Question about raising damage/DT

Post » Tue Mar 30, 2010 11:28 pm

Lets say hypothetically I raise fdamageWeaponMult from 1.0 to 3.0.
Is there a way to also triple the DT values of all armor without hand touching every piece of gear in the game?
From what I understand about damage threshold is that mathematically it could work out if both DT and Damage are scaled by the same amount.

Thing is, would this make armor too important?
Or would there be other possible negative side effects to this?
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Ashley Hill
 
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Post » Tue Mar 30, 2010 10:30 pm

I'm going by the base game mechanics here, not purely by the GECK.

DT reduces all damage that falls under the threshold.

So tripling DT would make DT much more of an all-or-nothing affair.

Consider the following example:

An enemy with DT-10. A weapon with Dam/shot 9 and a weapon with dam/shot 15.

If you triple DT and DAM both then the weapon with Dam/shot 9 will deal 27 damage. Against an enemy with DT 10, tripled that's 30: The result is the shots still do minimum non-penetrative damage.

The Dam/shot 15 weapon will deal 45 damage, compared to DT 30, 15 gets through rather than 5.


Lets say the mob has 100 HP, for round numbers.

Before modding the Dam the Dam-9 weapon does minimal damage, lets call it 1%. The penetrative dam-15 weapon does 5 damage after DR, or 5% damage.

After modding the Dam-27 weapon would cause still minimal damage, call it 1.5%. The penetrative dam-45 weapon would cause 15 damage, or 15% of HP.

So as you can see the sub-penetration weapon increases damage 50%, the penetrative weapon increases damage 300%.

The resulting mod would mean if you can't punch DR your weapon is slightly better than vanilla. If you can punch through DR your weapon is exponentially better.
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Skrapp Stephens
 
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Post » Wed Mar 31, 2010 1:55 am

Actually, the sub-penetration weapon increases damage by the same exact amount as the penetrative weapon damage. Sub-penetration damage is 20% of weapon damage (1.8 for the 9 damage weapon, 5.4 for the 27 damage weapon, or roughly 2% and 6% of HP). Tripling both DT and weapon damage would triple the amount of HP damage done, assuming no other DT modifiers.

However, tripling DT and weapon damage will make AP ammo less effective (since it removes a set amount of DT rather than a percentage).
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Victor Oropeza
 
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Post » Wed Mar 31, 2010 5:04 am

You could increase DT globally by just giving everyone a perk that had "Modify DT (defender) x3".
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casey macmillan
 
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Post » Wed Mar 31, 2010 11:33 am

You could increase DT globally by just giving everyone a perk that had "Modify DT (defender) x3".


Ah
What would be the simplest most mod friendly way to do this?

edit: The perk condition functionality seems really robust but I am not sure if these conditions are for the perk menu or if they would be applied to all humanoids and creatures reliably.
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Sian Ennis
 
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Post » Wed Mar 31, 2010 12:02 am

NVSE, using GetFirstRef/GetNextRef every so on to go through all the actors in the cell and add a perk to them.
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leigh stewart
 
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Post » Wed Mar 31, 2010 7:31 am

Do perks work with creatures, though?
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yermom
 
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Post » Tue Mar 30, 2010 7:57 pm

Do perks work with creatures, though?


They do now, that's one change.

And I'm fairly certain that damage below the DT threshold is occasionally shrugged off completely, which might be the hair in your keishka here
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Emma-Jane Merrin
 
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Post » Wed Mar 31, 2010 2:20 am

NVSE, using GetFirstRef/GetNextRef every so on to go through all the actors in the cell and add a perk to them.


hmm
I get the vibe that cycling through every npc in the cell might not be the most clean way to do this.
But I guess if its the only way to do it then here is a great big warm glass of hack enjoy. :D
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Ann Church
 
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Post » Wed Mar 31, 2010 5:15 am

Unfortunately it's the closest we can get. The only real alternative is to write an NVSE plugin that goes through the list of NPC base forms when the game starts and adds your perk...
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JeSsy ArEllano
 
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Post » Wed Mar 31, 2010 8:23 am

Unfortunately it's the closest we can get. The only real alternative is to write an NVSE plugin that goes through the list of NPC base forms when the game starts and adds your perk...


Well with a full out overhaul touching every piece of armor and all of the DT abilities for creatures is not really out of the question either. It would just be a ton of work to touch everything that changes DT..
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TWITTER.COM
 
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Post » Wed Mar 31, 2010 7:06 am

As long as you don't mind all new modded-in content being horribly underpowered, yes.
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Zualett
 
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Post » Wed Mar 31, 2010 4:59 am

I realize this is a delayed response. I am just now wrapping up the first iteration of the a more active wasteland spawn esm....

NVSE, using GetFirstRef/GetNextRef every so on to go through all the actors in the cell and add a perk to them.


I think I want to try this idea

triple all weapon damage
triple all DT values

So my first question is if having this script update will it get every applicable actor ref if say I am in the wasteland with a sniper rifle getting ready to shoot at far off targets?
What would be the general flow of such a script?
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Andrew Lang
 
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