The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Weapon Specialization Perks Fix (1.1) -- Light Armor works with Fists of Steel!
   
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27 Sep, 2014 @ 7:58pm
8 Oct, 2014 @ 1:44am
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Weapon Specialization Perks Fix (1.1) -- Light Armor works with Fists of Steel!

Description
This mod attempts to address a few issues with special perks in the vanilla game. Namely, the sword, axe, and mace specialization perks didn't have enough "umph" to them. This is a preliminary crack at making them useful, but I am new to modding, so I need help testing and making sure they are implemented properly.

Compatibility: This mod changes perk values for the listed perks and modifies the bleed damage for each material type. Most mods shouldn't interfere with these changes, unless they rework or edit the specified perks. This mod should be safe to add/remove as needed because of how it works. Let me know if it isn't.

Here is a list of changes:

Bladesman:
Adds 35% of your One-Handed skill as extra damage on critical hits. Upped the base crit multiplier at all ranks.
I don't yet know if this applies before or after the other calculations for critical hits for this perk.

Deep Wounds:
Same as above, but does 50% of Two-Handed skill.

Critical Shot:
Same as above, but does 50% of Archery skill.

Bone-Breaker (1H) and Skullcrusher (2H):
Rank 1: Deals 5 / 10 Stamina damage per hit.
Rank 2: Deals 10 / 20 Stamina damage per hit.
Rank 3: Deals 15 / 30 Stamina damage per hit.

Hack-and-Slash (1H) and Limb-Splitter (2H):
Bleed lasts for 3 seconds at all ranks.
Adjusted bleed damage according to base material.
Rank 1 - 50% of base weapon damage per second.
Rank 2 - 100% of base weapon damage per second.
Rank 3 - 150% of base weapon damage per second.
Applied rounding where appropriate to make upgrading to better materials more rewarding. Also, calculated an extra 2 base weapon damage for daedric axes since they should not be the same as ebony. Here are a few samples:
An iron axe with 1/3 of this perk will do 4 dmg/sec for 3 seconds.
An elven axe with 2/3 of this perk will do 12dmg/sec for 3 seconds.
A daedric axe with 3/3 of this perk will do 27 dmg/sec for 3 seconds.


Fists of Steel (Unarmed):
Added 20% critical hit chance for 3x damage. Also, adds 1% attack damage for each 1 point in the Smithing skill while unarmed. Due to limitations in the Creation Kit, this requires your right hand to be unarmed, but the other hand can be anything that isn't a 1h weapon (spells are fine).
Light Armor gauntlets now work with this perk!
The primary reason for this is that while it will make unarmed OP in the early game, it already is anyway, but it falls off hard late game because you can only attain 68 unarmed damage as a Khajiit through normal means. This will help unarmed characters to scale better into late/end game.

These numbers will likely need some tweaking, but the mod has two goals in mind. (A) Make all the specialization perks useful, and (B) help those perks scale into late game. To be completely fair, I'm still not totally satisfied with how the mace type weapons are, but I don't yet know how to give them the effects I would like to.

Update 1.1: "I think you'll appreciate this."
  • Fists of Steel: Reduced crit multiplier from 5 to 3, but added scaling attack damage based on Smithing skill. The idea was to compensate for the fact that the game only looks at the gloves' base defense value and doesn't account for any smithing you actually do to them.
  • Fists of Steel update: Light Armor gauntlets now work with this perk.
    Since their base defense values were so low, I added 5 base unarmed damage to each material:

    |Material| -- |Base Armor| -- |Unarmed Damage Bonus|
    Hide: 5 -- 10
    Fur: 6 -- 11
    Leather: 7 -- 12
    Elven: 8 -- 13
    Scaled: 9 -- 14
    Glass: 11 -- 16
    Dragonscale: 12 -- 17

  • Bladesman/Deep Wounds/Critical Shot: Optimized (hopefully) how crit chance is calculated to be smoother and work with other similar effects more predictably.

Anyway, I appreciate any help/feedback/testing you guys can provide, so this mod can bring meaning to perks that otherwise get looked over.

Don't forget to try my Race Rebalance mod. I am designing both to work together, but each should be sufficient on their own: http://steamoss.com/sharedfiles/filedetails/?id=319674512&tscn=1412592476
40 Comments
Albinosaurus  [author] 17 Jan, 2017 @ 12:37pm 
Btw, the Creation Kit is free and takes some tooling around to learn, but it's not overly complex. You could make an attempt at something a little more balanced if you like. I'm just not that inclined to go in and rebuild this mod from scratch.

; )
Albinosaurus  [author] 17 Jan, 2017 @ 12:34pm 
I would probably agree with you, but I can't access the original file anymore, so it just is what it is. However, I intended the stamina damage to be used against heavily armored melee opponents such as Bandit Warchiefs, Legion commanders, and anything else that goes plate+shield or 2h. It slows them down a lot more than you think, especially if you put cold damage on your mace to compliment it.
Octagon Dark 17 Jan, 2017 @ 11:15am 
That or a miniscule paralysis chance, as I previously mentioned.
Octagon Dark 17 Jan, 2017 @ 11:14am 
That's how I felt. It was an interesting concept, but no one really ever bothered to fix it.

If I could suggest one change, it would be to just increase the raw damage of maces/hammers with the perk because I personally don't find stamina damage too powerful (especially compared to Oblivion, where it actually significantly lowered damage), but that's just me.
Albinosaurus  [author] 17 Jan, 2017 @ 9:33am 
I'm glad you enjoy the mod. I made it for exactly the reason that you appreciate it: Nobody else had really addressed it.

There are "rework" mods out there that completely overhaul the perks for a given skill, but I wanted something low impact that would feel closer to how the game should have released.
Octagon Dark 11 Jan, 2017 @ 3:47am 
I absolutely agree. I really want to thank you for making it.
On a side note, I did find it strange that they made Smithing a skill but took away weapon and armor condition.
Albinosaurus  [author] 11 Jan, 2017 @ 3:15am 
True enough. I think without Smithing this mod feels about right, though.
Octagon Dark 10 Jan, 2017 @ 5:27pm 
I mean, Smithing alone is enough to break the game, to the point where I don't do it anymore because it makes the game too easy. Even with broken perks.
Albinosaurus  [author] 10 Jan, 2017 @ 7:25am 
Yeah, I used similar reasoning through developing this mod. As for the axes feeling OP, it's more about getting early access to high quality (superior material) weapons through blacksmithing, so even without a high skill in the weapon, the weapon specialization does a lot. As you increase in level, this falls off some, but there will be a point around the mid game where it feels ridiculous.
Octagon Dark 10 Jan, 2017 @ 7:05am 
Well, to me, the thing about critical hits is that I feel like they /should/ feel powerful, and especially at the higher levels, we're looking at something like an extra 30-50% damage only 20% of the time, which is really still only about a 10-15% increase in overall damage- which is great, and it's cool when it works, but it's still not broken imo.
I thought it would have been cool for hammers and maces to just get even more base damage, even if it's a small amount, since stamina damage is still pretty situational and armor is still pointless. That, or like a 2, 3, and 5% paralysis chance respectively for each rank.
As for the axes, given how incredibly high of hitpoints most creatures have, especially late game/in harder difficulties, I still feel like it's quite balanced and it's a useful tool to have instead of just reducing the number of swings you make by 1 or 2 tops.