(New) Bashing deals 5/10 times as much damage. (Level: 40/80) (New) Sneak attacks with daggers deal 50% more damage. (New) Fire spells and effects are 15/30% more powerful. (New) Two-handed power attacks cost 20% less Stamina. (New) Can draw a bow or reload a crossbow 20% faster. Power attack perks no longer work on sneak attacks.
These are nerfs to vanilla perks and features (or for bashing, two vanilla perks adding up to the same value). Is this intentional?
In particular, sneak dagger builds are nerfed into the ground while the actually degenerate sneak archer has been largely untouched. Sneak dagger builds are not the problem and the large sneak attack multiplier is to compensate for their very low base damage. With this nerf, you are better off sneak attacking with a warhammer instead.
(New) Swords normal attacks have a 10/20% chance of inflicting a critical strike.
People often overestimate what critical damage does. Crit damage before perks but after everything else with a daedric sword is 7, so the mastery now makes it 21 and this perk averages out to 4.25 extra damage per hit.
Changed some armor perk conditions to enable mixed armor build like "Trailer Dragonborn" or Vigilant of Stendarr. (Inspired by Adamant)
Adamant requires the use of modular armor mods with multiple pieces so you can get the three piece bonus in light and heavy armor. I like your implementation much more because it lacks this glaring loophole, however, armor padding already enables vigilant builds and this patch actually nerfs them by changing Face of Death from a perk that enables helmetless builds to a perk that blanket buffs all armor unless you are helmetless.
It may look strange because I'm using a translation, but in my environment, if I wear a helm (heavy, masked) and boots (light), Mage Armor doesn't work, even if I'm wearing a robe. If I remove the helm and boots, it works. Why? I want to keep using this mod...
Love most of these changes, though nerfing the augmented elemental perks is weird. Combine raw power perk with cosmic spells and they will utterly destroy a fire, shock and frost spells.... destruction elemental perks tree are already probably the weakest aspect of Vokrii compared to other perk overhauls.
There are some really good balancing edits here; I think having an "opt-in" mindset to them when you approach this mod (which requires basic xEdit use knowledge, tbf), you quickly see a few must-haves and end up taking more of these tweaks than you thought - at least that's my case! :P
just FYI to those tweaking or the author, this mod uses the vanilla way of weapon speed scaling (as in, it starts at 0, so to give it 15% boost it adds 1.15; so much confusion cause by how Bethesda did this). I have attack speed fix/framework, which just make your weapon speed mult start at 1 like it should, but that means this mod makes my weapon speed 2.15 when I'm dual wielding with the dual flurry perk. it's not fun lol. The easiest way to fix is just don't use his dual flurry tweaks (you need to delete the perk AND more importantly the spell dual flurry records; Vokrii dual flurry perk is same as vanilla, Enai didn't change this one), or change those boost values from 1.15 to 0.15 (and the same for dual flurry 2)
question friend. If you removed all directional power attack conditions. Does that mean, that all of those perks trigger on normal power attacks? meaning a regular power attack has the chance to do the respective directional power attack perk
Overpowering Assault Perk gives 10% more critical chance for it's first rank as in description, but in second rank it seems to deliver 20% ATK reduction to the target for 10sec (slightly powered than original Vokrii), atleast in in-game description, and not critical chance. Is this intended?
EDIT: Uff sorry...... seeking by xEdit, i find it rank 2's description was mistakenly swapped by xtranslator Japanese XML (cuz i am Japanese), and Overpowering Assault is working fine.
Beatiful mod, thank you. before downloading the mod, Delphine oneshotted me and Lydia, now she have to attack us maybe twice to kill (i'm using vokrii perks for npc). Now there is a small chance to confront her))
I can't seem to get the Overbearing Assault perk to work for me. My greatsword normal attacks just never seem to critical hit... Is there somewhere I can talk to you to help me get it to work? Thanks again
Edit: It seems adding the perk Coup De Grace seems to disable the critical hit chance of Overbearing Assault. I tested this on a fresh save with nothing but USSEP installed.
I'm liking these changes. I excluded daggers from Sneak Attack perk because it was stacking with Assassin's Blade and was doing more damage than intended.
67 comments
These are nerfs to vanilla perks and features (or for bashing, two vanilla perks adding up to the same value). Is this intentional?
In particular, sneak dagger builds are nerfed into the ground while the actually degenerate sneak archer has been largely untouched. Sneak dagger builds are not the problem and the large sneak attack multiplier is to compensate for their very low base damage. With this nerf, you are better off sneak attacking with a warhammer instead.
People often overestimate what critical damage does. Crit damage before perks but after everything else with a daedric sword is 7, so the mastery now makes it 21 and this perk averages out to 4.25 extra damage per hit.
Adamant requires the use of modular armor mods with multiple pieces so you can get the three piece bonus in light and heavy armor. I like your implementation much more because it lacks this glaring loophole, however, armor padding already enables vigilant builds and this patch actually nerfs them by changing Face of Death from a perk that enables helmetless builds to a perk that blanket buffs all armor unless you are helmetless.
in my environment, if I wear a helm (heavy, masked) and boots (light), Mage Armor doesn't work, even if I'm wearing a robe. If I remove the helm and boots, it works.
Why? I want to keep using this mod...
just FYI to those tweaking or the author, this mod uses the vanilla way of weapon speed scaling (as in, it starts at 0, so to give it 15% boost it adds 1.15; so much confusion cause by how Bethesda did this). I have attack speed fix/framework, which just make your weapon speed mult start at 1 like it should, but that means this mod makes my weapon speed 2.15 when I'm dual wielding with the dual flurry perk. it's not fun lol.
The easiest way to fix is just don't use his dual flurry tweaks (you need to delete the perk AND more importantly the spell dual flurry records; Vokrii dual flurry perk is same as vanilla, Enai didn't change this one), or change those boost values from 1.15 to 0.15 (and the same for dual flurry 2)
Comprehensive Attack Rate Patch - SKSE
edit: in addition to using the above, here's options to try:
Attack speed to damage conversion for MCO-ADXP
Attack Speed convert to Power Attack Cost Reduction for MCO-ADXP
I prefer the 2nd, the author explains it well on the page
Overpowering Assault Perk gives 10% more critical chance for it's first rank as in description, but in second rank it seems to deliver 20% ATK reduction to the target for 10sec (slightly powered than original Vokrii), atleast in in-game description, and not critical chance.
EDIT: Uff sorry...... seeking by xEdit, i find it rank 2's description was mistakenly swapped by xtranslator Japanese XML (cuz i am Japanese), and Overpowering Assault is working fine.Is this intended?
Edit: It seems adding the perk Coup De Grace seems to disable the critical hit chance of Overbearing Assault. I tested this on a fresh save with nothing but USSEP installed.
Thx for these tweaks.