I hope you don't mind, I got a little experimental and decided to make a few modifications for my own download of the mod. I'm not great at Lua or anything, but this mod seemed relatively simple enough that I figured I can try.
For one thing, I'm having the target's Luck stat also factor into the calculation; basically, the target's Luck stat can provide "Crit Avoidance" and lower the attacker's crit rate.
I also made another formula which factors Agility into the calculation as well. I dunno how unbalanced or broken this will end up in actual gameplay but that's why I'm experimenting haha.
I found myself dying all the time against corprus creatures using mort's Beware the Sixth House mod. Unsurprisingly, very strong attacks mixed with 100 Luck and a 600% damage from a critical hit don't mix well.
I found the following settings to play very nicely:
The config json has to be edited manually to input a 1.2 critical hit multiplier. Then the default speedMult in the main.lua has to be edited manually to input a 1.66 multiplier.
In other words, critical hits will now be anywhere between 120% the original damage (slowest weapons like warhammers and battleaxes, 1.2 * 1.0), to 200% the original damage (melee, 1.2 * 1.66), to 300% the original damage (fastest weapons like daggers, 1.2 * 2.5).
It made Beware the Sixth House fun again! And I feel this is a far more reasonable damage bonus. Needless to say, lovely mod!
Good day. This is in need of updating I think. First thing I did was to get rid of the ESP test, since with MO2 there is no need for that. Discovered the mod would not initialize, but the folder structure was a bit strange. Hopefully no changes are needed other than what I did; I removed the roll test just to see and I did get a critical damage message. So anyway, I renamed MOD_INIT.LUA -> MAIN.LUA and moved this into MODS\r0\... sub-folder. The JSON went into the CONFIG sub-folder. Then we can adjust the main.lua with this:
First Line I guess should read -> local cjavascript-event-stripped {}
And the initialized function now looks like ->
local function initialized(e) -- if tes3.isModActive("Lucky Strike.ESP") then event.register("attack", onAttack) cjavascript-event-stripped json.loadfile("config/r0_crit_config") print("[r0-crit] Mod initialized with configuration:") print(json.encode(config, { indent = true })) -- end end
The JSON file I think needs a COMMA between the values too: { "showMessageBox": true, "damageMultiplier": 3 }
Out of curiosity I made this graph: https://imgur.com/TXlOAcC to see how the chance to crit played with different luck values, and figured I'd share it with the community (hoping I did it right, both the formula and making the graph in excel).
I'm using both this and Apoapse, they both work together (I think that the "last to load wins" rule applies here, so load this after AA if you want to have this formula for crits and AA for everything else)
Finally I can crit! On the other hand so can the enemy. I'm using Dynamic Difficulty(https://www.nexusmods.com/morrowind/mods/45710) as well and if I'm not careful I can easily get one shotted still in my mid teen levels!
Just wanted to comment that I love this mod. It gives an actual purpose to raising Luck other than trolling for decent loot, and makes fights a lot smoother. Thanks!
26 comments
For one thing, I'm having the target's Luck stat also factor into the calculation; basically, the target's Luck stat can provide "Crit Avoidance" and lower the attacker's crit rate.
I also made another formula which factors Agility into the calculation as well. I dunno how unbalanced or broken this will end up in actual gameplay but that's why I'm experimenting haha.
Unsurprisingly, very strong attacks mixed with 100 Luck and a 600% damage from a critical hit don't mix well.
I found the following settings to play very nicely:
The config json has to be edited manually to input a 1.2 critical hit multiplier.
Then the default speedMult in the main.lua has to be edited manually to input a 1.66 multiplier.
In other words, critical hits will now be anywhere between 120% the original damage (slowest weapons like warhammers and battleaxes, 1.2 * 1.0), to 200% the original damage (melee, 1.2 * 1.66), to 300% the original damage (fastest weapons like daggers, 1.2 * 2.5).
It made Beware the Sixth House fun again! And I feel this is a far more reasonable damage bonus. Needless to say, lovely mod!
First Line I guess should read -> local cjavascript-event-stripped {}
And the initialized function now looks like ->
local function initialized(e)
-- if tes3.isModActive("Lucky Strike.ESP") then
event.register("attack", onAttack)
cjavascript-event-stripped json.loadfile("config/r0_crit_config")
print("[r0-crit] Mod initialized with configuration:")
print(json.encode(config, { indent = true }))
-- end
end
The JSON file I think needs a COMMA between the values too:
{
"showMessageBox": true,
"damageMultiplier": 3
}
Thank you.
Best Regards,
How nice of you to share your insight. :)
to remove warnings in MWSE:
1. replace getGMST with findGMST.
2. Replace the speedMult calculation with this:
local speedMult = 1
if e.mobile.readiedWeapon ~= nil then
speedMult = e.mobile.readiedWeapon.object.speed
end
Regards,