Difference between revisions of "User:Migck"
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== Damage testing == | == Damage testing == | ||
Did some testing of damage output with an OnHealthDamage handler. | Did some testing of damage output with an OnHealthDamage handler. | ||
Hand to Hand blocking only reduces the damage of unarmed attacks, from creature or NPCs. It does not affect weapon damage taken, at all. The only benefit it gives when trying to block weapons is the occasional recoil when being H2H journeyman (iPerkHandToHandBlockRecoilChance), or the assured recoil when being a Block journeyman. | |||
Damage reduction from block is affected by the fatigue rating of the blocker, just like damage is when attacking. | Hand to Hand blocking only reduces the damage of unarmed attacks, from creature or NPCs. It does not affect weapon damage taken, at all. The only benefit it gives when trying to block weapons is the occasional recoil when being H2H journeyman (iPerkHandToHandBlockRecoilChance), or the assured recoil when being a Block journeyman. | ||
Damage reduction from block is affected by the fatigue rating of the blocker, just like damage is when attacking. | |||
Creatures' unarmed damage is independent of strength or H2H skill. Base is the creature's unarmed damage as set in the editor, plus its level x fCreatureCalcDamage if it has the PC level offset flag. It ignores all normal weapon resistance values unless the target has 100% of it AND the creature's base H2H is under journeyman level. It is affected by the creature's fatigue rating, rounded up and floored to a minimum of 1 before applying reductions from armor rating. | |||
== Block testing == | == Block testing == | ||
Block looks like an engine code crapshot when the perks come into play. | Block looks like an engine code crapshot when the perks come into play. | ||
When blocking with H2H, the block hit animation, and the attacker block recoil if suitable, can be triggered when not even facing the attacker. Damage is correctly calculated though. | |||
The block master perk (attacker disarm) in theory should be triggered by a shield bash from the block expert perk (shield bash). In practice, | When blocking with H2H, the block hit animation, and the attacker block recoil if suitable, can be triggered when not even facing the attacker. Damage is correctly calculated though. | ||
Not to mention, when the block bash triggers, the blocker is no longer blocking: you lose your cover in a non-controlled manner with this perk. | |||
The exact same problems happen when blocking with H2H, except H2H | The block master perk (attacker disarm) in theory should be triggered by a shield bash from the block expert perk (shield bash). In practice, they are "semi-independent". If a block bash is triggered (iPerkBlockStaggerChance), the chance to disarm (iPerkBlockDisarmChance) can only be rolled from there, if it connects with an actor (gotta wonder what's the max distance/angle for the block bash to connect). BUT, the attacker may be disarmed if his hit is blocked without a shield bash being triggered just as well, if the chance happens to roll. What's more egregious is that this can happen when blocking arrows, with the actor who fired the bow dropping it to the ground no matter the distance to the target who blocked. | ||
Not to mention, when the block bash triggers, the blocker is no longer blocking: you lose your cover in a non-controlled manner with this perk. | |||
The exact same problems happen when blocking with H2H, except in that case the H2H skill level is used instead of Block to determine perks available. |
Revision as of 15:20, 7 October 2014
I hate red links.
Damage testing
Did some testing of damage output with an OnHealthDamage handler.
Hand to Hand blocking only reduces the damage of unarmed attacks, from creature or NPCs. It does not affect weapon damage taken, at all. The only benefit it gives when trying to block weapons is the occasional recoil when being H2H journeyman (iPerkHandToHandBlockRecoilChance), or the assured recoil when being a Block journeyman.
Damage reduction from block is affected by the fatigue rating of the blocker, just like damage is when attacking.
Creatures' unarmed damage is independent of strength or H2H skill. Base is the creature's unarmed damage as set in the editor, plus its level x fCreatureCalcDamage if it has the PC level offset flag. It ignores all normal weapon resistance values unless the target has 100% of it AND the creature's base H2H is under journeyman level. It is affected by the creature's fatigue rating, rounded up and floored to a minimum of 1 before applying reductions from armor rating.
Block testing
Block looks like an engine code crapshot when the perks come into play.
When blocking with H2H, the block hit animation, and the attacker block recoil if suitable, can be triggered when not even facing the attacker. Damage is correctly calculated though.
The block master perk (attacker disarm) in theory should be triggered by a shield bash from the block expert perk (shield bash). In practice, they are "semi-independent". If a block bash is triggered (iPerkBlockStaggerChance), the chance to disarm (iPerkBlockDisarmChance) can only be rolled from there, if it connects with an actor (gotta wonder what's the max distance/angle for the block bash to connect). BUT, the attacker may be disarmed if his hit is blocked without a shield bash being triggered just as well, if the chance happens to roll. What's more egregious is that this can happen when blocking arrows, with the actor who fired the bow dropping it to the ground no matter the distance to the target who blocked.
Not to mention, when the block bash triggers, the blocker is no longer blocking: you lose your cover in a non-controlled manner with this perk.
The exact same problems happen when blocking with H2H, except in that case the H2H skill level is used instead of Block to determine perks available.