SPELL_EFFECTS_REBALANCE.ESP BY PUYOPUYOHERO --------------------------- DESCRIPTION: ------------ Changes the casting cost of spell effects that are "strictly" more expensive/cheaper than other spell effects with the same practical benefits E.G. Feather vs. Fortify Attribute. Also fixes Demoralize Humanoid to be the intended school of Illusion. ----------- BACKGROUND: ----------- I mostly play Mage class characters, I.E skilled in all six magical schools. As such, I find that some spells are just too expensive for what they do (or in the case of Absorb Health, too cheap), compared to similar effects in other schools. I know other classes have a martial focus, with just one or two spell schools available, and thus just *have* to use Feather over Fortify Strength, or what have you. But these classes also tend to have a lower magicka total, so why not give them a boost, too! ------------- MISC CHANGES: ------------- Demoralize Humanoid Cost: Unchanged Other: School changed from Mysticism to the correct one, Illusion Comment: For OpenMW users. This bug is otherwise fixed in vanilla by the MCP. ------------------ BASE COST CHANGES: ------------------ ---------- ALTERATION ---------- Shield Cost: 2.00 > 1.00 Comment: Shield feels bad to use at both low and high levels, first because of how little damage it reduces, then because it gets outclassed by Fortify (armor) skill (1.00). This change benefits Mage characters at low to mid levels, until the exponential scaling of Unarmored skill kicks in. Feather Cost: 1.00 > 0.16 Comment: Feather was overcosted compared to Fortify Strength (1.00), since you get 5 units of carry weight for every point of STR. Plus, STR gives other benefits. Since Feather is more specific, it is should be more cost-effective. At BC 0.16 it is now 25% more cost-effective than Fort Strength for the purpose of carry weight (gives 6.25 points extra weight for the same cost as 1 STR = 5 points) Burden Cost: 1.00 > 0.16 Comment: Same as Feather, but related to Drain Strength (1.00) Swift Swim Cost: 2.00 > 0.80 Comment: Overcosted compared to Fortify Speed (1.00) which has the same effect on movement speed, at the same magnitudes, but in more situations. Since Swift Swim has the narrower use case, it is buffed to be 25% more cost efficient than Fortify Speed. ----------- DESTRUCTION ----------- Shock Damage 7.00 > 5.00 Damage Health 8.00 > 7.00 Poison 9.00 > 7.00 Comment: Shock brought down to same cost as Fire and Frost. Damage Health and Poison brought down to be more useful, but still slightly less cost-effective than the three main elements. -------- ILLUSION -------- Silence Cost: 40.00 > 32.00 Comment: Same base cost as Paralyze makes this spell just outclassed by default. Now 25% more cost-effective. Sound Cost: 3.00 > 1.60 At 3.00, Sound costs more than Silence at just 11% magnitude (14% before my cost reduction on Silence), which IMO is too much even considering the advantages and disadvantages of Sound. At 1.60, it instead breaks even with (modified) Silence at 20% magnitude. --------- MYSTICISM --------- Absorb Health Cost: 8.00 > 12.00 Comment: Absorb Health and Damage Health both cost 8.00 by default. At 12.00, it now costs the same as a combined Damage Health (7.00) + Restore Health (5.00) spell of equal magnitudes. ----------- RESTORATION ----------- Fortify Magicka Cost: 1.00 > 0.80 Comment: This spell is strictly worse than Fortify INT (1.00), especially for characters with magicka boosting racial and birthsign bonuses. Hard to put a number on but it's 25% better now IDK. Now it at least makes sense to use this over Fortify INT, unless you're a Breton, High Elf, Apprentice, Atronach or Mage (birthsign).