Thank you very much for your work. I play with 50% since the start. Battles are nice and hard and long, against two bandits I need my legs or the schnapps. Haven't had such a nice roleplaying game for a long time.
For some reason, even though nothing had been different from the time I last played. Today all enemies started to one shot me. I don't know if it was caused by this mod or by reaching to a certain point in story. I am at a lost and don't want to lose my save. Could you perhaps help me with your modder insight?
Edit: Restarting PC and relaunching game fixed it for some reason.
I'm sorry, but it's not possible. The damage taken in the game does not distinguish between melee and ranged attacks. The only way to approximately avoid affecting ranged damage is to install the optional file that adjusts ranged damage.
If an enemy has no armor will he take more damage than one fully armored? Also can you make a 7.5 version? I find enemies with x10 health too much and 5 too low i still kill them very quickly.
I've uploaded the *7.5 health version. Enemy with armor will take less damage just like in vanilla game. For example: Suppose your attack is 100 and there're two enemy, one's defence is 0 (has no armor) and another's is 80 (has full armor), in vanilla game they will take 100 and 20 damage. And with *5 health version mod (actually the mod gives a 80% damage reduction), they will take 20 and 4 damage, which is the vanilla damage multiplied by 0.2.
Thank you for the 7.5 version, im pretty sure it's going to work pretty well, when i fought a large group of enemies x10 health was too much, i run out of stamina and get destroyed afterwards because i can't kill them in time. Also im noticing ranged weapons kind of underwhelming, im not using any of the other files that enhances the damage because i don't want them to be OP, which file should i use with 7.5 health?
Maybe you can try ranged damage *5 version or *4 version. Because of the way defence is calculated, if you use damage *0.2 and ranged damage *5, it is equal to enemies's defence *0.2. So if you don't want ranged weapon to be stronger than vanilla game, you can use lower multiplier version.
Seemingly * follows the additive calculation, while % follows the multiplicative calculation. In most cases, this change won't affect the difficulty. However, in a few situations (for example, when enemies damage reduction buff from original game), it can correctly reduce the damage enemies take. In the previous version, to prevent enemies from becoming invincible, I removed the in-game damage reduction buff, which led to the damage reduction of some enemies being lower than expected. Now, it is consistent with the expectations.
For example, if an enemy has a hlh*0.8 buff from original game and a hlh*0.2 buff from my mod, he will have 1-[(1-0.8)+(1-0.2)]=0 buff, which makes him totally immune to all damage. In previous version I had to remove the hlh*0.8 buff so the enemy only have hlh*0.2 buff. Now it is hlh*0.8 and hlh%0.2, which gives a finally 0.8*0.2= 0.16 buff, so the enemy is five times durable than original game as expected.
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Edit: Restarting PC and relaunching game fixed it for some reason.
Enemy with armor will take less damage just like in vanilla game. For example:
Suppose your attack is 100 and there're two enemy, one's defence is 0 (has no armor) and another's is 80 (has full armor), in vanilla game they will take 100 and 20 damage. And with *5 health version mod (actually the mod gives a 80% damage reduction), they will take 20 and 4 damage, which is the vanilla damage multiplied by 0.2.
not to mention; can u put this in ur requirements ? ~Rebalanced Combat Speed at Kingdom Come: Deliverance II Nexus - Mods and community