[REL] Martial Artist: A Balanced Approach to Unarmed Combat

Post » Sun May 27, 2012 11:11 pm

http://skyrim.nexusmods.com/downloads/file.php?id=17201

Martial Artist Mod: A Balanced Approach to Unarmed Combat
SKSE Required!

How this mod works:
Unarmed is now a specialization of the One Handed skill tree. All perks that
work with One Handed weapons now work with unarmed strikes. Furthermore,
as with other specializations the One Handed tree offers a specialization
perk with three ranks. This perk gives One Handed attacks a 5, 8, and 10%
chance of disarming the opponent. Unarmed strikes will grant experience
in One Handed according to their damage, as per other weapons. Also,
regardless of whether or not you choose to specialize in Unarmed,
all characters will now receive a bonus to their Unarmed strikes equal to
the (total armor of their gauntlets including smithing and skill bonus)/4.
I feel it is sensible that if you are wearing a big heavy glove, punching
people in the face would hurt them more. Your unarmed damage also now
scales with your One-Handed skill.
A few notes:
In order to get this mod to fully function you will have to have a "weapon"
equipped called Pugilism. This is a set of boxing glove looking things
in a chest in the CTest room. (To get there type "coc ctest" into the console)
Don't worry, they are invisible once equipped. All they do is get out your dukes
at which point it behaves like normal unarmed, with the differences outlined above.
There is another small difference, in that it has a slightly lower reach
and faster attack speed when compared with daggers, rather than those of a sword
I feel this adds an RP element to using your fists.
Khajiit now have a smaller, but still present, advantage in unarmed over other
playable races. All race now have an Unarmed Damage value of 6 rather than 4,
but where Khajiit originally began at a whopping 22 (which would break my mod
rather severely, making Khajiit into the cat gods of ancient egypt)
they begin at 9.
The Fists of Steel perk was removed from Heavy Armor, because it was
functionally redundant. I already took care of that.

Because your Unarmed damage scales with One-Handed, and your bonus from gauntlets
scales with your armor, you have the advantage of scaling damage with two
trees simultaneously. I have scaled the damage such that with 100 ranks
of Heavy Armor and One Handed, all five ranks of Juggernaut and Armsman, and
fully smithed (with items that improve smithing) Daedric Gauntlets you will have
a 30% advantage in terms of damage output over fully smithed daedric daggers
with the same perks.

Pugilist is fully enchantable, just like a normal weapon.

All in all, I think I've made Unarmed into a potentially very powerful, but
not gamebreaking skill progression.
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Harry Hearing
 
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Post » Sun May 27, 2012 7:16 pm

1 Is the weapon a Quest item, so it cannot be removed? (wouldn't make sense that someone can remove your skill, though they'd still take your gauntlets.)
2 Does this break brawls? (has it been tested? brawls will only work with fist damage, no magic or other weapon)
3 Is there an option that doesn't change the perk tree? (this will cause a lot of conflicts, I'm sure people would rather have a redundant perk, and wouldn't it provide additional power, anyway?)
4 What do you think are the chances of this working with Duke Patrick's? (seems it would, though it might need balancing. worth a try.)
5 Do you get all the unarmed finishers, and would this work with Dance of Death?

sorry for so many questions, but I'm sure people other than me will want to know!
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Annika Marziniak
 
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Post » Sun May 27, 2012 2:28 pm

1. It is not a quest item. The reason for this is simply that once it is enchanted, it can't be enchanted again. Therefore there needs to be a way of getting new enchantments on there. As far as getting disarmed, I don't think that happens. At least, whenever I've gotten hit with a disarm spell it seems not to do anything. I'll look into that.
2. Haven't checked yet to be honest, but I doubt that it does. In every way so far it has behaved as if you are unarmed.
3. The thing about that perk is, it isn't any good. It doesn't incorporate your armor skill, or the smithing level of your gauntlets. It's just bad, and doesn't really fit in my mod. If I get extensive compatibility complaints, I'll change it, but until then it just doesn't belong.
4. No idea. I'll check out what Duke Patrick's is and gets back to you.
5. Yes you get all the finishers. Don't know about Dance of Death, but I can't imagine why it wouldn't. The game behaves exactly like you are unarmed when using this weapon.
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sexy zara
 
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Post » Sun May 27, 2012 5:01 pm

For unarmed wouldn't it make more sense to be part of the Two Handed tree? One would use 2 hands for unarmed combat...
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Gill Mackin
 
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Post » Sun May 27, 2012 8:40 am

well...I did asked this before in your CT thread but did not get a response:

I have a concern about how you are adding to the UnarmedDamage value. My understanding was that this value is used in the melee weapons damage formula as well as the weapons base damage. Not sure about that as the available information I have read is not clear but If that is true you may want to add a check to be sure the actor is not fighting with a weapon.
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Syaza Ramali
 
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Post » Sun May 27, 2012 7:59 pm

For unarmed wouldn't it make more sense to be part of the Two Handed tree? One would use 2 hands for unarmed combat...
No. It wouldn't. If I use two daggers, that is two separate one handed weapons. Hands are the definition of one handed. They are hands.


well...I did asked this before in your CT thread but did not get a response:

I have a concern about how you are adding to the UnarmedDamage value. My understanding was that this value is used in the melee weapons damage formula as well as the weapons base damage. Not sure about that as the available information I have read is not clear but If that is true you may want to add a check to be sure the actor is not fighting with a weapon.

I was concerned about that at first, but it doesn't seem to be the case. If I have fully smithed gauntlets and 100 one handed skill (adding to my UnarmedDamage) a sword seems to do the same amount of damage it always did. UnarmedDamage is definitely overrides whatever the damage is on the weapon Unarmed, but I haven't seen it have an effect on other weapons. If this turns out not to be true, I'll fix it, but I don't think its a problem.

EDIT: From the UESP wiki:


displayed damage = (base damage + smithing increase) * (1 + 0.5 * skill/100) * (1 + perk effects) * (1 + item effects)
Perk Effects = .2 * Barbarian/Armsman/Overdraw rank level

Damage =
((Right Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)
+ ((Left Hand displayed Damage * (1 + Power Attack Bonus) * (1 + Dual Power Attack Bonus) * (1 + Power Attack Perk) * (1 + Dual Power Attack perk)) * Dual Power Attack Mod)

Power Attack Bonus = 1 if power attacking
Dual Power Attack Bonus = 0.125 if power attacking with dual weapons
Power Attack Perk = 0.25 if power attacking and you have Savage Strike or Devastating Blow
Dual Power Attack Perk = 0.5 if power attacking with two weapons and you have Dual Savagery
Dual Power Attack Mod is 2/3 for the right and 1/3 for the left hand
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biiibi
 
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