Difference between revisions of "FJumpFallSkillMult"

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[[Category:Settings]]
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'''Default: -0.01'''
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!style="background:#ffdead;" width="100"  | Description
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After base falling damage is determined (based on several factors, most notably [[fJumpFallTimeMult]]), it is affected by the following formula:
After base falling damage is determined based on several factors, most notably [[fJumpFallTimeMult]].


  final damage = base damage * ([[fJumpFallSkillBase]] - ([[Acrobatics]] * fJumpFallSkillMult / 100))
|-
!style="background:#ffdead;" width="100" | Formula
|style="background:#ffeded;" |


'''Note:''' fJumpFallSkillBase defaults to 1.25, so the result of this formula with default settings is that damage is multiplied by 1.25 at Acrobatics of 0, and by 1.24 at Acrobatics of 100. It is very likely that the intended result was 0.25 at Acrobatics of 100, which would require a value of -1.0 here (or the removal of the division by 100 from the formula, but that change can't be made by modders).
final damage = base damage * ([[fJumpFallSkillBase]] + ([[Acrobatics]] * fJumpFallSkillMult / 100))


An analysis by Kivan of the Unofficial Oblivion Patch yielded a different suggestion. Acrobatics is internally capped at 255 instead of at 100 like other skills, and using a value of -1.0 here causes a skill of 125 or higher to completely negate falling damage. He recommends -0.4902 (i.e. 125/255), which does not negate all damage until the 255 cap is reached. The UOP sets fJumpFallSkillMult to -0.4902 starting with version 2.2.
|-
!style="background:#ffdead;" |Default value
|style="background:#ffeded;" |
 
-0.0100
 
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''Note: fJumpFallSkillBase defaults to 1.25, so the result of this formula with default settings is that damage is multiplied by 1.25 at Acrobatics of 0, and by 1.24 at Acrobatics of 100. It is very likely that the intended result was 0.25 at Acrobatics of 100, which would require a value of -1.0 here (or the removal of the division by 100 from the formula, but that change can't be made by modders).''
 
''An analysis by Kivan of the Unofficial Oblivion Patch yielded a different suggestion. Acrobatics is internally capped at 255 instead of at 100 like other skills, and using a value of -1.0 here causes a skill of 125 or higher to completely negate falling damage. He recommends -0.4902 (i.e. 125/255), which does not negate all damage until the 255 cap is reached. The UOP sets fJumpFallSkillMult to -0.4902 starting with version 2.2.''
 
 
<div id="catlinks"><p class='catlinks'>[[Special:Categories|Category]]: [[:Category:Settings|Settings]] | [[:Category:Jumping|Jumping]]</p></div>

Latest revision as of 06:19, 20 April 2008

Description

After base falling damage is determined based on several factors, most notably fJumpFallTimeMult.

Formula

final damage = base damage * (fJumpFallSkillBase + (Acrobatics * fJumpFallSkillMult / 100))

Default value

-0.0100


Note: fJumpFallSkillBase defaults to 1.25, so the result of this formula with default settings is that damage is multiplied by 1.25 at Acrobatics of 0, and by 1.24 at Acrobatics of 100. It is very likely that the intended result was 0.25 at Acrobatics of 100, which would require a value of -1.0 here (or the removal of the division by 100 from the formula, but that change can't be made by modders).

An analysis by Kivan of the Unofficial Oblivion Patch yielded a different suggestion. Acrobatics is internally capped at 255 instead of at 100 like other skills, and using a value of -1.0 here causes a skill of 125 or higher to completely negate falling damage. He recommends -0.4902 (i.e. 125/255), which does not negate all damage until the 255 cap is reached. The UOP sets fJumpFallSkillMult to -0.4902 starting with version 2.2.