Blocking in Skyrim was useless, so I remade the entire blocking system.
It now works like this:
- You block X % of the incoming physical damage if you have enough stamina to absorb the hit. (X % can be changed for each shield)
- While blocking, your stamina regeneration is slowed down a bit
- Shields now have a new stat called Stability (This overwrites the Actor Value "Variable02"), used only in Skyrim by the Ebony Blade so once an actor has witnessed its power, it is immune to it.
- Shields also block incoming arrows. No need to waste a perk point for that anymore.
How much stamina is consumed when blocking a hit is decided by this formula:
- BaseDmg = how much Damage the incoming blow deals
- Stability = a new stat I added to shields (usually between 60-80 for tower shields for example)
- Block = The blocker's Block Skill
- Y = a set value. Will decide this later after extensive testing. (As of now it is 10)
(Y+ (BaseDmg) * (1.5 - (Block / 100)) * (1.5 - (Stability / 100)))
Additionally, Tower Shields are now different from normal shields. They are heavier, but has a much higher stability, but also drain your stamina recovery slightly when equipped(maybe 10% or something), slow you down a bit, and can also block some elemental damage.
The blocking perk tree will also be redone to fit this new system.
Uh, I guess you guys can post your opinion(s) on the new system below now, or whatever. This is a forum after all...
Edit: by 'elemental damage' I mean magic.
Edit: Updated formula a bit.

very good :D
This sounds good, can't wait to try it out !
It is quite simple system. But what if your weaponskill is higher than 200 I know this is rare example but still exists, than you have negative value. Or you want to add some highest weaponskill edge (199)
lukkar wrote:
Well, skills are capped at 100 and it's only checking for the base value as of now. Skill bonuses work differently as of Skyrim. Now they add a percentage of damage. But I can evolve the formula a bit, I suppose. Only reason I used this formula was because there was no other way I could retrieve the incoming damage from the blocked attack.
Quite a lot of people use an uncapper mod that allows them to go above 100 in every skill. Some sort of compatibility patch may be needed if you're going to change skill-based mechanics.. but I wouldn't worry about it much if I were you. Skywind should be developed for vanilla Skyrim, not modded Skyrim (some exceptions) -- compatibility patches should come after release.
I like the idea. Some questions though (may require someone else to give a definitive answer):
I understand that cap at 100 is only in this case (I mean it doesn't count higher values) we have for example Scrolll of Icarian flight
Schwerpunkt wrote:
Sorry, but we don't adapt to other mods. They will have to be adapted to US. Adapting to every single mod wouldn't be possible.
Oh, and as of now, increasing/decreasing stability will probably be kept to a few exclusive things such as perks and maybe some spells. And yes, some artifacts could have more stability. Like I said in the post: it can be changed like a normal value for the shields. The big difference is that the value is stored in a script attached to the shield. This entire thing is done through scripting(not the save bloating kind).
@lukkar: The Scroll of Icarian Flight doesn't modify the acrobatics skill, as there is no such skill. It modifies the jumping height or something. I am not sure how we are doing the scroll yet.
Thermocrius wrote:
Not every single mod, no, but the most popular ones would make sense. However, I do agree, hence the "Skywind should be developed for vanilla Skyrim, not modded Skyrim (some exceptions) -- compatibility patches should come after release" part of my original post.
Does that damage formula make sense? Looks to me like (1 - (WeapSkill / 200)) will actually reduce the influence of BaseDmg. Should probably be (1 + (Weapskill / 200)) instead. And (1 - (Block / 50)) will eliminate the BaseDmg factor entirely at 50 skill, and turn it negative above 50 so that low stability and higher weapon damage (and enemy weapon skill, supposing the first problem is fixed) somehow reduce the base 20 points of stamina damage. How about:
(20 + (BaseDmg) * (1 - Stability / 100) * (1 + WeapSkill / 200) * (1 - max(Block / 50, 0.8) )
At least the variables are influencing stamina damage in the right direction, and stability always matters. The max term ensures block skill can't reduce BaseDmg influence on stamina loss by more than 80%, but with the formula as-is it tops out at 40 skill.
TemporaryMan wrote:
Ups, it was supposed to be (Block / 200). Thanks for noticing.
Edit: The "* (1 + WeapSkill / 200)" got in there by accident. I already used that in another formula for base calculating the 'base damage'.
Edit: Updated formulas a bit to be more 'fresh'.
Looks like a solid system to me. I like how it forces characters to be offensive in their fighting style.
Or subversive, attempting to circle behind and force your enemy to drop their guard to adjust their position. If throwing weapons are re-implemented, a player wielding a tower shield and javelins or throwing knives could have a serious edge. Thrown weapons could also work against wielders of larger shields, allowing a spry opponent the chance to flank and throw.
perhaps something that can be added to the shield perks is block incoming spell dmg, like just some of it like what it does with arrows. it doesn't make sense for a guy to hold a metal plate infront of him and still get hurt by a small burst of fire being thrown at him.
Acheryus wrote:
Read the bottom part of the post.
Acheryus wrote:
Fix'd :D But yes, even though shields are pretty much never full metal plates, independently of the material fire wouldn't go right through. Not sure about electricity and some kinesis that sucks out warmth from objects, but I guess we have to simplify.