Complete reworking of combat in Skyrim \ Combat Overhaul. TES V: Skyrim - Combat system Skyrim combat

All skills in the game are divided into three categories: combat, magic and thieves. This article will focus on combat skills.

The Blacksmithing skill is responsible for creating new items here. Offensive skills are Shooting, One-handed weapon And Two-handed weapon, and defensive ones - Heavy armor and Blocking. Activating the Warrior Stone increases the growth rate of combat skills by 20 percent.

Hand to hand combat

In the game, in addition to various weapons and magic, you can also use your own fists. Damage in hand-to-hand combat is always caused to the enemy's health, but not to his magicka or stamina. Hand-to-hand combat is not as effective as other fighting styles, but it can still kill. If you play as a Khajiit and find yourself a pair of heavy gloves, then somewhere up to level 10, the damage done with your hands can exceed the damage from weapons. It is important to note that you can deal critical damage from stealth with your bare hands, but you cannot apply poison to your hands. The distance of fighting with hands is approximately equal to the distance of fighting with daggers, the speed is average. You can combine hand-to-hand combat with the use of magic or a shield, striking with only one hand. Unfortunately, since hand-to-hand combat is not a skill, your development early in the game may be a bit stagnant if you use this fighting style heavily.

Damage with bare hands at the beginning of the game is fixed for each race. All races, with the exception of Argonians and Khajiit, deal damage equal to 4 . Argonians and Khajiit have the same base damage 10 , and the latter also have a passive ability that increases the total damage with their hands to 22 . These values ​​do not change as you level up and are associated with only one perk - Fists of Steel, which can be found in the branch Heavy armor.

People and elves

Base damage without weapons: 4

Total damage: 4

Argonians

Base damage without weapons: 10

No additional bonuses

Total damage: 10

Khajiit

Base damage without weapons: 10

Additional Damage: 12

Total damage: 22

Increased melee damage

The Fists of Steel perk adds damage in hand-to-hand combat, numerically equal to the base armor rating of the gloves worn by the protagonist. The maximum base rating is daedric gloves, and, accordingly, the damage added by them is equal to 18 . Increasing skills or improving gloves at the forge does not affect this number.

There is only one item in the game that improves your unarmed combat skills. It's called Fighter's Gloves. You can find him in the Rat Hole, the infamous sewer of Riften, with a comrade named Gian the First. This item can be broken at the altar of enchantment and then enchanted with a ring or other gloves to increase damage from punches. There is also a ceiling here and it is equal 14 .

So the maximum damage you can achieve in the game without using alchemy is 10 (base) +12 (Khajiit Claws) + 18 ( daedric gloves) + 28 (enchantment for ring and gloves) = 68

Fight with weapons

In order to use a weapon, you must assign it to your left or right hand. Two-handed weapons and bows require the use of both hands. When equipped, shields automatically appear in the left hand, and they cannot be reassigned to the right hand.

If your attack deals enough damage to kill an enemy, the game may show a kill animation. If you have activated perks Merciless Strike And Crushing blow in skills One-handed weapon And Two-handed weapon Accordingly, you will sometimes be able to observe the decapitation of an enemy. Finishing moves occur only in relation to the last enemy in the immediate vicinity at a certain distance.

Two weapons

This fighting style is characterized by speed and pressure. If you assign a weapon to each trigger, you will not be able to block enemy attacks, but you will be able to interrupt his attacks with a continuous barrage of blows. A double attack takes about one and a half times longer than a one-handed attack, but the damage done is much greater.

Double attack speed is determined based on the weight of the weapon in your left hand, and the stamina cost depends on the weight of the weapon in your right hand. Thus, it makes sense to hold a dagger in your left hand so that the double attack is faster. But most likely, using one type of weapon will be more effective due to the perks used.

The Double Whirlwind perk increases the speed of the weapon not only when striking with both hands, but also with one, if you have a weapon in both hands.

If you assign a spell to your main hand, you will lose the dual-weapon combat bonuses, but if you assign spells or a shield to the other hand, the bonuses remain.

Power attacks

A power attack is carried out by holding the corresponding key. It deals twice the damage of a normal attack and also has a chance to stun the enemy. Your stamina decreases according to the following formula:

Stamina cost for a power attack = (20 + weapon weight) * attack cost multiplier * (1 - perk effect)

The attack cost multiplier is 2 for a power attack with one hand and 3 to attack with two hands (the protagonist deals 3 blows in a row).

Depending on the direction you move, you can perform different power attacks. So, when performing a forward power attack, you will lunge, which will quickly reduce the distance between the enemy and you. By using a force attack while moving backwards, you can effectively counteract enemy attacks. Using the Fan Attack perk allows you to deal damage to all enemies in front of you with power attacks with a two-handed weapon while moving sideways.

The stamina spent on an attack does not determine the damage inflicted on enemies, so if you spend less stamina on an attack, this does not mean that the damage has decreased.

WITH comparison of different fighting styles

Possible variations of different fighting styles are described below. Hand-to-hand combat is not included in the consideration, since it was discussed above, and combat with a weapon in one hand, because it is obviously weaker than combat with a two-handed weapon.

One-handed weapon and shield

One of the most popular fighting styles, balancing between attack and defense. One of the benefits of this fighting style is the passive bonus to overall armor rating that the shield provides. Leveling up the Blocking skill reduces physical damage received to a minimum. Perk Elemental protection in Blocking, halves magical damage from elemental spells.

Unfortunately, to get the full benefit from this fighting style, you need to spend a large number of perks - 25 . Even a more “budget” option with leveling up only the left side in the Blocking skill tree and investing in the Strong Arm and Fighting Stance perks One-handed weapons will require about 15 perks For the same amount of perks, you can use two-handed weapons more effectively.

Two-handed weapon

Using this fighting style, you will be less protected than using a weapon and shield, however, the benefits are also great: more damage per second, as well as truly devastating power attacks. However, you will still be able to use the block, albeit not as effectively. To get the full benefit from this fighting style, you only need to spend 15 perks

Two weapons

This fighting style has the least defense among all the others. The game hint says that a two-handed strike immediately deals twice as much damage, but this is not entirely true, because it takes 50% more time. And the total damage per second increases to 133% of the base. The Double Whirlwind perk speeds up attacks with one or two hands, as well as power attacks (if the weapon is in both hands). With two-handed power attacks, you land as many as three hits in a row. The main perks for this fighting style are Strong Arm, Fighting Stance, Double Whirlwind and Double meat grinder. To pump them up it will take about 9 perks The price for such cheapness is an almost complete lack of protection and increased consumption of stamina, so you must take care of potions for restoring health and stamina in advance, and act decisively and quickly in battle. Redguards with the Battle Fury ability can do without stamina restoration potions.

Warrior of the word

Warriors of the word skillfully combine a weapon in the main hand (because the weapon in this hand is 15% faster) and a spell in the other. Word warriors can be divided into two categories: some supplement the damage from melee weapons with magic, others use support spells. The first concentrate on the school of destruction and weaken the enemy at a long distance and, after depleting their magical reserves, use their weapons. Others call on creatures from Oblivion to help, heal themselves, etc. Since one of your hands can have a spell of absolutely any type, from a jet of flame to illusion spells, it is quite difficult to say how many perks are needed to see the most effective work of the chosen one style. The most “budget” warrior of the word is obtained after taking the perks Strong Arm, Fighting Stance and several from the Restoration school (a full-fledged school of magic). This fighting style is very easy to combine with the above described fighting style Two weapons. Master

The difficulty level also affects the cost and duration of the spell Balance from the school of Change.

Fall Damage

If you fall from a great height, you will receive a certain amount of damage, which is calculated using the following formula:

Fall damage = ((height - 600) * 0.1)^1.45 * modifiers

The Soft Pad perk in the Heavy Armor skill reduces fall damage by half.

The damage that other characters receive is calculated using a more “severe” formula:

Fall damage = ((height - 450) * 0.1)^1.65 * modifiers

Addition

  • Two-handed combat improves mastery of one-handed weapons rather than two-handed ones.
  • Unlike the previous two games in the series, Morrowind and Oblivion, weapons in Skyrim do not require repair, cannot break, and do not deteriorate with use.
  • Fighting is one of the points of persuasion. After winning, the character will give you all the information you need.
  • Swords, axes and maces are combined into one skill, and the required specialization is determined by perks.
  • Using your fists as a weapon will not increase your level, since hand-to-hand combat is not tied to any skill.

A very interesting and extremely useful mod that will significantly change the combat system in the game: from damage to the behavior of artificial intelligence.

Peculiarities:

AI

  • NPCs will behave more naturally and intelligently. The number of enemies will be adjusted, as well as how they react to you or each other.
  • NPCs will try to dodge or block your attack.
  • NPCs will take advantage of your mistakes during the battle by attacking you (the same will happen if you behave very passively)

Special Attacks

  • NPCs will use spices. attacks that are much more powerful than normal ones, they can also stun you.
  • If the NPC has little stamina, they will not be able to perform a special. attack.
  • Improved attack animations for NPCs.

Resistance to attacks

  • If NPCs use the same special. attacks one after another - after the 3rd such attack you will receive immunity to stun, the same applies to your attacks.

Lock

  • If you block an NPC attack in time, you will not lose stamina or life.

Other

  • NPCs will use special skill when fighting each other
  • Slow movement speed when attacking with one-handed weapons
  • Blocking will become more effective
  • Blocking uses stamina
  • Reduced range of melee weapons
  • Opponents - people can restore their health

Updated!

— All added animations have been updated.

— Added balance system (?)

- AI reworked.
[New Features]

High-level mage enemies have received the Greater Magic skill.
When archery, the lesson deals different damage to the arms and legs
The player will not be affected by killmove. Default value: Enabled. (?)
Centurions received a “reboot” mode during which their strength increases significantly
Giants have gained Fury - it also increases their characteristics

Changed speed bonus calculation. Now the enemy's speed will be taken into account.

NPC movement speed has been reduced

Increased the speed at which NPCs can change weapons

Headshots have become less powerful

Scripts have become more stable

Time lock has a new effect and sound

Small and floating creatures will not have bonus to speed and balance

And a bunch of other additions and improvements...

Requirements


Installation: Place the Data folder in the game folder

— Use with FNIS

The mod works without FNIS, for compatibility do the following:

1. Download FNIS Behavior V6_3 Add-on 2.1 (tktk1 and Centaur race) and install it
2. Run Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe.
3. Select tktk1's "TK Dodge / Ultimate Combat" from the patch list.
4. Click "Update FNIS Behavior".
5. Play

— Use with PCEA
1. Make a backup of “Meshes\actors\character\behaviors\1hm_behavior.hkt, magicbehavior.hkt” before installing the patch.
2. Install the contents of the folder “Option - PCEA patch folder” from the archive with the mod.

Weapon

Weapons in Skyrim are very diverse. The damage you deal depends on the weapon itself, your skill and ability to use that type of weapon. Strikes with heavy weapons are delivered more slowly, so in terms of damage per unit of time, they may be inferior to faster weapons. In addition, heavy weapons slow down your movements.

Melee

There are two types of attacks: simple and power. Simple attacks are faster but deal less damage; Power attacks are slower but do more damage. To perform a simple attack, left-click. For a power attack, hold down the left mouse button.

Archery

To shoot a bow, press and hold the left mouse button, then release it to release an arrow. It takes time to fully draw the bowstring after a shot. Special shooting abilities provide new options, such as zooming in when shooting.

One-handed and two-handed weapons

Some weapons, such as daggers, swords, maces and axes, are designed for one hand, while the other hand can hold a shield or other one-handed weapon. Axes, greatswords, or warhammers require two hands to use, so you won't be able to pick up a shield or a second weapon. Two-handed weapons are slower but deal more damage.

Blocking

To block from a blow, hold down the right mouse button. Blocking with a weapon or shield reduces the damage you take. Shields are more effective than weapons. To strike flat - with a shield or weapon - hold the right mouse button and at this moment click the left mouse button. A flat strike can stun an opponent, leaving them open to the attack. It is impossible to strike flatly with a low reserve of strength.

Armor

Your overall defense level, or armor class, is the sum of all the items you are wearing. The higher the armor class, the better protected you are. The level of protection provided by armor depends on the armor itself, your skill in wearing it, and related abilities.

Stopping the fight

If you get into a fight with a friend or a guard, you can always surrender by putting away your weapon. If the enemy wants, he will stop the fight.

“Block, counterattack, shield strike! Hit the enemy when he's down! She won't spare you, so should you? The main thing in battle is pressure, you must be the first to catch your opponent and not let him down.”

- Eduardo Corvus, How to Kill Before You Get Killed

Most of all, the combat system is reminiscent of Oblivion. Battles take place in real time, at close, long and medium distances. There may be several opponents. Like you, they can wield melee weapons, bows and magic. There are also many monsters. But first things first.


The game does not have peace or war modes. You can get weapons and start a new world war at any time. Also, none of the characters who are planning to kill you will wait until you draw your blade - if you gape, you will receive an arrow in the knee. However, the game pauses if you go into your inventory for a potion or other weapon, or into another game menu. However, you cannot talk to characters or use many environmental objects, such as a forge or an alchemy table.
Characters who have been nice to you may stop fighting if you put away your weapon. In this case, the guards will try to arrest you, but they will not kill you. If you start a fight in the middle of the street, bystanders may try to escape, and the bravest ones will turn against you. If you are attacked, the characters you helped may stand up for you. Additionally, all characters have family ties and will only fight on one side. Not all enemies are for one thing - for example, having found a mess of necromancers and marauders in the ruins, you can take your time to attract their attention - they will fight among themselves, just as Dwemer mechanisms are hostile against all animals and people.
Close combat - fighting with weapons, such as swords, axes, hammers. Long-range and medium-range combat - combat with a bow, or some spells. If you have a melee weapon, you should strive to close the distance to enemies who wield magic or a bow. Likewise, enemies with melee weapons will tend to get closer to you. If you fight with a bow or magic, it is better to prevent them from doing this, for example by jumping on some stone.
Close combat. The most effective are power attacks. For them you need to hold down the strike button. Power attacks use up a lot of energy. Single attacks (simple click) cause little damage, but do not consume the reserve of strength - they are the only ones left to hit when it runs out. Please note that all melee weapons have an attack range. Most of all - for two-handed weapons, less - for daggers. The attack is considered successful the moment the weapon reaches the target - neither earlier nor later. This way, you can start swinging before you get close to the target. This also means that the enemy may have time to jump away at the moment of your swing. And vice versa - you can move away in time and avoid injury. Also, an enemy's swing is a signal for raising the shield, and a miss is for striking. Enemies can also use a shield; it can only be broken through with a power attack - otherwise you will only be exposing yourself in vain.
Luke. There is no auto-aim at all - the crosshair marks the center of the screen, and the arrow will be sent in this direction. To shoot, you need to pull the bowstring while holding down the attack button, and you should only release it at full tension, otherwise the arrow will quickly fall to the ground. The arrows fly, although not large and not realistic, but still a parabola, and not in a straight line. And they fly for some time, during which the enemy may have time to retreat somewhere. You may also notice that now the enemy archer has released the bowstring and the arrow is flying towards you - which means it’s time to urgently take a step to the side. Enemy archers will continuously move, but will stop for the duration of the shot - this is your chance. Shooting at a moving target is a difficult but interesting task, although the arrows often fly into milk. The same cannot be said about the enemy's arrows - they are not very accurate. By the way, fallen arrows can be picked up, and sometimes even pulled out of corpses. And those arrows that you unexpectedly find in your inventory - know that your character pulled them out of you, you can shoot them. Enemies do the same if your arrows are better than theirs. Circus, and that's all.
Monsters can attack you in close combat, with their claws and fangs, or less often in long-range combat, for example, they can spit poison. Please note that most of these effects are calculated as magic, they are affected by resistances. For example - dragon flame is the same as the flame spell, it is affected by fire resistance!
And one last thing. Sometimes you can see spilled oil on the floor. It can be set on fire with a fire spell, or by knocking down a crookedly hanging lamp with an arrow. There are also man-made traps activated by a stretched rope or slabs on the floor, and especially advanced ones by levers. All this not only hinders you, but can also help against enemies - lure them into the trap’s area of ​​effect and activate it!

It is interesting only in words, in reality it is one of the worst mods, it is not clear for whom it was made, perhaps for those who were bored playing on the Beginner-Adept difficulty.

Firstly, the mod does not get rid of clone battles in any way; only different types of enemies can provide uniqueness. In the original, all this was exactly the same - the AI ​​either hits the shield, or waits for you to open up from under your shield in order to counterattack. Enemies with one-handed weapons for example. And those with two-handed weapons, on the contrary, quickly go on the attack.
So, the mod makes this behavior not logical, but chaotic. Now a furious orc with a two-handed ax can stand and wait like a tank for you to open up, without trying to break your blocking and stamina. And a flat thief can start lashing you with a dozen weak, useless attacks on the shield, without trying to stop. Yes, the enemies really have become different from each other, as if random types of behavior came into their heads =)

Well, why the author needs to shoot himself is to increase the reaction to fear and escape. In the original Skyrim, there were quite a few situations when a wounded enemy, as they say, “got tired of fighting,” and began to rush at you wherever his eyes looked. This was incredibly infuriating, because you had to chase him halfway across the map, either forward or backward. And then come back. For what? Now, as soon as you hit some trickster once, he already squeals and starts running, forgetting about the attack. And that was by chance. Sometimes brutal orcs in ebony armor are terrified. And then you run after this fool, trying to get him in the back, which is not very convenient, due to the fact that the author for some reason cut the hitbox radius of all weapons. Run and slap the person running away on the back ten times.

Ignore pain - author of the mod, you're a damn genius, if only you could come up with such potions. A spell that returns normal animation to the game for a couple of seconds! Like feel the difference.
The shaking of the camera when hitting a hero or an enemy, it looks interesting only in words, and only in the trailer. In fact, after the tenth enemy you meet, you will swear at this mod, because EVERY attack will jerk the camera in all directions, as if you drank three liters of beer. And there are a lot of enemies in these crypts and ruins. And on high difficulty it’s generally a test of nerves, when the battle with the draugr warlord resembles a fight between two alcoholics who are shaking convulsively when they hit each other

Well, fourthly, the reduction in armor stats, bravo again, but in the original the difficulty, for example, Master, somehow doesn’t make you feel like an invincible god. Especially at character levels above 40. When a Daedric sharpened to the maximum with three arrows is clicked by military leaders. And especially for magicians - two spells and fly to the ceiling.
And in Skyrim, only boots can be enchanted for protection from the elements. Only boots or shield. Two effects - try to bring the enchantment to 100%. What if you don’t want to, what if you’re not a magician? To say that the chance of finding enchanted boots, ebony, daedric, or dragon, is somewhere around 3-4% of all uselessly generated loot? A shoe with one effect, by the way.
Why are you reducing the armor parameters, mod author? Haven’t you ever encountered men who have a Daedric ax in their hands with a buff of 45 units of fire damage? Do you know that they remove 500 HP from almost one hit on a Master, if there is no additional protection?

Oh yes, distance. Just the original range of weapons in Skyrim made it possible to fight while dodging enemy attacks. Not always, but often. This is the only thing that helps you out on high difficulty, when fighting strong enemies, such as giants, trolls, orcs with two-handed weapons, and the like.
And now the author of the mod thought that a spectacular battle is to stand almost close to the enemy, and spank each other with swords, staggering with a twitching camera, with reduced armor parameters. So that you don’t dance back and forth, away from your opponent and towards him, but stand and spank.

Here is such an interesting mod. I suspect that it is painstaking to work with and difficult to implement, but completely useless and unnecessary, because it does not improve the combat system, but makes it even more annoying and clumsy.

By the way, due to the fact that after each missed attack the enemy begins to stagger, you can literally click on everyone with one mouse button if you pump up your reserve of strength. If you miss such a blow, then most likely they will call you out. At least experienced enemies. That is, you have to forget that you made the legendary heavy armor there, and increased your skill to 100. Now you seem to be running around all the time in a blouse and tights, bending over from every blow, no matter what you’re wearing.

Preference