Does anyone here knows if there is a definitive edition of this mod or/if there is any mod that does more or less the same for definitive edition ? thanks in advance
I have hope on this mod in DE version... I found similar but it's still too small magic armor & armor modification. https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/40
Could you please add another file that's between normal and double values but normal damage. I.E 1.5x modifier rather than 2x for the normal damage options. Cheers
Hi. Will this mod work with Classic difficulty? I play with my friend on Classical difficulty(with 4 characters), but game is too easy now(we are on half of the plot and we don't want start all over again). We tried "Monsterscalling" and "More Monsters' Spawns", but it isn't enought.
Did you manage to find out if this affects classic difficulty as well? I'm doing a playthrough with a friend and since he's new we went with classic, but I underestimated how easy the game is on Lone Wolf.
I'm playing Lonewolf (solo) on Tactician Difficult with the Enemy Randomization Mod, Triple difficulty + Double Damage, and a modified version of Weapon Choice v2 (to reduce my Crossbow Damage), but it's still too easy (Ranger is OP). Could you possibly do Quadruple + Triple damage and Quadruple + Quadruple Damage?
EDIT: Nvm I did it myself using the exporter tool and modifying the text file. Thanks a lot! :D
I have installed that custom version, after all. It's difficult, sure, but I am not certain if it's working as intended. We'd need some insight from the mod author themselves.
Hello, I'm really interested in trying out this mod (more specifically, that 75% damage custom version you made). Is it fully compatible with the latest update? I'm looking forward to your reply. Thanks in advance!
I would love a version of this mod that doubles the physical/magical armor and HP of enemies and increases there damage by +50%, instead of your current options of 'normal damage' (which enemies don't do enough) or 'double damage' (which they do too much and can strip all my armor in one hit! ).
I've tested a few different versions of your mod in quite a few different boss battles and found that double physical/magical armor is a sweet spot for the enemies having just the right amount of defenses for me to have to chip away at before I could CC them, but once their armor is stripped they died too easily. So that is why I would like to see double physical/magical armor, but triple the HP.
As for their damage, at the normal amount (which you say is 50%) the enemies just have a bit too much trouble getting my defenses down, but with double damage they can often strip all my physical & magical armor on all 4 characters by the end of turn 1, so I feel a sweet spot would be 75% damage.
So if it isn't too much trouble, I would really love to see a variation of the mod that does triple HP, double physical/magical armor, and time and a half damage (75% dmg).
i didnt want to upload it here so: https://openload.co/f/TGybDWkJWGM/DoubleArmorTripleHP75Damage_c4ee08d1-1b64-4d71-a5b8-6d992942b324_c4ee08d1-1b64-4d71-a5b8-6d992942b324.zip
but why are you only using 4 characters? i dont know if the damage is 75% so if it isnt you can reply
Both versions of your mod that I tested only increased physical & magic armour by +25%, not double. Your "double health" actually increased it by +25%, and your "triple health" increased it by +50%. As for the damage, increasing the damage from the default 50% to 75% was supposed to increase damage by +50% damage, but it only increased by about 10-20%.
Now that I have done number testing it would seem non of your variations are doubling or tripling anything, but instead just increasing by 25-50%. Not only did I do these tests on the Magister Axeman in the Blackpits in Act 2, but I also did these tests in a new game on Magister Siwan in the starting ship and got the same results. So you may want to do some testing for yourself and either change the name of this mod to "+25% and +50% tactician difficulty" or actually increase the values to double & triple.
A few days ago when I had first tested your different variations of this mod on several different boss fights and requested the custom version, I wasn't writing any numbers down and was just getting a feel of how difficult the fights were doing the same couple boss fights over and over with the different versions of the mod. So in that case your "double armor, triple HP, 75% damage" that you made custom for me is the exact increase in difficulty I was looking for, so thank you very much for that! ^^
the double/triple means its multiplying from the classic difficulty values, not the tactician ones so the 50% thats already from the normal tactician isnt counted
I see you have alot of experience with the game. maybe you guys can help me. After deciding to restart my game with the above link you requested (x2physical/x2magical/x3hp/%75dmg) and I was just wondering if it really is the sweet spot. so far the physical/magical damage is fair at the early levels. but the hp seem too much for enemies.. maybe its just early. Without spoiling anything.. Do enemies later in the game generally get more physical and magical armor and less hp? and is that the reason why you requested triple hp to balance it out? or is it that you just get stronger and you generally do more damage to hp and less to physical/magical armor when stripping them down.(you mentioned it was to easy after stripping them of the physical/magical armor) Im just starting out and I want to have the best and fair experience playing a 6 man. Hope u can help.
I can't say for a 6 man group, I started the game out on Tactician and played with a 4 man group and the difficulty was pretty perfect at the time, Perhaps it was because I was still learning the mechanics of the game and strategy techniques in the beginning. By the time I got to Act 2 I had a solid understanding and started really getting into theory crafting different builds that would synergize well with each other and that is when the game became WAY too easy.
It was at this point that I started installing mods to increase the difficulty. "MonsterScaling" so that the enemies would be leveled up to my level so I would never be over-leveled, but then the enemies gave me more exp because they were higher. So then I installed "XP Scaling" to reduce the exp I gained. But even that wasn't enough because I could still strip all the enemies armors and crowd-control them before any of them got to attack even once and keep them locked down for the rest of the battle, never taking any damage. So that's why I installed "Double and Triple Tactician Difficulty".
So I can't say how difficult you'll find the game, never played with a group of 6 characters and it completely depends how much time you spend working your group's builds and strategizing. For you, since you are playing with a group of 6 characters, I would recommend starting out with the mod "More Monsters' Spawns" and "XP Scaling" and play for a while before you decide if you need to add any more difficulty via mods.
Uh, never said with one character? I have a group of 4, typically their initiative is high enough that most of them get to go before the enemies. I always set my archer with the highest initiative so he can strip the enemies armor before anyone else since he has little to no CC abilities and does an insane amount of damage. Before installing these mods, he could strip most enemy armor with a single shot and could typically kill one of them with Ballista getting 2 AP back from Executioner. (He also has adrenaline and Glass Cannon)
Then typically my mage goes next, enemies with high physical armor and low magic armor that my archer couldn't get my mage then teleports/nether swap them into a group and AoE CC them with ice. My characters prioritize CCing enemies who go before my other characters.
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I found similar but it's still too small magic armor & armor modification.
https://www.nexusmods.com/divinityoriginalsin2definitiveedition/mods/40
I play with my friend on Classical difficulty(with 4 characters), but game is too easy now(we are on half of the plot and we don't want start all over again). We tried "Monsterscalling" and "More Monsters' Spawns", but it isn't enought.
EDIT: Nvm I did it myself using the exporter tool and modifying the text file. Thanks a lot! :D
I've tested a few different versions of your mod in quite a few different boss battles and found that double physical/magical armor is a sweet spot for the enemies having just the right amount of defenses for me to have to chip away at before I could CC them, but once their armor is stripped they died too easily. So that is why I would like to see double physical/magical armor, but triple the HP.
As for their damage, at the normal amount (which you say is 50%) the enemies just have a bit too much trouble getting my defenses down, but with double damage they can often strip all my physical & magical armor on all 4 characters by the end of turn 1, so I feel a sweet spot would be 75% damage.
So if it isn't too much trouble, I would really love to see a variation of the mod that does triple HP, double physical/magical armor, and time and a half damage (75% dmg).
but why are you only using 4 characters? i dont know if the damage is 75% so if it isnt you can reply
Normal (no mod)
Magister Axeman - Physical Armour: 3174, Magic Armour: 908, Health: 4518, Damage: 319-422
Double armour/health, normal damage
Magister Axeman - Physical Armour: 4232, Magic Armour: 1210, Health: 6024, Damage: 319-422
Triple health, double armor, time-and-a-half damage
Magister Axeman - Physical Armour: 4232, Magic Armour: 1210, Health:9036, Damage: 395-462
Both versions of your mod that I tested only increased physical & magic armour by +25%, not double. Your "double health" actually increased it by +25%, and your "triple health" increased it by +50%. As for the damage, increasing the damage from the default 50% to 75% was supposed to increase damage by +50% damage, but it only increased by about 10-20%.
Now that I have done number testing it would seem non of your variations are doubling or tripling anything, but instead just increasing by 25-50%. Not only did I do these tests on the Magister Axeman in the Blackpits in Act 2, but I also did these tests in a new game on Magister Siwan in the starting ship and got the same results. So you may want to do some testing for yourself and either change the name of this mod to "+25% and +50% tactician difficulty" or actually increase the values to double & triple.
A few days ago when I had first tested your different variations of this mod on several different boss fights and requested the custom version, I wasn't writing any numbers down and was just getting a feel of how difficult the fights were doing the same couple boss fights over and over with the different versions of the mod. So in that case your "double armor, triple HP, 75% damage" that you made custom for me is the exact increase in difficulty I was looking for, so thank you very much for that! ^^
I see you have alot of experience with the game. maybe you guys can help me. After deciding to restart my game with the above link you requested (x2physical/x2magical/x3hp/%75dmg) and I was just wondering if it really is the sweet spot. so far the physical/magical damage is fair at the early levels. but the hp seem too much for enemies.. maybe its just early. Without spoiling anything.. Do enemies later in the game generally get more physical and magical armor and less hp? and is that the reason why you requested triple hp to balance it out? or is it that you just get stronger and you generally do more damage to hp and less to physical/magical armor when stripping them down.(you mentioned it was to easy after stripping them of the physical/magical armor) Im just starting out and I want to have the best and fair experience playing a 6 man. Hope u can help.
It was at this point that I started installing mods to increase the difficulty. "MonsterScaling" so that the enemies would be leveled up to my level so I would never be over-leveled, but then the enemies gave me more exp because they were higher. So then I installed "XP Scaling" to reduce the exp I gained. But even that wasn't enough because I could still strip all the enemies armors and crowd-control them before any of them got to attack even once and keep them locked down for the rest of the battle, never taking any damage. So that's why I installed "Double and Triple Tactician Difficulty".
So I can't say how difficult you'll find the game, never played with a group of 6 characters and it completely depends how much time you spend working your group's builds and strategizing. For you, since you are playing with a group of 6 characters, I would recommend starting out with the mod "More Monsters' Spawns" and "XP Scaling" and play for a while before you decide if you need to add any more difficulty via mods.
Then typically my mage goes next, enemies with high physical armor and low magic armor that my archer couldn't get my mage then teleports/nether swap them into a group and AoE CC them with ice. My characters prioritize CCing enemies who go before my other characters.
How do I install this mods?! There only the raw file ".pak"