Skyrim

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Euparkeria

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Euparkeria

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24 comments

  1. yuukiyuki
    yuukiyuki
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    This mod has a good idea,but a bad outcome. When I use it, all weapon damages increase, and critical damage become extreamly high and can kill foes in one shot.
    Did you check for bugs?
  2. l0m3n
    l0m3n
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    I don't know if you still look at this mod but when I give myself critical charge perk my daedric sword damage goes from 88 to 163 in my inventory. Also I'm using very high with 2 points into bladesman and I can 1 shot a giant with my 88 dmg sword if i critical. I thought it was supposed to add 60dmg not 500.
    1. anykiller83
      anykiller83
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      The mod doubles weapon damage with no reason...
  3. chimpoforevah
    chimpoforevah
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    Excellent mod, makes crits worth while.
  4. deadlyillness
    deadlyillness
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    I love this mod. The critical hits are funny. I've died more often because of this mod too..
  5. thefinn
    thefinn
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    Does this allow for daggers to crit with the bladesman perk ?
  6. Torinsoul
    Torinsoul
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    Great mod but for some its boosting all my weapon damage
  7. topeira
    topeira
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    cool.

    say, do u know how much more damage do power attacks do?
    also, are all 5 of them do the same amount of damage?
  8. Euparkeria
    Euparkeria
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    "thanks a lot for the time you took to explain this in depth, my man."

    NP! It is not that simple to explain and actually i didn't bother with it in the description, because i thought that no one would give a rats ass lol

    "is critical charge also a power attack that does critical damage as well with every successful hit?"

    Yes, the preriquisite for CC and GCC to be triggered is that you have to sprint (this enforces to move forward) and perform a power attack. By default you would simply get a power attack (forward) + your little critical damage bonus. In my mod you get (damage for power attack forward) x (1 + skill level/100) and a "critical strike" message is triggered. I'm not sure how the game interpretes this kind of damage, but it seems to be normal damage (not critical). BTW CC and GCC are the only perks that allow critical damage for axes and blunt weapons by default.

  9. topeira
    topeira
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    that was a great explenation. should be in the discription page of the mod.

    thanks a lot for the time you took to explain this in depth, my man.

    i will use HIGH, it seems.
    thanks.

    tell me - is critical charge also a power attack that does critical damage as well with every successful hit? i still dont get it
  10. Euparkeria
    Euparkeria
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    "i cant see a point in making the critical damage static. if it's 4, 10 or 20 and it never changes for that particular weapon that it becomes very insignificant as enemies level up. "

    Exactly. This is how it works by default, but in vanilla, it's static AND remains on an insignificantly low level, even for Bladesman II & III. What i did is basically increase the vanilla critical damage, but i kept it static as well, as i intended to keep it as close to vanilla as reasonably possible. Actually it isn't completely static, since the higher ranks of Bladesman and Deep Wounds give you a +25% and +50% bonus to critical damage respectively (in vanilla), but this is still negligible (e. g. 4 x 1.25 = 5 and 4 x 1.5 = 6 with steel sword).

    In high settings of my mod, Bladesman I gives you 5 x vanilla critical damage (e. g. 4 x 5 = 20 with steel sword), Bladesman II gives you 6,5 x vanilla (4 x 6.5 = 26) and Bladesman III gives you 8,5 (4 x 8.5 = 34). The higher ranks of Bladesman and Deep Wounds also increase the critical hit chance significantly.

    In very high settings the multipliers are 5.35 for Bladesman I, 8.15 for bladesman II and 15 for Bladesman III (4 x15 = 60 for steel sword). Maybe you should try this one if you want a rather dramatic progression.

    BTW it seems that critical damage is less affected by armor than normal damage, if at all. so 40 critical damage might actually be quite high, especially if you play with mods that add armor perks for NPC (like Wars in Skyrim).

    "but if it's a percentage of the increasing damage the wielder of the weapon is dealing than it always matters."

    I edited Critical Charge and Great Critical Charge to behave in this way (you will get a +50% up to +100% bonus depending on your skill level). I. e. the damage calculation of these perks is based on your actual damage. I had to do this because these perks interfere with Bladesman and Deep Wounds if they are also based on critical damage.