a bit of number crunching

Post » Mon Nov 19, 2012 9:00 pm

Apologies if this has come up before, I am new:)

Hi Everyone!

Working on a very simple mod for the rune spells where I basically duplicate them and have one for each level (novice, apprentice, adept, etc) so a person can use them throughout and have a balanced feel to them.

I'm not having any trouble with the actual modding part or using the CK at the moment. I was wondering how people usually go about deciding what damage is appropriate for balancing each level when adding things like this. Also, do you prefer to let the CK determine the mana cost or do you find it is better to set your own when you play around with spells? I'm not looking to add anything over powered and I want each level to progress smoothly, so moving up to the next level spell doesn't feel like you are losing or gaining too much damage/cost ratio.

There probably isn't any real 'right answer' to this and I will at some point just throw in numbers and play with them for a bit to see what feels right. I am just curious to see how more experienced people approach this. Do you just do it by how you feel or do people follow any general formulas when it comes to adding stuff like this? What factors do the number crunches out there look at?

This is part of a larger practice mod for me so I'm not interested in downloading any similar mods available. I want to work through this for learning.

Thanks!
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Charity Hughes
 
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