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-------- 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) |
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