会员登录

自动登录   |    忘记密码 新会员注册

盔甲等级Redux VR

作者:DaJay42 and sfts
发布:LUOHUISHU98
发布日期:2019-12-05 00:39:19
更新时间:2019-12-05 00:39:19
头像
1544
694 人收藏
2837 次下载
9009 次浏览
1.0
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

DeJay42的Armor Rating Redux SE的VR端口。使用SkyUI的MCM,通知和增强效果。

请通过PM或线程中有关VR版本的所有问题直接问我。


原版的:

对于Oldrim:

https://www.nexusmods.com/skyrim/mods/78419

================================================== ============================


------------

问题:

------------

香草装甲系统被彻底破坏了。

装甲等级为0-300几乎没有意义,因为您仍然可以

几乎全损。

装甲等级突然达到300-600意味着每一点都很有价值,

随着您的生存能力急剧增加。

装甲等级超过667(如果是完整装甲,则为567)意味着进一步

增加是没有意义的,因为您的抵抗力会变得平坦。


有关更详细的讨论,请参见这个已有六年历史的论坛主题:

http://forums.nexusmods.com/index.php?/topic/481577-skyrims-armor-system-is-broken/


================================================== ============================


-------------

解决方案:

-------------

将损坏的系统替换为Morrowind中的系统,其中

装甲数量。

这个mod试图做到这一点。


它使用以下三个公式之一替换了Skyrim的抗破坏性计算,

如下所述。所有这些都可以在mod的MCM中进行微调,

也有一些针对特定装甲配方的高级选项

从不知道你需要。

所有更改均适用于播放器和所有NPC。

此外,mod提供了两种(可选)方式通知玩家

它们当前的抵抗力:通过通知或具有(伪)魔术效果。


================================================== ============================


-----------

定义:

-----------

为了确保我们在谈论同一件事,我们首先定义一些术语:


装甲等级:当前库存中显示的装甲值,例如

    根据您的技能,特权等进行修改


隐藏的装甲等级:除了其可见的装甲等级外,

    您穿的盔甲会额外提供25点固定的隐形盔甲

    评分。这似乎是贝塞斯达的三心二意的结果

    平衡他们破碎的系统。这完全破坏了平衡

    使用超过标准件数的装甲。


损坏抵抗力:您的输入所抵消的传入伤害分数

    盔甲。


受到的伤害:穿过装甲的伤害的比例。


生存能力:盔甲的强度提高了抵抗伤害的能力。

    例如拥有+ 400%的生存能力和100点生命,您可以承受500点伤害

    临终前。


经过等级调整的生存能力:盔甲增加多少能力

    承受伤害,相对于相同敌人的伤害

    水平可以处理。在《天际》中,武器伤害随技能成线性增加,

    因此您至少需要线性增加生存能力才能保持

    曲线的前方。


================================================== ============================


---------

公式:

---------

该模块当前支持3种计算模式:


-----------

双曲:

-----------

像晨风一样。护甲等级的每一点都会使您的生存能力提高

固定百分比。这意味着盔甲的每一点都是一样的。比较一下

变成香草,早期的装甲将保护您更多,而过去的装甲

上限仍然有用,但是很难达到疯狂的高位

保护值。

HypDiv控制每点的增加。默认值为0.6%,这意味着您

就像667的护甲等级一样,将达到80%的防护(+ 400%的生存能力),就像

香草。


您的生存能力将线性增加,受到的伤害会双曲线减小。

装甲等级是生存能力的两倍。

受到的伤害=输入伤害/(护甲等级* HypDiv +1)



------------

指数:

------------

晨风式生存能力和香草“平衡”之间的折衷。

盔甲的每一点都将减少固定乘数所造成的伤害。

您早期的装甲价值不如“双曲线”,但您后期的游戏

盔甲会让您接近100%的抵抗力

ExpBase控制每个点的伤害倍数。默认值为99.76%,即

意味着您将获得大约667的80%保护(+ 400%生存能力)

装甲等级,就像香草。


您的生存能力将成倍增加,受到的伤害减少

指数增长。护甲等级每提高x点,您的生存能力就会加倍。

受到的伤害=输入伤害* ExpBase ^护甲等级

-------

线性:

-------

类似于香草,但没有隐藏的装甲等级。只是因为。

装甲的每一点都减去固定值,以减少受到的伤害。

结果如上所述。

LinearMult控制每个点的减少量。默认值为0.12%。

LinearFloor控制最低的乘数。默认值为0.2

默认值可让您在以下位置达到80%的保护(+ 400%的生存能力)

装甲等级为667,就像香草。


您的生存能力将大大提高,受到的伤害减少

线性地。

受到的伤害=输入伤害*最大(LinearFloor,1-LinearMult *装甲等级)




================================================== ============================


-----------------

高级选项:

-----------------


从1.1.0版开始,这些高级选项可用:


FloorExpHyp:如果激活,则会对双曲线中的阻力施加硬限制

或指数模式,等效于linearFloor在线性模式下的功能。


MultExpHyp:如果启用,则减小双曲线或指数的阻力

乘数模式,作为柔和的天花板。

感谢Neker07的想法!



================================================== ============================


------------

相容性:

------------

    -应该在更改与游戏相关的游戏设置的其他模块之后加载

        盔甲。

    -与尝试做相同事情的任何Mod不兼容(duh)。

    

    与其他一切兼容。

    ...大概。



================================================== ============================


--------

注意事项:

--------

    -魔法效果描述会将抵抗力舍入到下一个整数

        值。要了解您的精确阻力,请使用“通知”选项。


================================================== ============================

——————————————————————————————————————————
VR port of DeJay42's Armor Rating Redux SE.  MCM, notification, and buff effect working with SkyUI.  
Please direct all questions to me (sfts) by PM or in the thread regarding the VR version.  

Original:
for Oldrim:
https://www.nexusmods.com/skyrim/mods/78419
===============================================================================

------------
The Problem:
------------
The vanilla armor system is utterly, utterly broken.
Having an armor rating of 0 - 300 is pretty much pointless, as you still take
almost full damage.
Having an armor rating of 300 - 600 suddenly means every point is valuable,
as your survivability increases hyperbolically.
Having an armor rating of over 667 (567 if in full armor) means any further
increase is pointless, as your damage resistance simply goes flat.

For a more detailed discussion, see this six years old(!) forum thread:
http://forums.nexusmods.com/index.php?/topic/481577-skyrims-armor-system-is-broken/

===============================================================================

-------------
The Solution:
-------------
Replace the broken system with one like in Morrowind, where every point of
armor counts.
This mod attempts to do just that.

It replaces Skyrim's Damage Resistance calculation with one of 3 formulas,
as described below. All of them can be fine-tuned in the mod's MCM, which
also has some advanced options for that really specific armor formula you
never knew you needed.
All changes apply to both the player and any NPCs.
Additionally, the mod provides two (optional) ways of informing the player of
their current resistance: by notification or with a (fake) magic effect.

===============================================================================

-----------
Definitions:
-----------
To make sure we're talking about the same thing, let's first define some terms:

Armor Rating: The current armor value displayed in your inventory, as
    modified by your skills, perks, etc.

Hidden Armor Rating: On top of its visible armor rating, every piece of
    armor you wear grants an additional 25 points of fixed, invisible armor
    rating. This seems to be the result of a halfhearted attempt by Bethesda
    to balance their broken system. This completely messes up the balance when
    using armors with more than the standard amount of pieces.

Damage Resist(ance): The fraction of incoming damage that is negated by your
    armor.

Damage Taken: The fraction of incoming damage that passes through your armor.

Survivability: By how much your armor increases your ability to survive damage.
    e.g. with +400% survivability and 100 health, you could take 500 damage
    before dying.

Level-Adjusted Survivability: By how much your armor increases your ability
    to survive damage, relative to how much damage your enemies of the same
    level can deal. In Skyrim, weapon damage increases linearly with skill,
    so you need to have at least a linear increase in survivability to stay
    ahead of the curve.

===============================================================================

---------
Formulas:
---------
The mod currently supports 3 computation modes:

-----------
Hyperbolic:
-----------
Morrowind-like. Every point of armor rating increases your survivability by a
fixed percentage. This means every point of armor is worth the same. Compared
to vanilla, your early armor will protect you a lot more, while armor past
the cap will still be useful, but it is difficult to reach crazy high
protection values.
HypDiv controls the increase per point. The default is 0.6%, which means you
will reach 80% protection (+400% survivability) at 667 armor rating, just like
vanilla.

Your survivability will increase linearly, damage taken decrease hyperbolically.
Twice the armor rating means twice the survivability.
Damage Taken = Input damage / (Armor Rating * HypDiv + 1)


------------
Exponential:
------------
A compromise between Morrowind-style survivability and vanilla "balancing".
Every point of armor will reduce damage taken by a fixed multiplier.
Your early armor will be worth less than with "Hyperbolic", but your late game
armor will let you come closer to 100% resistance.
ExpBase controls the damage multiplier per point. The default is 99.76%, which
means you will reach 80% protection (+400% survivability) at approximately 667
armor rating, just like vanilla.

Your survivability will increase exponentially, damage taken decrease
exponentially. Every 'x' points of Armor Rating, your survivability doubles.
Damage Taken = Input damage * ExpBase^Armor Rating


-------
Linear:
-------
Vanilla-like, but without the hidden armor rating. Just because.
Every point of armor reduces damage taken by subtracting a fixed value.
Results as described above.
LinearMult controls the reduction per point. The default is 0.12%.
LinearFloor controls the lowest possible multiplier. The default is 0.2
The default values let you reach 80% protection (+400% survivability) at
667 armor rating, just like vanilla.

Your survivability will increase hyperbolically, damage taken decrease
linearly.
Damage Taken = Input damage * max(LinearFloor, 1 - LinearMult * Armor Rating)



===============================================================================

-----------------
Advanced Options:
-----------------

As of 1.1.0, these advanced options are available:

FloorExpHyp: If activated, imposes a hard limit on your resistance in Hyperbolic
or Exponential modes, equivalent to what linearFloor does in Linear mode.

MultExpHyp: If enabled, reduces your resistance in Hyperbolic or Exponential
modes by a multiplier, acting as a soft ceiling.
Thanks Neker07 for the ideas!


===============================================================================

------------
Compability:
------------
    - Should be loaded after other mods that change Game Settings related to
        Armor.
    - Not compatible with any mod that attempts to do the same thing (duh).
    
    Compatible with everything else.
    ...probably.


===============================================================================

--------
Caveats:
--------
    - The magic effect description will round resistance to the next integer
        value. To know your precise resistance, use the "notify" option.

原贴地址
1.版本号: 1.0   更新时间: 2019-12-05 00:39:31

选择快速回复类型:
  • 感谢
  • 支持
  • 疑问
  • 卖萌
  • 关心
  • 傲娇
评论


    作者精品
    logo

    盔甲等级Redux VR


    Mod大小:135 KB
    上传时间:2019-12-05 00:39:19

    Mod简介:

    暂无更多介绍


    选择快速回复类型:
    • 感谢
    • 支持
    • 疑问
    • 卖萌
    • 关心
    • 傲娇
    回复

    closeAD