The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

Johnny Casey Mar 11, 2018 @ 6:36am
100 Resist Magic is not working as Magic Immune
My race is Breton. That's 50 Resist Magic.

And I have 3 enchanted equipments that has 20 Resist Magic. So these are 60 Resist Magic.

In total, I have 110 Magic Resistance as Active Effects tab says so.

But for some reason I take damage from spell.
Does anybody know the reason?
< >
Showing 1-15 of 22 comments
Johnny Casey Mar 11, 2018 @ 10:29am 
Originally posted by 󠀡:
Maybe someone attacked you with a spell that also lowers your resistance.

You mean Weakness to Magicka? I don't think so. all the spells I've been hit are just normal and it has only one effect.

Even if they were using Weakness spell, with 100 magic resistance, Weakness spell itself doesn't work against it. It's a spell after all.
The Flying Rodent Mar 11, 2018 @ 10:55am 
Yeah Weakness spells themselves are Magicka, so if you’re 100% resistant to magic they shouldn’t do anything .

Resist Magic stacks linearly , so you should have 110 Magic Resist and thus Immunty if what you’re describing is the whole picture.

The only things that I can think of it that you might have the Apprentice sign (which gives 50% Weakness to Magicka, cancelling out the Breton bonus), or that you took Damage from a Poison and not a spell. Poisons can deal elemental damage, but themselves are counted as Poisons rather than spells.

It could also just be bugged. Wouldn’t put it past something being bugged...
Last edited by The Flying Rodent; Mar 11, 2018 @ 10:56am
Johnny Casey Mar 11, 2018 @ 11:10am 
Nope. I checked everything, but nothing went wrong.

Although I have heard that magic effect in Oblivion stacks in a very weird way.
50 + 50 is not 100 but 75 and all that. Perhaps this could be the reason.
Johnny Casey Mar 11, 2018 @ 11:26am 
Originally posted by 󠀡:
I dont think this is a thing. 50 + 50 should stack to 100, unless you are trying to stack magic resistance with elemental or fire/frost/shock resistance.

Oh okay Flying Rodent did mention it already.

What about the difficulty settings? I play the game with max difficulty. Will this be the case?

Edit: It's not difficulty issue either. I just lower the difficulty but I still take damage with 110 Magic Resistance.
Last edited by Johnny Casey; Mar 11, 2018 @ 11:33am
Johnny Casey Mar 11, 2018 @ 12:08pm 
Originally posted by 󠀡:
Do you take the full damage or only a little ?
I dont think this is the case but maybe there is a resistance cap.

Edit: I guess mods may be able to cause this issue.

The first mod that comes in my mind was ActorValueUncapper which uncaps pretty much every stats. And I just read the .pdf file that contains all the changes, so I found this.

6.8 Magic Resistances - Resist Magic Item: I.E. Resist Poison (for poisons) and Resist Magic (for whole spells & enchantments). Note that Magic Item Weaknesses are just negative Resistances.
Magic Item Resistance reduces the intensity of every effect on the item. It is combined with Magic Effect Resistance, which is applied to each effect individually (see below). This value is passed through a Diminished Percentage calculation. The parameters are the new settings favuMagicItemResistGrowthRate, favuMagicItemResistDecayRate, and favuMagicItemResistUseDR.
Note that Weakness to Magic is subject to exploitation. Consider using several ‘Weakness to Magic’ spells in succession: the first spell magnifies the second, which will magnify the third, etc. Using the default behavior the target’s weakness will grow exponentially over time, but even with the new DP behavior it will still grow linearly. With enough time, it is possible to give any target an arbitrarily high weakness to magic.

6.9 Magic Resistances - Resist Magic Effect: I.E. Resist Fire, Frost, Shock, Paralysis, and Magic (for single effects). Note that Magic Effect Weaknesses are just negative Resistances.
Magic Effect Resistance reduces the intensity of certain magic effects from any hostile magic item. It is combined with Magic Item Resistance, which is applied to the magic item as a whole (see above). This value is passed through a Diminished Percentage calculation. The parameters are the new settings favuMagicEffectResistGrowthRate, favuMagicEffectResistDecayRate, and favuMagicEffectResistUseDR.

While I can't understand all of it(my English is not good), what I get is Resist effects are indeed have been weakend. So it was this mod afterall.

Now I need to understand how this 'Diminished Percentage' works so I get the idea of how exactly I have to raise my Magic Resistance to reach the immunity, but eesh. This is hard.
The Flying Rodent Mar 11, 2018 @ 5:21pm 
"This value is passed through a Diminished Percentage calculation."

I read this as: Each new source of Magic Resist applies as a percentage to whatever is missing, rather than just being plainly additive. Similar to how Spell Absorption works.

So going through your current setup:

First you have 50% Magic Resist [applied to 100% missing, so this stays as normal]..

Then you have another 20% [of 50% remaining], which is 10% Magic Resist, for a total of 50 + 10 = 60% Magic Resist.

Then you have ANOTHER 20% [of 40% remaining], which is 8% Magic Resist, for a total of 60 + 8 = 68% Magic Resist.

And then a FINAL 20% [of 32% remaining], which is 6.4% Magic Resist, for a total of 68 + 6.4= 74.4% Magic Resist.


I don't know exactly how this mod works, but my guess is that a calculation similar to this is what is going on. A similar thing happens for Spell Absorption: If you added four spell absorption 'buffs' that were 50%, 20%, 20% and 20% respectively, you'd get the same answer as above [74.4% total].

In this scenario, 100% Magic Resist is still attainable, but only if you had one active effect providing a solid 100% Magic Resist (I.e. a Custom Spell). Any combination of effects that are less than 100% will get you ‘close’ to immunity, but will never actually get you there.
Last edited by The Flying Rodent; Mar 12, 2018 @ 12:17am
Johnny Casey Mar 12, 2018 @ 4:07am 
Originally posted by The Flying Rodent:
"This value is passed through a Diminished Percentage calculation."

I read this as: Each new source of Magic Resist applies as a percentage to whatever is missing, rather than just being plainly additive. Similar to how Spell Absorption works.

So going through your current setup:

First you have 50% Magic Resist [applied to 100% missing, so this stays as normal]..

Then you have another 20% [of 50% remaining], which is 10% Magic Resist, for a total of 50 + 10 = 60% Magic Resist.

Then you have ANOTHER 20% [of 40% remaining], which is 8% Magic Resist, for a total of 60 + 8 = 68% Magic Resist.

And then a FINAL 20% [of 32% remaining], which is 6.4% Magic Resist, for a total of 68 + 6.4= 74.4% Magic Resist.


I don't know exactly how this mod works, but my guess is that a calculation similar to this is what is going on. A similar thing happens for Spell Absorption: If you added four spell absorption 'buffs' that were 50%, 20%, 20% and 20% respectively, you'd get the same answer as above [74.4% total].

In this scenario, 100% Magic Resist is still attainable, but only if you had one active effect providing a solid 100% Magic Resist (I.e. a Custom Spell). Any combination of effects that are less than 100% will get you ‘close’ to immunity, but will never actually get you there.

Actually, pdf contains the full fomula of Diminished Percentage calculation, but it's somekind of equation(or something else) that I gave up to learn in a long time ago.

However, I also found the author of mod says

"I changed the way how 'percentage actor value' works, because all these values(Chamelon, Resist, etc) have no point to raise them beyond 100, which breaks the purpose of 'uncapping actor values'"
The Flying Rodent Mar 12, 2018 @ 12:54pm 
What’s the name of the mod? I might be able to help clarify it if I can read the PDF.
Johnny Casey Mar 12, 2018 @ 1:35pm 
Originally posted by The Flying Rodent:
What’s the name of the mod? I might be able to help clarify it if I can read the PDF.

https://www.nexusmods.com/oblivion/mods/34841

Here's the link
ManualMakron Mar 12, 2018 @ 11:10pm 
Certain spells and abilities bypass resistances. For example Wraith Curses will ignore your resistances and will also apply Weaknesses
Johnny Casey Mar 13, 2018 @ 1:47am 
Originally posted by Marko:
Certain spells and abilities bypass resistances. For example Wraith Curses will ignore your resistances and will also apply Weaknesses

The spells I've been struck were Storm Atronach's and Goblin Shaman's, but that's good to know.
The Flying Rodent Mar 13, 2018 @ 2:28am 
Regarding that mod: I can’t seem to find the PDF. I feel like I’m missing something obvious.

I currently can’t run Oblivion in the computer that I have (old Mac laptop, and my Oblivion version is a PC Steam version that I ran on a now defunct PC). Do I need to install the mod somewhere to view the PDF with the calculations in it?

I’m guessing that it’s something super simple that I’m missing and I’m being a noob . :S
Last edited by The Flying Rodent; Mar 13, 2018 @ 2:29am
Johnny Casey Mar 13, 2018 @ 2:37am 
Originally posted by The Flying Rodent:
Regarding that mod: I can’t seem to find the PDF. I feel like I’m missing something obvious.

I currently can’t run Oblivion in the computer that I have (old Mac laptop, and my Oblivion version is a PC Steam version that I ran on a now defunct PC). Do I need to install the mod somewhere to view the PDF with the calculations in it?

I’m guessing that it’s something super simple that I’m missing and I’m being a noob . :S

If you unzip the file, you'll see 'AV Uncapper Features v1_beta1.pdf'. That's the one.
The Flying Rodent Mar 13, 2018 @ 2:57am 
Derp. Ta.
Last edited by The Flying Rodent; Mar 13, 2018 @ 2:57am
Void#151625 Mar 13, 2018 @ 10:50am 
magic resistance = magic damage reduction and yes its not immunity, unless you mod it
resist type are allway damage reduction of that damage resist type.
and not Immunity unless you mod it diffrently.
without mod there is not true immunity for players.
enemy can be immune to paralyze, not all, but a few.
Last edited by Void#151625; Mar 13, 2018 @ 10:52am
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Mar 11, 2018 @ 6:36am
Posts: 22