ScalingHealth 50 LVL*LVL/2: Every LVL boosts Enemy HP (+50% per LVL). Damage Boost for Enemy = LVL*LVL/2 2 lvl Npc will get +100% Health and +2 bonus damage. 10 lvl Npc will get +500% Health and +50 bonus damage.
This mod has a problem. Enemy saves(saving throw) are too high. The vast majority spells simply do not work. AC does not have this problem.
The game is still playable with enemy saves this high, but you're dependent entirely on spells and attacks that do not utilize enemy saves. This removes almost all variety from builds, as the optimal build will always be whatever nets you the most attacks at a high attack bonus.
Maths: Spell save DC = 8 + spellcasting ability modifier + proficiency bonus Enemy saving throws = (Ability score modifier) + (Proficiency bonus if proficient).
Let's plug some numbers into those equations: Spell save DC = 8 + (10(for 30 ability score) + 4 (maximum proficency bonus at lvl 12) = 22 Enemy saving throws = (10(for 30 ability score) + 4(maximum proficiency bonus at lvl 12) = 14 Enemy needs to roll 8+ on a D20. They have a 65% chance of succeeding on the saving throw.
This mod aggravates the problem with spell save DCs by adding to them twice. First, it adds to all ability scores, which raises saves. Second, it directly adds to saving throws.
Let's do the math again with the Nightmare All A variant of the mod, at level 12: Spell save DC for player spells does not change. Assume a maximum of 22. Enemy saving throws = (13(for 36 ability score) + 4(proficency bonus) + 12(nightmare mod All A, +1 per level) = 29 Enemy has a 95% chance to save. It would be 100% if rolling a 1 wasn't a critical failure.
If we remove the +1 save per level from the mod, but keep the ability score increases, enemy saves = 17, compared to an unmodded 14. The enemy needs to roll 5+ on their D20 to save. 75% chance to save, compared to 65% unmodded.
Adding +1 to all saves per level might as well be +100 per level or +1 million per level, as it would make no mathematical difference in your chances of success.
Conclusion Adding directly to saves should be removed entirely from the mod.
I guess you could pump your proficiency bonus way way up, but that'd also make all your other attacks have 100% accuracy, and you'd never miss a skill check.
+1 this, im forced to use CYS to adjust my stats otherwise this mod makes enemies basically invincible. Lol having to add +10 spell save DC just to get a chance to use any spell with CC is super annoying, and enemies will almost always succeed any saving throw. AC is waaaayyyy too high as well. Does anyone else know of a more balanced difficulty mod? Wish there was a mod that would increase difficulty without compromising skill checks.
So after doing a lot of testing I seem to have found that this mod (at least the Nightmare version) doesn't seem to work with Multiplayer, a group of us keep getting Mod mismatch errors when players try to join. It is the only mod being used and being installed using BG3MM. After reading through some solutions on here, they seem to be VERY temperamental. Does anyone have any thoughts/solutions?
Can you make a version that does everything except the bonus damage. Im at level 20 with truly op armour and everything 1 shots me. I just want the health.
That's what I'm starting to realize, lmao. I didn't realize just how balanced the mods I chose actually were. I think that this mod only works if you're somebody who downloads all of the really OP weapon and armor mods. Even with the "most balanced" option, all my companions are getting one-shotted at level 6, even by the lowly enemies.
While testing this i wound the fav weapon effect seemed to be triggering more than one time if i had both a melee and ranged weapon equipped, at level 2 it was adding 3d4 to my attacks, is there a way to correct this or is this working as intended?
I've also noticed i had some bonus mods installed for weapons and it seems like the Heavens's Divider weapons, and the Bloody Alligenace weapons do not receive favoriate weapon buff
Even with the option deemed "the most balanced option" by the mod author, I crossed the bridge to the mountain pass, fought the horde of undead just past the entrance, then Wyll and Karlach were one-shotted by a Ghast at level 6. All of my attacks are doing near chip damage to the enemies with 200+ health. I guess my modded weapons and gear weren't as strong as I thought they were...
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Mjolnir Hammer and Axe
Radiant Logswords
Nightmare Difficulty
Infernal Armors
Infinity Weapons. Melee Pack
Infinity Weapons. Ranged Pack
Underwear of Gods
INFINITY RING. ALL IN ONE
Sun Blade
DEMONIC BLOOD SWORDS RELEASE
Ultimate Mage Heavens Divider RELEASE
ULTIMATE PALADIN WEAPON RELEASE
ULTIMATE SHIELDS
ALL EFFECTS IN ONE. MODIFY YOUR WEAPONS NEW
ScalingHealth 50 LVL*LVL/2:
Every LVL boosts Enemy HP (+50% per LVL). Damage Boost for Enemy = LVL*LVL/2
2 lvl Npc will get +100% Health and +2 bonus damage.
10 lvl Npc will get +500% Health and +50 bonus damage.
StandAlone. Put it Last In Load Order.
The game is still playable with enemy saves this high, but you're dependent entirely on spells and attacks that do not utilize enemy saves. This removes almost all variety from builds, as the optimal build will always be whatever nets you the most attacks at a high attack bonus.
Maths:
Spell save DC = 8 + spellcasting ability modifier + proficiency bonus
Enemy saving throws = (Ability score modifier) + (Proficiency bonus if proficient).
Let's plug some numbers into those equations:
Spell save DC = 8 + (10(for 30 ability score) + 4 (maximum proficency bonus at lvl 12) = 22
Enemy saving throws = (10(for 30 ability score) + 4(maximum proficiency bonus at lvl 12) = 14
Enemy needs to roll 8+ on a D20. They have a 65% chance of succeeding on the saving throw.
This mod aggravates the problem with spell save DCs by adding to them twice. First, it adds to all ability scores, which raises saves. Second, it directly adds to saving throws.
Let's do the math again with the Nightmare All A variant of the mod, at level 12:
Spell save DC for player spells does not change. Assume a maximum of 22.
Enemy saving throws = (13(for 36 ability score) + 4(proficency bonus) + 12(nightmare mod All A, +1 per level) = 29
Enemy has a 95% chance to save. It would be 100% if rolling a 1 wasn't a critical failure.
If we remove the +1 save per level from the mod, but keep the ability score increases, enemy saves = 17, compared to an unmodded 14. The enemy needs to roll 5+ on their D20 to save. 75% chance to save, compared to 65% unmodded.
Adding +1 to all saves per level might as well be +100 per level or +1 million per level, as it would make no mathematical difference in your chances of success.
Conclusion
Adding directly to saves should be removed entirely from the mod.
my charecter dont get buff in mod except the enemy
Or does it only apply to tactician mode?
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Lmao.