Difference between revisions of "FDamageStrengthBase"
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imported>Dev akm (other factors) |
imported>Dev akm (corrected error in formula) |
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Line 2: | Line 2: | ||
Formula: | Formula: | ||
( fDamageStrengthBase / 10 ) | ( fDamageStrengthBase / 10 ) + ( '''attribute''' ) * ( fDamageStrengthMult / 1000 ) | ||
'''attribute:''' | '''attribute:''' | ||
Line 11: | Line 11: | ||
Default = 0.75 | Default = 0.75 | ||
See [[fDamageStrengthMult]]. Other factors include [[FDamageSkillBase]] and [[FDamageSkillMult]]. | See [[fDamageStrengthMult]]. Other factors include [[FDamageSkillBase]] and [[FDamageSkillMult]]. For the whole formula, see [http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula#Modifiable_Settings UESP: The Complete Damage Formula] | ||
[[Category:Settings]] | [[Category:Settings]] |
Revision as of 16:27, 17 April 2007
Used to calculate the damage-multiplier received from attributes.
Formula: ( fDamageStrengthBase / 10 ) + ( attribute ) * ( fDamageStrengthMult / 1000 )
attribute: For blunt and blade weapons the actor's current strength is used. For marksman the actor's current agility is used. Both are capped at 100, meaning that fortifying your strength over 100 won't result in more damage.
Default = 0.75
See fDamageStrengthMult. Other factors include FDamageSkillBase and FDamageSkillMult. For the whole formula, see UESP: The Complete Damage Formula