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SPERG tweaks v2


DMCbr

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Can someone make a few tweaks on SPERG perks please? I don't have any idea how to program for Skyrim, so maybe i asking the impossible...

 

What i'm looking for is:

 

Block:
Defensive Stance - You take 20% less melee damage while having a shiled equiped. Blocking with any weapon or shield staggers the attacker 20% of the time.

Destruction:
Flame Affinity - Weapon attacks have a 20% chance to make targets take double damage from fire for 4 seconds. Smithing improvements are 15% more effective.
Intense Flames - Fire damage causes stagger in targets on fire (3s cooldown). 20% chance when casting a fire spell for it to refound its magicka cost and deal double damage on hit.
Impact - All destruction spells have a 50% chance to stagger opponents when dual cast (2s cooldown). No cooldown when below 20% max magicka.
Frost Aura - Increases armor rating and frost resistance by 10%. Frost spells cause 25% reduced movement speed on hit.
Deep Freeze - Frost damage causes stagger on slowed targets (3s cooldown). 20% chance when casting a frost spell for it to refound its magicka cost and deal double damage on hit.
Flowing Current - Shock spells deal 30% more damage to heavy(or metal) armored enemies. All spells cost 10% less to cast.
Disintegrate - Shock damage causes stagger on targets with heavy(or metal) armor (3s cooldown). 20% chance when casting a shock spell for it to refound its magicka cost and deal double damage on hit.

 

One handed:
Riposte (Master) - Blocking with a one-handed weapon or shield has a 20% chance to trigger a riposte, making your next attack 50% more powerful and with 25% chance to disarm.
Paralyzing Flurry - After a one-handed side/backwards power attack, the next attack paralyze the target. This can only occur once every 15 seconds.

Two handed:
Counterattack (Master) - Blocking with a two-handed weapon has a 20% chance to trigger a counterattack, making your next attack 50% more powerful. If it's a power attack, it costs no stamina and have 25% chance to disarm.
Warmaster - Two-handed power attacks have 75% critical chance (can't never raise/decrease this value).

 

Alchemy:
Wortcraft - You suffer no negative effects from eating ingredients, and positive effects last twice as long.
Mage Oil - Enchantments you cast are 10% more effective on regular jewelry and 20% more effective on high quality jewelry.

Light armor:
Wind Walker - Stamina regenerates 50% faster. You move 10% faster.
Strategic Retreat - When below 20% health, you move 50% faster and take 75% less damage for 2.5 seconds. This effect can only occur once every 30 seconds.
Berserker Rage - On being hit with a power attack, you have 25% damage increase and +10% critical chance for 6 seconds.

Lockpicking:
Dungeon Sense: - Dwemer Automatons are friendly until attacked. Traps cause 30% less damage on you.

Pickpocket:
Extra Pockets - Carrying capacity is increased by 100.
Brigand's Brew - Consuming alcohol increases your unarmed damage by 25% for 15 seconds.
Purse Snatcher - Increases run speed by 20% when not fighting.

Sneak:
Sneak Attack - Sneak attacks deal 3x damage with Bows/1H/2H weapons, 6x when unarmed, and 12x with daggers.
Heart Seeker - Sneak attacks with 1H weapons always paralize the target.

Alteration:
Magic Resistance - Increases magic resistance by 20%.

Conjuration:
Summoner - Doubles the range of all summon spells and the duration of all conjuration spells. Friendly summoned creatures gain 15% damage resistance when near you.
Dark Souls - Reanimated undead have 100 points more health and drain health with each successful attack.
Elemental Potency - Conjured Atronachs are significantly more powerful, and you gain 25% resistance to all elements while your atronachs are summoned.
Plague Carrier - Can reanimate higher level undead. Reanimated undead spread a contagious disease that slows movement, drains magicka and stamina, and increases damage taken by 15%.

Enchanting:
Artificer - Artifacts consume 50% less charge, and all other weapons consume 25% less charge. You can learn the spells of unique staves by using them.

Illusion:
Spectral Warding: For every 100 points of magicka above the initial value (at 200,300,400...), you gain 4% magic resistance (max 20%).

Restoration:
Guardian - Nearby allies regenerate 6 health per second in combat. They are healed for 30% of their max health when their health drops below 12%. This can only occur once every 30 seconds.
Succor - When hit, you have a 2% chance to heal yourself for a value equals to half your restoration skill (ie. skill lvl 50 = 25% max hp healing). Once a day, when your health drops below 12% you heal 75% health instantly. [learned at 80]
Faith - When you cast a healing spell while below 35% health, the spell receive a bonus power based on half the percentage of missing health (where 1% missing health = 0.5% more healing power). [learned at 40]
Temperance - When you cast a healing spell on yourself, half of the health restored above your maximum is converted to temporary health. [learned at 70]

 

 

 

SPERG mod: http://www.nexusmods.com/skyrim/mods/24445/? (the base mod)

SPERG tweaks v1: http://www.nexusmods.com/skyrim/mods/67265/? (my v2 suggestions should overwrite this mod, since it is also a good mod to balance a few things in the base SPERG mod)

Edited by DMCbr
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