Divinity: Original Sin 2

Divinity: Original Sin 2

DOS2 - Divine War
Reduced Numbers Bloat mod?
Hey!

I want to use the mentioned scaling mod to reduce scaling down to DnD-levels (4+4%), so that I don't have to waste a lot of time regearing my characters instead of adventuring. I also prefer for level to not be so important during battles.

Is this mod compatible / balanced with Divine War? Does Divine War do anything about scaling by itself, so the RNB is redundant, maybe?

I failed to find anything relevant to the issue in google doc changelog, hence the thread.
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Showing 1-5 of 5 comments
ChipBit 2 May, 2019 @ 11:13am 
divine war itself dose not deal with scaling as far as ive seen, cant say if it is compatible with RNG due to the changes to stats and how damage works in DW, i reccomend getting the cheat commander mod and testing it as that will be the fastest way to know for sure. the main issue i see is if RNB uses the base stat scaling in its code as DW changed it compleatly.
Kalavinka  [developer] 2 May, 2019 @ 1:46pm 
Divine War does deal with damage scaling. Number bloat is already decreased in the mod.

You also don't have to gear your characters as much because armour is gone, and gear gives resistances instead - which stay consistent each level. You'll only need to change gear to get different attribute or ability bonuses.
Last edited by Kalavinka; 2 May, 2019 @ 1:46pm
Originally posted by Kalavinka:
Divine War does deal with damage scaling. Number bloat is already decreased in the mod.

You also don't have to gear your characters as much because armour is gone, and gear gives resistances instead - which stay consistent each level. You'll only need to change gear to get different attribute or ability bonuses.
Its crazy how many things this mod adresses at once.
ak47training 5 May, 2019 @ 4:59pm 
Originally posted by Kalavinka:
Divine War does deal with damage scaling. Number bloat is already decreased in the mod.

You also don't have to gear your characters as much because armour is gone, and gear gives resistances instead - which stay consistent each level. You'll only need to change gear to get different attribute or ability bonuses.
That's really cool!

Could you elaborate on scaling? What Divine War does about it? What are linear and exponential vitality scaling variables? Will anything break if I modify those variables myself via baardvark's mod?
Kalavinka  [developer] 8 May, 2019 @ 2:39am 
Originally posted by ak47training:
Originally posted by Kalavinka:
Divine War does deal with damage scaling. Number bloat is already decreased in the mod.

You also don't have to gear your characters as much because armour is gone, and gear gives resistances instead - which stay consistent each level. You'll only need to change gear to get different attribute or ability bonuses.
That's really cool!

Could you elaborate on scaling? What Divine War does about it? What are linear and exponential vitality scaling variables? Will anything break if I modify those variables myself via baardvark's mod?

Sorry for tge late reply, but sure!

Linear scaling means it increases at the same rate each level. E.g. 50hp, 75hp, 100hp... it's +25 each time. That's what Divine War does.

Exponential means the increase rate increases. E.g. 30hp, 70hp, 120hp, 180hp... and so on. That's what the base game does, but not with those numbers.

The latter means the higher level you get, the larger the disparity between your numbers and those of the next level. This is part of what made Reaper's Coast surprisingly linear despite its free roaming format: if you fought whoever you wanted, you'd get obliterated. Divine War makes that difference still important, but less insurmountable.

Nothing will break, but I can't predict the effects it'll have on damage economy. You might get a more difficult/linear Reaper's Coast again if he kept the exponential scaling. But if that's your preference, go right for it!
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