Zanfib32 Posted June 16, 2012 Share Posted June 16, 2012 The purpose of this concept is to encourage players to use higher level destruction spells by changing the way impact works. The way impact works in vanilla makes firebolt or lightning bolt the best destruction spells in the game, because they can be used to stun lock dangerous enemies without using too much magicka. My suggestion is to make the effect of impact determined by how much damage spell does compared to the targets maximum health. For example if the damage done by a spell is less than 20% of targets maximum health impact does nothing. If the damage is more than 20% but less than 40% impact is equivalent to 'fus'. If the damage is more than 40% but less than 60% impact is equivalent to 'fus ro'. Finally if damage is more than 60% of the targets maximum health impact is equivalent to 'fus ro dah'. These numbers are hypothetical and may need to be changed. Link to comment Share on other sites More sharing options...
khoover Posted October 11, 2019 Share Posted October 11, 2019 (edited) Years later, I want the same thing, and nobody's done it. Maybe I'll have to give it a try. - It's ridiculously hard to get how much damage you've done to a target.It seems Bethesda didn't think anyone would want a system based on how much damage a target takes. So there's nothing in the scripts or magic effect conditions to support it.Damage effects are resolved before script effects start so I can only get the target's health after the damage is done.The only way to do it would be a script heavy system that tracks everyone around the players' health. I could do it, but it has its own set of problems. - Currently thinking of another way to improve Impact. I really like tying it to damage done instead of using a random percent chance, so maybe there's something else along those lines. Edited October 14, 2019 by khoover Link to comment Share on other sites More sharing options...
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