Realistic Arrow Flight - By Aelius. 1. Mod Description. Have you ever noticed how arrows lazily loft in the air, as if they're made of cardboard? Since in real life I hunt with a bow that looks fairly similar to the design of Oblivion's bows, I immediately picked up on this anomaly. So this mod fixes that by speeding up the arrows. Feb 13, 2019 NOT STANDALONE. Required for realm. Hell Unleashed - Oblivion (Update 2019-03-15). I was wondering what the strongest weapons are in oblivion, that you can buy or acquire. Im more concerned about getting a very powerful 1 handed sword, because I have the Gray Princes shield.
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ESO FAQ >> What Are Types Of Damage
- Flame, Frost, Shock Damage
- Bleed, Poison, Disease Damage
In ESO there are a number of different damage types with associated effects, strengths and weaknesses. You will often see these referenced in the tooltips of abilities. You will see references to Magic Damage, Physical Damage and more. This tells you which type of damage is being applied to the target. The type of damage is important to note, because it determines what stats mitigate its damage and which buffs will increase its damage.
All types of damage are mitigated by either Spell Resistance OR Armor (Physical Resistance).
The different damage types are also effected by various buffs and passives, not to mention Champion Points.
Quick Reference
Type | Effects Damage | Mitigated By |
Magic Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Flame Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Frost Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Shock Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Physical Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Bleed Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Poison Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Disease Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Magic Damage
Magic Damage comes from spells, most commonly Class Skills and Staff Skills. Magic Damage is mitigated with Spell Resistance.
Melee Damage in ARK: Survival Evolved is a basic statistic for both players and creatures.It is a measure of the amount of extra damage dealt when attacking, or yield when harvesting renewable resources.Thus, a higher Melee Damage kills creatures and other players, as well as harvest resources, in fewer hits.It also increases the total yield of resources harvested from a renewable resource. Does mpore stats on mele dmg work on wyrns ark 2.
If a Skill uses Magicka it will deal Magic Damage unless the tooltip specifically states otherwise.
Physical Damage
Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class Skills. Physical Damage is mitigated by Armor (also called Physical Resistance).
If a Skill uses Stamina it will deal Physical Damage unless the tooltip specifically states otherwise.
The damage received from falling is also classified as Physical Damage.
Flame, Frost, Shock Damage
These damage effects are like Magic Damage but they also have slightly different additional effects. Flame, Frost and Shock Damage are still mitigated with Spell Resistance but they also have their own additional mitigation – Flame Resistance, Frost Resistance and Shock Resistance. These secondary mitigation apply on top of Spell Resistance. So for example Flame Damage will first be mitigated with Spell Resistance and then Flame Resistance before applying damage.
Flame Damage
Flame Damage has the chance to apply the Burning Status Effect which applies Flame Damage over time to the target. This effect deals moderate damage over 3 seconds.
Flame Damage will also have the chance to cause the Explosion Effect on NPC targets which are particularly susceptible to fire – such as zombies, troll and stranglers. The Explosion Effect deals a burst of Flame Damage but can only effect NPCs and not enemy players.
Vampires take 25% increased Flame Damage.
Frost Damage
Frost Damage has the chance to apply the Chilled Status Effect which reduces the target movement speed by 40% for 4 seconds.
Shock Damage
Shock Damage has the chance to apply the Concussion Status Effect which reduces the damage of the target by 15% for 4 seconds.
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Bleed, Poison, Disease Damage
There is also Bleed Effects, Poison Effects and Disease Damage in ESO which can come from various Skills like Poison Arrow and also Weapon Enchants.
Bleed Damage
The Bleed Effect can be triggered from a number of Weapon Skills like Blood Craze (Dual Wield) and Cleave (2H) and applies a damage over time to the target. Bleed Damage is mitigated with Armor (Physical Resistance).
Poison Damage
Poison Damage can come from a variety of sources but most commonly from Poison Arrow (Bow) and Lethal Arrow (Bow). A number of Dragonknight ability morphs deal Poison Damage. Poison Damage has the chance to proc the Poison Status Effect which deals Poison Damage over 12 seconds. Poison Damage is mitigated by Armor (Physical Resistance).
Werewolves take 25% increased Poison Damage while in Werewolf form.
Disease Damage
Disease Damage comes from Weapon Enchants and and also from a number of Nightblade ability morphs. Disease Damage has the chance to proc the Diseased Status Effect which reduces the healing received by the target by 15% for 10 seconds. Disease Damage is mitigated with Armor (Physical Resistance).
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Weapon Damage[edit]
The complete formula for Blades, Blunts and Bows is:
- The WeaponRating (WR) for Bows is the WR for the Bow + the WR for the Arrow.
Where WeaponRating is (both forms are equivalent):
BaseWeaponDamage
is the damage value provided on this site for the weapon.WeaponRating
is the damage shown for the weapon in your character's inventory.Attribute
andModifiedSkill
are constrained between 0 and 100.Attribute
is Strength for melee weapons; Agility for bowsModifiedSkill
is your skill (Blade, Blunt, or Marksman) modified according to Luck. The equation isModifiedSkill = Skill + 0.4 * (Luck - 50)
.Skill
includes any skill-altering magical effects (Fortify, Damage, Absorb, etc; in the form of spells, potions, enchantments, abilities, etc).Luck
also takes into account any magical effects.
Replacing ModifiedSkill directly into the formula yields:
SneakMultiplier is 1 unless your character is sneaking and undetected by the target in which case it is taken from the following table:
Sneak Skill | SneakMultiplier for One Hand Weapons | SneakMultiplier for Bows |
---|---|---|
0-24 | 4 | 2 |
25+ | 6 | 3 |
- Note that only the SneakMultiplier value or the PowerAttackMultiplier will be applied in the final damage calculation. A sneaking power attack attack will not combine the damage multipliers. Assuming optimized skills, the multiplier will either become: 6x from a sneak attack or 3x from a power attack. A sneaking power attack will provide only the 6x multiplier to the final damage calculation.
PowerAttackMultiplier is the additional damage possible if the attacker chooses to do a power attack instead of a normal attack.
- Normally the power attack multiplier is 2.5
- If the attacker does a standing power attack and is at least apprentice level, then the power attack multiplier is 3
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OpponentArmorRating is 1 if your character is successfully sneaking and has the Master Sneak perk, otherwise it is:
- CombinedArmorRating may not exceed 85.
CombinedArmorRating is the sum of all pieces of armor the opponent is wearing and any boosting effects like Shield. The rating for each individual piece is:
OpponentWeaponResistance is the opponent's resistance to normal weapons; if using Silver/Daedric/Enchanted weapons it is always 1. Otherwise it is:
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Enchantments on the weapon are handled as a spell hitting the target. The SneakMultiplier is not applied to either Enchantments or Poisons.
Hand to Hand Damage[edit]
The health damage done by Hand to Hand attacks is:
- The Hand to Hand Skill level is modified by Luck by
(0.4 * (Luck - 50))
.
Hand to hand damage will be increased by the same PowerAttackMultiplier values as weapon attacks. The damage is also presumably modified by the same Fatigue modifier and OpponentArmorRating as are used for weapon damage.
In addition to health damage, the opponent's fatigue is damaged by the amount:
Spell Damage[edit]
The magnitude of spell damage effects is given by:
Additionally all Elemental Damage effects are multiplied by
- Note: if this multiplier is less than or equal to 0 you will get a message about that effect being resisted.
Modifiable Settings[edit]
The equations in the previous sections are applicable when playing vanilla Oblivion. However, the calculations actually use a large number of modifiable settings, all of which can be altered by mods. For reference, this section provides the full versions of the equations, including all of the variables that can be altered.
where the default values for the variables are:
- fDamageWeaponMult = 0.5
- fDamageStrengthBase = 0.75
- fDamageStrengthMult = 0.5
- fDamageSkillBase = 0.2
- fDamageSkillMult = 1.5
- fDamageWeaponConditionBase = 0.5
- fDamageWeaponConditionMult = 0.5
The full range of possible SneakMultiplier values are:
Sneak Skill | SneakMultiplier for One Hand Weapons | SneakMultiplier for Bows |
---|---|---|
0-24 | fPerkSneakAttackMeleeNoviceMult=4 | fPerkSneakAttackMarksmanNoviceMult=2 |
25-49 | fPerkSneakAttackMeleeApprenticeMult=6 | fPerkSneakAttackMarksmanApprenticeMult=3 |
50-74 | fPerkSneakAttackMeleeJourneymanMult=6 | fPerkSneakAttackMarksmanJourneymanMult=3 |
75-99 | fPerkSneakAttackMeleeExperMult=6 | fPerkSneakAttackMarksmanExpertMult=3 |
100 | fPerkSneakAttackMeleeMasterMult=6 | fPerkSneakAttackMarksmanMasterMult=3 |
The full range of possible PowerAttackMultiplier values are:
- Basic power attack multiplier (without any mastery perks): fDamagePowerAttackBonus = 2.5
- Standing power attack (Apprentice level perk): fDamagePowerAttackStandBonus = 3
- Left and right power attacks (Journeyman level perk): fDamagePowerAttackSideBonus = 2.5
- Backwards power attack (Expert level perk): fDamagePowerAttackBackBonus = 2.5
- Forward power attack (Master level perk): DamagePowerAttackForwardBonus = 2.5
For Hand to Hand attacks, the full equation for damage is (see also TESCSWiki):
where the default values for the variables are:
- fHandHealthMin = 1
- fHandHealthMax = 15
- fHandDamageStrengthBase = 0
- fHandDamageStrengthMult = 0.75
- fHandDamageSkillBase = 0
- fHandDamageSkillMult = 1
- fHandFatigueDamageBase = 1
- fHandFatigueDamageMult = 0.5
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Other variables that appear to be related to weapon damage:
- fMaxArmorRating = 85
- fDifficultyDamageMultiplier = 5
- fDamageToWeaponPercentage = 0.06
- fDamageToArmorPercentage = 9
- fKnockdownDamageMult = 0.3
- fHandReachMult = 0.6
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See Also[edit]
- Reflect Damage, Reflect Spell
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