Divinity: Original Sin 2

Divinity: Original Sin 2

[OLD] Pyrolusite's Grenade Skills - Definitive Edition
Renari 16 Sep, 2018 @ 1:21pm
Balance
I thought I'd elaborate on what me and a few noticed in a playthrough with this mod here. In this playthrough we only completed Act 1 (Fort Joy). We originally added this mod because one of my friends always wanted to do a grenadier build but never thought it was viable in the base game due to the scarcity of crafting materials and time required to craft them. For comparison I'm going to compare using this mod, to our huntsman who is using the tracker mod.

The following grenades were used by our grenadier:
  • Novice Makeshift Grenade
  • Makeshift Nailbomb
  • Experimental Oil Flask
  • Experimental Poison Flask
  • Infused Fire Grenade
  • Infused Frost Grenade
  • Infused Thunder Grenade
  • Potent Poison Grenade
  • Corrosive Plague Burst
  • Stun Blast
  • Smoke Screen

Their stat distribution was:
  • Finesse 20+5 (gear)
  • Memory 14+3 (Mnemonic)

Our grenadier was dual wielding daggers, their damage attribute reads 39-42 damage.
Our tracker is using a crossbow and their damage reads 47-52 damage.
(the other characters are high 30s to low 40s damage wise)

Our grenadiers highest damaging skill is Potent Poison Grenade which hits for 129-143 damage. This easily nuked it way through what seemed like all enemies magic armor in Act 1. The skill was often followed up by Infused Fire Grenade which added up to roughly a 300 damage turn that was an aoe.

Our trackers highest damaging skill is Rusted Arrow while using Power Stance (+25% damage, -18% accuracy) which does 62-70 damage, this is a single target skill (which inflicts decaying and silenced).

All of the above values are tooltip numbers, these are later augmented by high ground bonuses that both players were utilizing (both have +40% high ground bonus).

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Other thoughts:

Novice Makeshift Grenade: This skill has a 1 turn cooldown and does more than your normal attack in damage, but in an aoe. This essentially makes attacking normally a thing you should never do. I feel this skill should have a slight damage penalty due to it being a ranged aoe.

Corrosive Plague Burst + Stun Blast: This is an extremely strong combo that knocks down enemies for two turns. This makes many fights trivial.

As stated in my comment it seems the damage numbers are to high and I think there needs to be a way gate some of the higher tier grenades to later acts.

I think maybe using a custom crafting material in the book recipes for later acts or requiring higher tier skill books rather than being able to use tier 1 books for all recipes.
Last edited by Renari; 16 Sep, 2018 @ 1:30pm
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Pyrolusite  [developer] 24 Sep, 2018 @ 2:08am 
For some reason, I just got the notification for that detailed report and not when it was originally posted, so, sorry for the delay !

I reduced a lot most of the damage multipliers of skills so that they fall more in line with vanilla spells of each school while still being a bit stronger because of cooldowns (the only exception is the fire grenade which is outdamaged by Laser Ray).

I've always had trouble deciding what to do with Stun Blast, because I don't want it to inflict damage, but a 2-turn stun is probably a bit too strong. I need to find something else.
Also I think I reduced Corrosive Plague Burst's damage multiplier as well, but if I didn't, it'll be done next patch.

Locking "Potent Poison Grenade" behind a better book is something I'll probably do (or remove it entierely), but otherwise, now that multipliers are tweaked, I don't think I'll make them harder to craft (unless the source ones are too easy to get).

Thanks for the feedback ! I'd appreciate your thoughts after playing with the new patch.
Last edited by Pyrolusite; 24 Sep, 2018 @ 2:09am
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