Sorry for the late reply as I've not checked this mod very often. Critical damage is defined in the Skyrim UESP: "A critical strike provides extra damage which bypasses armor upon a successful blow. All weapons except staves or "other" weapons (such as forks) can strike a critical with the right perks. Sneak attacks and critical strikes are counted separately. A critical strike is calculated from the critical damage of a weapon; generally speaking, this is the floor of half the weapon's base damage, but the value is set independently in the weapon's data, so exceptions exist." So typically, for example, a weapon that has a base damage of 20 has a critical damage of 10. In the vanilla game, rank 1 of Bladesman provides a 10% chance that a given hit will produce critical damage. This mod changes that to 20% at rank 1. So on average, a successful strike will produce a damage of 21 (i.e. 20 + 10% chance of 10) with rank 1 of Bladesman in vanilla and damage of 22 with this mod.
For the disarming, the percentage... Look at the spell the perk applies. On that spell, open the magic effect. On that effect, there should be a condition with the percentage.
Thanks for your post, Xander. The spell is PerkTrickShot and the Effect is Trick Shot Disarm. When I open that up it has a magnitude of 99. That's the only number that I can see to change. There's not a number associated with chance of disarm. This TrickShot perk was an unused perk that Bethesda created but never implemented in the game. So that's my confusion. I must be missing something.
That 99 magnitude is for a specific magic effect: PerkTrickShotDisarm. If you go to Magic Effects and find that and open it, you'll see the condition that lists "GetRandomPercent <= 25".
EDIT: Sorry for the delay. I haven't been back on the Nexus since I posted that.
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the critical damage is based on the real time damage shown in the menu or it's just about the base damage of the weapon ?
Thanks in Advance
"A critical strike provides extra damage which bypasses armor upon a successful blow. All weapons except staves or "other" weapons (such as forks) can strike a critical with the right perks. Sneak attacks and critical strikes are counted separately. A critical strike is calculated from the critical damage of a weapon; generally speaking, this is the floor of half the weapon's base damage, but the value is set independently in the weapon's data, so exceptions exist." So typically, for example, a weapon that has a base damage of 20 has a critical damage of 10. In the vanilla game, rank 1 of Bladesman provides a 10% chance that a given hit will produce critical damage. This mod changes that to 20% at rank 1. So on average, a successful strike will produce a damage of 21 (i.e. 20 + 10% chance of 10) with rank 1 of Bladesman in vanilla and damage of 22 with this mod.
EDIT: Sorry for the delay. I haven't been back on the Nexus since I posted that.