Emmarae Posted January 7, 2012 Share Posted January 7, 2012 Edit the x6 damage for one handers perk to include magic damage would enable my stealth magician (with quite casting) to really serve a wonderful purpose. Now how do I do this? TESsnip? Maybe? Ideas? TESVsnip Backstab entry.[Record] Type: PERK FormID: 00058210 Flags 1: 00000000 Flags 2: 0055691B Flags 3: 000B0028 Subrecords: 13 Size: 208 [Formatted information] Perk EDID (Editor ID) Editor ID: Backstab FULL (Perk Name) Name: 0000C197: Backstab DESC (Perk Description) Description: 00009349: Sneak attacks with one-handed weapons now do six times damage. CTDA (Conditional) Comparison Type: 637954560 Comparison Value: 1 Function (+4096): 448 Param 1 (can be int / float / formID): 000BE126#PERK:000BE126: PERK (Stealth00) Param 2 (can be int / float / formID): 00000000 Param 3 (can be int / float / formID): 00000000 Reference: 0 CTDA (Conditional) Comparison Type: 637954656 Comparison Value: 30 Function (+4096): 277 Param 1 (can be int / float / formID): 0000000F#MISC:0000000F: MISC (Gold001) Param 2 (can be int / float / formID): 00000000 Param 3 (can be int / float / formID): 00000000 Reference: 0 DATA (Perk Data) ??: 00 00 01 01 00 PRKE (Rank Effect Header) Effect Type: 2 (Complex) Rank Index: 0 DATA (Perk Data) ??: 12 03 03 PRKC (Conditional Info) reference for conditional: 1 (player weapon/activation target) CTDA (Conditional) Comparison Type: 638015489 Comparison Value: 1 Function (+4096): 109 Param 1 (can be int / float / formID): 00000006#STAT:00000006: STAT (TempleMarker) Param 2 (can be int / float / formID): 00000000 Param 3 (can be int / float / formID): 00000000 Reference: 0 EPFT (Extra Data Type) Extra Data Type - 1=float 3=FormID 4=script ->: 1 (float) EPFD (==> Float Value) float value: 00 00 00 40 PRKF ( -------------------- Rank Effect Footer --------------------) Link to comment Share on other sites More sharing options...
ishmaeltheforsaken Posted January 7, 2012 Share Posted January 7, 2012 It'll have to be scripted, which can't be done until the CK is released. Link to comment Share on other sites More sharing options...
Emmarae Posted January 7, 2012 Author Share Posted January 7, 2012 It'll have to be scripted, which can't be done until the CK is released. I was afraid you'd say that. This imbalance makes my Dark-elf non-playable. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted January 7, 2012 Share Posted January 7, 2012 (edited) It'll have to be scripted, which can't be done until the CK is released. I was afraid you'd say that. This imbalance makes my Dark-elf non-playable.Imbalance? Wha?Besides, when casting spell, most of enemies see you, unless using silent casting thing. I am not really huge friend for this, but well, I don't need to dl the mod. Definitely you need CK to "fix" this.But well.60 dmg x 6 makes mage kinda devastating at sneak attacking. (WEll x30 with daggers is devastating too, but getting close is not easy) And bows can have x3 at maximum. To balance this I'd go for x2 or x3. Definitely not x6 or above. THAT would make it imbalancedJust saying. Edit. Oops. Nobody said that spells should have x6 dmg while sneak attacking. My bad, but I think that x2 or x3 would be good. And maybe the fact that you need to get some illusion perks for sneak attacks with spells to work balances it a bit. Edited January 7, 2012 by Guest Link to comment Share on other sites More sharing options...
KarthGalin Posted January 7, 2012 Share Posted January 7, 2012 Imbalance? Wha?Besides, when casting spell, most of enemies see you, unless using silent casting thing. I am not really huge friend for this, but well, I don't need to dl the mod. Definitely you need CK to "fix" this.But well.60 dmg x 6 makes mage kinda devastating at sneak attacking. (WEll x30 with daggers is devastating too, but getting close is not easy) And bows can have x3 at maximum. To balance this I'd go for x2 or x3. Definitely not x6 or above. THAT would make it imbalancedJust saying. Edit. Oops. Nobody said that spells should have x6 dmg while sneak attacking. My bad, but I think that x2 or x3 would be good. And maybe the fact that you need to get some illusion perks for sneak attacks with spells to work balances it a bit. With the default non-scaling spell damage, I think x6 sneak attack damage from spells wouldn't be too bad. Once you mod Destruction to scale like the other damage skills, x2 default sneak attack damage and x3 perk sneak attack seem like more in-line with Archery damage and such. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted January 7, 2012 Share Posted January 7, 2012 Well, Vanilla incinerate etc etc. Deal that 60 dmg. Dmg of 180-200 would still be balanced, considering that its a long-range attack, and spells are faster than bows, so you can deal much more damage with spells before enemy can reach you when compared to bows. And daggers/swords deserve devastating damage, as its not easy to get behind enemy to hit them with that daedric sword. Link to comment Share on other sites More sharing options...
KarthGalin Posted January 7, 2012 Share Posted January 7, 2012 Well, Vanilla incinerate etc etc. Deal that 60 dmg. Dmg of 180-200 would still be balanced, considering that its a long-range attack, and spells are faster than bows, so you can deal much more damage with spells before enemy can reach you when compared to bows. And daggers/swords deserve devastating damage, as its not easy to get behind enemy to hit them with that daedric sword. You make a good point... but in the end, it all comes down to default Destruction being broken/not scaling well. A "melee assassin" with a dagger vs a "caster assassin" with a spell... at equal levels I think the melee assassin could easily do much much more damage with a sneak attack than the caster simply because his damage is increased by smithing, poisons, potions of fortify one-handed, enchantments of fortify one-handed, one-handed skill points, one-handed perks, power attack, and any damage-dealing enchantments on the weapon. The caster assassin's damage is increased by a potential two destruction perks, dual casting, and potions of fortify destruction. With less min/maxing, the caster would probably deal more damage. With more min/maxing, the melee-er would deal more damage. Link to comment Share on other sites More sharing options...
phantur Posted January 7, 2012 Share Posted January 7, 2012 It'll have to be scripted, which can't be done until the CK is released. I was afraid you'd say that. This imbalance makes my Dark-elf non-playable.Imbalance? Wha?Besides, when casting spell, most of enemies see you, unless using silent casting thing. I am not really huge friend for this, but well, I don't need to dl the mod. Definitely you need CK to "fix" this.But well.60 dmg x 6 makes mage kinda devastating at sneak attacking. (WEll x30 with daggers is devastating too, but getting close is not easy) And bows can have x3 at maximum. To balance this I'd go for x2 or x3. Definitely not x6 or above. THAT would make it imbalancedJust saying. Edit. Oops. Nobody said that spells should have x6 dmg while sneak attacking. My bad, but I think that x2 or x3 would be good. And maybe the fact that you need to get some illusion perks for sneak attacks with spells to work balances it a bit. Coming from a sneak character... sneaking up to someone, in full daylight, while they're looking right at you is easy. I've managed to sneak up to a group of three in broad daylight, and got my sneak damage on all 3 before the "eye" fully opened. Mages really need something, I think 6x is something they need. Link to comment Share on other sites More sharing options...
Malorian Posted January 7, 2012 Share Posted January 7, 2012 (edited) I actually have plans to incorporate sneak attacks with spells with a mod I have presently in development. I am waiting for the CK to come out before I begin my work in earnest, but a majority of the groundwork is laid out for new spells belonging to an entirely new skill tree. Hopefully, I'll be able to add said tree into the constellations and work on some skill-up books after all of the spells are done. I also plan on introducing a new set of quests centering around a story with a familiar villain from past TES games, but I'm unsure how receptive the fan-base would be to bringing back someone thought dead (it's not like it hasn't been done before). If anyone has some suggestions, feel free to send me a message about it. Edited January 7, 2012 by Malorian Link to comment Share on other sites More sharing options...
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