Divinity: Original Sin 2

Divinity: Original Sin 2

Minimal Vitality Scaling
14 comentarii
Morthwyl 26 ian. 2023 la 18:13 
Way to make this compatible with GM mode?
Mr.Zhang 15 dec. 2022 la 22:53 
thanks bro!:steamhappy:
Sam 28 ian. 2019 la 23:13 
@fulf Are you sure that isn't the fight you are meant to lose and get taken to seperate parts of the cave?
fulf 10 dec. 2018 la 13:11 
I love the idea of this mod, but I'm having problems mid-act II with the way damage seems to be scaling.
Because of increasing attributes it starts to feel like damage scales much higher than armor, which creates some pretty notable problems with hard CCs and other statuses when enemies can destroy all your armor in one turn, even with a shield and decent armor.
3 members of my level 11 party got instantly frozen by a fight with 3 voidwoken in Mordus' cave.
Playing Tactician.
Nicol Bolas 7 nov. 2018 la 11:00 
could you make this avalible for gm mode?
narcissu 11 oct. 2018 la 19:50 
have effect on armors and weapons?
S I L E N C E R 29 sept. 2018 la 15:40 
Hi, baardvaark! I have RATED UP & Added this mod (and others) to:

" The Definitive D:OS2 Mod List (2018) " :steamhappy:

Congrats & Thanks for your awesome mods!
Grim Duck 18 sept. 2018 la 21:37 
GREAT MOD THX!
Ottum 6 sept. 2018 la 11:44 
For anyone wanting to customize this mod to their preferences, I made a guide: https://steamproxy.net/sharedfiles/filedetails/?id=1505037546
Ottum 6 sept. 2018 la 10:17 
With straight linear scaling (no exponentials), I suppose you get "diminishing returns" per-level in terms of pure HP/stats (like going from 3000 hp to 3100 hp at level 20) but as you get to later levels in this game you're also getting cool skills-n-♥♥♥♥. It makes sense for later levels to be more about refining "skill" and less about beefing stats.
Ottum 6 sept. 2018 la 10:11 
(and big enough to feel cool in a JRPG sort of way.) but I wonder if potions are working properly, or if anything else broke.

Hmm, a small potion heals for 1120. That's a full heal at level 1 and still a half heal at level 11 (2000 hp, plus constitution bonuses). I guess that's good?
Ottum 6 sept. 2018 la 10:07 
Updoot: I tweaked the numbers of my copy of your mod, to 900 initial vitality, +100 vitality per level, with 1.00x vitality scaling. (So, 1000 hp at level 1, 1100 at level 2, etc.) I seem to be still gaining XP, so that's cool. I've got nice simple scaling with numbers big enough to account for lots of granular % differences/bumps from stats.
Ottum 5 sept. 2018 la 22:00 
I like this mod, but I wish there were a version where all the values /started/ higher (but still scaled up the same, relatively). Would make 10% increases and such more meaningful particularly early on, whereas currently dagger values are stuck at "3-4" for the first, like, 3-4 levels. If all values were higher, increases would happen more quickly and smoothly.

I remember you had a low-scaling, 100-starting-HP version of the mod for non-DE, but it broke at some point so you couldn't gain XP at all. So maybe what I want isn't feasible at all.
8 Eyed Spy 1 sept. 2018 la 0:38 
Appreciate the mod and how quickly you were able to release it for DE.