Divinity: Original Sin II: Difference between revisions

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* Certain quests are unable to be completed without the Scholar tag. That is the only tag which has such a restriction. Red Prince, Sebille, and Fane all start with the tag, and having at least one of them in your group will help.
* Certain quests are unable to be completed without the Scholar tag. That is the only tag which has such a restriction. Red Prince, Sebille, and Fane all start with the tag, and having at least one of them in your group will help.
* Physical-damage parties are considered easier than magic-damage parties, because nearly nothing in the game resists physical damage. Magic is perfectly viable, though.  
* Physical-damage parties are considered easier than magic-damage parties, because nearly nothing in the game resists physical damage. Magic is perfectly viable, though.  
* Because of the physical and magical armor system, party configuration should be either 4 of the same type of damage, or 2 each of physical and magical damage. A party where 3 people do damage of one type and 1 person does damage of the other type is less effective because a single person won't chew through armor fast enough to be effective.
* Because of the physical and magical armor system, trying to have some physical and some magical damage dealers will make the game harder for you. It's better to go all one type, or hybridize--summoners can do either damage type, and scoundrels can shred magic armor, for instance. It's possible to bring casters with a physical group if they are summoners (neutral and blood incarnates do physical damage), supportive/buffing/healing rather than offensive elemental casters, and/or necromancers (necromancy does physical damage). Magic parties can have melee presence with staff wielders and summons, since warfare talents will scale with Int if you're wielding a staff.
* Damage to armor is affected by resistances. For example, an enemy with 50 Fire Resistance and 0 Air Resistance will lose more armor when hit by an air-damage spell than a fire-damage spell of the same power.
* Damage to armor is affected by resistances. For example, an enemy with 50 Fire Resistance and 0 Air Resistance will lose more armor when hit by an air-damage spell than a fire-damage spell of the same power.


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