Divinity: Original Sin 2

Divinity: Original Sin 2

Individual Armor Damage Multipliers (Definitive Edition)
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.
Jin 3 May, 2020 @ 8:35pm 
whats the point? like why do you have to min max everything to the point where it isnt fun? whats the point in there being any differences in damage types if they are all just going to be the same in the end
Dęąth Viper 24 Feb, 2020 @ 7:03pm 
Beautiful!!
makeshiftwings 30 Sep, 2019 @ 12:10pm 
Cool, thanks! I didn't have any hard numbers and was just watching health bars trying to figure out the math. I like this mod a lot! It makes mixed damage types feel more effective without massively changing the whole game the way Divine War does. :D
Luxen  [author] 30 Sep, 2019 @ 10:56am 
Also I re-verified in-game the damage calculation when damage is split between full and partial and the calculation is correct. So should never do extra damage with this mod.
Luxen  [author] 30 Sep, 2019 @ 10:51am 
I removed the 15% boost for the moment since it triggered some UI bugs. I'm trying to find a workaround for now, maybe boosting Constitution HP bonus.
Luxen  [author] 30 Sep, 2019 @ 10:46am 
Thanks for your interest in the mod.
1) Lifesteal do not work with the partial damage system. Some people already asked me for that so I will implement it. However jkeep in mind that it will be really unnefective on low levels because of the low number of HPs.
2) In the case of the last bit of armor, let's admit that you have 100/100 magic armor and say, 10/100 phys armor left. If you deal 50 phys damage, it will deal 40+(10*0.37) = 43,7 rounded up 44. So it do not deal extra damage, it is just split between full and partial.
makeshiftwings 30 Sep, 2019 @ 10:41am 
Oh one more question: Does this mod also boost enemy vitality by 15% the way the classic edition version does? If so, you should add that in the description!
makeshiftwings 30 Sep, 2019 @ 10:38am 
I had two questions, I've been using this mod but haven't quite figured out the answers:
1) Does Lifesteal work when dealing partial health damage through armor? Should it?
2) What happens when damaging the last bit of armor? In the vanilla game, if an enemy has 20 armor left and you deal 100 damage, it deals the first 20 to armor and then deals 80 damage to health. I think in the mod, it first deals 20 armor damage + the extra health damage from partially getting through armor, then also deals the full 80 damage to health, which seems wrong.
Luxen  [author] 6 Sep, 2019 @ 1:44am 
Ah yes, thanks for telling me that. Indeed, I removed the HP bonus since it was glitching so the fix I had has no reason to be anymore. Will fixing that asap.
FunnyTrick 5 Sep, 2019 @ 8:42pm 
Hotheat seem to stack twice. It give 10% crit at 85% hp and further 10% at 100% hp total to 20% crit at full hp which make it super strong for an alpha strike at the start of battle or pair with necromancy.

Since a part of the damage go through armor now it's not game breaking but since I don't know if it's intended to work this way or it's a bug I though I'd bring it to your attention.
笨笨 7 Aug, 2019 @ 8:58pm 
nice , i test it
NotSoSocial 13 Jun, 2019 @ 2:20pm 
I think i will test it out on my next play through
Luxen  [author] 13 Jun, 2019 @ 6:03am 
Since it's based on Armor System Rework of Zerd and it is known to pair well with it, there is no reason to believe that it should not. The best way to know is to test it.
NotSoSocial 13 Jun, 2019 @ 12:13am 
do you know if it works with ABST?