Skyrim
0 of 0

File information

Last updated

Original upload

Created by

Stndmunki

Uploaded by

Stndmunki

Virus scan

Safe to use

Tags for this mod

10 comments

  1. gsguns
    gsguns
    • member
    • 0 kudos
    70% should be fine
  2. darkdill
    darkdill
    • member
    • 5 kudos
    Way too OP. Besides, the cap for elemental resistances is 85%, so 90% is redundant.
  3. kenliv
    kenliv
    • member
    • 0 kudos
    Ah, okay, thanks mightymuffin007 for the more detailed explanation of how the capping works. Makes sense. And thanks for the mod, Stndmunki. It's too OP for my taste, but here it is for everyone who wants it.
  4. Stndmunki
    Stndmunki
    • premium
    • 27 kudos
    Thanks for that mightymuffin007, you managed to explain the technical side of it better than I ever could.
  5. mightymuffin007
    mightymuffin007
    • member
    • 4 kudos
    Unless I'm mistaken, the perk does not get taken into account for the magic resist cap. Instead, it works like magic absorption - being applied first before the resistances are checked. What happens is that when the spell hits the player while holding the shield up and with this perk (in vanilla), 50% of the magnitude to health damage is negated. The remaining 50% magnitude goes through the checks of magic absorption and magic resistances. It may or may not reduce secondary effects like Frost Stamina damage or Shock Magicka damage.

    The magic resistance works off of the magic effects you currently have, while the Elemental Protection perk uses a Perk Entry to modify the magnitude (similar to how perks modify spell duration, magnitude, and cost - without applying a specific magic effect onto the player).

    Since that is the case, raising Elemental Protection to 90% means that 10% magic damage is the maximum one could take with this perk and having a shield raised. If the player aims to improve their magic resistances and absorption above that, they will find themselves taking relatively little to no damage from magic.
  6. Stndmunki
    Stndmunki
    • premium
    • 27 kudos
    @kenliv
    That would depend if the magic damage resistance cap is based off of resistance from gear or in general.

    If it is based on how much resistance you can obtain from gear then no, otherwise I am unsure as I have only tweaked the perks numbers.

    EDIT: After further investigation it would appear that it does indeed circumvent the possibility of an 85% resist cap.

    @wimwinkle
    That is fine, if you don't have a need for it don't use it.

    The reason I use this perk is to make it so that if I screw up and am not in a position or fail to block a dragons breath then I die, if I however do block I am rewarded by not dying. I feel this makes dragon fights a LOT more challenging and rewarding of skill.

    I enjoy having the constant fear of dying whilst fighting a dragon.
  7. kenliv
    kenliv
    • member
    • 0 kudos
    Actually, I think the game has an overall 85% cap on magic damage resistance -- does this mod make a change to this code?
  8. wimwinkle
    wimwinkle
    • premium
    • 2 kudos
    Way too OP, 90% reduction is a hell of a lot. I don't see the point in increasing damage of dragons to then just reduce it by 90%.

    If you was to take 100 damage you would only take 10. I would suggest changing it to 15-30%. Other wise this mod just makes it so you can just stand there and take all the damage with out the need to move.
  9. Stndmunki
    Stndmunki
    • premium
    • 27 kudos
    Well I suppose that depends on how you play the game.

    I made this for myself because I play with a heavily modified game especially when it comes to dragons and incoming damage, so to survive using a shield I require the magic damage mitigation.

    As one breath with a dragon would usually kill me and then some, this mod allows me to survive a breath but still take a significant amount of damage (hence why it isn't 100% avoidance).
  10. alfx3
    alfx3
    • premium
    • 13 kudos
    but this isn't cheating? xD