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On the other hand this should also apply to the armor values of items you find - their value is calculated as a percentage of expected health values for their level, which is in turn calculated from the normal per level increase and a supposed constitution contribution.
I have no idea how to bypass that though :/ I'll mention that in the mod description.
@RJ, The Last OG F|C : The big issue I see with resistance increase is that it would make the physical damage based builds even stronger than they are in the vanilla game (spoiler : they're already the strongest ones). As I have previously stated the nice alternative would be that the Constitution bonus would also apply to the character's armor, but I have no Idea how to implement something like that :/
1/ The most efficient way to finish combats is to kill enemies before they kill you, which implies relying a lot on your damage output, and not much on your defenses / utility.
2/ Once people strike your health bar directly, they can chain-immobilize you through status effects, and you're basically useless even if you have tons of life left.
My current mod aims to fix the first issue, but does nothing for the second - once your armor is down you are still virtually just a meatbag. Having constitution improve both health and armors would fix that, since in that case by investing in constitution would effectively give your character a longer action time in combat rather than just making them longer to kill.
This would make CON better, but not crippling when enemies have high con, and create more unique dynamic of elemental damage use/strategy on both the player and the enemy's behalf?
I personally don't see the need for it to work that way, but well, it could be a thing, I think I would've had nothing against it if it was... even tho I don't like when opponents are really really REALLY huge damage-sponges XD