[REQ] Weaker Resist Magic

Post » Wed Sep 01, 2010 7:48 pm

You know what would really solve the OP's original complaint? A mod that changes resist magic back to working how it did in Morrowind, minus the protecting against diseases (since there is a new effect for that). Back then it didn't protect against fire, frost or shock, so those resistances were still useful.

Resist Magicka M% for D seconds
These effects decrease the damage or other negative effects dealt by any magical effect other than the four elemental damage effects. (Fire Damage, Frost Damage, Poison, and Shock Damage) This includes Absorb Health, Damage Health, and Drain Health, as well as non-damaging but still hostile effects such as any other Absorb, Damage, or Drain effects, Blind, Burden, Disintegrate, Sound, and any Weakness effects. It protects from disease as well, as all diseases apply only these effects. It does not protect against effects with no magnitude, such as Paralyze or Silence.


Is there a mod that does this? If not, is it even possible to change how Resist Magicka works?
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Madison Poo
 
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Post » Thu Sep 02, 2010 12:12 am

Is there a mod that does this? If not, is it even possible to change how Resist Magicka works?

It is possible using available techniques, but would require you to change nearly every spell and magic effect in the game. The level on incompatibility that would cause is pretty severe. Someone may have attempted it even so, but I'm not aware of it.
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Tai Scott
 
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Post » Wed Sep 01, 2010 8:31 pm

It is possible using available techniques,

Okay, if what you're thinking of is more elegant than the following, I'd like to hear it. All I can come up with is using AVUncapper to prevent Resist Magic from ever hitting 100%, and then doing a bunch of math and adding Weakness to Elements effects to counteract any Resist Magic on an actor.
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Franko AlVarado
 
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Post » Wed Sep 01, 2010 8:41 pm

Okay, if what you're thinking of is more elegant than the following, I'd like to hear it. All I can come up with is using AVUncapper to prevent Resist Magic from ever hitting 100%, and then doing a bunch of math and adding Weakness to Elements effects to counteract any Resist Magic on an actor.

Actually, I was mistaken. There is no way to do this with existing techniques (ordinary mods, scripts, etc.).
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Liv Staff
 
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Post » Wed Sep 01, 2010 11:43 am

I do not completely understand the game mechanics, and as such my questions may sound incredibly, incredibly stupid. But...

With the AV Uncapper Settings, a decay of 1.85 = 84.28% actual resist at 100% in-game resistance. Correct? And I can't break the 100% in-game resistance cap unless I uncap the max resistance, correct?

Does AV Uncapper resistances affect ALL resistances, or just those brought on by magic/enchantment effects? I know potions can become pretty overpowered as well, which is why I've been avoiding heavy use of Alchemy.
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NO suckers In Here
 
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Post » Wed Sep 01, 2010 10:15 pm

I do not completely understand the game mechanics, and as such my questions may sound incredibly, incredibly stupid. But...

With the AV Uncapper Settings, a decay of 1.85 = 84.28% actual resist at 100% in-game resistance. Correct? And I can't break the 100% in-game resistance cap unless I uncap the max resistance, correct?

Does AV Uncapper resistances affect ALL resistances, or just those brought on by magic/enchantment effects? I know potions can become pretty overpowered as well, which is why I've been avoiding heavy use of Alchemy.

Your numbers are correct. With the decay rate at 1.85, 100 points of Resist XXX will reduce damage from XXX by 84%.

The "cap" on resistances is that you cannot block more than 100% damage (which makes sense). You can have as many points in a resistance as you like, so long as the damage blocked never is greater than 100%.

There are several different categories of resistance, which I won't go into here. At the moment, AV Uncapper affects all resistances except Resist Disease and Resist Water Damage (this isn't used in the vanilla game anyway). A future version will affect these two as well. The only kind of resistance that would come into alchemy, though, is "Resist Poison", which AV Uncapper generally makes weaker. AV Uncapper will not make poisons or potions any less powerful. If that is something you want, you should look into one of the many great alchemy mods available.
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Helen Quill
 
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Post » Wed Sep 01, 2010 10:35 pm

Resist Water Damage (this isn't used in the vanilla game anyway).

Are you sure? I was under the impression that it's used to give certain Daedra immunity to the lava in Dagon's plane. Not that I've verified this directly, but it should probably be checked before the 100% behavior is eliminated.

Of course someone would have to specifically activate diminishing returns on RSWD for it to matter, so now that I think about it, this isn't your problem. :)
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Lyndsey Bird
 
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Post » Thu Sep 02, 2010 12:43 am

Are you sure? I was under the impression that it's used to give certain Daedra immunity to the lava in Dagon's plane. Not that I've verified this directly, but it should probably be checked before the 100% behavior is eliminated.

As far as I can tell, 'ResistWaterDamage' is used by no vanilla scripts, and only one vanilla spell ('AbImmuneToWaterDamage'). The spell itself is not used by anything, so there should be no actors in the vanilla game with this effect.

Edit: It's actually used by two spells, the other being 'SESheogorathImmunity'. However, the effect on that spell has a magnitude of zero, so even assuming Sheogorath casts it there are still no actors in the vanilla game with this effect.
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Emily Graham
 
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