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.)
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.
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 >>
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.
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.
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.
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 ?
21 comments
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.)
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.
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 >>
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?
200% * 80 = 160
With this mod AR = (100% + Skill%) from the base AR of a piece of armor
Финальный урон = Урон * Урон / (Урон + ваш общий рейтинг брони)