@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.
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?
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?
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
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.
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
13 comments
@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.
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?
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
Now make something for us unarmed brawlers! :3
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.
Thanks I'm glad you like it!
Yeah I think it makes more sense now, and all the weapons are useful/fun.
Hope you like it