[JL3] skyrim hack and slash mod

( Updated : October 23, 2021 )

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Battle/Axe Bleeding Damage. | Skyrim Forums
Skyrim:Bleeding Damage Battle/Axe Bleeding Damage.
is an effect applied to war axes with the Hack and Slash perk, battle axes with the Limbsplitter perk, or when bashing enemies with the Targe of the Blooded. The effect cannot be absorbed or resisted in any way, and affected enemies will visibly bleed for as long as the effect is active. › wiki › Skyrim:Bleeding_Damage. Bleeding Damage is applied through use of war axes and battleaxes, with the perks Hack and Slash for war axes, and Limbsplitter for battleaxes. Hack and Slash is a perk in the One-handed skilltree. It requires a minimum of 30 points in the One-handed skilltree and the Armsman perk. Hello, skyrim. I wanted to discuss/know the actual worth of the Hack and Slash perk as opposed to the Bone Breaker one. I am running through the …. › › General Skyrim Discussion. Hack and slash was my first interest. However, after bolstering the actual spell value (bleed damage - health) up to a magnitude of 3 for › groups › topic › view › page › group_id › topic_id. To find the total damage with including bleeding just add whatever damage your weapon does (including smithing upgrades, etc) then add the. No, it stacks, and each material type does a different amount of damage. IIRC a daedric axe with a rank 3 perk does 18 damage total over 6 seconds from bleeding. If you use Elemental Fury, you won't really need the enchantments. You'll end up doing so much damage that most things will die fairly quick. Bleeding damage seems to be a fixed amount over six seconds line is not much better than the Bladesman or the Hack and Slash perk lines. According to what some claim, the bleeding damage from the axes do stack up for Anyone with the perks Hack and Slash/Limbsplitter knows?

It's been a long time since I've played, but I remember that the bleed perks on axes were considered somewhat underpowered. Is this still the same, or have one of these patches buffed it at all? To my knowledge, nothing has been done to change then in the vanilla game. They are all better avoided as none are actually worth the 3 point investment. The Axes is the lesser of two, or three evils, I guess. However, it is still not really worth it. Those points are better spent elsewhere. What's disappointing is, I was really looking forward to the bleed perk for axes. What a letdown. I think so. I'd have to look it up again, but IIRC the bleed damage equated to an additional 15 points. Don't quote me on that, I may be waaay off. No, it stacks, and each material type does a different amount of damage. IIRC a daedric axe with a rank 3 perk does 18 damage total over 6 seconds from bleeding. Fun fact, as a result of how it was done there are like 18 different spells used for Hack and Slash and Limbsplitter. Why they didn't do what I did for my mod and have uniform bleeding regardless of material I'll never know. Bleed Perk is good on harder difficulties, especially against enemies that regenerate, but otherwise is fairly negligible. It is saved by the fact it will proc on every hit to an enemy with blood though. The mace perk is actually slightly less useful than the Axe perk. Most enemies are entirely unarmored. The absolute worst is the Sword perk. The damage-per-hit at max level comes out to only an extra 2 damage with a Daedric sword. Still, the critical sound is pretty satisfying, so I always take it on my sword using characters. Also - I think the "first" perk effect for each weapon should always be active. The perks could then make this more effective. Personally I don't use these perks anymore. It saddens me. I ignore them - with a bit of smithing they all become obsolete. They would only come in handy early game, but the 3rd tier perks are only available at level 90 skill. Axes are my favourite. They do the most DPS and are consistent. The only problem is that bleed doesn't work on Undead or Automations. Maces should have been the best. No enemies with sufficient armour perks to justify it. The damage is Return to V - Skyrim. Come to think of it That does sound rather high. It was probably more like 7 damage. So sad, a great idea undone by poor implementation. Dwermer Automations should be practically all armour with massive resistances to magic as well. Dragons should have armour Dragonhide - Duh! Maces would come in handy then. The only thing they got "right" was the particular enemies that don't bleed. If you don't want to smith then use them by all means. Swords second.