Divinity Combat Overhaul
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Preface to Divinity Combat Overhaul
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I just want to start by saying that this document has had much thought put into it. DOS2 is what keeps me awake at night, what consumes every waking moment I have to spare. All of the proposed changes here are from watching the forums/reddit and personal observation from over 200 hours of gameplay, with experience from over 800 hours in DOS:EE and having played many other RPGS (Icewind Dale, NWN2, Fire Emblem games, DND/Tabletop, etc).
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Special thanks to GreatGuardsman, even if he doesn't know it. His document (Found below) is really what kickstarted this project.
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http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=629044
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There is no released mod yet, but many of the technical behind-the-scenes things have already been tested and working in game.
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Most of my modding experience comes from Skyrim/Starcraft 2 (Even having been paid a considerable amount for multiple projects.)
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Tabs are navigatable at the bottom of the document.
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All classes have their own tab.
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The "Attributes/Ability Changes" tab is where you can find changes to Ability Skills/Civil Skills/Attributes as well as any Miscellaneous changes.
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The "Armor/Damage/Surface Changes" tab is where you can find details on the Armor/Damage overhaul, the Status overhaul, and surface changes.
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The "Skills" tab is where all the multiclass skills are placed for my own ease of use; All skills in that tab will show up in both relevant class tabs. Will not be ever filled out entirely.
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The "Archetypes" are basically themes that the multiclass abilities will very roughly follow, with possible talents or buffs made for specific archetypes. Archetypes won't have any direct bearing on the game outside of the ideas following them.
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The "Key" tab is only there for if I need to completely rename/replace a class; Changing it there will update it throughout the document.
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There is a lot of information in this document but I've tried to compress it to the important information below.
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Status Overhaul:
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All statuses will be changed to a tiered system. Every status will generally have 4 tiers, each tier requiring the two of the last tier to apply. Armor will only block the fourth tier.
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Grit/Willpower from DOS1 are being reintroduced.
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Abilities will apply statuses as a strength, and the strength of the status from any given ability will scale with an attribute and the number of points in the ability's skill tree.
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The strength of a status application will be reduced by Grit/Willpower.
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Basically an RNG-less form of statuses where beefy characters can get high resistance to statuses without the complete immunity the Armor system currently poses.
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Also means you don't have to constantly check your damages to see if you can destroy their armor and stun them; Disables will always be placed at the fourth tier and will therefore be difficult to apply in the first place.
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Damage numbers will be toned down with this change as the reliability of stunning everything will no longer exist.
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Damage/Armor Overhaul
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The two armor types will be unified into one bar. All damage will go to this one bar and there will no longer be a split between Magic and Physical.
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With this change comes changes in what damage types there are and how some of them work.
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All damage will pierce armor some amount (With the exception of Armor damage.), with the standard pierce of 50%.
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With the above change comes a fundamental change in how armor is percieved - Not as extra healthpoints, but as damage reduction and high tier status prevention.
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Armor will also restore by ~75% of the character's maximum armor every turn, and most armor values will be tuned way down.
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The entire point of the damage overhaul is to make fights less about DPT and more about tactics and positioning - Something you'll see across all aspects of the mod. Removing math as the driving factor, and replacing it with feel and tactics.
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Piercing damage will enable players to deal damage without having to get through their armor; Restoring armor means enemies will stay challenging throughout the fight instead of only the first 1-2 turns.
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The unification of the two bars means the player no longer has to divide their party into Physical and Magic characters, and a spellsword is no longer a dumb idea.
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Skill Overhaul
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The underlying system that drives DOS:2 character building is, from my point of view, opportunity cost; building characters revolves around maximizing damage and taking the fewest abilities possible.
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This might seem okay on paper, but in reality it means you'll be running the same build the entire game just with bigger numbers. With damage as the primary driving force, every class can be summed up to their damage.
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So, every skill tree in the game is getting an overhaul. The innate bonuses from skill points is being removed, and ability points are entirely an investment in new skills. The required points for a tree's top tier abilities is 10.
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The trees should feel relatively familiar, but many new spells and are of course being introduced and some of the old ones are being removed.
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All of the skill overhauls are listed in each of the skill tabs, but take each with a grain of salt if you actually feel like reading through them. Each tree needs to feel unique from eachother and serve different functions, which can only be gauged with massive amounts of playtime with the changes in place.
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Having a Ranger should be because you want to have one, not because it's the "meta" thing to do.
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You'll probably notice that many don't have a description; Those are generally the ones with ingame counterparts that haven't had any significant changes. If they make it into the final product, descriptions will of course be added. As previously stated, take each tree with a gain of salt as it stands currently.
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Attribute/Ability Overhaul
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Civil Abilities as a concept are being.. removed. They have no practical reason to exist, as if you are expected to take everything in Civil Abilities, they why not just give the players the abilities automatically as you level up? Persuasion meant that only one character was ever allowed to talk to anyone, lucky charm meant that only one character was ever allowed to open containers, and bartering meant only one character was ever allowed to trade.. The list goes on. Many of these things are being addressed in the form of "Civil Auras", but that merely raises the question; Why exist in the first place, and not make it automatic on level up? I will concede there is some choice in that you can't take all of the Civil Abilities, but you can change which you have at the respec mirror for what you need.. Which leads to mods like Portable Respec Mirror being created.
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Civil Abilities are instead being replaced with Proficiencies, and the current Defensive/Offensive abilities are being moved here.
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The Civil Abilities as they stand currently will either be removed or given new uses.
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Attributes are also receiving huge changes; First and foremost, the attributes are being made "class-less". In that, attributes will boost everything instead of a specific set of classes/abilities, and they are being made more unique than "here's more damage".
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Constitution is more prevalent as damage now pierces armor, Might will buff all damage, Wisdom will increase your healing, etc.
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Essentially, skill as a Pyromancer should be based on your skill in Pyrokinetic, and being a Pyromancer should never lock you out of doing damage as a Knight.
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If you want to read more into the attributes, they are of course at the top of Attribute/Ability Changes.
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Miscellaneous
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Damage things:
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Dual wield damage penalty to be removed.
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Attacking with a single weapon will take 3 AP.
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Attacking while dual wielding will take 4 AP.
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Misc things:
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Make uniques more unique/powerful, add more uniques, give more stats to randomized loot, reduce scaling so loot/uniques can stay relevant through more of the game, make enemies drop more loot, and reduce the amount of items in shops.
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Scaling reduced. (Obviously.) Most likely to ~10-14%.
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Complete overhaul in AP; Increased max AP to 10 and turn AP to 6, and allow players to increase these via attributes, abilities, etc. All abilities are being reworked/removed and new ones are being introduced with this in mind.
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Some surfaces are being changed in functionality. Damage will be increased.
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Majority of teleports are being removed from both allies and enemies - They trivialize positioning and make surfaces nigh meaningless.
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Enemy cursing and general terrain control will be tuned back, and player ability to bless/curse will be increased, placing battlefield control more into the player's hands instead of any work getting turned into fields of Necrofire every fight.
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