No, what I'm thinking is scaling damage based on how long it takes to swing the weapon. Suppose a moveset has a weapon swing that takes 0.3s to complete and a weapon swing that takes 1.0s to complete, these two hits do the same damage without modification. One would hope that a weapon swing with a long windup should deal more damage and ones that strike very quickly should do little damage.
I misunderstood the meaning. "Attack speed and damage ratio adjustment" is not part of this mod's design. The weapon's base attack power would become useless. However, this idea is still worth considering.
Thank you! This mod is really interesting! I'm also looking forward to your future updates. Is there a simple way to remove the current power attack effects using xEdit? Or could you provide an optional version without the effects for now? Thanks!!
This is design by the original mod author, Looking at it now, this effect feels somewhat outdated. I Still considering whether to replace the effect or remove it entirely.
19 comments
but it's outdated now
check Advanced Successor Mod : Critical Edge Combat
Unlock combo stages beyond 11, potentially up to 999.Dodge check (Another way to trigger other Buff)Double dodge For TK dodge RE(Very s#*! Hard work)and Sample(Sample Animation without permission now)Implement different keys to trigger StepDodge and RollDodge.Successful Dodge Buff: Critical Hit Rate/Critical damage Buff/Attack Speedcoming soon /size]coming soonCritical Hit Buff : Critical Hit RateRedesign the accumulation method of combo stages.coming soonRedesign the conditions for the attack speed buff. => move to Successful Dodge BuffCompatibility For Any Combo Framework (MCO / BFCO ,even Skysa / ABR / CGO/ vanilla)=> coming soonRedesign the conditions for combo buff on/ off . (WIP)Armor Rating Debuff both for player and NPCs=> coming soonsearch "obs input overlay"
Origin damage will Apply damage bonus based on combo stage.
"Attack speed and damage ratio adjustment" is not part of this mod's design.
The weapon's base attack power would become useless.
However, this idea is still worth considering.
This will be adjusted in the next version.
Technically feasible, but MCO compatibility will not be implemented for now as other plans take priority.
Looking at it now, this effect feels somewhat outdated.
I Still considering whether to replace the effect or remove it entirely.