[UPDATE] Balanced Magic

Post » Tue May 22, 2012 9:28 pm

A screenshot would be enormously helpful here...

[img]http://i41.tinypic.com/wlorpf.jpg[/img]
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Flash
 
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Post » Tue May 22, 2012 11:35 pm

Musty, why not spread the multiplication over multiple perks to get the desired result? Just make another perk to multiply the base value of the spell by 0.01 or whichever number works.
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RUby DIaz
 
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Post » Wed May 23, 2012 11:57 am

Musty, why not spread the multiplication over multiple perks to get the desired result? Just make another perk to multiply the base value of the spell by 0.01 or whichever number works.

Because unfortunately, that multiplier is different depending on destruction skill level. For instance, if I multiply by 1.75 then again by Destruction * .01, it works fine when your skill is at 100, but if it's at say, 50, then the spell actually does LESS damage than the base magnitude (because we're effectively scaling it between 0 and max instead of base and max)
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Claire
 
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Post » Wed May 23, 2012 9:21 am



Because unfortunately, that multiplier is different depending on destruction skill level. For instance, if I multiply by 1.75 then again by Destruction * .01, it works fine when your skill is at 100, but if it's at say, 50, then the spell actually does LESS damage than the base magnitude (because we're effectively scaling it between 0 and max instead of base and max)

Perhaps with Destruction in both the perks then?

EDIT: Or alternatively have 100 conditional perks for each skill level and don't worry about a destruction mult. Tedious I know but gives you precise control.
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Aman Bhattal
 
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Post » Wed May 23, 2012 7:49 am

*grumble grumble* sig figs *grumble*

So all was going well until I ran into a minor problem with the new calculation method... I'll throw it out there in case any of you are awesome at math and have a suggestion for a work around.

Spell Magnitude *= 1 + (Destruction * 0.0075) is the formula I need. Unfortunately, that final multiplier will only allow me to have two digits past the decimal, so it's getting rounded up to 0.01. Basically, the most minor change I can do DOUBLES the damage at mastery (skill level 100), and that's too much damage if I don't nerf the original magnitude as I did in version 1.x. (Nerfing the values, as you may recall, caused the high end spells to give only as much experience as the low end spells, so leveling took MUCH longer at higher levels with the mod active.)

I'm going to get some sleep and come back to it refreshed tomorrow morning, but it looks like the experience gain "bug" may linger. :(

I had the same problem with a different effect. You will have to use a script instead.
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Klaire
 
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Post » Wed May 23, 2012 12:01 am

I think I may have found a possible workaround. It's a little imprecise - you don't get as much of a bonus when you take the perk, but by the time you reach 100, it will have scaled to where it should be, and you don't take a hit on damage either. It's just more of a curve and less of straight line for scaling.
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Ray
 
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Post » Wed May 23, 2012 4:46 am

I had the same problem with a different effect. You will have to use a script instead.

Are there any good scripting tutorials that you could recommend? Ideally that cover how to add one to game objects in the CK...

Thanks for all the help guys! :D
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Harry-James Payne
 
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Post » Wed May 23, 2012 10:56 am

Are there any good scripting tutorials that you could recommend? Ideally that cover how to add one to game objects in the CK...

Thanks for all the help guys! :biggrin:

To add a script to a base object (or a reference object already in a cell), open it up in an editor window and look for a section labeled "scripts", and click the "add" button in that section. If that field doesn't exist, you can't attach a script to that kind of base object. If you're adding a new script, select "[new script]" in the window that pops up, then enter a name for your script, otherwise filter for the name of the script you want to attach. For a new script, the "extends" field will automatically be set to what it needs to be for a script attached to that kind of object (though you can extend scripts of your own that extend that type of script), but pay attention to what you are extending as it will determine the kinds of functions and events you'll have access to.

After you enter your script name and select OK, you'll get dumped back to the editor window. Right click your newly attached script and either select "edit source" or "open in external editor".

Look for the kind of script you are extending in the links at the bottom of http://www.creationkit.com/Category:Papyrus (i.e. "MiscObject" or "ActiveMagicEffect", etc.) and it'll tell you what functions and events you have access to within your script. You also have access to anything present in parent types, so check out the parent as well (i.e. "MiscObject" extends "Form", so you get access to all of Form's goodies in a MiscObject script.)

Spells themselves can't have scripts attached, but they can have script type effects added to them (create a script archetype magic effect with your script attached, and add that effect to your spell.) The amount of information available to ActiveMagicEffect scripts ( the ones attached to Magic Effects) is abysmal though. Hopefully SKSE will be able to help out with that in the future.
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Melis Hristina
 
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Post » Wed May 23, 2012 10:42 am

As I'm rewriting the mod from the ground up in the CK, I'm making several adjustments, so I'll be eager to see how playtesting goes. I may ask for some volunteers to help test before I release - or I could just do what I did last time and put it up then adjust based on people's comments, do you guys have a preference? Here's what I've done so far:

I reduced the scaled destruction damage somewhat, and the scaling has a gradual curve. Taking the perks will decrease spell cost by 50% as in vanilla, but you won't see as much of a jump in damage right away. You will, however, see it scale as you level up. This should make the game a little less of a cakewalk early on, while keeping destruction as a viable option for higher levels. It should also fix the experience gain issue since I no longer nerf any spells - that will probably also make it much more compatible with other mods. :)

I reduced spell costs but added a higher penalty for wearing armor (this actually works out so that battle mages spend about the same magicka at lower levels, and less at higher levels than they did in the previous version, but cloth wearers get a pretty decent spell cost advantage.) Impact is still a 50% chance - that seemed to work out pretty well in the previous version, and Master Destruction spells have a 1.5 second casting time (a little longer than in the previous version, but still half the time of vanilla.)

I am currently working on Alteration...

P.S. Imp of the Perverse - Thanks!!! That info should definitely come in handy soon. :)
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Emma Louise Adams
 
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Post » Tue May 22, 2012 10:04 pm

Psst... there is an early beta of 2.0 on Skyrim Nexus if anyone cares to do a little playtesting.
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adame
 
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Post » Wed May 23, 2012 2:57 am

ooh, will hjave a play ;)
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NIloufar Emporio
 
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Post » Wed May 23, 2012 9:11 am

Post limit.
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Katie Louise Ingram
 
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