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> Spell Question
Nottheking
post May 30 2006, 11:08 PM
Post #21


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Joined: 18-February 06
From: Michigan, USA



QUOTE(deltawolf @ May 18 2006, 08:34 AM)
There are some spells called "bound XXX" eg "Bound Dagger"

What does it do? (What does the "bound" mean?)
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Well, although the answer's already been given, it's worth further noting that no, in Oblivion, "bound" weapons DO NOT fortify your skill while equipped, like they did in Morrowind. They simply are really powerful, non-magical daedric weapons. They happen to be entirely weightless, and in some cases, actually deal MORE damage than daedric weapons, making them the most powerful weapons in the game.

Also, do note that if you de-equip a bound item, it tends to immediately end the effect.

QUOTE(deltawolf @ May 19 2006, 02:15 AM)
Another spell question:

when you cast somthing like "Drain 10 Health" for 10 sec.  Does it drain 10 healt in 10 sec, or 10 health for 10 sec = 100 healt?
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As Rane explained, it is like a "temporary damage."

On first glance, it may look like it stinks, because unlike "damage health," after a short while, that damage "heals" itself automatically!

However, it DOES have its advantages... First off, it's dirt cheap, so a 1-second "drain health" effect can be made for 100 points, and it will work like a "death spell;" if that attack pushes their HP to 0 or less, they die, and they do NOT recover that health!

Additionally, it's also worth using it against mages, and other enemies that can heal themselves. While, when the "drain health" effect expires, they recover the lost health, BEFORE then, NOTHING can bring the health back! It's like temporarily lowering their maximum HP.

QUOTE(deltawolf @ May 19 2006, 05:44 AM)
I was actually refering to the Absorb spell, forgot it was called that  tongue.gif

If you enchant an item with absorb 10 health for 10 sec, it should then absorb a total healt of 100, which would be the same as absorb 100 health for 1 sec (except it would do it in 1 sec)?
*


As Rane explained, absorbing health, magicka, and fatigue works just like damaging or restoring it; you absorb an ADDITIONAL 10 points per second, in that case, so it's a total of 100 points. Note that unlike the instruction booklet might suggest, you CANNOT exceed your maximum health, magicka, or fatigue from this effect; the booklet is talking about absorbing attributes or skills.

QUOTE(Olav @ May 22 2006, 07:38 AM)
Hmm... Sounds like a blade with Absorb Health enchantment will make you pretty über, provided you get in a few hits every now and then. Same with spells and bows for that matter. Have to try this. Never used Absorb Health...
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Yes, that was quite popular in Morrowind, and why the best weapon in the game was the "black hands dagger," (got from the Morag Tong faction) which, if memory serves me correctly, absorbed 15 points of health, per second, for 30 seconds.

This also worked well simply with spells; Mysticism was BY FAR my favorite skill in Morrowind, with the "absorb health" effect being one of the chief reasons. Since then, though, they moved that effect to restoration in Oblivion, and made it, in spells, touch-range only.

That, and the removal of any sort of teleportation spell, made mysticism effectively gutted and worthless; spell absorbtion, as well as reflect effects, might be worthwhile to use, but are incredibly expensive.

QUOTE(Topito @ May 27 2006, 12:58 PM)
i have my two rings+amulet+shield with something called "damage xx%" for instance i might have something like 70% of "damage", this means 70% of the attack someone does to me goes back to him, its pretty wiked to see enemies going down by themselves for no apparent reason  laugh.gif  in adition these skill are paired with the equivalent of phisical damage in a spell. So not only they damage themselves, i have some chance of "redirecting" any spell cast on me. Useful indeed... biggrin.gif
*


You mean "Reflect Damage?" Yes, that's pretty powerful. It's also why daedra can be particularly annoying in combat; most of them have an innate "Reflect Damage 10%" (or more) effect. Hence, it's much easier to dispose of them using lightning spells. (as daedra, save for storm atronachs, take +20% damage from shock-based attacks)

The real shame, of course, is that no sigil stones carry "reflect damage" as their ability, and while you CAN gain spells to grant "reflect damage," they are, by default, not allowed when making your own magic items.

This post has been edited by Nottheking: May 30 2006, 11:09 PM
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Lord DoomsDay
post Jun 2 2006, 11:46 PM
Post #22


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Joined: 18-May 06
From: Pta. South Africa. Ya we have Computers



Yo! The absorb magic spell, if it absorbs 25pts magic does it add 25pts magika to your own or is it a percentage chance to completely absorb the spell and recive no damage?

And if you reflect damage do you still recive the full blow or is it redused by the amount that you reflect?

EG: 30% reflect damage= recive 70% damage and monster gets 30% or recive 100% damage and monster gets 30%


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Duncan Frost
post Jun 3 2006, 10:00 AM
Post #23


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Joined: 16-March 06
From: All Along The Watchtowers



I think the magnitude is the chance to absorb the spell. If you absorb it I think you get the magicka cost of the spell.

Not sure about reflect damage, I haven't used it yet.


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Cadaver
post Jun 6 2006, 05:34 PM
Post #24


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Joined: 27-March 06



I dont know about reflect damage, for sure, Spell Absorg, Spell Reflect, and Spell Resist ALL function like so:

Magnitude = the % chance that the spell is Absorbed/Reflected or Resisted. Asorbed means you gain the magicka cost of the spell, Reflected reflects the spell back (Liches have a VERY high spell reflect, annoying ba$tard$) and Resist is chance to ignore spells...

One question I have... if you have 35% resist magick, 35% absorb magick, and 35% reflect magick... does this add up to 105% magick "stuff", and make you immune to magick? Or does each effect do a seperate check, and so in theory, you might still get hit sometimes??

Cadaver


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Lord DoomsDay
post Jun 6 2006, 09:18 PM
Post #25


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Joined: 18-May 06
From: Pta. South Africa. Ya we have Computers



Seprerate checks sicne they have difrent effects, if one check fails it will move on to the next until one succeeds or all of them fail, alltho resist fire,frost or shock will always reduce the damage of the particulare elament when all else fails.

For that reason I keep multi-elament spells to insure atleast some sort of damage, if they dont absorb, resist or reflect it.


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it made all other concerns, no matter how heavy or sorrowfull, disappear like smoke.
- Wizard and glass -
The Dark Tower

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Cadaver
post Jul 5 2006, 12:46 AM
Post #26


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Joined: 27-March 06



I like that weather ward circlet you get from the Thoronir quest. If you have the "level up quest rewards" mod that makes quest rewards level up when you do, it gets up to I think 30-40% resist to Frost and Shock (I think). Its two elements for sure. Whichever, its a lot, and it sure does help.

Thanks Lord DoomsDay for the info...

Cadaver


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