hierophant: (Charisma)
( Apr. 16th, 2008 09:41 am)
Been playing Oblivion again to change up the pace on my gaming cycle.  Been really working on mastering the magic system and have dumped a bunch of cool spells into my mage's spell book.

Something I never knew about the game was how Weakness debuffs worked.  Checking out Oblivion wiki, there is a great section on what the different spell effects do, and some example spells to play with.

The multiplier effects of Weakness debuffs are what really caught my eye, and have drastically changed how I play my magic using character.

First, a 100% Weakness to Fire essentially doubles fire damage that the target receives.  What I found out, however, is that debuffs need to be cast on a target BEFORE fire damage effects in order to get the multiplier.  So  a single spell with 100% Weakness to Fire and 10 Fire Damage on target, wouldn't do double damage.

Basically, you need to layer on spells to make it effective.  First spell is a Debuff, the second is the damage.

After I figured that out, I read further about the magic system.  In addition to 100% weakness to fire, you can add 100% weakness to magic, which essentially doubles the doubled damage (or x4).  Weakness to Magic also increase damage from non-elemental spells and effects, like damage fatigue, magicka, health, drain spells, etc, essentially doubling all non-elemental damage/effects on targets.  I have yet to try a self-debuff heal spell.  I'll try that tonight.

So, if you create a general Debuff spell, then follow it up with a damage spell, you can get some crazy damage going.  It ends up being more magicka efficient to use debuffs as well, as you cannot get crazy damage out of more expensive spells as they cost more to cast, and therefore increase the downtime between barrages.

Group Debuff/Group Damage Over Time Combo

DEBUFF_ magic/fire/shock
    100% Weakness to Magic on Target, in a 10 ft radius, for 3 seconds
    100% Weakness to Fire on Target, in a 10 ft radius, for 3 seconds
    100% Weakness to Shock on Target, in a 10 ft radius, for 3 seconds
Magicka Cost (Destruction @ 75+): 51+ Magicka

Shockfire 1
    10 pts of Fire Damage on Target, in 10 ft radius, for 3 seconds
    10 pts of Shock Damage on Target, in 10 ft radius, for 3 seconds
Magicka Cost (Destruction @ 75+): 65+ Magicka

This combo will hit all debuffed targets for 120 Fire damage and 120 Shock damage over 3 seconds, 240 damage total.  Its evil.

Touch of Death Combo

What I also figured out was that Drain spells will get doubled with 100% weakness to Magic.  So a drain 100 pts of Health spell will essentially deal 200 pts of temporary damage, making it easy to finish off a weakened opponent.

Same DEBUFF spell as above.

Dim Mok
    100 pts Drain Health on Touch, for 5 seconds
    10 pts Fire Damage on Touch, for 5 seconds
Magicka Cost: (Destruction @ 75+) 96 magicka

With the Debuff, the target would lose 200 pts of Health for 5 seconds, and take 200 pts of fire damage over the same period of time, essentially doing 400pts of damage.  So any enemy that has 400 pts of Health or less dies on the last tick of damage.

Anyway... just need to share this with the void of LJ.

/geekRantoff
.

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