Difficulty Class Scaling For Coatings Arrows And Throwables

⭐ — (80 endorsements) 📥 9,803 downloads 📌 v1.1 📅 2/24/2024
⚪ Last updated 2024

By BOZNAZ · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 3/8/2024 📅 Created: 2/24/2024

🔍 Analysis

  • 👍 0.8% endorsement rate
  • 🏆 #232 of 597 Gameplay mods in this game by downloads

📋 About This Mod

Changes coatings, consumable arrows and throwables(grenades, barrels etc.) to use a difficulty class that scales the same way as most weapon actions do. Basically this will make it more likely for the items to successfully apply their

With this mod coatings, arrows and throwables (grenades, barrels, fireworks, grease bottles, acid vials, holy water etc.) that have saving throws will scale similarly to most weapon actions such as lacerate, piercing shot etc. The math goes like this: 8 + proficiency bonus + strength or dexterity modifier(depending on which is higher) + a positive or negative bonus based on the item you're using. The bonus is based on the differences between the DC of items in the vanilla game so rarer items generally have a higher DC than more common ones. The minimum DC of the items is also the same as the vanilla values as in it can't go lower than the vanilla value even if you're playing as a character with very low martial abilities.

Example: the DC of simple toxin in the vanilla game is 11. With this mod a lvl 1 character with 17 strength has the same base DC of 11 (8+2+3-2=11), but on lvl 12 with 20 strength it will scale to 15 (8+4+5-2=15). Purple worm toxin has a vanilla DC of 19 which is the highest in the game and with this mod it can scale up to 23 on the same lvl 12 character. Which is pretty high, but it is supposed to be a very rare item after all. Arguably some items may become a bit too reliable with this mod where as others will just become more viable, but that's up to your preference. I might do a rebalanced version of this at some point if I feel like it.

The coating scaling should work both when thrown and when applied on a weapon. The DC for surfaces created by thrown coatings or other throwable items should also be scaled.

I also did try to make sure that any surfaces created by traps or spells aren't affected by the weapon DC scaling and should still use the appropriate values from vanilla, but if you encounter any issues with that lemme know.

Known Issues:

I don't think this is actually an issue with this mod specifically, but I noticed while testing that sometimes the combat log will incorrectly show that your spellcasting modifier is added to the items' DC. The DC should be calced correctly in gameplay, but the math shown in the log is wrong as it will claim something like 8+4+2(Charisma) = 17. 17 should still be the correct number in this case, but the charisma modifier being used is wrong.

I noticed some inconsistency when throwing Drow poisons where it seemed like the same surface was some times creating 2 different checks

with different values, dunno what's up with that.

Sanguine Explosives currently are unaffected by this mod, because in my testing it seemed as if the game doesn't register you as the source of the damage when you throw them and thus the DC scaling does not work. Curiously it also seems like the item uses the same stats as the mines fired by Yurgir.

Ice surfaces created by ice arrows seem to have their DC scale based on spell save DC. It seems as if the arrow is considered a

📊 Mod Details

Game
Baldursgate3 Mods
Author
BOZNAZ
Version
1.1
Downloads
9,803
Endorsements
80
Category
Gameplay
Created
2/24/2024
Updated
3/8/2024

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