I totally agree on this. The resistance need a Malus on Normal and Hard. On top of that the perk for +50% restiance on warrior needs lowered. maybe even lower the resistance you can get from gear and the ruby enchants. Potion become useless after the firist half of the game.

The rage buff and the witchcraft +50% dmg boost is too insance imo, also cut it by half :>
But even without this buffs melee still do crazy dmg, dont even know how to fix that.

Spelldmg became useless for me since the enemys get good resists and sometimes there are more or less immun to ever spell lol. But physical + tenebrium dmg holds the whole game, since you can cut the enemy armor by half with silver arrow.

I think larrian should take some note in the combat/stat balance of divinity. It makes fun to push your characters to be better for sure, at least in the first half of the game, after that they are basically overpowered. Not just warriors, i guess you can do this with every class setup.

edit: with my infight-buffed madora 2hander i reached 1400 dmg on sheet at the end. And that was even without the +50% dmg buff from witchcraft lol! i played without witch.

So imagine a 2h 800-1400 dmg madora get teleported by featherfall into 4 mobs without used a single skill yet besides rage. She has bless, haste, inspire form my other tank.

if every hit of flurry crits ( depending on the enemys armor of course ) you could to up to 6k dmg with 8 points lol! whirlwind + dustdevil basically whiped out every mob in range. Everything that not died, my other tank finished with his cheap 3point 1h attacks.

i mean i cant imagine how to push a caster or ranger to do this numbers, but i guess they have their equal Op'ness.

The only other monster i could imagine would be a dagger rouge with glasscanon and witchcraft, arms. 100% more dmg with 1 point dagger backstabs lol.

Last edited by Actionhanz; 08/07/14 07:37 PM.