FrankFamily Posted July 15, 2018 Share Posted July 15, 2018 (edited) Went ahead and made a test mod with the perk entry Seraphim brought to discussion and works for making a % buff without scripts. And I've tested that the perk entry takes in fact the actual health value with all the enchantments taken into account (and damage which is a problem) when calculating the percentage, not the base value. 300 base health + enchanted armor adding 50, cast the spell with 10 magnitude (10%, the mult on the perk set to 0.01 so the result is 0.1 * health) and it goes to 385 as expected. If health changes while the spell is active it won't update (which is normal), recasting will. Edited July 15, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
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