Skyrim

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Deararmour

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deadarmour

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13 comments

  1. deadarmour
    deadarmour
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    @Kam0laz No, but it makes the bleed more powerful. The bleed relies on material type (which is why the enhancement of the weapon doesn't matter). This could maybe be changed, but it'd be a lot of work for little difference (it takes around 4+ hours to make one little change, and it might not work out/scale well and I'd have to go back and change it again )

    @Azerasilver
    I appreciate it

    @LycanVonWolf
    If the dagger gets into a place where there is no armour, then it hasn't penetrated the armour (because there is none), instead it has penetrated defenses (why I gave a higher crit chance).
    Swords/daggers are faster. Couple with the highest damaging bleed (which stacks) and it is deadly. I'm not sure if all the weapon types are even in power across the board, but it's as balanced as I could make it. All of them are considerably more powerful than what they once were.
    1. Picurs
      Picurs
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      actually... if you hit some unarmored point of your target you should ignore armor... not crit... why would armor matter if you hit somewhere where there's no armor? how can armor still reduce that damage?
  2. chimpoforevah
    chimpoforevah
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    Great mod, now these perks are WORTH the point.
  3. exelsisxax
    exelsisxax
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    I've been unable to get this mod working. I really want to be able to slice my enemies into dripping ribbons
    Wierd, because the large chance to crit at least appears to be working, but no bleeds with any weapon type.

    I have no mods that alter the 1handed skill tree, and this mod is last in the load order anyway. The only reason I can think of that it won't work is because I don't have dawnguard. Is the DLC required for this mod?

    EDIT: eventually got it working after some save shenanigans.
    The bleed damage seems really small, 5-10% of weapon damage, but the increased crits and crit mult make everything hurt a lot more.

    Would this mod alter weapon bleed damage of weapons added by mods, like the 19 bazillion from crafting 300? I'm betting that the bleed itself is tied to the material, not the item, so anything with a vanilla material type would work. Am I correct in this?
  4. LycanVonWolf
    LycanVonWolf
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    why did you buff axe's so much compared to swords and daggers
    O_o i suspect you are an axe fan since they are better in every way sept for 5% crit O_O
    I think its harder to penetrate armor with an axe then blade. Daggers can get into places axe's have no chance O_o thus penetrating the defenses :3
  5. Azerasilver
    Azerasilver
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    Thank you so much!!! <3

    Now make something for us unarmed brawlers! :3
  6. Kam0laZ
    Kam0laZ
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    Does this fix the vanilla critical damage/bleeding bug?
    I mean, vanilla only takes into account the base unenhanced weapon damage to calculate critical/bleeding damage, no matter by how much damage a weapon has been enhanced, which I think is pathetic.

    This mod is a great idea though, will use it anyway.
    Endorsement to follow.
  7. deadarmour
    deadarmour
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    @drakmurat
    Thanks I'm glad you like it!
  8. drakmurat
    drakmurat
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    The last mod to make my skyrim perfect.... this remenber me a lot, to the balance in l2.... critical power vs critical chance
  9. deadarmour
    deadarmour
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    @danbest82
    Yeah I think it makes more sense now, and all the weapons are useful/fun.
    Hope you like it
  10. danbest82
    danbest82
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    This looks great. I like the idea of your original mod with the criticals and piercing but didn't like that I'd lose criticals all together with swords. Now this just lessening the criticals sounds good, especially along with bows included now. Will try it out. Thanks