15x with no gloves..... means 30 if with gloves! DANG! 60x? you put more power than this mod does.! the only problem with this mod is that daggers have low base damage no matter how much you enchant and alchemy it! bows will surpass that damage! bows are the second best along with the #1 highest base damage, two handed weapons. the average bow that i have enchanted and all that stuff i can reach 1k damage with potions. a crossbow that is. put just 10x and youll stand almost as powerful as that op dagger mult. also putting the fact that you are far away. you'll be picking your enemies off the shelfs like a baus.
I like the idea behind this mod and used it for a long time now, but I also experienced the problem "terinayaya " told about: As soon as I chose the last level of 'deadly aiming', my sneak attack multiplier went to insane 45x. I found out that this was due to a multiplier in the CK, being '5.00' which meant that the former sneak multiplier was again multiplied by five. That’s the way the game calculates the attack damage. (note: it seems that because 'backstab' is a prerequisite for ‘deadly aim’ it counts into the sneak attack multi for bows but only comes into play if the perk has actually been chosen)
Backstab perk = '2.00' sneak attack mult (=2x damage) default deadly aim perk = '1.50' sneak attack mult (= 2 x 1.5 = 3x damage) deadly aim2 perk = ‘3.00’ sneak attack mult (2 x 1.5 x 3 = 9x damage) deadly aim3 perk = ‘5.00’ sneak attack mult (2 x 1.5 x 3 x 5 = 45x damage)
So you may change the multi of ‘deadly aim3’ from ‘5.00’ to a lower value (e.g. ‘2.00’). I’ll try some further variables, mainly adding values instead of multiplying them.
I had the same issue... ended up with a x45 attack multiplier which is (for me) bordering on game-breaking. Not that big of a deal though, I'm going to try the 'toned down' version of the mod and see how it fares.
I do think this mod was a good idea though. The standard sneak multiplier for bows is a little on the weak side.
Neither the regular nor the toned down version work for me. I am using another mod which rearranges the Sneak tree, but regardless of the order I load these mods, they simply do not make any difference to the Deadly Aim perk. However, if I load this mod after my other (rearranging) mod, this will reset it to vanilla (but still not change the Deadly Aim perk).
The "gloves only" version actually seems to modify the perk tree... though perhaps only to make it identical to the vanilla game? Regardless, be aware that if you have other mods that change the perk tree, you need to load them after this (even with the "gloves only" version), or or you'll lose their changes.
yes...well...i'm not too sure about the overall "safety" of this mod, to be fair...i did not try it but it would seem really unbalancing... Combine a x15 perk with a crossbow refined to legendary with 100 smithing and enchanted with 2 enchants at lvl 100 enchanting + a very lucky critical shot from archery perk tree and u can probably kill alduin with one shot...
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dagger sneak attack damage is overpowered, no one has yet to balance that.
(note: it seems that because 'backstab' is a prerequisite for ‘deadly aim’ it counts into the sneak attack multi for bows but only comes into play if the perk has actually been chosen)
Backstab perk = '2.00' sneak attack mult (=2x damage)
default deadly aim perk = '1.50' sneak attack mult (= 2 x 1.5 = 3x damage)
deadly aim2 perk = ‘3.00’ sneak attack mult (2 x 1.5 x 3 = 9x damage)
deadly aim3 perk = ‘5.00’ sneak attack mult (2 x 1.5 x 3 x 5 = 45x damage)
So you may change the multi of ‘deadly aim3’ from ‘5.00’ to a lower value (e.g. ‘2.00’). I’ll try some further variables, mainly adding values instead of multiplying them.
I do think this mod was a good idea though. The standard sneak multiplier for bows is a little on the weak side.
not