Divinity: Original Sin 2

Divinity: Original Sin 2

Spellsword Skills
Moon Fairy Kyra  [developer] 10 Oct, 2017 @ 10:50pm
Skill Suggestions
Since I'll be expanding onto this mod and such, I thought that it would be good to make this thread in case anyone wants to suggest what kind of skills this mod should see in the future as well as how they should work!~ :vanilla:
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Showing 1-7 of 7 comments
Zoobi 13 Oct, 2017 @ 1:41am 
Any chance you can make the imbues permanent, while also applying the dmg conversion to warfare skills and basic attacks with melee weapons? Making a true battlemage that wades into the fight that isn't held back by the way physical and magical armor works is a pain, especially since my campaigns are always solo lone wolf. I thought that's what your mod would be initially, but was a little disappointed when all it does is add one additional skill that does a little bit of elemental damage. Not to take away from what you've done, but just a suggestion.
Moon Fairy Kyra  [developer] 13 Oct, 2017 @ 6:22am 
Main issue is that, I can make it permanently, but it can't purely convert the damage which is why the mod requester told me to make the mod this way as a solution.

Hence why I've got plans to add more skills you get from imbuing to make up for it. At this point,t he only other solution, since the Imbue Strike skills actually do just convert your damage into raw elemental damage would be to make those free to use with no cooldown.

That effectively makes it so that you have elemental basic attacks while also having normal basic attacks.

I can also make imbuing not stack over one another, so that you can only have one at a time. This would all have to likely be a seperate mod since this mod was made specifically by request, however.

tl;dr Due to request, and the inability to not be able to convert elemental damage without making weapon types of that element damage type/skill variants of moves to begin with, there's no way to make that possible.

Do bare in mind that, yes, the elemental strike skills at the moment do elemental damage, but they do your exact weapon damage which scales up with the appropriate class of magic. So it'll likely start out weak.

Sorry to say!~ :vanilla:
Gawesome 13 Oct, 2017 @ 3:33pm 
Moon Fairy, is it possible to convert your currently equipped weapons from physical damage to elemental damage, so that you can have that damage type applied to all related attacks and skills (All In, Dual-Wield attacks, etc)? Firebrand adds fire damage on top of your weapon's normal damage. I wonder if its mechanism can be exploited in a roundabout way. For instance, say you want to have the Imbue:Fire change a sword from physical to elemental. Since you can retrieve weapon damage, perhaps you "add" that phyiscal weapon damage negatively to cancel out the sword's normal attack, while simultaneously adding fire elemental damage equal to the sword's normal damage. Would some trick like this work?

I agree that one of the basic flaws of hybrid fighter/caster builds is that their options to do magical melee damage are too limited (staves/wands). Giving these builds a reliable way to do this would be awesome.

I'm also in favor of making such an ability easily toggelable. 0 AP to activate, and 0 AP to deactivate.

Something like your current elemental attacks, which scale with points in your elemental school, could still be cool as bonus abilities you learn. But the core thing a Battlemage needs is a reliable, elemental basic attack with martial weapons.

Finally, I'd recommend making these skills tied not to Polymorph, but to the elemental schools they're related to. You could, for instance, make it so that a player can craft Imbue:Fire with a combination of a Pyro Book and a Warfare Book, and require Pyro: 1 and Warfare: 1 to learn it.

As you've said, all of these sorts of ideas would have to be done in a separate mod, but figured I'd toss out the suggestions anyway. Thanks for all the hard work!
Gawesome 13 Oct, 2017 @ 3:36pm 
Incidentally, I think between this mod, the Elemental Warfare Skills mod, and perhaps a INT-scaling weapon mod, we have something very promising when it comes to fixing Battlemages!
Moon Fairy Kyra  [developer] 13 Oct, 2017 @ 3:46pm 
Hoh? What's this? That's some interesting stuff yer saying there.

Originally posted by GawDamnit:
Moon Fairy, is it possible to convert your currently equipped weapons from physical damage to elemental damage, so that you can have that damage type applied to all related attacks and skills (All In, Dual-Wield attacks, etc)? Firebrand adds fire damage on top of your weapon's normal damage. I wonder if its mechanism can be exploited in a roundabout way. For instance, say you want to have the Imbue:Fire change a sword from physical to elemental. Since you can retrieve weapon damage, perhaps you "add" that phyiscal weapon damage negatively to cancel out the sword's normal attack, while simultaneously adding fire elemental damage equal to the sword's normal damage. Would some trick like this work?

To my knowledge, no. Not unless I scripted something to work as such, which seems immensely dangerous with my skill level. Since, as you said. Fire Brand does add fire damage atop of the weapon, but there's no reliable way to reduce the active damage of a weapon without decreasing stats or , as I stated. Scripting. Unless I'm unaware of something.

My solution to such a thing is to actually add in a Spellblade Class and Spellblades/Daggers/Spears/Etcetc as actual item types to circulate that going about. And rather than having added elemtnal damage, they'll be base elemtnal damage but can have additional physical damage. Get my drift?

Originally posted by GawDamnit:
I agree that one of the basic flaws of hybrid fighter/caster builds is that their options to do magical melee damage are too limited (staves/wands). Giving these builds a reliable way to do this would be awesome.

I'm also in favor of making such an ability easily toggelable. 0 AP to activate, and 0 AP to deactivate.

Well, if the mod requester is fine with that, I can do such a thing easily. But as recently stated, I've plans to add in a whole set of items/class for this. I just need to fix my other mods since, sheeze. These are bothersome to deal with. ;-;


Originally posted by GawDamnit:
Something like your current elemental attacks, which scale with points in your elemental school, could still be cool as bonus abilities you learn. But the core thing a Battlemage needs is a reliable, elemental basic attack with martial weapons.

Yeah. I had other plans as well to add what I'd call a stacking system.

Where you imbue and you get skills, even if you can't use them for "Elemental School Levels 1 - 20"

So you would get all the skills up to level 20 but require investment in the proper school in order to use them.

I.E At Aero 6, get a spellsword skill that allows you to shoot blades of lightning or something similar.

While at Aero 9, get the ability to become lightning. Silly things like that. There'd also be some Hybrid Skills to make things more interesting as well!~

Only real issue is how everytime someone imbues, it'll say "NEW SKILLS LEARNED" and as such, it'll also disable them from the hotbar and if you don't have a certain mod, it'll also toss them all on there haphazardly.


Originally posted by GawDamnit:
Finally, I'd recommend making these skills tied not to Polymorph, but to the elemental schools they're related to. You could, for instance, make it so that a player can craft Imbue:Fire with a combination of a Pyro Book and a Warfare Book, and require Pyro: 1 and Warfare: 1 to learn it.

Eh, that's what the requester desired. But as I stated earlier, I've got plans to circumvent that. Only way that it'd really be able to make a notable difference is if I actually add in different levels of imbue skills.

I.E Minor Imbue, Grand Imbue, etcetc

Originally posted by GawDamnit:
As you've said, all of these sorts of ideas would have to be done in a separate mod, but figured I'd toss out the suggestions anyway. Thanks for all the hard work!

I'll do my best. [i.imgur.com]

But yeah! I've got plans in the future. I've really just been wasting my past 3 days not working on anything else but figuring out how to fix these seemingly minor bugs for future knowledge and reference.

It's pretty much the only thing stopping me from overhauling this mod. :vanilla:
Gaata 20 Oct, 2017 @ 8:45pm 
Air/Lightning___

Lightning Leash;
A whip of lighting grasps your target, pulling them towards you and dealing x air damage
medium range

Overcharge;
Charge electricity in your weapon, imbuing your next lightning ability with x extra damage on your next turn. Ends your turn, but shocks and deals x air damage to anyone who attacks you in melee.

Windsurfing;
Form a coat of wind around your body, allowing you to ignore surface effects, attacks of opportunity, and gain x movement distance for x turns

Thunderclap;
Requires dual Weapons: Slam both of your electrified weapons into the targets head, Dealing X air damage, Deafening and Dazing them.(Strangely enough Dazing bolt in the base game only sets shocked)

Hydro/Ice___

Vortex;
A swirling vortex of water forms around you for x turns,rooting you for the duration. The swirling waters deal x water damage and slow enemies passing through it.

Iceforged;
Reforge your weapon into an Icy Lance, Dramatically increasing your weapon and weapon-based range and converting your physical and imgbued ice damage into piercing damage.
Reforge your armour into Ice armour, Restoring a small amount of physical and magical armour and allowing you to move across ice surfaces without slipping.
Getting hit with or walking over fire melts your iceforged gear and you become wet.

Poison/Earth___

Poison Tears;
Three poison tears circle around you. Everytime an enemy(or undead ally) walks into melee range near you, a poison tear pops, damaging and poisoning them

Neurotoxin;
Deals x poison damage and Dazes/Sleeps/Terrifies target, 30% chance of each

One with the Earth;
Player draws power from the earth beneath their feet, removing any snares and granting regeneration

Worm infestation;
Player infests nearby enemy with worms, dealing x poison damage, Diseasing and Entangling them. If the target dies, they explode, entagling nearby enemies.


Fire___

Flare Dash;
Dash in a direct line dealing x damage and burning targets you come into contact with, leaving a trail of fire along your path and in a small cone in front of your end point

Cauterize;
Close your wounds or the wounds of a nearby ally, Clearing Bleeding/wet/frozen/chilled and granting temporary health points(not higher than max) 1 AP



Gaata 20 Oct, 2017 @ 8:46pm 
Most of these are probably not possible or too difficult to implement, but they were fun to think about anyway.
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