SephHexenWR Posted July 9, 2007 Share Posted July 9, 2007 It's a pretty simple question, really. I have made a sword that increases the user's strength proportional to how many creatures or people they kill after obtaining the sword. Currently, the player's strength increases by 1 for every five living beings they slay. I am curious-- is this balanced? I'm unfamiliar with how strength is calculated, and so I am unsure if after slaying say 100 beasts it's okay that my level 18 blade user has 120 Strength (as opposed to 100). Conversely, if it's not stupid-broken, is it worth the trouble? Does increasing strength like that actually do anything? Several times my strength would begin multiplying itself, and I figured I could one-shot just about anything, but that didn't really happen. I chalked it up to variable overflow, but it would still be nice to know that what I'm doing is actually modifying something. Thank you for your time. Link to comment Share on other sites More sharing options...
PanzerOfGod Posted July 10, 2007 Share Posted July 10, 2007 With what your describing (beginning at 100) I'd think that you should be less worried about the gain of strength, but the base strength. You have to realize that 100 is way too high for a base (the daedric claymore only has a base strength of 22!). Link to comment Share on other sites More sharing options...
SephHexenWR Posted July 10, 2007 Author Share Posted July 10, 2007 With what your describing (beginning at 100) I'd think that you should be less worried about the gain of strength, but the base strength. You have to realize that 100 is way too high for a base (the daedric claymore only has a base strength of 22!). Oops, I phrased that terribly. The sword actually has a base of 22 (same as an Ebony Longsword), I meant the sword modifies the player's strength, not the sword's. EDIT: Also, the entire thing is templated off the Ebony Longsword. Reach, base power, et cetera. It's just got a script and a different name (Blackblade); otherwise, no different. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 10, 2007 Share Posted July 10, 2007 With what your describing (beginning at 100) I'd think that you should be less worried about the gain of strength, but the base strength. You have to realize that 100 is way too high for a base (the daedric claymore only has a base strength of 22!). Oops, I phrased that terribly. The sword actually has a base of 22 (same as an Ebony Longsword), I meant the sword modifies the player's strength, not the sword's. EDIT: Also, the entire thing is templated off the Ebony Longsword. Reach, base power, et cetera. It's just got a script and a different name (Blackblade); otherwise, no different.Try using player.modav attackbonus instead, modifying strength causes diminishing results past 100, and can screw up skill gains. You may however want to use an ability which is added to the player when the weapon is equipped (with the strength based on how many he has killed), and removed from the player when the weapon is unequipped so that you have both, an eventual limit to how strong you get, and so that you don't have improved damage with another weapon. Link to comment Share on other sites More sharing options...
SephHexenWR Posted July 10, 2007 Author Share Posted July 10, 2007 I get around the 'not being equipped' bit by including an if statement in GameMode, however your ability method seems much, much cleaner since it doesn't require a script to be run every frame. Thank you, I'll definitely look into that. Also thank you for your suggestion on the attack bonus; I was wondering why when my strength was bugged to high levels, I wasn't one-shotting things. =P Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 10, 2007 Share Posted July 10, 2007 I get around the 'not being equipped' bit by including an if statement in GameMode, however your ability method seems much, much cleaner since it doesn't require a script to be run every frame. Thank you, I'll definitely look into that. Also thank you for your suggestion on the attack bonus; I was wondering why when my strength was bugged to high levels, I wasn't one-shotting things. =PThe damage strength does is based on a game setting. By default this setting doesn't apply much extra damage at all, you really get more from 1 skill increase in blade than 5 points of strength. However, raising strength increases your blade skill, so it seems like more. It's really kinda silly how they have it setup, but I believe it was done to keep the player from getting killed as easily. The way battles are setup in oblivion, it seems like they wanted you to dance around for 15 minutes whacking away at a rat. Probably why this was one of the settings I've changed, along with health multipliers, makes it so that battles are more about getting those decisive hits in early since you can only survive a few hits yourself. Link to comment Share on other sites More sharing options...
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