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Hathur

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Hathur

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9 comments

  1. zdgfdhnxcbgfxn
    zdgfdhnxcbgfxn
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    From my experience I can say, that multipliers for swords works fine. Damage are fair and balanced even for vanila.
    What more. When base damage rise, crit damage rise too, it's very, very cool. You can feel, how your character are getting stronger.
    Must-have for 1H & 2H swords. In my opinion it is the best crit mod on Nexus. I use it almost from the start (170 gameplay hours) & can't even imagine my game without it.
    Only Critical Charge & Great CC are pretty overpowered-real instakillers.
    And about bows... I don't use bows, so I don't know.
    Thanks for awesome mod.
  2. KakushiSenshi
    KakushiSenshi
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    I hope all the kinks can be ironed out with the math in this mod. I don't think quite so high damage multipliers are needed. Maybe increase the first perk's base damage(i.e. One Handed/Two Handed attacks are "X" stronger) and have only slightly higher than vanilla critical multipliers.
  3. anykiller83
    anykiller83
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    (Edited)

    I see the critical damage calculation is a bit random (ridiculous big damage with bows)
  4. iceofwolf
    iceofwolf
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    Have you thought about also changing the Hack and Slash bleed damage? It is similarly low and based on base weapon damage.
    1. iceofwolf
      iceofwolf
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      After a bit of play, I had to remove this from my warrior playthrough, as I found myself subconsciously avoiding maces and axes because I knew them to be ridiculously suboptimal to swords in light of this fix. If the mace and axe perks are balanced, it'll go right back in because I now find too little in either the one-handed or two-handed trees to put my perks into.

      My rogue/archer character is absolutely loving this, though, and there won't be any personal internal conflicts because she's a daggerer.

      Many thanks for the fixes!
  5. guffeh
    guffeh
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    Cool. Thanks for the mod.
  6. cft24
    cft24
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    Hi somehow I found that this coupled with auriels bow gave very high critical damage while the damage increase for swords seems working as intended
    1. Hathur
      Hathur
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      Yeah, I notice this too recently. Checked Auriel's bow and it has a much high bonus critical damage compared to other top level bows. My perk multiplier makes it too powerful.

      I'm going to be uploading a new version that slightly reduces the critical damage multiplier anyway, after a few hours testing I'm finding the game does some funny math and the extra critical damage with 3 ranks in the perks gets a bit too high (especially with auriel's bow).
    2. cft24
      cft24
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      So how much higher is it just curious?