstern 28 Sep, 2018 @ 5:54pm 
is it possible to buff the gameplay with a shield? I like a shield, but its to weak for me to play as lone wolf. Even with 2x1handed it is better, because dodge > armor/stats in survivalbility.

Maybe add damagereduction or increase damage of throwing shield and reduce its cd-time.
Ry  [author] 27 Sep, 2018 @ 9:47am 
@Shade I sent you a friend request since your profile is private so I can discuss with you a bit more in depth on it privately.
Shade 27 Sep, 2018 @ 5:05am 
Now.. this may sound a bit insane. But... Would you, ever be willing, to allow -wands/a wand- to function with huntsmen skills? > _ > +cookies if they fire the elemental projectiles for the attacks. I miss how wands use to be "THE GOOD STUFF" back in Divinity: OS 1. But in this game... nothing works with them. Even staffs can use warfare, at the very least! Id love to see a wandslinger build be viable again.
Ry  [author] 24 Sep, 2018 @ 3:15pm 
Some of the stuff like damage types and definitions for stuff like invisibility are locked into the engine, so we can't really actually touch it as modders.
nordstern 24 Sep, 2018 @ 2:20pm 
I thought such a game is easier to mod :/

I am interested in why they make a difference between invisible and stealth. Both is in core the same: The enemy do not see the attack.
Ry  [author] 24 Sep, 2018 @ 2:06pm 
I'll check it out, but most of the mechanics like stealth and invisibility are definitions that can't be changed.
nordstern 24 Sep, 2018 @ 2:00pm 
Or make a change that all attacks from invisible counts like stealth-attacks...
nordstern 24 Sep, 2018 @ 1:59pm 
Maybe can you do this:
assassinate (correct name?) does bonusdamage in stealth. But invisibility is not stealth in the game. And sneak in a battle is not so easy. Can you change the ability, that the 50% stealthbonus also works for invisible (for example the polymorph-skill)?
Ry  [author] 24 Sep, 2018 @ 4:37am 
Not without creating a pool of oil
de Grizz 24 Sep, 2018 @ 12:11am 
I see many skills get debuff like slow, its great and good idea, but slow is magic armor check, so it not work for rangers with tons of phys dmg. Is possible make this status work direct like throw oil stone from geo?
Ry  [author] 23 Sep, 2018 @ 7:07pm 
Changing weapon stats adjusts across the board, not just for the class, so that isn't viable.

Class overhaul mods remove the bonus for the class by setting the bonus to "0" or telling the Story Editor to override stats.
Regardless, they all take story scripts to do and currently I have not touched story scripts.

This sort of adjustment will be on the back burner until I actually have the time to look into it. I'm in the middle of a move right now, so my focus to be able to delve into all of the files of other modders is a bit divided and I want the adjustment to the skills themselves to get my full attention.
nordstern 23 Sep, 2018 @ 3:56pm 
Maybe can this help you. Its an old mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1165903478&searchtext=crossbow

He does not change the combat skills, but he changes the weaponstats. Maybe over this way? Or ask modder from the class overhault-mods. They implement new skills, etc. I think they know.
Ry  [author] 23 Sep, 2018 @ 10:55am 
Editing the base combat skills is a pretty complex process.
I've been looking into changing the bonus since starting the work on the mod, but I haven't found a consistent way to do it.

I'll change it if it's something feasible to do, but currently it's on the back burner.
nordstern 23 Sep, 2018 @ 3:44am 
Is it possible to change the huntsmen-bonus to a more permanent-bonus like warfare, etc? Maybe: increase the range-damage about 2,5% and the critmultiplier aboult 5%. So its weaker then the huntsmenbonus but more allround.
Ry  [author] 22 Sep, 2018 @ 10:37am 
Alright, that should be fixed overall now.
Ry  [author] 22 Sep, 2018 @ 9:49am 
I just tested in game and the base damage of 9-10 had secondary of minimum 3 per hit.
And adjustments I just tested are consistent with 1/3 damage of the base attack while on equal ground.

I'm making a few adjustments to buff it overall, but I need to test their damage output in the game proper
de Grizz 22 Sep, 2018 @ 9:45am 
well with my base attack of 18-20, Ricochet main do little more, but secondary samething like 1-3 overall
Ry  [author] 22 Sep, 2018 @ 9:41am 
I'm taking a look at the secondary damage.
The initial damage actually is higher overall (at level 5 its 27-30 vs the 24-26 using the same bow) but the extra target damage is being reduced for some reason to about 1/3 of the base damage.
de Grizz 22 Sep, 2018 @ 5:34am 
must say Ricochet now feel so weak, it do middle damage to main target, but side targets get very small damage vs original skill, not even close. tested on 3-4 size groups, low profit
Ry  [author] 20 Sep, 2018 @ 8:19pm 
@halv74 I will look at Elemental arrowheads as one of my first post-release tweaks here in the next day or two!
I definitely agree with the issues plaguing the skill, and wanted to throw these adjustments out there before getting too deep into extra scripts and stuff.

Toggle abilities are a bit weird with the way the game handles them, and will require some scripts for sure to get it working, but I will look into making that possible as it seems like a valid solution and I've picked up the scripting system recently to do something of this nature.

TL;DR- Keep an eye out in the next few days for a better fix for that skill!
halv74 20 Sep, 2018 @ 5:39pm 
Biggest detriment to Elemental Arrowheads is its cost. Lengthy cooldown, short duration, eating up a memory slot and having a targeting requirement just makes it subpar to practically any other use of that AP.

A quick fix would be to just remove the AP cost (not without precedent since Larian buffed the Challenge skill to require 0 AP). Elves would still have easy access to a blood surface, but at least the AP cost would be evened out over all the races. Free damage is free damage and if I had the spare memory slot I could see myself using it, which is not something I can say right now.

A more involved tweak might turn it into a toggle ability requiring a targeted surface to activate, an Elemental Quiver providing the chosen effect on all ranged attacks albeit at considerably lowered damage due to its now persistent nature. It'd be more of a CC tool at that point, control over raw damage, which might be a nice change of pace for a character known for its raw damage output.
Ry  [author] 20 Sep, 2018 @ 2:31pm 
I'll definitely be looking into extra tweaks here in the next few days, so I would expect to see some more changes here soon!
I just need to finish up some stuff at home before I can get to it. ^^;
de Grizz 20 Sep, 2018 @ 2:28pm 
The real skill which need more love is Reactive Shot, most useless of all after nerfs. Low duration, small cover radius and tons of enemys, who can teleport player or to player without trigger this skill. Fun idea of trap skill, but this trap not work 99% of time )))
de Grizz 20 Sep, 2018 @ 2:01pm 
tnx for good mod, my 5 conis if i can =)

Elemental arrowheads - well that skill fun buff at the start of game, but later become just obsolete due ratio of the AP price and small duration to damage it grant, any skil just beter than this buff even twice. Main pain it useless for all exept elfs, tnx to bloody buff with free ap, other races need find how get this blood without ap waste. Next it useless as elemental buff, its to small addon and any elemental arrow in times better by damage and AP rotation. Elemental ranger very specific build, with tons of crafted arrows.

ps: also it doesnt scale with finesse and weapon damage or ranged skill, hardcodet to player level. its be cool if he can convert phys damage to chosen elemental, this make it very usefull for all rangers, who play with mage team, but now crafted arrows just work better.
de Grizz 20 Sep, 2018 @ 1:52pm 
tnx for good mod, my 5 conis if i can =)

Farsight - main problem of this skill i think is source cost, its simple what better fire archer "shotgun" aka Arrow Spray and oneshot samebody or get small buff? Add clear blind (which rare in game and can be cured by many other skills) and small crit buff dont change much. shotgun-skin graft-shotgun, oh they all dead - just best source use. in DOS1 its be very fun buff wich give good accu bonus and range, dono why dev make it so bad as source skill, weapon range not big problem with hi ground tactic exploite.