Difference between revisions of "User:Migck"

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682 bytes added ,  10:08, 19 October 2014
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imported>Migck
imported>Migck
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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 to avoid even the hit connecting 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, etc.
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 to avoid even the hit connecting 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, etc.


All normal weapon resistance values are ignored when either the weapon/bow or arrow are poisoned or enchanted, even if the weapon has no enchantment charge left. Normal weapon resistance/weakness is thus useless in a great too many cases where it could help. And normal weapon weakness values don't even do anything unless using the AVUncapper plugin by JRoush, which as it seems has only fixed one of the many problems with it.
All normal weapon resistance values are ignored when either the weapon/bow or arrow are poisoned or enchanted, even if the weapon has no enchantment charge left. Normal weapon resistance/weakness is thus useless in a great too many cases where it could help. And normal weapon weakness values (< 0) don't even do anything unless using the AVUncapper plugin by JRoush, which as it seems has only fixed one of the many problems with it.


== Block testing ==
== Damage Order ==
# When attacking with bow and arrow, OnHitWith goes first, with the arrow as the weapon.
# OnMagicEffectHit goes first in any other case, if applicable.
# OnMagicApply goes next, once for each effect in the magic item, if applicable.
# OnHit goes next. Applies to any weapon/unarmed/spell hit.
# OnHitWith goes next, if attacking with an actual weapon.
** In the case of bow and arrow, OnHitWith only returns the arrow. After OnHit, the effects on the bow are returned by OnMagicEffectHit and OnMagicApply.
# OnHealthDamage goes at the end. First goes the damage done by the weapon, then by enchantment if applicable. Arrow's enchantment goes before bow's.
 
 
= 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.


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