0 of 0

File information

Last updated

Original upload

Created by

Archimag

Uploaded by

Archimag

Virus scan

Safe to use

21 comments

  1. biltjan
    biltjan
    • member
    • 10 kudos
    Hey this looks nice. Does increasing Light Armor skill increase the Armor Rating of bound armors (on top of Conjuration)?
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      yes
    2. biltjan
      biltjan
      • member
      • 10 kudos
      Sounds good! Thanks for the ultra-fast reply.
  2. Ceasare
    Ceasare
    • member
    • 3 kudos
    Amazing mod my man btw is this formula apply to armors from other mods as well?
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      yes
    2. Ceasare
      Ceasare
      • member
      • 3 kudos
      Great thanks my man
  3. Necrolesian
    Necrolesian
    • premium
    • 122 kudos
    This is a great mod. It's definitely true that the vanilla AR calculation covers too broad a range, and in particular it starts too low. In vanilla, with 0 armor skill you gain no benefit from armor at all. At 5 skill (the lowest it will ever be normally) you only get 1/6 of the face value for AR, while at 100 skill you get 10/3 the listed value. For daedric armor (AR 80), this translates to only 13 AR at armor skill 5, and 266 AR at skill 100. Armor is 20 times (!) more effective at skill 100 than at skill 5.

    With this mod, the range of effectiveness is 1.05x - 2x from 5-100 skill (instead of 1/6x - 10/3x in vanilla). So with daedric armor this translates to 84 AR at skill 5 and 160 AR at skill 100. This is much better.

    Also this mod makes bound armor a (potentially) genuinely useful choice that actually takes into account your skills. In vanilla bound armor basically assumes your armor skill is 30 (you get the flat listed AR regardless of armor skill). With high armor skill, bound armor is almost always an inferior choice, despite technically having very high AR. With this mod the effectiveness of bound armor is modified by your (light) armor skill like any other armor, plus it's modified by your conjuration skill. Bound armor is now a reasonable choice for combat especially with decent light armor and conjuration skill.

    One thing I think would be great would be to make both terms in the equation configurable in the MCM (and those that go into the conjuration multiplier for that matter). Of course we can always tweak the formula by editing the code, but an MCM slider is always easier. It seems to me the range might be a little too small now, only 1x-2x in a normal skill range. A multiplier of (0.5 + skill/67) might work well. This would result in a range of 0.5x-2x, the same as currently except it starts lower (a penalty for having low armor skill). Or even (0.5 + skill/50) so the range is 0.5x-2.5x. Even then armor is only 5 times more effective at 100 skill than 5 skill (much better than vanilla), and 2.5x AR isn't too over the top (200 AR for daedric at skill 100).

    (Edit: Actually there's something to be said for the current 1x-2x range as well. As it is, ARs early game at a normal major skill level of 30 will be moderately higher than in vanilla (greatly higher at lower skill levels), while late game ARs will be substantially lower than vanilla. Having the range start too low might make it a pure debuff from vanilla throughout the game if you start at skill 30. It would still be great to have MCM options for these terms though.

    Also I think this mod would work well with Equipment Requirements.)
    1. HadToRegister
      HadToRegister
      • premium
      • 197 kudos
      Nice!
      Thanks for doing all the math, your explanation really helped sell me on this mod, otherwise I wouldn't have had a clue what impact this would make.
    2. Undeadknight64
      Undeadknight64
      • member
      • 2 kudos
      I personally think (0.5 + skill/50) for a range of 0.5x-2.5x would be the best approach.
  4. xZELGADISx
    xZELGADISx
    • supporter
    • 0 kudos
    Same problem as the guy below.
    Tried to install the mod with wyrye Mash but looking at the "installers" section I noted the square of the mod is of color grey.. Generally that means the program doesnt know where to install the mod..

    edit from a answer I received from the mod author: << for working the mod have to be installed by copying the files manually >>
  5. peyty444
    peyty444
    • member
    • 0 kudos
    I've installed the mod, but it doesn't seem to have changed anything with my game. I have tried it manually and through Vortex. I have some light armor equipped but the most it is giving me is an AR of 3.
    1. xZELGADISx
      xZELGADISx
      • supporter
      • 0 kudos
      Yep it seems it doesnt work..
  6. Zilophos
    Zilophos
    • premium
    • 8 kudos
    Would the changes this mod makes to bound armor also apply to the missing bound armor pieces introduced by Magicka Expanded? It adds bound greaves and bound pauldrons.
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      уes
  7. KarasuRen
    KarasuRen
    • member
    • 3 kudos
    И я хотел спросить, не мог бы ты добавить приписку "Default"  к настройкам в меню конфигурации модов ? Просто я часто настраиваю под себя, и что-то может прийтись не по душе, из-за этого приходится лезть на сайт и искать как все было по умолчанию.
  8. SAJNM
    SAJNM
    • member
    • 19 kudos
    With this mod AR = (100% + Skill) from the base AR of a piece of armor

    For example: base AR of Daedric armor = 80
    On 50 heavy armor skill you will receive 120 AR
    On skill 100, you get 160 AR

    Using you formula I calculate as:

    With this mod AR = (100% + Skill) from the base AR of a piece of armor

    For example: base AR of Daedric armor = 80
    On 50 heavy armor skill you will receive 130 AR
    On skill 100, you get 180 AR

    Am I misunderstanding something?
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      150% * 80 = 120
      200% * 80 = 160
    2. SAJNM
      SAJNM
      • member
      • 19 kudos
      I see so really it should read:

      With this mod AR = (100% + Skill%) from the base AR of a piece of armor
    3. KarasuRen
      KarasuRen
      • member
      • 3 kudos
      Without percent. (100% + skill)
  9. KarasuRen
    KarasuRen
    • member
    • 3 kudos
    Даже не сомневаюсь что мод отличный. Но можешь мне по простому пояснить как работает броня вместе с этим модом ? Проверял в начальной деревне на грязекрабе, одев несколько частей тяжелой брони. Урон как был один, так и остался. Так и должно быть ? 
    1. Archimag
      Archimag
      • premium
      • 86 kudos
      Формула физ урона не менялась, только формула рейтинга брони.
      Финальный урон = Урон * Урон / (Урон + ваш общий рейтинг брони)