The variables multiMin and multiMax are set to 1.5 and 3.0, respectively, by default. With 100 Agility and 100 Sneak, damageMultiplier = 1.5 + (1.5 * 1 *1) = 3.0. Starting out the game with 40 Agility and 30 Sneak, your damageMultiplier = 1.5 +(1.5 * .3 * .4) = 1.5 + .18 = 1.68. All told, your damageMultiplier range will start at a little over 1.5x damage, but will grow until maxed out at 3x damage. Pretty smart implementation IMO.
That being said, I might turn it down a bit as I'm already playing with a mod or two that tweak crits.
Been using it on an assassin character, works perfectly! Can be used together with other sneak attack mods (change weapons multiplier and so on) and is customizable. All Hail MWSE!
Can you make it so that successful sneak attacks with with melee and marksman increase your sneak skill like in Skyrim? The only way to increase your sneak skill in Morrowind is to either pay for it or get close to an actor and remain undetected. If you're playing a sneak archer, getting close to your target doesn't really make much sense.
Successful pickpocketing also increases your sneakskill. The vanilla max.chance for a pickpocket success is 75%. You can increase this value by simply editing the GMST iPickMaxChance.
Thanks for this.. and two questions if i may :) i) According to the formula in line 113, if i set 'multi max' to equal 'multi min', the damage multiplier will always be a flat 'multi min', right? (am going for a reasonable 1.5 multiplier). Am i correct? :s ii) If so, why add two variables? Am probably missing something, aren't i. Could have been just one, and configurable from the MCM?
Well there's two variables because the multiplier scales with agility and sneak, so there is a range of values it could end up as. But that line was written before I knew about some of the math functions that would have made it much easier to read. I may add the muiltiplier to the MCM at some point
I'm wondering, how would this mod interact with Sneaking Realism ( https://www.nexusmods.com/morrowind/mods/33854/? ), since it increases the damage multiplier of critical hits to 10x?
The MCM will only appear if you have any mods installed that use it, so if you've installed Brutal Backstabbing and have the latest MWSE dev version it should appear. Check your MWSELog.txt file and see if there are any errors.
If you change the settings to "stab attacks only : false" and "short blades only : false" it will.
At some point I will fix the options to allow marksman as a separate setting so you can enable it without allowing backstabbing for all other weapons/swing types.
45 comments
The variables multiMin and multiMax are set to 1.5 and 3.0, respectively, by default.
With 100 Agility and 100 Sneak, damageMultiplier = 1.5 + (1.5 * 1 *1) = 3.0.
Starting out the game with 40 Agility and 30 Sneak, your damageMultiplier = 1.5 +(1.5 * .3 * .4) = 1.5 + .18 = 1.68.
All told, your damageMultiplier range will start at a little over 1.5x damage, but will grow until maxed out at 3x damage.
Pretty smart implementation IMO.
That being said, I might turn it down a bit as I'm already playing with a mod or two that tweak crits.
i) According to the formula in line 113, if i set 'multi max' to equal 'multi min', the damage multiplier will always be a flat 'multi min', right? (am going for a reasonable 1.5 multiplier). Am i correct? :s
ii) If so, why add two variables? Am probably missing something, aren't i. Could have been just one, and configurable from the MCM?
Great job by the way, hacking a paralyzed something in two with my 2-handed axe from behind has never been so fun. Endorsed
At some point I will fix the options to allow marksman as a separate setting so you can enable it without allowing backstabbing for all other weapons/swing types.