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Non-cumulative Magical Effects---any Interest Out There For This?


matter2003

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OK,

 

I personally think the calculations are wrong as far as the magic effects being cumulative, and will go about trying to fix this...

 

However, I need some ideas as to how to implement this, mainly as to how to implement the add-on effects..

 

One scenario I considered was to limit all magical effects to a 50% cap. That way the best armor/enchantments in he game would only net you a 50% resistence/reflection, etc... I was also thinking of combining that with the scenario below to make it pretty difficult to get it that high...

 

Another I am considering is to use the highest percentage for each magical effect and then each additional effect in the same category would be worth like 1/10 or 1/15 of the original value. For instance if you had a shield with 30% reflect damage and heavy armor with 20% reflect damage, it would not give you 50% reflect damage, it would instead give you 32% reflect damage(the highest being 30, then taking 1/10 of the other, which would be 2, and adding them together). Perhaps think of it as the strongest enchantment acts as the base, and the others are lesser bonuses that you receive. to the base.

 

Either way it is kind of ridiculous to think that 50% and 50% would equal 100%...

 

 

Please let me know of any ideas you might have, or any ideas you would like to see implemented in this...

 

It appears there already is a mod that fixes chameleon called Defeat Chameleon...I have not personally tested it, but after taking a quick look at the script, the logic seems to be good to make it work...

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I've not got any good ideas for you, at least not at this time of night, but I do heartily support the idea of non-cumulative or less effectively cumulative magical effects. It's too damn easy to get 100% magic resistance, and that is just ludicrous. I'd love to see a mod like this.
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