Spartacus2211 Posted July 20, 2019 Share Posted July 20, 2019 Hello community! What type of Magicka-value is used, if a Perk Entry Point uses Actor Value Multipliers like this one:Is it- Base Magicka- Total Magicka (Base Magicka + Bonuses from Enchantments etc.)or- the Magicka value, the actor currently has (0 - Total Magicka) ? I want to create a perk, that uses Base Magicka dynamically, not fixed values by making 100s of conditions (I already did this for another mod and it's not worth the effort in my eyes).How would you make such perk entries for each of the three different Magicka-Values, when they should be called dynamically by the game (like it is the case, when a Perk uses Actor Value Multipliers)? Link to comment Share on other sites More sharing options...
Evangela Posted July 21, 2019 Share Posted July 21, 2019 In all of their games, since at least Oblivion, the multiplication is additive and is applied directly to the base value. Link to comment Share on other sites More sharing options...
Spartacus2211 Posted July 21, 2019 Author Share Posted July 21, 2019 (edited) Thanks Rasikko. So the functions under entry points always use the BaseActorValue, when the actor value multiplier says Magicka/Health/Stamina. So in that example (see picture) the spell magnitude won't increase if the actor is putting on enchanted gear, which gives him bonuses to maximum magicka, right? Edited July 21, 2019 by Spartacus2211 Link to comment Share on other sites More sharing options...
Evangela Posted July 22, 2019 Share Posted July 22, 2019 (edited) Err, what I told you is how things are applied to the base value, but in your case, this is working off of the current value. Sorry about that. I did a quick test to verify. It's basically Value * (1 + (CurrentMagicka * 0.25)). Working example: Let's say a spell's magnitude is 5, not modified by other perks. Your perk would increase that magnitude based on the current magicka. So boosts to magicka will be recalculated as expected, and the reverse is true, reductions to magicka will reduce the magnitude. Mag = 200 (max) 5 * (1 + 200 * 0.25) = 255 ; if you lose 100 mag 5 * (1 + 100 * 0.25) = 130 This is dynamic if you still don't understand. Every cast of a spell will effect the magnitude, since the magicka is bouncing like a yoyo between that and regeneration. To clarify further on enchantments, if the player puts on an enchantment the boosts mag by 1000000, then the spells are gonna be off the rails :P. All in all, from a balance point of view this wont work very well for large mana pools. Edited July 22, 2019 by Rasikko Link to comment Share on other sites More sharing options...
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