With this mod the game use decimal values when it multiply the magnitude with effectiveness, weaknesses and resistances.
Assume your enemy has 5% resistance to fire, you have 95% spell effectiveness and you cast a fire damage spell "5 x 5sec".
Now this is the calculation without this mod (and with this mod). You cast the spell. The 95% effectiveness reduce the magnitude to 4 (4.75). The spell hit the enemy. The 5% fire resistance reduce the magnitude to 3 (4.5125). The total damage will be 15 (22,576): there's a huge difference!
You won't be at 0, however it will no longer be a full "1". If you're at 90% casting you will actually be losing that 10% now, so each "tick" will be for .9, so you're only going to get 22.25 total health back. I'm not sure how your spell info tab will display it though (at least, in theory. I havn't had a chance to test it so far but JRoush knows his stuff, I'm betting it works as advertised)
Ah, rounding. I just made a custom spell for my Heavy-Armored Orc (restoration only 24). Restore 1 point of health for 25 seconds, cost 25. Why? I had a heal spell of 3 points for 7 seconds (cost 21 Magicka) and due to spell effectiveness was rounded down to 2 x 7 = 14 points of healing. I got to thinking that the game engine probably would not round under 1 point, so 25 x 1 at 25 cost was better than 2 x 7 for 21 cost.
Would this mod change this to 25 x 0 or zero healing for 25 cost?
(I had to make the spell in CS, as the minimum appears to be three at the spellmaking altar)
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Pretty legendary.
Assume your enemy has 5% resistance to fire, you have 95% spell effectiveness and you cast a fire damage spell "5 x 5sec".
Now this is the calculation without this mod (and with this mod).
You cast the spell. The 95% effectiveness reduce the magnitude to 4 (4.75).
The spell hit the enemy. The 5% fire resistance reduce the magnitude to 3 (4.5125).
The total damage will be 15 (22,576): there's a huge difference!
You won't be at 0, however it will no longer be a full "1". If you're at 90% casting you will actually be losing that 10% now, so each "tick" will be for .9, so you're only going to get 22.25 total health back. I'm not sure how your spell info tab will display it though
(at least, in theory. I havn't had a chance to test it so far but JRoush knows his stuff, I'm betting it works as advertised)
Would this mod change this to 25 x 0 or zero healing for 25 cost?
(I had to make the spell in CS, as the minimum appears to be three at the spellmaking altar)