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I don't have a way to change it, no - sorry. I designed it this way to discourage mono-stat builds, as well as to synergize with the Initiative gain from Wits. It's nearly always best for the party tank to act first.
It'll automatically detect Steam workshop mods that haven't downloaded successfully
We're doing a paired lone wolf playthrough, using Divinity Unleashed. I'm stacking Wits like crazy, they've barely touched it.
Combat starts. I'm in the middle of a group of 6-7 enemies. I proceed to unload multiple damage and condition-applying AoEs, scoring between 15-20 menace per target per ability, easily pulling 350+ raw menace in a single turn. Partner turn comes, they fire a couple of AoEs into an untouched group of 3 enemies to the side, probably 20 menace per target per hit. Despite this, they gain highest menace.
Something about the math just isn't adding up. There's absolutely no way that the amount of raw menace they generated was anywhere close to mine (probably less than half), but the mod thinks otherwise.
But yes, enjoy.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020633889
I build wits on all my damage dealers since it's the stat that gives crit chance.
It would give me a reason to build some nice CON on a tank :D
And you've evidently never played a solo Retribution Con build in base game. It can be pretty hilarious.
Meanwhile, you would only need constitution for a tanking build with Menace scaling with constitution.
But it's up to you if that's the way you want to play.
But you're still not addressing my point, either way. I don't get why you want to stack one attribute to win the game, but if you do, I've good news. Somebody already made a version of my mod that makes Menace scale with Constitution. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020633889
Enjoy.
For an example of how my typical fights go, I am going lone wolf with a necro/warfare tank and a necro/hunstman DPS. My tank has higher wits, and will initiate with battering ram, bouncing shield, and an auto attack. Adding up the menaces I usually net around +180 menace
Then my huntsman goes, and she auto attacks three times, with a couple crits, she usually nets around 100-120 menace. She will then become "highest menace."
My tank goes again, auto attacks 3 times, and gains around 90 menace, but will not take back highest menace. From then on, even with turns gaining far more menace than my huntsman, my tank will not take aggro.
Constitution would have meant a tank got aggro for free with no investment of thought required, and it wouldn't have made much sense flavourwise.
Memory would have also had no correlation and would have left the tank with a lot of empty memory slots.
Wits makes thematic sense and also happens to be the stat used to raise initiative: it makes sense for the tank to go first and gather aggro to protect his team.
This choice was made to deepen the gameplay: rather than sinking all of your points into constitution, a tank has to consider how far to spread between Wits and Constitution. This also discourages a go-first-and-oneshot-everybody playstyle, since your first character will likely deal the lowest damage.