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.
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.
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!
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.
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
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.
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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.
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!
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?
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.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?
The original mod also doesn't add in the fatigue modifier or anything. It's only changing the Str, Wep and Condition multipliers.