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First off as far as I can tell the critical system in enderal is the same as vanilla skyrim meaning it's very very weak because it relies on base weapon damage before perks and enchantments. Borrowing a Chart of how vanilla skyrim does it to make my point clearer.


Perk Rank Value Chance
1 base damage × 0.455 10%
Deep wounds 2 base damage × 0.455 × 1.25 15%
3 base damage × 0.455 × 1.5 20%
A two-handed weapon with a base damage of 20 does 10 extra points of damage with 1 rank of Deep Wounds, 12.5 with 2, 18.75 with 3, and 20 when performing a sprinting power attack with Great Critical Charge.

As you can see from above the bonus damage assuming it works the same it starts to become far far weaker once you get perks and enchantments that boost 1h/2h damage.

Also the perks pertaining to bleeding damage have the same problem as relying on base weapon damage to do the critical damage. Shown here

And the perk which allows you to bypass armor is made pretty useless since almost all enemies rely on high health pools and armor isn't really much of a thing and even when it does with the way armor works in skyrim cutting 30% doesn't do much.

Dual casting is straight up less efficient when using the perk than without it. It uses 2.8x mana and only increases damage/healing/duration by 2.2x http://www.uesp.net/wiki/Skyrim:Magic_Overview

And one last thing considering there aren't any master level spells in Enderal why is there a perk that makes them 33% less to cast?
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