Off-hand weapons no longer use the main hand base damage value to calculate the minimum damage, now it uses it`s own value as intended. Fireballs no longer apply minimum damage (this is a vanilla issue that for an unknow reason makes that fireballs trigger on hit events as weapon source), Minimum damage will now always deal an extra 5 points of damage on top of the normal calculation. Improved how minimum damage is applied (added a quarter of second delay to prevent weapon enchantments from messing up with the calculation and block condition). All non-main plugins are now ESL flagged. Now health regen behave like stamina and magicka regen, with the same delay. Added a forced 2 second delay from Health Regeneration to start again after an actor is damaged, this also apply to the player (this was necessary since the related game setting has no effect in-game). NPCs power attacks cost 75% less stamina so low lvl actors won`t drain all stamina in a few seconds (this require Armor System - DT). All actors (excluding the player) have an extra 100 stamina and it regen twice as fast, to counter that NPCs have very low start stamina and worse scaling when compared to health and magicka. - Reduced the stamina cost when swimming from to per second.- fDamagedStaminaRegenDelay -> From 2.0 to 1.0.- fDamagedMagickaRegenDelay -> From 2.0 to 1.0.- fNPCHealthLevelBonus -> From 5 to 0 (removes some sponginess of high level enemies).- fDamagePCSkillMax -> From 1.5 to 1.25.- fArmorRatingPCMax -> From 1.5 to 1.25.- Dwarven automatons have 200 AR instead of 150.- Increased armor rating scaling for Draugr so that they have twice as much AR (the former value was still too low, now a high level one should have around 200 - 300 AR).These perks were the biggest offenders when coming to damage balance and unreasonable spikes with high level enemies and some difficulty mods even give it`s own variantion on top of those so for example, a Draugr Overlord have a 4.5 damage multiplier and were given an extra 3, that would cause a multiplicative damage of 13.5, instead of 7.5). crExtraDamageXXX Perks -> Reduced it`s damage multiplier from vanilla 1.12 / 6 to 1.2 / 3 (Armor System - DT plugin further reduce these multipliers by half to 1.1 / 2).fDamageSkillMax -> From 3.0 to 2.5 (This is the damage multiplier the NPCs get at level 100 with the related skill, the high value offset that most NPCs have no weapon perks).fDamageSkillMin -> From 1.0 to 1.5 (This is the damage multiplier the NPCs get at level 0 with the related skill).In order to counter this the following changes were made. Damage - In vanilla low lvls NPCs deal too little damage and high level ones deal way too high damage, this is caused by multiplicative stacking of many different sources (and gets even worse with other difficulty mods) and since Skyrim scaling mix low and high level enemies together it often throw at the player harmless enemies along with 1-shot capable ones.This update focused on balancing the armor rating and damage of NPCs throughout different stages of the game.
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