Mod script utilizes functions native only to SKSE.
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Changelogs
Version 1.4
Now has a 20% chance to proc instead of having a short cooldown to be more like the original design of the perk.
Increased chance for effect to crit from 10% to 25% to compensate for the added proc chance. This should average out to 5% chance to crit.
Version 1.3.1
Additional damage no longer damages archers.
Version 1.3
Discovered an issue that prevented the previous iteration from functioning properly, even though it appeared to be in testing. I should have been more diligent.
The perk script has been completely rewritten. The main page will cover the details of how it works.
Now flagged as light.
Version 1.2
Forgot to revert the proc chance on base effect back to 10% from 100% after testing. Derp.
Version 1.1
Changed the ability to exclude this bonus from the Ebony Warrior who also has this perk.
Reflect Blows now functions as follows:
The old "ReflectDamage" effect is constant - instead of chance based - and the perk now has a 20% chance to deal additional damage equal to between 1% and 5% of total displayed armor rating, chosen at random.
There is a 25% chance to double the damage, or cause damage equal to 10% of the target's maximum health if their maximum health is greater than the total displayed armor rating.
What does all this mean you ask? Well, for starters, this is a much better implementation than what I was previously doing as it's more consistent. Secondly, it scales with armor, which is what Heavy Armor excels at so it was a natural choice. Damage can be enhanced via perks, more powerful base armors, tempering, bonuses to heavy armor skill, etc.
Mod already flagged as light for your convenience.
This will not be compatible with any overhauls that have removed Reflect Blows and may or may not be compatible in some other overhauls.