Difference between revisions of "FDamageStrengthBase"

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imported>Dev akm
(other factors)
imported>Quetzilla
m (formula was wonky)
 
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!style="background:#ffdead;" width="100"  | Description
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Used to calculate the damage-multiplier received from attributes.
Used to calculate the damage-multiplier received from attributes.
Formula:
( fDamageStrengthBase / 10 ) * ( '''attribute''' ) * ( fDamageStrengthMult / 1000 )


'''attribute:'''
'''attribute:'''
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Both are capped at 100, meaning that fortifying your strength over 100 won't result in more damage.
Both are capped at 100, meaning that fortifying your strength over 100 won't result in more damage.


Default = 0.75
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!style="background:#ffdead;" width="100"  | Formula
|style="background:#ffeded;" |
 
fDamageStrengthBase + '''Attribute'''/100 * fDamageStrengthMult
 
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!style="background:#ffdead;" |Default value
|style="background:#ffeded;" |
 
0.7500
 
|}
 


See [[fDamageStrengthMult]]. Other factors include [[FDamageSkillBase]] and [[FDamageSkillMult]].
==See Also==
*[[fDamageStrengthMult]]
*[[FDamageSkillBase]]
*[[FDamageSkillMult]]
*[http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula#Modifiable_Settings UESP: The Complete Damage Formula]


[[Category:Settings]]
<div id="catlinks"><p class='catlinks'>[[Special:Categories|Category]]: [[:Category:Settings|Settings]]</p></div>

Latest revision as of 18:10, 23 October 2008

Description

Used to calculate the damage-multiplier received from attributes.

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.

Formula

fDamageStrengthBase + Attribute/100 * fDamageStrengthMult

Default value

0.7500


See Also[edit | edit source]