» Wed Mar 17, 2010 7:13 pm
i'm also very interested in the knock back effect. clearly, this is not based on fatigue or paralyze.
my henchmen have the spell 4fe05 in their spellbook. it does 100 points of shock, fire and frost for 10 seconds and cost 0 mana. it's in vanilla oblivion, it just makes my henchmen useful is all (as if i had taught them to spell stack). both mage henchmen and the DB hench will cast it every 2..3 spells. you can add it yourself, and notice that there are no fatigue or paralyze related effects in it, however, you'll get a knockdown approximately 50% of the time.
since i don't want to keep going back to grab henchies, i've also given them the spell 558d9. this gives them 10k life with 1k regen every second (permanently). this allows them to survive tazing each other with the above spell by accident. even when they survive tazing each other, they still get knocked down about as frequently as enemies, approximately 50%. so survival doesn't seem to play a major part in whether or not they get knocked down. however, i call it 'taze' even though it has no name because it manifests as a shock spell - the auxillary effects are not shown.
this does seem to be related to total damage. my personal attack is 651da, doing 10000 damage health for 5 seconds in 5 feet, and has NEVER KB. my guess, is that leftover damage is translated into potential knock back effect with higher affinities to shock and no affinity to damage health. this occurs even when they don't die due to regeneration or resistances - henchies tazing henchies causes them to get rag dolled into walls and then they get up a second later. test if the weak aoe does KB. it may also be related to hp loss - any single attack that does more than 50% damage, may cause this as well.