Divinity: Original Sin 2

Divinity: Original Sin 2

Minimal Vitality Scaling
14 comentarios
Morthwyl 26 ENE 2023 a las 18:13 
Way to make this compatible with GM mode?
Mr.Zhang 15 DIC 2022 a las 22:53 
thanks bro!:steamhappy:
Sam 28 ENE 2019 a las 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 DIC 2018 a las 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 a las 11:00 
could you make this avalible for gm mode?
narcissu 11 OCT 2018 a las 19:50 
have effect on armors and weapons?
S I L E N C E R 29 SEP 2018 a las 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 SEP 2018 a las 21:37 
GREAT MOD THX!
Underlord from Dota 2 6 SEP 2018 a las 11:44 
For anyone wanting to customize this mod to their preferences, I made a guide: https://steamproxy.net/sharedfiles/filedetails/?id=1505037546
Underlord from Dota 2 6 SEP 2018 a las 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.
Underlord from Dota 2 6 SEP 2018 a las 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?
Underlord from Dota 2 6 SEP 2018 a las 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.
Underlord from Dota 2 5 SEP 2018 a las 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 SEP 2018 a las 0:38 
Appreciate the mod and how quickly you were able to release it for DE.