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Attacks with vigor
Attacks with vigor




  1. #Attacks with vigor update
  2. #Attacks with vigor full

Big balance improvement as faster weapons are more likely to trigger a parry but don`t debuff the enemy as much. Stamina drain when parrying is now based on the opponent weapon weight (Stamina drain = ((Right weapon weight + Left weapon weight) / 2) + 2)). Script redone, a few conditions that were stored in the ability is now checked in the script itself (it is a lot more responsive). Many improvements to the parry system, took a long time to make it right and i think i finally got there. Tweaked some of the hidden chances for NPCs to use different fake potion magnitude ranks for better balance.Ĭhangelog for Vigor - Combat and Injuries (Version 8.0)

attacks with vigor

When above 75% stamina actors will now also receive -10% physical damage. The reduced incoming stagger when above 50% stamina will now only apply to stagger effects caused by power attacks or weapon bash. Now NPCs will take longer to enter in Fatigue stages, but when they do, they won`t recover as fast if you keep then occupied.

#Attacks with vigor update

NPCs will no longer have a StaminaRateMult bonus, the flat stamina bonus added last update turned out to be enough. Changed the stagger at low stamina effect to match the changes made to Health Loss Stagger. Health Loss Stagger now also apply to most of the creatures and animals as well.

#Attacks with vigor full

Also, the stagger effect will now apply a full magnitude stagger but will be dispelled 0.3 secs right after, which in practice means that the stagger animation will look better as the character will step back (instead of just shake it`s head) while keeping a duration that won`t make stun-lock possible. Health Loss Stagger has been greatly improved as now it can be applyed in 7 different health threshold (used to be 4) but it has a 3sec cooldown before you can be staggered again. Leg Injury: Reduced the movement speed debuff from 45% to 30% and the trauma effect debuff from 15% to 10%.

attacks with vigor

It also greatly reduce the odds of been injuried by lasting effects with small magnitude values, such as poisons but big burst of damage are now more dangerous. This change aim to offer the player more control over the incoming injuries, where mitigating the incoming damage is way more important then just constantly heal to avoid reaching the thresholds. Both the chance to receive injuries and the health percentage lost required can be configured in the MCM menu, where their default values are 50% and 25% respectively. (IMPORTANT) Injuries no longer apply on fixed health percentage threshold values, now you have a chance to receive injuries whenever you loose a certain percentage of your total health pool within 2 seconds. Reduced "fDamagedHealthRegenDelay" from 10 to 1 (vanilla is 0.5), this was actually a big nerf to trolls since their passive health regeneration rely on this gamesetting, while this won`t have a big impact for the player anyway as Vigor already disable passive health regeneration.Ĭhangelog for Vigor - Combat and Injuries (Version 9.0)

attacks with vigor

Just a small tweak that i forgot to add in version 9.0.

  • Changelog for Vigor - Combat and Injuries (Version 9.1).





  • Attacks with vigor