0 of 0

File information

Last updated

Original upload

Created by

soyorin

Uploaded by

GFLPPSH41

Virus scan

Safe to use

Tags for this mod

29 comments

  1. BarryTGash
    BarryTGash
    • supporter
    • 15 kudos
    Sticky
    Description formatted a bit better:

    For those that don't know, vanilla Oblivion calculates weapon damage by taking your weapon's base damage and either positively or negatively multiplying it by multipliers calculated from your weapon's associated Attributes (Luck and Strength or Agility), Skill Level (Blade, Blunt, or Marksman), Weapon Durability (% out of 100), and Current Fatigue Level and then multiplies the final result by 0.5 to get your final damage value.

    To put this into perspective, Umbra - one of the best weapons in the game - has a base damage of 28, but with 50 Strength/Blade and 100% Fatigue/Weapon Durability it will only deal 13 damage.

    The equation looks like this:

    WeaponDamage = BaseWeaponDamage x fDamageWeaponMult x (fDamageStrengthBase + Strength / 100 x fDamageStrengthMult) x (fDamageSkillBase + Skill / 100 x fDamageSkillMult) x (fDamageWeaponConditionBase + Durability / 100 x fDamageWeaponConditionMult)

    If we insert Umbra into the equation with its 28 base damage at 100% Durability, and our character has 50 Blade and 50 Strength, this is what we get:

    WeaponDamage = 28 x 0.5 x (0.75 + 50/100 x 0.5) x (0.2 + 50/100 x 1.5) x (0.5 + 100/100 x 0.5)

    Simplifying: WeaponDamage = 28 x 0.5 x (1.0) x (0.95) x (1.0)

    Simplifying again: WeaponDamage = 28 x (0.475) = 13.3 Damage

    That sucks! The strongest sword in the game being so weak at 50 Blade and 50 Strength cannot hope to keep up with the health scaling of enemies. 

    Now let's redo the equation with the numbers from this mod:

    WeaponDamage = 28 x 0.5 x (0.4 + 50/100 x 1.4) x (0.4 + 50/100 x 1.4) x (0.5 + 100/100 x 0.5)

    Simplifying: WeaponDamage = 28 x 0.5 x (1.1) x (1.1) x (1.0)

    Simplifying again: WeaponDamage = 28 x (0.605) = 16.94 Damage

    This is a lot better damage without being overpowered, and as the player skill/attribute levels grow it will continue to increase more rapidly than vanilla, ending up at 45 damage (compared to the vanilla 29). This will keep pace with the additional health added by level scaling, especially with added enchantments or skills over 100. 

    You also may have noticed now that the numbers for Strength and weapon skill are exactly the same in the formula. This is by design. One point in Strength now equals one point in Blade or Blunt in terms of added damage. Previously Strength could only increase your damage by up to 25%, while Blade/Blunt/Marksman would be able to increase it by up to 70%. Now they scale to +80% damage each at 100 Strength and 100 Blade/Blunt/Marksman.The final change is that fFatigueMult has been reduced from 0.5 to 0.3. This means that when your Fatigue reaches 0, you will be dealing only 30% less damage compared to the vanilla game's 50% less damage. -30% is still impactful enough to incentivize keeping fights short or using Restore Fatigue potions or spells, but is not a huge bother like -50% is.

    (Optional)The final, final change is optional. This alters the Weapon Condition system in the exact same way as the Fatigue system. Low durability weapons will only deal -30% damage maximum compared to the vanilla game's -50% damage. A 30% damage reduction at low durability keeps the game challenging but similarly prevents the Weapon Condition system from being nearly as annoying as some people find it.
    1. JustIChris
      JustIChris
      • premium
      • 19 kudos
      You're a life saver! I'm really grateful for the mod but good lord that description lmao.
    2. EternalRedx
      EternalRedx
      • supporter
      • 1 kudos
      Thanks, how hard could it be to not vomit text out
    3. GFLPPSH41
      GFLPPSH41
      • member
      • 0 kudos
      sry I forget to tweak it,now it should be better
    4. pouy
      pouy
      • member
      • 0 kudos
      I'm pretty sur fatiguqe doesn't immpact damage in the remake, i think i saw this on the wat changed on reddit
  2. T2av
    T2av
    • member
    • 0 kudos
    So this only affects strength scaling?
    1. Pyth0nL
      Pyth0nL
      • member
      • 0 kudos
      you figure this out yet? i'm going bow/destruction only and don't want to download it if it won't affect bow damage
  3. Sohleks
    Sohleks
    • member
    • 0 kudos
    Does this affect enemy NPC attacks using weapons? Probably yes if they use the formulae. I want it to be yes.
  4. Ariaste
    Ariaste
    • supporter
    • 1 kudos
    Idk if this affect agility, I'm assuming it doesn't. So shortswords and daggers would be unaffected?
    1. chimpoforevah
      chimpoforevah
      • premium
      • 50 kudos
      I believe shortswords and daggers are strength based, while archery is agility based.
    2. Silentone89
      Silentone89
      • premium
      • 0 kudos
      Daggers and Shortswords are affected by agility. It says so on the Attribute Description and I tested it on the first steel shortsword you find on the captains body. It went from 6 damage to 10 damage when I altered my character attribute from 10 to 100.
  5. theToonLink2
    theToonLink2
    • member
    • 0 kudos
    I see people complaining about the description length, and although it's admittedly long at least it actually DESCRIBES what the mod does. There are so many mods that don't explain clearly or at all what they are changing. It'll just be something like "Fix low fps" as an example and doesn't say how. Is it lowering graphical settings? Removing object count? Who knows.

    I'm glad the DESCRIPTION PAGE actually gave a proper description. I guess to quell future complaints, a short descriptor would work ("remakes weapon damage formula [maybe] by adjusting the damage formula, giving your attributes a stronger positive weight/factor, and attempting to lower fatigue and weapon condition's negative factor"). Then adding the full bottom part with the math and such as it is rn. 

    Sorry my comment is also long, thank you for your effort!
    1. chimpoforevah
      chimpoforevah
      • premium
      • 50 kudos
      Yeah, you weren't here before he edited it, trust me.
  6. Waffleborne
    Waffleborne
    • premium
    • 0 kudos
    W
  7. Prodigy0fDeath
    Prodigy0fDeath
    • member
    • 0 kudos
    How do you install this?
    1. saintjedi
      saintjedi
      • premium
      • 2 kudos
      i assume the same like mods that don't have paks. Drop in data and edit plugin.txt
  8. Waffleborne
    Waffleborne
    • premium
    • 0 kudos
    Thanks for the in depth description. Fatigue damage scaling is a simple concept but when applied it's actually pretty intricate
  9. Bernd01
    Bernd01
    • supporter
    • 0 kudos
    Any chance you'd be willing to upload an optional file that's the vanilla mults but with the durability multiplier set to 1 instead of .5? So at 100 durability it does full damage instead of 50% damage?
    I think the current formula is:
    (0.5 + 100/100) x 0.5
    When it should be, in my opinion:
    (1 + 100/100) x 0.5
    Currently best I can tell all weapons do half damage at full durability because of the vanilla modifier. 
    Also I think remastered removed the fatigue mult. Does your mod add it back in?

    Edit - Found I can just edit the values myself with xEdit. If you're like me and want the simple change to the weapon condition modifier, you can just download this mod and open it with xEdit and overwrite the values to match vanilla and remove the 50% loss to damage (fDamageWeaponConditionBase) when at full durability.
    The original mod also doesn't add in the fatigue modifier or anything. It's only changing the Str, Wep and Condition multipliers. 
  10. ESNERVTGEWALTIG
    ESNERVTGEWALTIG
    • member
    • 0 kudos
    Well the damage applied is noticeably stronger, alright. Not OP but quite noticeable. I like it so far. You still gotta whack em good, but the blade feels like an actual weapon now. Tested with a Silver Sword at lvl 12, 50ish Blade @ 75 Str
  11. BZFLATER
    BZFLATER
    • member
    • 0 kudos
    I thought the remaster removed the fatigue damage scaling?
    1. SamFisher338
      SamFisher338
      • member
      • 83 kudos
      As far as I know, yeah, though the specifics are still unknown. We really can't just go by the old gamesettings in the ESM like this mod anymore, for most things. Lots of changes are implemented at engine level, some we can tweak with an ini but some not yet.