abborre Posted July 3, 2019 Share Posted July 3, 2019 I've long been thinking that it would make sense for some weapons to only apply effects such as bleeding damage, poison damage, etc if the attack in question "pierces" the targets damage resistance. Becuase if your poisoned weapon can't propperly pierce through the targets tough armor, then it makes sense that the poison effect shouldn't happen. So what I'd be interested in playing around with would be a weapon enchantment that makes the attacks have additional effects if and only if the attacks do a good enough job of making it through the damage resistance. I imagine that would be done by somehow comparing the potential damage your attack would have done if the target had no damage resistance to the amount of damage actually inflicted, or perhaps by somehow getting hold of the Damage Coefficient calculated in that particular attack. Or maybe one could compare the damage your attack dealt with the amount of damage resistance the target has. The result would then be used in some sort of condition to determine if the armor should be considered "pierced" or not, which could then potentially trigger additional effects, such as extra poison damage, radiation damage, etc. But as you can probably tell, I don't really know how one would go about doing something like this. I've tried rooting around the Creation Kit trying to reverse-engineer similar effects to see if I could figure out some way I could get a hold of the values I need. I tried looking at the "ReflectDamage" effect hoping that it would allow me to figure out some way of learning how much damage a particular attack dealt, but that didn't get me anywhere.So how would I do this? Could it be done entirely in the basic Creation Kit? Or would it require scripts? Is there some smarter approach to get similar results that I haven't even thought about? Link to comment Share on other sites More sharing options...
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