I feel like it's a bit on a higher side. Here's a clip of my level 17 character against level 17 bandit with an armor rating of 232: https://streamable.com/ee6a33
Most of the time familiar can deal with 1 vs 1 encounters with an extreme ease. It took 4 hits to take down a bandit without my character or follower even engaging into battle, which is pretty impressive by itself, but gets even more ridiculous if we consider the fact that Familiar does not have cooldowns, it's not too squishy, does not require any resource and is summoned automatically every time. Unfortunately, I was not able to find a way to tweak that when browsing the records in xEdit.:( I can see the lines corresponding to HP/MP/SP, scaling and health offset, but I am not sure how to handle the damage output
Are you perhaps using a mod that makes Sabre Cats more deadly? Because that's what the Lunar Familiar uses. It doesn't have any boost unless you use the Eclipse ability, which multiplies its attack damage by 4.
Actually on second look, it looks like its damage is completely unrelated to its race. It has a perk that sets its damage per hit to twice its One-Handed skill.
This means the familiar is potentially capable of inflicting TWO HUNDRED damage per hit and +50% more on power attacks. At your level 17, its one-handed skill is 51, which means the familiar inflicts 102 damage per hit. Not to mention the Eclipse ability quadruples the damage output.
You're right. It's pretty excessive. I'll tweak that and upload a new version.
I can't thank you enough for taking your time to not only tone down the damage of a familiar, but to rebalance it completely in a new and interesting way. I always felt like it should provide player with a small additional damage output and introduce a way to tank a few of the opponents' hits, but the familiar often felt even more powerful than the player himself. I absolutely adore the way you approach balance and I have already downloaded and endorsed Imperius tweaks as well, which I liked just as much. Kudos to you
The last version (ESL, though, don't use if you have been using the ESP) contains a working BSA. Previous versions didn't. You don't have to update though if you're not planning to use the Apprentice Stone.
I've been paying close attention to the recent updates of your mod, big fan of the latest Imperious changes, btw.= ) So I have already updated the mod anyways, and huge thanks for taking your time to notify me.^^
I'm frequently resetting my playthroughs due to experimenting with different perk/combat mod combinations, more than actually playing, so updating isn't a big deal anyways haha
Oh snap! Sorry, yes, I meant that one. Lord has that Stagger and Power Attack boost but the stamina drain is a bummer. I dunno if this is complicated, but what if you could regain stamina with each melee hit? ("Marked For Death" has a regain-health-on-hit mechanic). This might escape the mod's scope, however. Tower is completely fine.
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https://streamable.com/ee6a33
Most of the time familiar can deal with 1 vs 1 encounters with an extreme ease. It took 4 hits to take down a bandit without my character or follower even engaging into battle, which is pretty impressive by itself, but gets even more ridiculous if we consider the fact that Familiar does not have cooldowns, it's not too squishy, does not require any resource and is summoned automatically every time. Unfortunately, I was not able to find a way to tweak that when browsing the records in xEdit.:( I can see the lines corresponding to HP/MP/SP, scaling and health offset, but I am not sure how to handle the damage output
This means the familiar is potentially capable of inflicting TWO HUNDRED damage per hit and +50% more on power attacks. At your level 17, its one-handed skill is 51, which means the familiar inflicts 102 damage per hit. Not to mention the Eclipse ability quadruples the damage output.
You're right. It's pretty excessive. I'll tweak that and upload a new version.
Any plans to tweak some less used Stones like Tower?
Tower is completely fine.