The Elder Scrolls V: Skyrim
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Truly Balanced Destruction Magic
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Feb 12, 2012 @ 7:32pm
Apr 22, 2012 @ 1:45pm
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Description
This mod balances the Destruction magic system.

If you have ever played as a mage you will find that your spells quickly become underpowered. While on the other hand the "Impact" perk is overpowered and lets you juggle your enemies to death without the need for real skill. (I won't be changing dual casting, people complain it doesn't improve the damage of spells, but it allows you to use the "Impact" perk which is more than enough. Increasing the damage to cost ratio would be overpowered.)

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Impact stagger chance poll! Even though update 4 is out, I will still take poll results for future updates: http://www.yourfreepoll.com/uwtjmmdjsp.html (It says 66% is the current value, but it's not, it's 60% now)

Now on the Skyrim Nexus for those who prefer: http://skyrim.nexusmods.com/downloads/file.php?id=10003

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UPDATE4: Most importantly first, I fixed this mod from affecting enchantments! No longer will enchanted weapons be ♥♥♥♥-overpowered. Changed the impact chance from 50% to 60%, because poll is between 50% and 66%. Removed the damage ADDITION(Not the multiplyer) of [Destruction level] * 0.1 to make up for up'd impact chance (also the spells don't need to be any more powerful than what the original multiplyer does).

UPDATE3: Minor fixes

UPDATE2: Changed impact chance from 66% to 50%, due to poll results. "[Level] Destruction" perk % increases only affect the level of skill (Novice Destruction only affects only Novice spells, not all spells). Changed "[Level] Destruction" perk multipliers.

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- Spell damage is now multiplied by your Destruction level divided by 100, plus 1. (ex. Level 69 = 1.69)

- Stagger chance of the "Impact" perk is decreased from 100% to 50% to prevent juggling.

- All the "[Level] Destruction" perks now multiply damage. (In addition to their existing effect of decreasing magicka cost by 1/2 for each level.):

Novice Destruction - Changes 1 and 2 come into effect (Above ^) Novice Spell damage increased by 5%
Apprentice Destruction - Apprentice Spell damage increased by 4%
Adept Destruction - Adept Spell damage increased by 3%
Expert Destruction - Expert Spell damage increased by 2%
Master Destruction - Master Spell damage increased by 1%

For example, say you are level 69, with the "Apprentice Destruction" perk casting Firebolt. (Firebolt's base damage is 25). Here is the formula:

25*1.69*1.04 = 43 (Skyrim will always round downwards)

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For those who believe this mod is overpowered or underpowered, just change your game difficulty. For a reference, I play on expert.

If you unsuscribe, please tell me why so I can continue to improve this mod.
Please rate, comment and leave suggestions.
197 Comments
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Crippling Autism  [author] Mar 27, 2013 @ 3:18pm 
No reason it shouldn't
keeggz Mar 27, 2013 @ 5:39am 
If i use this on an old save file will it still work
Diaxious™ Mar 8, 2013 @ 4:49pm 
Great mod btw :)
Diaxious™ Mar 8, 2013 @ 4:48pm 
If you guna play mage then make the most of the magic schools. I play heavy armour dual wielding mainly with a bit of destruction and conjuration on the side. With the new 1.9 Update you'll be able to do everything!
randy.parsons Feb 5, 2013 @ 1:59pm 
Trystanwellman, its not so much that Destruction is a bad way to go, just that other methods, bow, or sword along with smithing and enchanting are very overpowered. resistant monsters(dragons), having to aim, low magicka pool (mostly at lower levels), are all disadvantages to destruction magic. At say level 40 a decent warrior can dispatch a dragon quickly, while the mage has to cast over and over again. Also lightning can drain your magicka.
Raxez Jan 22, 2013 @ 2:36am 
Can you make it like all spells will evolve a bit when you reach higher level? being high lvl is so dull for a mage.
Crippling Autism  [author] Dec 3, 2012 @ 11:48pm 
Honestly I don't need this mod either. I made it to learn my way around with the Creation Kit and to help out the people who feel magic to be underpowered.
trystanwellman Dec 2, 2012 @ 10:02pm 
Honestly I don't see the need. I play a pure mage on Master with destruction being my primary, and I'm literally invincible. 85% magic resist, 80% physical resist and fireballs that just slaughter people. And yes I played master all the way from the beginning until now, and I've never once thought that destruction needed a bonus. Good on you for making a mod to help, but could you explain to me your reasoning for making it? I'm honestly curious.
Lavacano Ozols Sep 4, 2012 @ 10:46pm 
If you do get Dawnguard, could you make all the Dawnguard changes a separate mod? I don't want to have to buy a DLC just to enable a mod.
randy.parsons Sep 2, 2012 @ 1:59pm 
He meant Destruction level. Nothing in the mod seems to take into account player level. But it does seem to be on par with melee. If you enchant and smith maybe melee will still be more powerful though.