About this mod
In short: Swords and daggers cause heavy bleeding and are likely to crit, but do less critical damage and armour penetration. Axes are in between, causing bleeding with a moderate chance to crit and with moderate crit damage and medium armour penetration. Maces cause little bleeding, have slight chance to crit, but cause big damage when th
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In short:
Swords and daggers cause heavy bleeding and are likely to crit, but do less critical damage and armour penetration.
Axes are in between, causing bleeding with a moderate chance to crit and with moderate crit damage and medium armour penetration.
Maces cause little bleeding, have slight chance to crit, but cause big damage when they do, with heavy armour penetration
Detailed:
Swords and daggers:
Rank 1- 15% crit chance, heavy bleeding damage
Rank 2- 20% crit chance, 10% crit damage increase, heavier bleeding damage, 10% armour penetration
Rank 3- 25% crit chance, 25% crit dmg increase, even heavier bleeding damage, 25% armour penetration
Axes:
Rank 1- 10% crit chance, 10% crit damage increase, bleeding damage, 10% armour penetration
Rank 2- 15% crit chance, 25% crit damage increase, more bleeding damage, 25% armour penetration
Rank 3- 20% crit chance, 50% crit damage increase, even more bleeding damage, 50% armour penetration
Hammers:
Rank 1- 5% crit chance, 25% crit damage increase, slight bleeding damage, 25% armour penetration
Rank 2- 10% crit chance, 50% crit damage increase, a little more bleeding damage, 50% armour penetration
Rank 3- 15% crit chance, 75% crit damage increase, a bit more bleeding damage, 75% armour penetration
Bows:
Power Shot- Arrows pierce through 50% of armour and stagger all but the largest opponents 50% of the time.
Critical Shot Rank 1- Attacks with bows cause bleeding damage, and have a 10% chance of doing a critical hit.
Critical Shot Rank 2- Attacks with bows cause more bleeding damage, and have a 15% chance of doing a critical hit which causes more damage.
Critical Shot Rank 3- Attacks with bows cause even more bleeding damage, and have a 20% chance of doing a critical hit which causes even more damage.
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I've done my best to try and balance it; referring to my last mod for experience in bleeding damage.
This mod shouldn't be OP, but I recommend playing on the harder difficulty modes.
The bleed is significantly more powerful than vanilla, but not overpowered.
Crit damage is also increased from vanilla, but is a reasonable amount.
I wanted to try and reflect a more realistic interpretation of the different weapons while maintaining their unique "flavour".
Now all weapons are useful instead of just swords!
Testimonials:
- "In my personal opinion, I think this system here should have been implemented in the original game"
- "Subscribing, rating, favouriting"
- "The last mod to make my skyrim perfect"
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Update]30/6/12
Bow:
Added armour piercing to powershot and medium bleed to critical shot
Fixed mace/warhammer/waraxe/battleaxe material types for bleed, should all be working perfect now.