Skyrim Special Edition
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PaleNoises

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About this mod

This mod fixes various problems associated with combat that have been left unaddressed for far too long. Fixes include but are not limited to adding in the proper critical hit scaling that Bethesda left out, bleed effects that deal percentage damage, fixing attack speed, movement buffs based on your weapon, and giving each weapon a unique niche.

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Changelogs

General Features
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So what does this mod even do?

  • It's a light combat perk tree overhaul. It makes changes to a several perks in each of the one-handed, two-handed, and archery perk trees and adds several new ones in an attempt to improve gameplay.
  • The main changes are fixing critical hits by giving them proper scaling, making bleed damage worth something, fixing attack speed effects when stacked, and changing weapon types to have different strengths.

What does the light version do?

  • It makes the the bare minimum changes needed for the mod to function and should work with just about anything.
  • It adds a 5% base chance to crit, crit scaling with fortify weapon enchants/potions, adds movement speed bonuses based on your weapon, and differentiates crossbows from bows. It also makes bleed effects deal percentage damage and fixes attack speed.
  • The mod needs to be loaded after perk overhauls because it edits the quick shot perk and dual flurry spell which are used to fix ranged/melee attack speed.

Critical Hits
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Problem

In the base game crit damage hit for a low amount and doesn't scale, it was also limited to swords and bows for most of the game. With all of the relevant perks acquired you only did about 30 damage at most, which isn't great when your weapon is dealing around 100 damage per strike normally.

Solution

All weapons now have a 5% chance to critical hit. Crit damage now scales with weapon skill, perks, fortify damage enchants, alchemy potions, smithing, vanilla racials, quest buffs, and power attacks.

For example, lets say your sword has 10 base crit damage. Raising your weapon skill can raise this to 15. Get all the relevant perks and it becomes 90. Power attacks double your multiplier for a 180 damage crit. If you want to use enchanting to buff your weapon you can get it to 1440 damage if you have 800% of it. If you sell your soul to satan and then chug an alchemy potion you can reach 11520 crit damage with an 800% buff. If you want to finish off the insanity loop and add in smithing then the final number becomes 17280 at 100 smithing. Now you can 1-shot Akatosh himself. Congratulations, you've spent more time in town crafting than actually playing the game.
For normal attacks the formula is: base crit damage x 1.5 x 6 = crit damage. This translates to critical hits dealing 150% of your weapon damage when you crit instead of half base weapon damage.

The 1.5 in the above formula represents your weapon skill and scales at a 0.5% crit damage ratio for each point of your weapon skill. This can go past 100 with enchantments or mods but in the vanilla game 100 is the soft cap.
The 6 is the basic attack modifier which accounts for weapon damage buffs from perks. This ranges from 3.6 to 6, for power attacks this would double to 7.2 and 12.

Enchanting and alchemy add two more modifiers onto the above formula and scale at a 1:1 ratio. So if you wanted to calculate your damage output you would get: base crit damage x 1.5 x 6 x R x R = crit damage. For additional buffs such as the orc racial or seeker of might just keep adding multipliers and you'll get your answer.

Smithing adds +1 damage to your base crit damage for every 20 skill you have in smithing, smithing enchantments, or smithing alchemy potions. This is the formula: (base crit damage + R + R + R) x 1.5 x 6 = crit damage.

The reason the damage scales with smithing skill instead of how far your weapon is tempered is because at the moment I have no idea how to check for it, otherwise I would have gone with that route.

Bleed Effects
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Problem

  • Bleed damage does little to nothing in terms of damage and scales very little.

Solution

  • Bleed damage now deals a percentage of an enemy's health as damage, prevents health regeneration, and slows enemies.
  • Axes, swords, daggers, bows, and crossbows can apply bleed damage to enemies. The effectiveness varies depending on the weapon type.
  • Bleed damage is no longer tied to your weapon's material, iron, steel, and so on. This means that dlc axes and modded axes that don't use vanilla material keywords will take advantage of the bleed mechanic like they should have in the first place.
  • There are two types of bleed effects. A light bleed which is applied on light attacks and a heavy bleed which has a 25% chance of being applied on heavy attacks. Bleed effects don't stack, stronger bleed effects take priority over weaker ones.
  • Light bleeding deals 1 - 3 and 1% health per second as damage.
  • Heavy bleeding deals 1 - 3 and 1% - 2% health per second, has a slow attached to it, and prevents health regeneration. The effect lasts 4 to 6 seconds for melee weapons.
  • For ranged weapons the damage is 1 and 0.25% health per second, it also reduces health regeneration by 50%. The effect lasts 30 seconds.
  • For the targe of the bloodied the damage is 3 and 0.5% health per second. The effect lasts 5 seconds.

Attack Speed
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(This is an old mod that wasn't designed to work with other attack speed mods. In the next couple months or so, it's getting an update to fix any possible compatibility issues that may arise. Until the update, use common sense with your installed mods.)

Problem

In the base game bethesda forgot to set your attack speed to 1 and left it at 0. Instead of fixing this problem and hard coding it to 1 or using some sort of game setting they opted to just use a work around which caused more problems than it fixed.

Starting at 0 is a problem because you need a 100% buff before anything beneficial is applied to you and anything lower than 100% actually slows down your attacks. For some reason 0 = 1 as far as the game is concerned. That allegedly 30% draw speed buff in the archery perk tree is actually 130%, the same goes for other buffs, they're much higher than they should be. This results in attack speed effects not stacking properly and turning you into some kind of speed addict with a blade whenever you have more than a single effect on you.

Attack speed debuffs don't work either because you start at 0 unless you happen to have a buff on you at the time the debuff is applied.

Solution

I changed the base attack speed to 1 and made the changes accordingly to every attack speed buff in the game so that they play nicely with one another. This is distributed through combat perks.

Attack speed buffs from other mods may or may not play nice with the ones from this mod, it all depends on their settings.

Shout Attack Speed Changes

  • The elemental fury shout should work with all weapons now, enchanted or not.
  • The elemental fury and battle fury shouts now function with ranged weapons at half the effect.
  • Battle fury now buffs any non hostile npc near you when you use it, living, undead, whatever. Start making friends.
  • The duration for both shouts was changed to 20, 25, and 30 seconds.
  • The cooldown period for both was changed to 30, 45, and 60 seconds.
  • Battle fury had its effect magnitude lowered to 15%, 25%, and 35%. This was done because battle fury outclassed elemental fury by leaps and bounds, now they're more even. Battle fury is equal to elemental fury with at least 2 friendly npcs near you and outclasses it when you have a group of 3 or more friendly npc's.
  • If the npc doesn't have the weapon speed fix you don't need to worry about nerfing their damage output, the fix is applied to npc's when using the shout. Even random farmers can become killing machines now with battle fury active.

Movement Speed
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You get movement speed buffs or debuffs based on your equipped weapon. You gain 10% movement speed when above 50% stamina. You gain 5% movement speed when in-between 25% and 50% stamina. You lose your buff when below 25% stamina.

Depending on your choice of weapon you'll either gain a buff or debuff to your movement speed. Dual wielding weapons has an effect on this buff and will change the buff values depending on what combination of weapons you're using. If you manage your stamina well, you won't experience the negative effects from heavy weapons.

  • (10%) Unarmed / Unarmed + Torch / Dagger + Unarmed / Dagger + Torch / Dagger + Dagger
  • (5%) Bow / Sword + Unarmed / Sword + Torch / Sword + Dagger / Axe + Unarmed / Axe + Torch / Unarmed + Shield
  • (0%) Crossbow / Greatsword / Sword + Shield / Axe + Dagger
  • (-5%) Battleaxe / Axe + Shield / Sword + Sword / Sword + Axe / Mace + Unarmed / Mace + Torch / Mace + Dagger / Axe + Axe
  • (-10%) Warhammer / Mace + Shield / Mace + Sword / Mace + Axe / Mace + Mace

Weapon Overview
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1-H Swords
The skill based weapon. Control the battle with a few well placed strikes and keep your foe off balance.

  • It has a higher general crit chance than other melee weapons.
  • It deals more crit damage than any other melee weapon
  • It uses less stamina for power attacks.
  • Swords deal bonus damage against enemies who are attacking. This strike has an increased chance to stagger foes.
  • Bleed damage

Daggers
The agile weapon. Sneak attacks are already over powered and this mod has nothing to do with stealth so I didn't touch that at all. What I did was buff normal dagger combat with the theme of being an agile assassin.

  • Daggers can ignore armor with power attacks.
  • Daggers gain bonus charges of poison.
  • You get an auto crit against targets at full health. It doesn't work while stealthed.
  • You gain a bonus chance to crit when your target has low hp.
  • Daggers give the highest movement speed bonus.
  • Bleed damage

1-H Axes
The offense oriented weapon. You are a whirlwind of death, carving into your enemies with each strike and causing them to die of blood loss.
Axes penetrate a percentage of armor.

  • Bleed damage.
  • Dual wielding an axe can increase your bleed uptime on enemies.
  • The power attack of an axe deals more damage than any other melee weapon.
  • Deals bonus damage to enemies with low health.
  • You gain attack speed when your health is high.

1-H Maces
The control weapon. With this weapon you can shatter defenses, debuff enemy attacks, and knock people out.

  • The mace reduces the armor of targets hit by it. This allows both you and your followers to deal bonus damage to enemies.
  • It has a chance to knock people on the ground or put them to sleep for a decent amount of time.
  • The mace can reduce an enemy's outgoing damage.
  • Mace power attacks deal 1% of the target's maximum health as damage.

2-H Swords
The all purpose weapon. A sword can be used for both defense and offense.

  • It has a higher crit chance than most other melee weapons.
  • It blocks more damage than other weapons.
  • It deals bonus damage with bash attacks.
  • It uses less stamina for power attacks.
  • You deal more damage when low on health
  • Bleed damage

2-H Axes
The big dick damage weapon. You run in and hit things as hard as you can, cleaving them in two and leaving behind a bloody corpse.

  • Battle Axes ignore armor.
  • Bleed damage.
  • The power attack of an axe deals more damage than any other melee weapon.
  • You deal more damage to enemies with high health
  • You deal more damage when your health is high.

2-H Maces
The heavy control weapon. Use this when you want completely to overwhelm your enemies.

  • The warhammer reduces the armor of targets hit by it. This allows both you and your followers to deal bonus damage to enemies.
  • It has a chance to knock people to the ground or put them to sleep for a decent amount of time.
  • You deal bonus damage to enemies who have been knocked down.
  • You deal bonus damage to enemies who are blocking.
  • Warhammer power attacks deal 2% of the target's maximum health as damage.

Bows
The classic ranged weapon. Use this to kite your foes and turn them into pin cushions.

  • More mobile than the crossbow.
  • Highest general crit chance in the game.
  • Bows have a higher rate of fire than crossbows.
  • Bows are silent.
  • Bleed damage

Crossbows
It's pretty much a shotgun now. Get in close and make your enemies regret saying hello.

  • Crossbows penetrate armor.
  • Deal up to 100% bonus damage to targets within 12 feet. (Player only)
  • Deal up to 50% bonus damage to targets in between 12 - 24 feet. (Player only)
  • Deal Increased bash damage.
  • Crossbows reload 50% slower than in the base game. (Player only)
  • Crossbows are loud.
  • Vanilla elemental bolts can crit
  • Bleed damage


Perks
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General 1-handed Perks

Armsman (5 ranks)

  • One-Handed weapons do 20%/40%/60%/80%/100% more damage.
  • Your critical hits deal 150% weapon damage.


Critical Charge

  • Can do a one-handed power attack while sprinting that increases your critical strike chance by 25% and your crit damage by 25%.


Dual Cyclone

  • Performing a power attack while dual-wielding reflects 25% of incoming damage back at the attacker and reduces incoming damage by 25% during the power attack.


Peak Performance

  • When above 75% health and stamina your attacks are 10% faster, deal 10% more damage, and crit 5% more often.


Paralyzing Strike

  • 25% chance on backwards power attacks to paralyze an enemy. This can be blocked, targets who were blocking are staggered for 1 second instead of being paralyzed. Non-massive targets only.


Sword Perks

Bladesman (3 ranks)

  • Swords gain 3%/6%/10% bonus crit chance.
  • Power attacks cost 5%/15%/25% less.
  • Sword crits deal 20%/35%/50% more damage.
  • When you attack an enemy who is already attacking, you stagger them briefly and deal 20%/35%/50% extra damage during the strike.


Paralyzing Strike

  • Sword power attacks can apply bleed effects.


Dagger Perks

Hitman (3 ranks)

  • Daggers gain 5% bonus crit chance.
  • Power attacks with a dagger ignore 50%/75%/100% armor.
  • 3/6/9 extra charges of poison when applied to a dagger.
  • Attacks with a dagger against an enemy that has 100% health have a guaranteed chance to crit chance against that enemy. Doesn't work while stealthed.
  • Attacks with daggers against an enemy below 35% health have a 5%/10%/15% increased chance chance to crit.


Paralyzing Strike

  • Dagger power attacks can apply bleed effects.


Axe Perks

Hack and Slash (3 ranks)

  • Power attacks with axes deal 5%/15%/25% more damage and crit damage.
  • Attacks with axes penetrate 20%/35%/50% armor.
  • Attacks with axes have a chance to cause an enemy to bleed.
  • Attacks with axes deal 5%/10%/15% more damage to enemies in-between 25% and 50% health.
  • Attacks with axes deal 10%/20%/30% more damage to enemies below 25% health.
  • Attacking with an axe when above 75% health increases your attack speed by 10%/15%/20%.
  • Attacking with an axe when in-between 50% and 75% health increases your attack speed by 5%/7.5%10%.


Paralyzing Strike

  • Axes gain 5% chance to crit.


Mace Perks

Bone Breaker (3 ranks)

  • Reduces enemy armor by 56/112/168 for 10 seconds.
  • Normal attacks have a 10% chance to knockdown and deal 15/25/35 damage to health/stamina. Targets who were blocking are staggered for 1 second instead of being paralyzed. Targets who blocked with a shield ignore this effect entirely.
  • Power attacks have a 20% chance to knockdown and deal 35/50/70 damage to health/stamina. Targets who were blocking with a shield are staggered for 2 seconds instead of being paralyzed.
  • Normal attacks have a 10% chance to reduce an enemy's attack damage by 10%/20%/30% for 5 seconds. This can be blocked.
  • Power attacks have a 20% chance to reduce an enemy's attack damage by 10%/20%/30% for 5 seconds. This can be blocked.


Paralyzing Strike

  • 25% chance on backwards power attacks to put an enemy to sleep for 30 seconds.
  • Mace power attacks deal 1% of an enemy's maximum health as damage.


General 2-handed Perks

Barbarian (5 ranks)

  • Two-Handed weapons do 20%/40%/60%/80%/100% more damage.
  • Your critical hits deal 150% weapon damage.


Executioner

  • Deal 25% more damage and crit damage to targets below 25% health.


Sweep

  • Normal attacks and sideways power attacks with two-handed weapons hit all targets in front of you.


Great Critical Charge

  • You can do a two-handed power attack while sprinting that increases your critical strike chance by 25% and your crit damage by 25%.


Warmaster

  • 25% chance on backwards power attacks to paralyze an enemy. This can be blocked with a shield, targets who were blocking are staggered for 1 second instead of being paralyzed.


Greatsword Perks

Deep Wounds (3 ranks)

  • You gain 3%/6%/10% bonus crit chance.
  • Power attacks cost 5%/15%/25% less.
  • Bash attacks deal 5 more damage.
  • Blocking reduces 5%/15%/25% more damage.
  • When in between 25% - 50% health you gain 20% attack speed, 20% crit damage, and take 20% less physical damage.
  • When below 25% health you gain 40% attack speed, 40% crit damage, and take 40% less physical damage.


Warmaster

  • Greatsword power attacks can apply bleed effects.


Battle Axe Perks

Limbsplitter (3 ranks)

  • Power attacks deal 15%/25%/35% more damage and crit damage.
  • Attacks have a chance to cause an enemy to bleed.
  • Attacks with axes penetrate 50%/75%/100% armor.
  • You deal 10%/15%/20% more damage and crit damage to targets over 75% health.
  • You deal 5%/7.5%/10% more damage and crit damage to targets in-between 50% and 75% health.
  • You deal 10%/15%/20% more damage and crit damage when over 75% health.
  • You deal 5%/7.5%/10% more damage and crit damage when in-between 50% and 75% health.


Warmaster

  • Battle Axes gain 5% more chance to crit.


Warhammer Perks

Skullcrusher (3 ranks)

  • You deal 15%/25%/35% bonus damage and crit damage to prone targets that you knocked down or put to sleep with your weapon.
  • Reduces enemy armor by 70/140/210 for 10 seconds.
  • You deal 15%/25%/35% bonus damage and crit damage against targets who are blocking or sleeping.
  • Normal attacks have a 15% chance to knock down enemies. This can be blocked. Targets who were blocking are staggered for 2 seconds instead of being knocked down. Blocking with a shield prevents the stagger. Non-massive targets only.
  • Power attacks have a 25% chance to knock down enemies. This can only be blocked with a shield. Targets who were blocking are staggered for 2 seconds instead of being knocked down. Non-massive targets only.


Warmaster

  • 25% chance on backwards power attacks to put an enemy to sleep for 30 seconds.
  • Your sprinting forward power attacks with warhammers create shock waves that stagger nearby foes.
  • Warhammer power attacks deal 2% of an enemy's maximum health as damage.


General Ranged Perks

Overdraw (5 ranks)

  • Bows do 20%/40%/60%/80%/100% more damage.
  • Your critical hits deal 150% weapon damage.


Critical Shot (3 ranks)

  • You gain 3%/6%/10% bonus crit chance.
  • Critical hits with bows deal 20%/35%/50% more damage.


Eagle Eye (3 ranks)

  • Pressing block while aiming will zoom in your view by 60%, draining 10 stamina per second.
  • Sneaking and pressing block while aiming will zoom in your view by 80%/100%, draining 12/15 stamina per second.


Steady Hand (3 ranks)

  • Zooming in with a bow slows time by 25%/50%/75%.


Sniper

  • Attacks against targets at least 75 feet away deal 25% more damage, have a 25% crit chance, and deal 25% more crit damage.
  • You gain 10% crit chance when out of combat and standing still.


Kill Shot

  • Attacks against targets with 25% or less health deal 50% more damage.


Bullseye

  • 15% chance of paralyzing the target for 3 seconds. This can be blocked with shields and wards.


Bow Specific Perks

Power Shot

  • Arrows stagger all but the largest opponents 50% of the time. It affects bows only.


Crossbow Specific Perks

Heavy Bash

  • Bash attacks with crossbows knockdown enemies 15% of the time.
  • Crossbows deal +15 bash damage.

Credits

This mod was created at the request of doctordarkspawn.

A special thanks to powerofthree for the sleep spell that was used to knock people out with maces.

This page is under active reconstruction. If you're looking for more detailed information that was formerly listed here, I would suggest reading the manual which is bundled with the mod or asking about it in the forum.