This mod increases the power of crit depending on: leveling the skill of possession (one-handed, two-handed, bow), the action of potions, enchantments.
- Added alternative version.
- Added dependence of bleeding with axes on skills.
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Book with Critical Strike ability. can be purchased from Lucan in Riverwood.
It only needs a Skyrim.esm.
The power of crit depends on such parameters as: enchantment on the possession of weapons, a potion with the same effect, the quality of the weapon.
I like the vanilla critical odds system, but it is useless at a low level due to the low chance and at a high level due to the low crit power. I wanted to fix it.
Enchantments and potions - with an increase in the bonus to the skill that increases the damage of weapons, the power of critical attack increases accordingly. According to the formulas by which the game calculates the usual damage from these effects, I did not invent anything. That is, the damage multiplier now affects critical damage. The critical damage of daggers can grow above 100% due to the fact that their damage does not increase with the level of One-Handed skill and with effects that add damage to One-Handed weapon. For example, take Valdr's Lucky Dagger: its damage and crit damage are 5, which means it will do double damage during a critical attack.
Tempering - the higher the quality of weapons (Fine, Superior, Exquisite, Flawless, Epic, Legendary), the higher the critical damage. Growth is not smooth, about 6% for each rank. This is a temporary solution until I understand how to do it smoothly. (It works once, because I temporarily increased the power of crit from how much the skill of owning weapons was doubled, so that would correspond to the tempering of weapons.)
Enemy defense reduces your damage as a percentage, so the best indicator is visible when attacking creatures without protection.
An alternative version, for those who do not care about the pop-up message about critical damage. Use the regular or alternative version. Changes vanilla perks. In fact, this is a chance increase in damage. Attention! Do not use stealth, as the damage increases too much when the chance to increase damage is triggered. ________________________________________________________________________________________________________________________________________________________________
BleedingDamageFix
I wanted to play with axes and was a little disappointed. I tried to measure bleeding damage in various ways, but to no avail. The fact is that bleeding from axes is a spell, but it does not belong to the player. In vanilla of such spells, 3 for each type of material the axes are made of, increasing the number of spells by several times is not difficult, but it takes a lot of time, so all axes have the same bleeding damage. Ax bleeding damage increased by 100% for each perk; the Barbarian (20.40.60.80) for two-handed axes and the Armsman (20.40.60.80) for one-handed. At maximum level, it has 15 damage per second for 6 seconds for all types of axes. With this, all axes will inflict lacerations, regardless of material. Changes to the HackAndSlash (30,60,90) and Limbsplitter (30,60,90) perks. ________________________________________________________________________________________________________________________________________________________________
This does not change the chances of a critical attack, they remain vanilla.
Vanilla perks increasing the power of crit with this mod work correctly.
This should work with any weapon from mods.
- I would be grateful for any information about bugs noticed.
Well, this is my first mod, I will be very happy if it is useful to anyone. I apologize for my English, this is not my native language.
I want to make it better. But at the moment, my knowledge is not enough. I do my best to get this knowledge, but I can’t give exact dates. I went to learn materiel.