Divinity: Original Sin 2

Divinity: Original Sin 2

26 ratings
Penetrating Debuffs
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
6.018 KB
21 Sep, 2017 @ 2:01am
21 Sep, 2017 @ 7:12pm
3 Change Notes ( view )

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Penetrating Debuffs

Description
This mod changes several of the relatively minor debuffs to penetrate armour, hopefully making combat a little more interesting.
Hard CC still requires armour to be destroyed.

Feedback on which debuffs you think should or shouldn't penetrate is appreciated.


Debuffs currently changed to penetrate armour:
Weak
Slowed
Diseased
Chilled
Shocked
Taunted
Fireblood
Poisoned
Burning
Bleeding
Necrofire

Note: The damage of the debuffs does not penetrate the armour (you wont take/deal vitality damage from burning until it has burned away the magic armour), this just allows the debuffs to be applied while the target still has armour.


Not compatible with any mod that alters the aforementioned statuses


Mod made by request of Bromantic


Also available on the Nexus for GOG users.
58 Comments
Spiner909 9 Nov, 2018 @ 6:48pm 
Does this work with Definitive Edition?
bass_shovel 26 Mar, 2018 @ 4:15pm 
I disagree with bleeding. Just from a common sense poin of view - if you manage to penetrate the armor and make an enemy bleed, they loose vitality. Or as another example, the idea that bleeding from blood rain is somehow affected by the type of armor someone is wearing is kinda ridiculous.
Meatbang 6 Feb, 2018 @ 9:37pm 
Only one I disagree with on this list is bleeding.
j dub 4 Jan, 2018 @ 4:49am 
cool mod homie.
Damashi The Kaotic 15 Nov, 2017 @ 1:14am 
Is it possible to make it so electric surfaces only turn off if any gets stunned? This mod makes electricity rain combo worthless.
lightninggrimm3 14 Nov, 2017 @ 6:05pm 
Is it possible for you to add decaying to this list? It would make Necro/Resto builds more fun and it doesn't seem like it would be too OP, as the Decay status isn't a very frequent status. Either way, thanks for this mod!
God 27 Oct, 2017 @ 3:28pm 
Casting rain on a shocked or chilled enemy with some remaining magic armor removes the debuff, without applying wet. Is it possible to fix it?
Xaelyn  [author] 22 Oct, 2017 @ 5:12am 
@amblingalong I haven't noticed that one myself but I'll look into it
jred250 21 Oct, 2017 @ 10:03pm 
@Xaelyn You are totally right!
amblingalong 21 Oct, 2017 @ 4:36pm 
To clarify, I mean on enemies with no magic armor remaining. So the mod works perfectly re: allowing a character with 10 magic armor to be chilled by a frost spell, but if the same character has 0 magic armor remaining, they're instantly frozen.