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How do i add scaling damage


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So i recently downloaded playable Rieklings, and decided to give them some passive abilities of my own. I copied limbsplitter, and was able to make an ability that gives a chance to cause bleeding on hit for all weapons, as happy as i was to see it working i decided to step it up. now i want the bleed damage to scale with the players stamina, but I'm having no luck.

 

I want to think I'm using the wrong condition, but I'm not sure.The magic effect that gives the perk, and the bleed have the "RieklingBleed" keyword that im using. Any Ideas?

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I think the issue here is the priority setup.

I did end up moving it's priority around, with no luck. unless it is working, but the calculated magnitude is smaller than i intended. The way i see it, it works like Final Magnitude = Magnitude + (MaxStamina * 0.01)

which in my case with a starting stamina of 150, should be a magnitude of 2.5

 

and now that im thinking about it, difficulty affects the final damage of the bleed, right? (i was testing on legendary, if so then RIP ) so that 2.5 damage per second would be reduced to .625 damage per second? If thats the case is there anyway to change it so difficulty has no affect on it? it sounds like a pain to make a decent bleed effect for legendary only for it to destroy everything on lower difficulties

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Just tested it and gave the bleed keyword to the starting flames spell. (I'm testing on the 2 imperials right at the start when you get your hands untied) seems like it works as intended when casting a spell with that keyword. was entertaining to watch them turn into ash within seconds at a stamina of 20000. so I'm starting to think the apply combat hit spell doesn't count as casting the spell, at least not while its in the same perk as the bleed

 

I'll go ahead and try giving the scaling its own perk/magic effect and add it to the character and see what happens.

 

Edit: No Luck There

Edited by edwardst
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So The issue with using apply combat hit spell is that the weapon is considered the spell caster so my perks cant affect it. definitely explains why i was having so much issues.

 

Not sure how to get around it, maybe with scripts, if i can make the bleed spell a script to deal damage over time on hit based on my stamina if that's possible.

Edited by edwardst
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Or if the cast function counts as the player casting the spell, maybe i can leave the mod magnitude in the perk, perhaps a script like this from an older thread

 

 

Scriptname AC_FireFist001 extends activemagiceffect

Spell Property FireFist Auto

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)

if(akSource as weapon)
FireFist.Cast(akAggressor, self)
endif
EndEvent

 

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I originally wanted a bleed effect that scaled on players level by modifying its magnitude, with different bleeds for each weapon material (like the original bleed effect), however i think i'm going to do it the simple, tedious way of making several bleeds with different magnitudes for the perk i created, and use the getLevel condition and have it use the higher magnitude bleed maybe every 5 levels.

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