Critical hit recalculation - SE and VR
This mode recalculates how critical damage is quantified and applied to suit your character and suit the weapon used. In short, this fixes Skyrim's broken critical hit system. Updated for SkyRIM SE and VR. There is no complicated script. Just math. Compatible with all weapons and safe for your rescue games.
Screenshots 2 screenshots
About this mod Machine translation
This mode recalculates how critical damage is quantified and applied to suit your character and suit the weapon used. In short, this fixes Skyrim's broken critical hit system. Updated for SkyRIM SE and VR. There is no complicated script. Just math. Compatible with all weapons and safe for your rescue games.
describe
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I'm fed up with Skyrim's broken CTR system. Vanilla critical hits are based on a calculation that uses the weapon's base stats (regardless of level, upgrades, or magic). After level 10 or so, the system is useless.
I decided to revisit the problem without a script. Critical hits are now based on your stamina level, which should increase as your level rises.
-serious damage
Critical damage is now based on your stamina level. This is the only way to synthesize an "upgrade" without using scripts. The more endurance points you have, the more damage your critical strikes will take. Daggers do the least damage, and warhammers do the most damage. The better the weapon materials you have,
Will cause more serious damage. (The role of an iron dagger is lighter than that of a dagger that stuns people).
Critical damage in this mode is calculated as: weapon critical effect multiplier * (fixed percentage) * stamina = additional damage.
(If you are interested, how I determine the fixed percentage is explained at the end of this document)
The Iron Dagger has a base critical effect multiplier of 2 and a base damage of 4. Let's say your stamina at character level 3 is 110. your
The critical hit damage to you is 2*.0825*110=18.15. That's (dagger's critical hit effect, multi*my calculation*your stamina) = 18.15 extra damage.
Install
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Copy to the Skyrim data directory, or install with MO2 or NMM as usual.
After loading your game, check your active effects - you should see the modules listed above.
Special thanks to Sager for creating the script that added the extra functionality.
Options:
In the optional files, I've provided a patch for Valdr's Lucky Dagger, which will become very powerful once this mod is installed. This patch changes Valdr's daggers to do more damage than steel daggers and have a higher combat speed than regular daggers, but removes the increased critical hit chance. There is also a texture file to give it a brighter appearance so that you can distinguish it from a regular steel dagger.
Also in the optional files: a different level of critical damage, by popular request. From most deadly to least damaging: dagger, sword, battle axe, dagger, bow, greatsword, war hammer, battle axe.
Calculate=
For those interested I'll explain my calculations:
As for a fixed critical hit percentage, I base it on a multiplier of stamina first and work backwards. I started with a weapon set that I modified so that it had 1 point of critical damage. I then set the multiplier fields in the perks to be multipliers of stamina (0.25x for daggers, 0.50x for swords, 1.5x for warm hammers, etc.). I tweaked the numbers until it did what I wanted, which was "my weapon damage plus 25%~50% of critical hits". Then I need to explain each
Weapons have different critical damage in their critical data fields. The annoying and incompatible way is to make every weapon have a "1". Instead, I used iron weapons as a starting point so that the other weapons would be "more" than iron weapons. For example, I took the Iron Sword - its critical damage is 3. Convert it to a decimal, when multiplied by 3 it equals 1->100/3/100=.33. Multiply by .50 and you get .1250 stamina. Now, when the Iron Sword plays a critical role, it comes into play (your stamina*.1250*3). If this were a Daedric sword, then its critical damage would be 7, so using my math it would do (your stamina * .1250 * 7). If you only use iron weapons, you'll get a fairly even balance of 25% stamina for your dagger, 50% for your sword, 60% for your axe, and so on, up to 150% for your warhammer. The iron strike value is dagger=2, sword=3, ba …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.