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回報翻譯問題
If you get your Destruction skill over 100, does this have any effect on additional effectiveness of all the weakness and drain spells, or does it effect anything else?
Thanks.
You must craft spells or enchants as effectively as possible.
And high level enemies do reflect you spells that requires you to learn how to use Dispel in your high power destructive spells. It will be fun for you.
So short answer: there is no point boosting Destruction above 100. The same goes with any other skill that is NOT Acrobatics or Athletics, which have an effective '8-bit' limit [i.e. 2^8 - 1 or 255]. Attributes and Health/Magicka/Fatigue however can be boosted basically infinitely.
With regards to Reflect Spell: Very few enemies have this in Oblivion, but occasionally some enemies to cast this. If you happen to be 100% resistant to magic [which can be achieved], you need not bother IMO trying to dispel these enemies, as their reflected spells will not harm you. It's more time efficient to just keep blasting them.
However if you are not: Dispel is a Mysticism effect, BUT due to the way that custom spells work, the most powerful spell effect governs what school the spell is cast from. So if you are a Master in Destruction and an Novice in Mysticism, and make a custom spell with Destruction effects + Dispel, so long as the most powerful destruction effect has a higher Base Cost [i.e. independent of skill] than the Dispel effect [even if the Dispel effect is effectively a higher level than you could cast normally], the custom spell will be treated as a Destruction spell, and you should be able to cast it. Mysticism will still be considered for the spell cost of the Dispel effect itself, but NOT your ability to cast the spell. If that makes sense.
It's outlined in here anyway. :)
http://en.uesp.net/wiki/Oblivion:Spell_Making
One was commonly found in the daedric planes, I think it was called a Xilian or something similar. The other I encountered in the Knights of Nine final mission, they are called Aurorans I think.
Both seemed to be reflecting or at least immune to magic.
Btw, what did you mean by "tanky enemies with leveled health" that you said in an earlier message? And why did you suggest a different strategy for fighting those enemies, I think you said Rainbow attack of lightning, fire, shock is better then Drain Health against those enemies.
Another tip when making damage spells is to add the frost attack first because that means the final spell will use the frost spell animation which is much faster moving than anything else. If you add the fire damage spell first to a multi damage spell it will use the fire spell animation which is very slow and makes it easier for the target to dodge.
Light enemies is good idea
How you make a spell ?
Will you give us some samples?
I am basically understanding the strategy you are suggesting, so I am looking forward to playing again soon with the new ideas.
http://steamcommunity.com/sharedfiles/filedetails/?id=1125655865
http://steamcommunity.com/sharedfiles/filedetails/?id=1125654778
This screenshot shows the light effect on a Skingrad guard who I have just attacked with the blade. You can see an orange dusty glow around him which always happens when they are hit with a weakness spell so this is a visual indicator but this isn't always easy to see and it wears off in a few seconds. You can see the ground around him has lit up slightly which is the light effect of the spell and you can make that last much longer and be brighter. That uses more magica though.
http://steamcommunity.com/sharedfiles/filedetails/?id=1125665822
I have created LightEnemies Spell and Tested by myself alreay.
<Target spell Light magnitude:50ft area 30ft duration 45sec>
But from your post i will remake it with Calm + Light with less magnitude 15 area 50ft.
that spell will be used in LostBoy Cavern with OOO + kobal Addons this cave contains full of Ghostly Warriors ,Spectral wolves ,Liches and many other nuisances.
Xivilai [the tall Daedra that summon Clannfear] have 50% Spell Absorption[en.uesp.net], similar to what the Atronach Sign would grant the player. This means that half the spells cast at them are absorbed instead of dealing damage, and become Magicka for the Xivilai to use. Sadly there is no way to 'dispel' this effect, so the only way around it is either to just plug away at them with spells until they die [which does eventually happen given time], switch to ranged/melee weapons, and/or use poisons.
Xivilai are probably the most irritating type of enemy for a Pure Spellcaster to have to deal with: Overcoming Spell Absorption + not getting pummelled by a repeatedly summoned Clannfear attack-dog at the same time can be tedious and draining on Magicka. Thankfully, one can usually just cast Invisibility and run past Xivilai in an Oblivion gate if they do not wish to fight them.
Most enemies in Oblivion have a fixed health value, independent of what level they're found at. For e.g. a Rat will always have 4 HP, whether or not you're fighting it at Level 1 or Level 50. However, some enemies have Health which increases depending on the character's level: A 'Levelled Health Bar' in other words. The tankiest of these in the Vanilla game is an Ogre[en.uesp.net]. They will have "26×(lvl-3)" HP, and a minimum of 406 HP.
So if you were to fight an Ogre at level 20, they would have 26x(20-3=17) = 26x17= 442 HP.
If you were to fight an Ogre at level 40, they would have 26x(40-3=37) = 26x37 = 962 HP.
Both Xivilai[en.uesp.net] and Aurorans[en.uesp.net] [the Knights of the Nine Daedra with Battleaxes] have Levelled Health bars, so they'll get 'tankier' as your character levels. Aurorans unlike Xivilai do not appear to have any innate Absorption: However they are a little bit resistant to Magic and Shock, and occasionally wear Levelled Jewellery, which could include an item with Reflect or Absorption on it.
So! Going back to the first post:
In other words: "Magic Weakness stacked" + "Drain Health" combo is cheap on Magicka, but requires comparatively more spell casts to deal the same amount of damage as a one-two punch style "Magic and Element Weakness" + "Fire/Frost/Shock" combo [which I labelled 'Super Weakness' and 'Rainbow Killshot'].
Against either a very high level enemy [e.g. Ogre, which at level 49 would have 26x46 = 1196 HP], or against an enemy that can disrupt the Weakness Stacking pattern through Absorption/Reflection/Dispel [e.g. Xivilai, Dremora], it might be more useful to sacrifice more magicka for less casts, and use a "Weak + Elements" combo rather than a "Weak + Drain" combo.
For your average skirmish however, it's definitely more Magicka economical to use a "Weak" + "Drain" combo. The "Weak + Elements" combo is more of a Reserve way of dealing with tougher enemies, that might require the odd Restore Magicka potion if used consistently.
By the sounds of it, you've enchanted your gear with Fortify Intelligence to increase your Magicka. If you're able to do so: Fortify Magicka Sigil Stones are far superior to this. The highest level Fortify Intelligence stone is +12 [or +24 Magicka], and the highest Fortify Magicka Sigil stone is +50, which is more than double that.
There are from memory 9 equipment slots that can be enchanted, so it is theoretically possible for any character with 100 Base intelligence to reach 200 + 50x9 = 200 + 450 = 650 Magicka from gear alone. Of course, there are items in game that can be more practical than pure Fortify Magicka equipment, so it's often not worth it to go all out, even with a Pure mage. But regardless: Fortify Magicka enchantments beat Fortify Intelligence hands down.
You also mentioned earlier that you saw a youtube video of someone casting a spell that cost 'Over 2000 Magicka'. If you have 100 Restoration, this is easier than you think to achieve, though it does take a fair bit of effort to keep up:
http://steamcommunity.com/sharedfiles/filedetails/?id=888102371
Do you have to search Aelyid ruins for a specific type of Sigil Stones that fortify Magicka? Are they hard to find? Actually, I have some already in my inventory, I think I got them in the Daedric Planes of Oblivion if I recall.
I seem to have one that Fortifies Magicka 50 and also will Absorb Magicka 50 points on Strike. Does that mean I have to use this one on a weapon, since it is "On Strike" with its effect?
You're welcome. I'm a teacher by trade; I like explaining things. :)
Sigil Stones[en.uesp.net] are found in Oblivion gates. They're the item you pick up right at the end to destroy the gate.
There are 30 different types of stone, all of which have a random chance of 'spawning' when picked up (Miscellaneous item in inventory). They each come with two effects that can be used for enchanting: one for equipment, and one for weapons. So for e.g a Fortify Magicka / Absorb Magicka stone will enchant an equipment item with Fortify Magicka if applied, or a weapon with Absorb Magicka On Strike if applied.
2 out of the 30 types of stone have Fortify Magicka as their equipment component (the other being Fortify Magicka / Damage Magicka), so the player effectively has a 1/15 chance of picking up a Fortify Magicka stone from a gate.
Given that there's a maximum of 60 gates that spawn per game, it's not likely that the player will gather enough Fortify Magicka stones to use from Random Chance alone. To get around this: one can save/ reload in front of a stone in a gate until it spawns a variety that is useful (which is what I do). Failing that, one can also use Console Commands to spawn them.
Would you rather have scenario 1 or 2?
1 Wear all enchanted heavy armor and get 350 magicka, with Reflect Damage at 41% and Spell Absorption at 25% and Reflect Spell at 25%
2. Or would you rather use Mankar Camaron's robe, have Reflect Damage at 61% and Spell Absorption at 46% and no Spell Reflect, and have Magicka at around 280.