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Created by

Cyan Ian

Uploaded by

audiogarden21

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About this mod

This mod aims to alter the way melee combat plays and feels in a vastly different way than most other combat mods that attempt to do the same by introducing trauma damage and making stamina actually matter.

Requirements
Permissions and credits
Changelogs
Module Features - Overview


Dynamic Combat Module

  • Introduces trauma damage that increases incoming physical damage taken, and is restored over time.
  • As trauma damage accrues, players will become more susceptible to various effects based on one of four areas hit; head, chest, hands, legs.
  • The aforementioned effects include stuns which obscure vision, reductions in stamina regeneration rate, reductions in attack speed, and reductions in movement speed, respectively.

Stamina Cost Module

  • Normal attacks now cost stamina.
  • Base stamina regeneration for PC has been adjusted.
  • Dual-wielding confers a bonus to this cost as recompense for being unable to block without additional mods, and is further benefitted by the Dual Flurry perk line.

Timed Block & Block Stagger Module

  • Players will benefit from a timed-block mechanic that provides additional bonuses when timed correctly, based on whether they were wielding a one-handed or two-handed weapon.
  • Timed blocks come with a lockout period that prevents its reuse within a certain time frame. This lockout period is only active on a failed attempt. Perfectly timed blocks will not incur the lockout, rewarding players for good reaction timing.
  • Timed blocks also have a chance to stagger the attacker.
  • Blocking NPCs have a chance to be staggered when hit.

Miscellaneous

  • Attack speeds have been normalized for players to provide proper stacking. See Attack Speed Framework for a more detailed explanation of why this is important. NOTE: If you have the aforementioned framework you can disable this feature in the MCM for this mod. Also note that my mod does 'not' fix NPC attack speed stacking for the purposes of applying debuffs, while ASF does. It only affects player stacking.
  • Block stamina costs have been adjusted.
  • NPC damage resistance has been adjusted.
  • Difficulty damage multipliers for the player have been adjusted.


Module Features - Detailed

Dynamic Combat Module

1.  Taking physical hits causes trauma damage, which in turn increases the damage the player takes, and is restored over time.

2.  Incoming attacks can target one of four hit locations; head, chest, hands, and legs, each causing various debuffs:

  • Hits to the head can cause a stun which obscures the target's sight and can immobilize them in their tracks.
  • Hits to the chest can cause the Winded effect which reduces stamina regen rate by 50% (base regen rate is 5).
  • Hits to the hands can cause the Crippled effect which reduces attack speed by 30%.
  • Hits to the feet can cause the Wing Clipped effect which slows movement speed by 45%.

Each effect with the exception of stuns lasts for 15 seconds.

3. The chance for any effect to trigger increases as trauma damage increases.

4. There is now an option to prevent normal trauma healing, requiring sleep to heal.


Stamina Cost Module

1. Normal attacks now cost stamina, necessitating the use of stamina potions, stamina buffs, and stamina regen equipment and perks.

2.  Stamina regenerates faster for PC. This bonus does not apply to vampires during the day or beast forms at any time.

3.  Along with these changes, damage for the PC is now tied to current stamina values with the exception of beast forms who do not suffer damage falloff. As stamina levels decrease, so does melee damage output, proportionally. This means that spamming attacks is sub-optimal, unless your stamina reserves and regen are high enough to overcome your usage per swing.

Timed Blocking & Block Stagger Module

1.  Properly timing a block confers additional bonuses; a 30% damage bonus for the next one-hand weapon attack, or a 30% increase in attack speed for the next two two-hand weapon attacks.

NOTE: The UI elements for both the timed block lockout and the parry bonus that appear in the top right of the screen can be hidden in the MCM for a more immersive environment.


2.  NPCs that block have a chance to be staggered with the severity of the stagger being dependent on the weapon used; one-hand vs two-hand.

3. Timing your block within the timed window has a chance to stagger the opponent opening up an attack of opportunity.

4. All stagger effects dealt in this manner have a 6 second cooldown before the NPC can be staggered again.

5. Timed blocking negates the added stamina cost for blocking.


Miscellaneous

1. Base stamina cost for blocking is 10 + 15% of total stamina.

2. Sprint stamina drain increased from 7 per second to 10 to compensate for the increased stamina regen.


3. The PC retains full stamina regeneration in and out of combat.

4. All NPCs receive a bonus to damage resistance based on their relative size with bonuses of 50, 100, 150, and 300. Additionally, NPCs gain even more damage resistance equal to two times their level.

Options - "Dynamic Combat" in the MCM

There is a full-featured list of Mod Configuration Menu options for nearly all of the aforementioned variables for you to tweak as you so desire, with the ability to even disable certain modules altogether in the event you're using a mod that already does something similar and you're happy with the way the other mod functions.

Refer to the included screenshots for a complete list of options.

There is also an option to disable the master cloak effect that dynamically adds the various effects to NPCs. This option may be useful in dealing with the infamous
Brawl Bug. If you already have the "Modern Brawl Bug Fix" installed then you should be fine. I've done my best to mitigate the issue but I've gone ahead and introduced a failsafe nonetheless.

Compatibility

Since this mod is fully scripted from the ground up and edits no actual game files with the exception of the Dual Flurry perk, it should have no compatibility issues, however it is recommended to not mix with other similar mods as doing so is redundant and will most likely negatively affect gameplay.

Credits

The font used in the page and header images are compliments of DarkX ShadowX21 and can be found here.

My other mods:
Cyan's Aetherial Staff Mod
Cyan's Class Mod
Cyan's Conjure Allies Mod

Cyan's Dragon Priest Masks
Cyan's Extra Perks Mod
Cyan's Perk Mod
Magical Sentries
Reflect Blows Blows