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God DAMN Divinity II is addictive

Discussion in 'Larian Studios' started by Crispy, Jan 19, 2011.

  1. Gauldur's Bait Learned

    Gauldur's Bait
    Joined:
    Oct 14, 2015
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    236
    Just finished this one + expansion, the developers cut version, for the first time. Really really positive surprise and definitely quite addictive. Played on normal difficulty though, and only two fights were really a bit bothersome.
    Show Spoiler
    (one in which you were in dragon form in a very small space, and the very final fight of Flame of Vengeance as I kept getting polymorphed.
    Of course, going into the game blind I didn't realize I picked a really OP combination going with summoning and ranger skills, basically dumping strength. My bow was sometimes dealing damage of around 9k when critting (maybe even over 10k but can't be sure), so... yeah.

    But definitely a good game and some really funny moments as well. I didn't mind the flying fortresses (I was a killing machine) or the dragon escort mission (it was easy).

    How much replay value is there in D2, just for future reference?
     
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  2. VentilatorOfDoom RPG Codex Staff

    VentilatorOfDoom
    Joined:
    Apr 4, 2009
    Messages:
    8,381
    Location:
    Deutschland
    Most problems in vidya can be overcome by more DPS. Playing nightmare, Lvl35 (points spent in Wisdom: 0) before entering Hall of Souls. Please note the weapon damage (Waffenschaden).

    Unbuffed
    Buffed with potions
    Buffed with potions and Way of the Battlemage 5

    Roflstomping, this is 2 ez

    balanced Build can use bow if melee too dangerous (open)
    Priest
    Summon Demon 5

    Mage
    Manaleech 1 (+1) = 2
    Way of the Battle Mage 5
    Mana Efficiency 5

    Warrior
    Whirlwind 1 (+2) = 3
    Charge 1
    Life Leech 9 (+1) = 10
    Regeneration 1 (+3) = 4
    Thousand Strikes 8 (already overkill)
    Deathblow 0 (+3) = 3

    Ranger
    Explosive Arrow 6 (+6) = 12
    Evasion 11 (+1) = 12

    Openlock 5
    Dual Wield 13

    Weapons
    Orobas Bow (3 blessed charms, +75 mag and normal dmg)
    Scorpion Twohander (1 blessed charm, 1 strong charm, +75 mag and normal dmg, mana leech 7)

    hypnerotomachia blade (3 blessed charms, +100 mag and normal dmg)
    Razakel hammer (2 strong charms, +100 mag and normal, life leech 10)


    (+x) indicates bonuses from equip
     
    Last edited: May 17, 2017
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  3. Harry Easter Savant

    Harry Easter
    Joined:
    Jul 27, 2016
    Messages:
    613
    In hours? I would say at least 70 hours, since every quest has at least two solutions and you can experiment with your build. I played through the main game at least 3/4 times and finished the expansion at least three times, so I spend at least 100 hours and I still come back. It keeps being fun :D.
     
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  4. abnaxus Arcane Patron

    abnaxus
    Joined:
    Dec 31, 2010
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    Location:
    Khatovar
    Why put points in ranger/priest at all tbh

    Is the demon better than your own creature?
     
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  5. Gauldur's Bait Learned

    Gauldur's Bait
    Joined:
    Oct 14, 2015
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    236
    Ok, thanks, good to know. So I'll go some type of hand-to-hand fighter in the next playthrough and different quest solving.
     
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  6. VentilatorOfDoom RPG Codex Staff

    VentilatorOfDoom
    Joined:
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    seemed helpful when you can first pick the skill (lvl20). And it is the best summon apart from creature. You can have both at the same time. But now in FoV I probably should spec out of it. Enemies die so quickly it's basically pointless to have that skill. I also had Blind for a while but specced out of it when cc-ing enemies no longer seemed necessary.
     
    Last edited: May 18, 2017
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  7. T. Reich Arcane

    T. Reich
    Joined:
    Apr 15, 2013
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    not even close
    Personally, I'm not sure if any summon in DII is any good in offensive roles, but Demon definitely works well as distraction/tank so enemies don't focus on you as much. I found it useful at times, mostly in big boss-level fights where you can one-shot everything and risk dangerous return fire.
     
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  8. hilfazer Learned

    hilfazer
    Joined:
    Jan 26, 2016
    Messages:
    212
    Magic damage from weapons is added to spells. It makes dual wielding the best style to use when casting spells.
    However, you don't have to specialize in dual wielding, you can use any style you want and switch to duals when casting. Weapon sets are there for a reason. I assigned my melee and my casting sets to 2 side buttons on my 5 button Logitech MX518. Switching them quickly became part of my nature. Yup, Logitech MX518 can change the nature of the man, such a badass mouse.

    I still specialized in duals with my battlemage because i liked how crit chance from weapons stacked.

    My spell of choice was Magic Missile - liked its spammability and usage of flat magic damage bonus from weapons. It also worked well with Confusion.
    For melee i used Rush Attack, just a couple skill points here.
    I also picked Way of The Battle Mage and a sizable amount of passives.

    Aleroth Archmage Belt gives pretty good mana regen if you have at least 2 set items equipped. Something to consider for builds not using mana leech.

    Confusion will trigger from various auras you can enchant your armor or jewelery with. Those auras are Static Charge, Damage and Magic Damage. Chance to proc is supposed to stack for auras of same type so having more than 100% total proc chance would be useless. Confusion is one of those skills with increasing returns as you level them up. It may be underwhelming on lower levels (didn't use it before taking over Battle Tower) but on higher levels it's a stun galore. Not only chance and duration are longer, you also have better chances from auras, have more auras enchanted and Magic Missile shoots more balls. Sure, it does not work on bosses but it was still worth it.

    Early game i used bows and magic. Bows are really cheesy unless someone shoots homing arrows but those can be blocked with trees or other obstacles.
     
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  9. Gimble Educated

    Gimble
    Joined:
    Dec 4, 2017
    Messages:
    106
    Back in the day (2009?), I didn't complete this game (when it was called ego draconis or something like that) as it then had a terrible mechanic where the character's level had a huge contribution to damage done - which meant that unless you only fought enemies at around your level, you either had no chance or no challenge whatsoever. Looks like the "developer's cut" version has fixed that design and the game is pretty good as a result thus far.

    I still cannot believe that this game runs on bethesda's gamebryo engine - not only does it run silky smooth, the character's movement and animations are great as well: a feat neither bethesda nor obsidian could accomplish with this engine. How did Larian manage to do this?
     
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  10. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
    Joined:
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    Gamebryo isn't really Bethesda's, it's a third party engine that was popular at the same, sorta like Jewnity. Civ4 also used it for instance.
     
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  11. Gimble Educated

    Gimble
    Joined:
    Dec 4, 2017
    Messages:
    106
    Ah, thanks for the clarification. Still, this runs really well - none of that microstutter or animation issues that could never really be fixed in bethesda's implementation.
     
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  12. roll-a-die Magister

    roll-a-die
    Joined:
    Sep 27, 2009
    Messages:
    3,053
    This is because the areas are smaller, with less objects overall in them, especially less physics objects, more combined meshes, etc. And Larian are actually somewhat competent with the technical aspects, which is the reason for these things.

    Bethesda took till FO4 to realize that maybe combining all their little pieces into big meshes suited for their setpieces, might be better. And instead of transmitting tonnes of little calls over the cache, they transmit larger batched calls that do essentially the same thing but in a more efficient manner.

    This is why FO4 tends to breakdown when you disable this feature via INI. And you lose about 20-30FPS on average making it go from using the big combined meshes, too the tiny lego toolkit meshes.

    To give a bit of a reference point they went from Morrowind in 2002 too fallout 4 in 2015, and didn't do much mesh optimization until fallout 4. Every game they personally made from Morrowind on used essentially the same cache flooding method to stream textures and meshes that CPU locked their games.

    Reminds me of when they launched the PC version of Skyrim essentially without flipping VS out of debug mode.
     
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