My Warrior on console had 500 armour cap, but i felt i got my ass kicked my mages all the time so i made a new armour and got it to like 1100, then i found out about the cap and i got so pissed. At least on PC i get to do something about it. But does this mod work for light armour?
What'll happen if my armor rating doesn't reach that number? How many percent of damage reduction will i get (using this mod)? Using example (by choosing a particular number) will be good, for example what if it's only 600 or 800 armor rating?
The vanilla formula for armour damage resist is (Armor value + 100) x 0.12 = Dmg Resist
*The +100 assumes you have helmet, cuirass, gloves and boots equipped, because each gives you a free hidden +25 armour value off the bat.
The balanced version of this mod replaces 0.12 with 0.08, so the new formula is (Armor value + 100) x 0.08 = Dmg Resist
With an armour value of 600 you'd have... (600 + 100)x0.08= 56% With an armour value of 800 you'd have... (800 + 100)x0.08= 72%
This basically makes the game a bit tougher for you at lower armour levels, much tougher at medium armour levels, but then easier at very high armour levels.
By the way, if you open up this .esp file in the creation kit you can adapt it to your own personal tastes simply by changing the following values (which is all this mod does):
fArmorScalingFactor= (to change the 0.08 multiplier) fMaxArmorRating= (to change the max damage resistance %)
I've changed it to a multiplier of 0.1, which basically means that armour caps out at a value of 800 for 90% resist (instead of 1025, as this mod does, or the vanilla 567). This also makes it much easier to calculate your resistance value on the fly in your head, cos you just add 100 and then divide by 10
Thanks for the reply. I'm going to edit it too with TES5Edit, but well i'm not sure whether to make it progress 0.1 or 0.08 (so only need 900 AR to reach the cap). I'm using Ordinator as my perk mod, so does that improve our chance to increase AR than vanilla perk? If so, then 900 AR is too low (i've never used a full smithy character, so maybe later i'll use it)
The main problem with this mod is that theres no way to tell if its actually working or not, because you can't display your damage reduction % in game. So as far as we know it might be doing nothing at all.
I checked the .esp and it probably does work though. Probably...
I'm going to assume this changes armor for both Player and NPCs, which means the Balanced and Extreme version will reduce the armor of enemy NPCs. I wish I could use the Balanced version, but not at the cost of lowering enemy armor.
Gonna stick with the standard version until I get a better option.
I would like to see vanilla 80% but 800 armor cap so I would know exactly the percentage of my armoring just by looking in inentory
and also I wonder: the armor rating is calculated is three digits, damage reduction is in two ones - will there be dmg red 11.1% with 111 armor or 11%?
There's another mod that does that: http://skyrim.nexusmods.com/mods/28472/? I haven't tried it out myself so I can't vouch for it working. I'm still deciding which mod to go with.
nikinhas7 for my experience it raises all armor caps! but to get the 93% from extreme version you need uncapper of skills and some insane blacksmith potion to max it! (did it with 270smithskill +108% potion and 8 itens +30%).
Still Hope mod created return and would make a 95% version!
Just found this mod and i must say: AWESOME!!! i curently have a armor rating of 2350 in Daedric set (will explore other mode that make dragonArmor even better), craftet with dual Rings+Cloack mods. IMHO i think this game was released far from being completed... being bad on one side for developers also allows mods to be added and make the game fell more real. The armor cap at 667 was pathetic as others also posted here, and it should never be more then 95% damage reduced, to reproduce the effect of impact inside of the armor, this represent the idea that armor can not be damaged but the one behind it will always suffer some light impact bruise damage! Congrats on all modders effort! Great job improving others game experience!
35 comments
for the Armor Cap 90% balanced you will need 1025 armor rating to reach 90% cap
for the Armor Cap 93% extreme you will need 1760 armor rating to reach 93% cap
Using example (by choosing a particular number) will be good, for example what if it's only 600 or 800 armor rating?
*The +100 assumes you have helmet, cuirass, gloves and boots equipped, because each gives you a free hidden +25 armour value off the bat.
The balanced version of this mod replaces 0.12 with 0.08, so the new formula is (Armor value + 100) x 0.08 = Dmg Resist
With an armour value of 600 you'd have... (600 + 100)x0.08= 56%
With an armour value of 800 you'd have... (800 + 100)x0.08= 72%
This basically makes the game a bit tougher for you at lower armour levels, much tougher at medium armour levels, but then easier at very high armour levels.
By the way, if you open up this .esp file in the creation kit you can adapt it to your own personal tastes simply by changing the following values (which is all this mod does):
fArmorScalingFactor= (to change the 0.08 multiplier)
fMaxArmorRating= (to change the max damage resistance %)
I've changed it to a multiplier of 0.1, which basically means that armour caps out at a value of 800 for 90% resist (instead of 1025, as this mod does, or the vanilla 567). This also makes it much easier to calculate your resistance value on the fly in your head, cos you just add 100 and then divide by 10
(i've never used a full smithy character, so maybe later i'll use it)
I checked the .esp and it probably does work though. Probably...
Gonna stick with the standard version until I get a better option.
so I would know exactly the percentage of my armoring just by looking in inentory
and also I wonder: the armor rating is calculated is three digits, damage reduction is in two ones - will there be dmg red 11.1% with 111 armor or 11%?
http://skyrim.nexusmods.com/mods/28472/?
I haven't tried it out myself so I can't vouch for it working. I'm still deciding which mod to go with.
Still Hope mod created return and would make a 95% version!
The armor cap at 667 was pathetic as others also posted here, and it should never be more then 95% damage reduced, to reproduce the effect of impact inside of the armor, this represent the idea that armor can not be damaged but the one behind it will always suffer some light impact bruise damage!
Congrats on all modders effort! Great job improving others game experience!