Daggers are not inferiour in every case, they are 'balanced' around the assumption that a user has the Backstab talent.

Yes, damages are weaker. But it's probably not noticeable. I took single-handed swords as a base and tried to balance everything else against it so that raw damages are within 1% of each other. That made axes take a very hard hit because they were too high in damage.
I buffed daggers a bit but not too much.

Most important is that I decreased the extreme potential boost that can occur on drops because I think they were the reason why crafted weapons were so above regular drops. In XC_Bags, crafted weapons still do he highest raw damage average but with a lot of drop luck you might find a weapon with even higher damage. Divinity has a gear boost system like most other games have but it does not have the respawn of Diablo which is required to take advantage of such a system. So in general, I lowered the damage difference between the highest and the lowest damage weapons.

I did not really nerf weapon damage, just made choices other than axes viable for dual wielders, I buffed daggers a little bit and staffs some more. Nothing really that big, it only sounds big.

In numbers, the maximum possible damage boost on a weapon was reduced from almost 70% of base damage to around 30% of base damage. You might never have seen a drop weapon with such extreme boosts but on paper they exist, it's because of the 'thousands of boosts but no respawn' problem why you never saw one. Crafted weapons are now a bit above drops in raw damage because they have limited additional attributes, but they are no longer balanced against insanely high - potential - boosts.
(Crafted weapons were never the ones with the highest damage but they were the ones with the highest reliable damage - which they still are in the mod -, because the weapons with potentially extreme boosts never showed up in the game ... or maybe only for very few persons.)

Crafted weapons are a 'problem' in general, because they have a fixed damage boost for all levels while the boost of drops gets lower with increasing level. This is how Larian implemented some kind of 'damage curve'. So it is impossible to really balance crafted weapons against drops for every single level. Crafted weapons will be weaker than drops on lower levels and stronger on higher levels.
The only way to really fully balance them against drops would be to remove the boost curve for drops and that would require a complete rebalancing of all enemy vitality etc. Which is why I never did that ;-)


I played the game again with my mod and found it too easy on Tactician. So don't worry about weapon damage being too low even with the adjustments. And Wolgraff - with daggers - was my main damage dealer.

Last edited by FrauBlake; 24/11/16 08:53 AM.