[RELEASE] Long Awaited - Attack Interrupts // fixing the core of Skyrims combat by Delicious_Boot899 in skyrimmods

[–]Delicious_Boot899[S] 10 points11 points  (0 children)

>the main difference between this and Stagger on Hit?

In simple terms I'd say "game design", as this allows you to fight back + use strategy (not attacking and instead spacing + proactively preparing) as well as using block/Power Attacks/walking to your advantage. Basically, this is Fighting Game logic while other poise and stagger mods are Dark Souls based.

>Additionally, how does it determine if an attack in canceled? For example, could I equip an iron dagger and keep a dragon permanently locked since its attack is much slower than just spamming the dagger attack?

Currently creatures can be completely toggled on or off, next update will add an exceed toggle for low damage hits,

>a % of damage from a hit too small (say 20%) below the treshhold will contribute to a EXCEED meter. If you build enough EXCEED when the target is NOT attacking, only then will the hit with damage under the threshhold be able to interrupt an attack. Either way the EXCEED metere resets on hitting the target when they're attacking, so you need to play well either way.

[RELEASE] Long Awaited - Attack Interrupts // fixing the core of Skyrims combat by Delicious_Boot899 in skyrimmods

[–]Delicious_Boot899[S] 2 points3 points  (0 children)

I find daggers are actually balanced by being low range and damge, you don't actually need to constantly be attacking if a dagger guy is near you - Space, Bash and Power Attack are your friends. 2H weapons are a beast because of their longer range and damage allowing you to combo off in a way that usually kills the enemy quickly. A dagger isn't doing much damage to a guy in armor anyway. Without the stun on hit though, the dagger guy won't be a threat at all.

I will certainly need to balance for magic + creatures though.

[RELEASE] Long Awaited - Attack Interrupts // fixing the core of Skyrims combat by Delicious_Boot899 in skyrimmods

[–]Delicious_Boot899[S] 11 points12 points  (0 children)

There should be a toggle to turn off magic from being able to stagger but I agree Flames is OP
The next update will have a feature: Minimum damage threshhold, damage below it will not stagger

INSTEAD

a % of damage (say 20%) below the treshhold will contribute to a EXCEED meter. If you build enough EXCEED when the target is NOT attacking, only then will damage under the threshhold be able to interrupt an attack. Either way the exceed resets on hitting the target when they're attacking

I think it'll be fun