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pijotr

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  1. Yes, this is exactly what I've been looking for, but was unable to do because I don't know how to script. Guess I have to learn now. :geek: Will OnHit work though? I've read that it's applied just after hit, so is it applied before damage? Can you recommend a scripting tutorial? Thank you friend, and sorry to bother you so much. :sweat:
  2. Yes, there are many variables that can be changed, but i can't find a way to change how these variables interact, which is what I'm looking for.
  3. If lazy, go to the bottom for short version DR formula in fallout 3 (and most Bethesda games) is so bad. Let me explain. 1 point of DR is worth more if you already have high DR. We have to look at the effective health derived from DR. effective health = health / damage received, damage received = raw damage * (1 - (DR * x)) where x is 0.01 So then we could say that... 0 DR = 100% effective health 50 DR = 200% effective health 66 DR ~ 300% effective health 75 DR = 400% effective health 85 DR (cap) = 666% effective health 100 DR = infinite effective health As we can see here, having low DR is almost worthless, while having 100 DR would make you a God. To avoid this, Bethesda capped DR at 85. The problem is now each point of DR is worth more and more until it's worth nothing. I suggest a better formula which is: damage received = raw damage * (1 / (DR * x)) where x could be 0.05 for example This formula would make each point of DR increase effective health by exactly 10% so that it would be 0 DR = 100% effective health 10 DR = 150% effective health 20 DR = 200% effective health 30 DR = 250% effective health 40 DR = 300% effective health 85 DR = 525% effective health 100 DR = 600% effective health It would make lower tier armor more valuable, higher tier armor less valuable by comparison, and more importantly, we can get rid of that nasty 85 DR cap. Does anyone know how to do this? I can't find how to change fallout 3 formulas anywhere. Please help me. Short version Please help me change the damage formula from damage received = raw damage * (1 - (DR * x)) to damage received = raw damage * (1 / (DR * x)) and make x customizable. Thank you very much!
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