Divinity: Original Sin 2

Divinity: Original Sin 2

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[Updated version in description] Incarnate Stat Buffs (DE)
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
1.665 KB
9 Mar, 2019 @ 4:45pm
13 Mar, 2019 @ 10:36am
7 Change Notes ( view )

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[Updated version in description] Incarnate Stat Buffs (DE)

Description
UPDATE: lost the project file for this, don't know how to edit this, or reupload, so i just made a new one: https://steamproxy.net/sharedfiles/filedetails/?id=1818507446 after a recent update to the game the wits buff was no longer working in my save. so i made the new mod. I think the values are around the same. if the wits buff is still working in your games, then i wouldn't bother downloading the new one. This will teach me to not uninstall the engine.

DISCLAIMER: this is the first mod i have EVER made for any game and all i did was change a couple of values in the editor, so please come into this mod with the realization that i am probably too technically illiterate to provide any advanced changes to the incarnate. it also means i have no idea how compatibility will work with other mods. i have used this mod in conjunction with the permanent summons from summoning tweaks and that works fine. as for other mods that affect the incarnate, i don't know.

Mod:

Most of us know that summoner is not the strongest class in terms of damage, CC potential, or tanking. Personally, I didn't like that. So, I made this mod. Its aim is to make the incarnate the beefstick it used to be when the game first released. These values are subject to change depending on how I personally feel towards its balance throughout the story.

Specific changes:

wits increased for base incarnate by a moderate amount, incarnate champion's wit increased by slightly larger amount - gives incarnates much needed initiative so they aren't last every turn. i don't know how the values i put in will scale up into late game, but hopefully it makes incarnates competitive in the turn order. side effect: gives incarnates more overall crit chance. so, on average, incarnates will deal a bit more damage than before

10% boost to magic and physical armor - help with the "beefstick" theme as mentioned above.

large boost to base vitality for small incarnate. even larger boost of base vitality of incarnate champion - see: "beefstick"

I am open to suggestions for the values themselves, but at the end of the day I made this mod for my personal playthroughs. Therefore, if I like how the balance feels it probably won't change.

enjoy playing with the incarnates from the good ol' days!
Popular Discussions View All (1)
0
11 Mar, 2019 @ 9:08pm
incarnate comparison with/without mod
Bomjus
6 Comments
The Goblin King 17 Mar, 2019 @ 9:37am 
thank god for this i have been going straight summoner and seeing other mods, summons with tons of health compared to the incarnate was shameful. Thanks for this!
Bomjus  [author] 14 Mar, 2019 @ 2:39pm 
also, if anyone feels this mod makes the incarnate unkillable, please post in the discussion that i made and post screenshots of your summoner's health, summoner's summon skill, and then the incarnate's health with and without the mod. the aim of this mod is to make it so incarnates don't die in 3-4 hits like they do in vanilla. however, the aim is not to make them unkillable. so tangible feedback is appreciated.
Bomjus  [author] 14 Mar, 2019 @ 2:34pm 
part 2: if you are playing lonewolf with this mod then the early game enemies will have a hard time killing the incarnate. because you will have significantly more points in summoning so the incarnate will have more health. it also means you will unlock incarnate champion sooner than a regular character would. this skews the balance early because your incarnate will easily outscale other enemies due to how many points you can invest in summoning.

in a regular party, i think this mod is fine as is. the summoner has to actively work to keep the incarnate alive from enemy attacks. on tactician your incarnate won't last that long in combat if you only put power and farsight infusion on it. fortify, frost armor, living on the edge, and other support skills are still useful and sometimes necessary to keep the incarnate alive.

i have not reached late game yet in my playthrough so i may still make changes. but at this time, i think it is fine how it is.
Bomjus  [author] 14 Mar, 2019 @ 2:31pm 
i don't quite understand your suggestion/request, but i'll answer as best i can.

the mod's purpose is just to buff the incarnate's base stats. i won't be screwing with what the infusions do or the effects of the infusions. if you want more infusions i'm pretty sure there are other mods for that.

as for totems i think they are fine how they are currently. you spend 2 AP for a totem that can attack immediately after the summoner's turn. this means its 2 AP for that attack and the totem can also attack for the rest of its duration. therefore i think the totem is fine how it is. 2 AP for some damage, and i believe that totems should be one shotted by enemy attacks so i won't be changing their health or damage.
Dũng M4 14 Mar, 2019 @ 6:34am 
Thanks for the mod friend, i've been digging in summoner build for my physical damage team and Incarnate have great impact with this. I just wonder if u can make change to those infuser and totem as well cause this mod only worth if i spend all the point into Summoning to make the different. Btw i also find that my Incarnate is too tanky that tactician monster can't bring it down
cesgarperi 10 Mar, 2019 @ 4:06am 
Won't be downloading this because I don't feel I need it/ want it right now, as I play with other summoning mods so don't use the incarnate much.

However, I wanted to wish you good luck in future mods. ¡Practice makes perfect! Looking forward for more mods from you :P