[REL] Improved Destruction Magic

Post » Wed May 16, 2012 1:51 pm

Now, if only we had decent mage enchantments and crafting options, we'd be set. Yes, I'm still bitter mages can't craft robes, staves, circlets and so on.

No need to right now, imo. Just need to be able to enchant +% Damage for destruction..
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Scarlet Devil
 
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Post » Wed May 16, 2012 7:30 am

Or.. The mana-free part needs to go, so rune spells couldn't be consistently casted like that.
very true.
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no_excuse
 
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Post » Wed May 16, 2012 12:04 pm

I'm using 1.2 and I can't purchase the Expert perk. you should look into that.
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Silvia Gil
 
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Post » Wed May 16, 2012 9:49 pm

Update to version 1.3 and its fixed, see something like 8 posts above yours.
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Andrew Perry
 
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Post » Wed May 16, 2012 3:53 pm

thks!
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Gavin boyce
 
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Post » Wed May 16, 2012 1:03 pm

Is there going to be a 1.4 that adjusts runes to be better than default but not as powerful as your current fix or is this basically done? (Or is the whole rune conversation for one of the highjackers?)

In any case, thanks for this mod!
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Kayla Bee
 
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Post » Wed May 16, 2012 7:16 am

I'd like to point out that this thread is incredibly confusing since two different people highjacked it. Start your own threads, next time, guys! You'll also probably get better feedback that way.
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Damned_Queen
 
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Post » Wed May 16, 2012 8:41 pm

In addition to the mod's changes, I'd like to suggest implementing damage scaling for Destruction spells, with them getting progressively stronger with each level gained in the skill. So, you could remove the damage bonuses gained by taking the Expert/Master Destruction perks for a more streamlined experience, or just leave them in. Assuming that you remove those bonuses, 100 destruction grants +100% damage to Destruction spells, or +190% to the elemental school you specialized in.
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Chris Ellis
 
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Post » Wed May 16, 2012 8:05 am

In addition to the mod's changes, I'd like to suggest implementing damage scaling for Destruction spells, with them getting progressively stronger with each level gained in the skill. So, you could remove the damage bonuses gained by taking the Expert/Master Destruction perks for a more streamlined experience, or just leave them in. Assuming that you remove those bonuses, 100 destruction grants +100% damage to Destruction spells, or +190% to the elemental school you specialized in.

I support this.
If we turn the mana cost reduce enchant we'll have to stack a lot of mana and will become quite fragile. Massive damage output is required.
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Anthony Rand
 
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Post » Wed May 16, 2012 1:35 pm

No need to right now, imo. Just need to be able to enchant +% Damage for destruction..

We should at least be able to craft better stuff than vendor with 100 in enchanting...
Maybe we could tweak the left part of the enchanting tree to

Emproved Cloth enchant(20)
You can now improve the enchant quality on your cloth.
It could work like blacksmithing.
You can improve them to new quality up to legendary.
Regent would be 1 (or more...) soul gem

(20) Superior: 1 Petty soul
(40) Exquisite 1 Lesser
(60) Flawless 1 Common
(80) Epic: 1 Greater
(100) Legendary: 1 Grand

Improved Elemental weapon(40 or 60... whatever)
Fire / Frost / Lightning enchant deal 25% more damage (possibly staff too ? I mean... it's enchanting but we don't use staff because we cannot dual cast with them and it cost soul)
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Melissa De Thomasis
 
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Post » Wed May 16, 2012 4:48 pm

Actually, It would be the most convenient way to use the destruction skill itself as damageboots, as already mentioned here. Every level up in the Skill increases your damage by 1% (1,5, 2, what ever).
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Michael Korkia
 
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Post » Wed May 16, 2012 6:52 pm

In addition to the mod's changes, I'd like to suggest implementing damage scaling for Destruction spells, with them getting progressively stronger with each level gained in the skill. So, you could remove the damage bonuses gained by taking the Expert/Master Destruction perks for a more streamlined experience, or just leave them in. Assuming that you remove those bonuses, 100 destruction grants +100% damage to Destruction spells, or +190% to the elemental school you specialized in.


I support this.
If we turn the mana cost reduce enchant we'll have to stack a lot of mana and will become quite fragile. Massive damage output is required.

I already sugested it in the first page.

Awesome.
Just one thing... can you make the damage values skill dependent? That would make it easier and MUCH cooler.
Something like:
DAMAGE = ((BASE_MAX*(DESTRUCTIONSKILL))/100)*(PERKMODIFIER/100)MAGICKACOST = ((BASE_COST*(100-(DESTRUCTIONSKILL/4)))/100)*((100-PERKMODIFIER)/100)
That way the speels effectiveness would be dynamic. I hope to do this once CK is out, but if you can make it before it will make my playing until then much better)

Seems I was either ignored or rejected :P
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Nicole Coucopoulos
 
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Post » Wed May 16, 2012 8:09 am

I was under the impression that runes and cloaks weren't affected by augmented perks and dual casting. Can you fix that with a mod?
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Quick draw II
 
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Post » Wed May 16, 2012 8:17 pm


Seems I was either ignored or rejected :P

I think this is just more than what we're capable of doing, that's all.
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N Only WhiTe girl
 
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Post » Wed May 16, 2012 4:22 pm

Without the construction set, its very limited at what you can do now with existing tools available.
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Syaza Ramali
 
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Post » Wed May 16, 2012 4:10 pm

Improved Casting.esp:
    Small changes to dual casting to make it feel a bit more powerful than it does in vanilla Skyrim.
  • Increased dual casting effectiveness boost to 2.5 from 2.2.
  • Increased dual casting time multiplier to 1.25 from 1.

OK, someone on the nexus, in the comment thread for this mod, did the math and said this is actually a nerf, because you end up doing a few point LESS
damage than vanilla, due to the cast time being increased

Anybody want to double check this?
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Vickey Martinez
 
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Post » Wed May 16, 2012 9:30 am

Edit: Got it
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Jaki Birch
 
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Post » Wed May 16, 2012 10:12 pm

OK, someone on the nexus, in the comment thread for this mod, did the math and said this is actually a nerf, because you end up doing a few point LESS
damage than vanilla, due to the cast time being increased

Anybody want to double check this?

2.5*10=25/1.25=20
2.2*10=22/1=22.

Yes it IS a dps decrease, I do believe that's the intention.
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Chloé
 
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Post » Wed May 16, 2012 3:53 pm

What did you use to do this? A past esp/esm editor for FO3 or Oblivion with some fiddling with the numbers? I'm dying to get started on some stuff like this myself.

How hard was modifying perks? The new UI for them made me wonder if they wouldn't be hard coded this time around.
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Dragonz Dancer
 
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Post » Wed May 16, 2012 7:47 am

OK, someone on the nexus, in the comment thread for this mod, did the math and said this is actually a nerf, because you end up doing a few point LESS
damage than vanilla, due to the cast time being increased

Anybody want to double check this?

single spell 100 dmg 1sec
double cast vanila 220 dmg 2sec
double cast modded 250 dmg 2.5 sec

10 sec dualcast vanila = 220 x 5 = 1100
10 sec dualcast modded = 250 x 4 = 1000
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james reed
 
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Post » Wed May 16, 2012 8:25 pm

single spell 100 dmg 1sec
double cast vanila 220 dmg 2sec
double cast modded 250 dmg 2.5 sec

10 sec dualcast vanila = 220 x 5 = 1100
10 sec dualcast modded = 250 x 4 = 1000

So........how is this "Improved" then, if it's a slight nerf?
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Neliel Kudoh
 
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Post » Wed May 16, 2012 12:15 pm

So........how is this "Improved" then, if it's a slight nerf?

You use less mana on 4 cast than on 5 :P Dosnt matter if you have 0 cast mana enchants, then its just a nerf
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Alexandra walker
 
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Post » Wed May 16, 2012 10:38 am

Now, if only we had decent mage enchantments and crafting options, we'd be set. Yes, I'm still bitter mages can't craft robes, staves, circlets and so on.

As well as better-looking robes, but that's an aesthetic choice. All the same, the archmage is a Dunmer in a poncho, and master robes look like peasant garb.

I think you can craft staves, haven't tried it yet but I found a recepie for one which implies it can be crafted. If it can't be then I will be modding it in based on the recepie once the CK is out.
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Niisha
 
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Post » Wed May 16, 2012 4:01 pm

So........how is this "Improved" then, if it's a slight nerf?

More damage/mana turns to more damage/time. Stupid mana-free casting breaks the game, imo.
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Christine Pane
 
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Post » Wed May 16, 2012 7:02 am

I think you can craft staves, haven't tried it yet but I found a recepie for one which implies it can be crafted. If it can't be then I will be modding it in based on the recepie once the CK is out.

You can't craft staves. You can't carft anything wizardly, for that matter. Even the enchants are more melee based than anything a magician would care for, unless you could also enchant staves or had a spell damage bonus enchant.
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Alexis Acevedo
 
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