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A tedious mod request.


kaidedshard

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So heres my mod request if possible. 

+1 to +5 versions of all weapons,clothes and armor in the game which can be found at random as lootable gear off enemies and in dungeons as a potential drop.  

So what does this +1 to + 5 do to the gear. Well it scales up the enchanting cap of all items in the game that are wearable. Thus having a random chance of finding these items makes looting dungeons worth while again. I think it should take on a balanced approach to the enchanting cap. Thus i suggest that the enchanted items scale up to double their potential. not more than that.  

I can hear people say that this idea is game breaking. But, hear me out. sure you can get over powered. if you can get all +5 gear. However, i would like to suggest a balanced approach to finding this loot as well in chests. So the harder the chest is to unlock. The more likely there is higher end items in it. Thus a chest with a 100 lockpick skill to unlock. Should have a 50% chance at dropping a +1 item. a 40% chance to drop +2 item. a 30% chance to drop a+3 item. a 20% chance for a +4. and a 10% chance to drop a +5 item.  Keep in mind that only one random drop of this item pool is in each chest thats in the game. For a 75 lock pick chest. the percentiles drop again. So a +1 item drop, = 38% chance. + 2 =30 %. +3 =8%. +4 = 5%. +5 = 3% chance to drop from the item pool. a 50 lock pick skill chest is no longer able to draw from the +5 and + 4 item pool.  +1 =25%. + 2 =20%. +3 =15% chance to drop. Furthering down to a 25 lockpicked skill chest.  which can not utilize +5 +4 or +3 item pools now as these chests are very common.  +1 items get a 12% chance to be found in chests.  +2 items get a 6% chance to drop from these chests.  

From here on, i suggest a random rare chance on restock merchants having a random chance to sell a + 1 to+5 item scaling price wise to double their value at + 5. The random items sold should be within the list of sell able gear that the merchants generally sell.  The chance of them having a random +5 item on restock should be very low. where as the chance to have a +1 or a +2 item should be relatively more likely.  This however should not be higher than 20% for a + 1 random item. i think a 17% chance at a +2 item. and a 10% chance at a + 3 item.  a 5% chance at a +4  item. and + 5 items  should have a 2% chance to be found in merchants stores for sale.  

enemies that randomly spawn that wear armor such as guards, cultists and other hostiles non named npcs. Should also have a random chance to spawn and have rare gear of their gear sets that can be +1 to +5.  This in turn will make looting more worth while. The gear does not improve their combat at all. because the gear is all non enchanted and thus only has a higher enchanting cap.  This in turn does two things. Makes items sell for more. and makes you want to kill these npcs for their loot more. You wont have to carry as much loot either to sell to get the same amount of money from merchants. Thus you as a player can focus on dungeon diving and enchanting loot.  

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not here for the mod request, just to talk about +1 - +5/+10 weapons, if you don't mind....

i thought about adding some sort of +1 up to +10 weapons to my mod. and there is several ways to do it but my ideas did not include it affecting enchantment values.

if balance is a thing

default daedric longsword:

51-100 fire damage

daedric longsword (double enchant):

51-244 fire damage

daedric longsword (double option 2):

21-90 fire damage

weakness to fire 20% for 5sec

flat double fire damage is crazy xD

the second double enchant option is imho way more reasonable, and it sucks that you basically can't add more than 1 enchantment to vanilla enchanting caps. sure you can trust players/yourself to not ruin the game for them and not use the crazy 51-244 fire dmg.

so how to give the second option to players but not the first? i would add "precursor" weapons to the loot lists. for example, have a +5 daedric longsword, which is useless by itself but you have a special enchanter npc or workbench, where you can turn this precursor sword into the second option, which would you require to have the sword and a filled soul gem.

but this limits the available enchantment options to the ones included in the mod.

 

my idea was to be able to upgrade artifact weapons to +10 but affect max damage up to 10. but this doesn't work on weapons enchanted by the player, at least as far as i know or maybe only with MWSE... of only before they are enchanted.

then distribution of those weapons, instead of having this complicated loot table, just distribute +1 weapons, and have a npc/workbench with a one of those f2p mmo chance to upgrade machanic gacha mechanic (i just threw up in my mouth a little bit) where you can try to upgrade it to +1 etc and chances get slimmer the higher it gets... i get it, looting the +5 from somewhere is better, but in the end you want the +5 and sell all those below...

 

so yeah i like the idea of +1 up to +10 weapons but how to do it i'm not sure about. or maybe just up to +2 to keep it simpler

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