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?
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Showing 16-22 of 22 comments
The Flying Rodent Mar 13, 2018 @ 7:24pm 
All righty, got to see the formula. I can see why you had trouble interpreting it, there are a lot of variables in it lol.

I ‘think’ that I understand how it works, but I’ll need some time to sit down and write up an explanation (which I can’t really do on a phone).

Essentially there’s a formula with a ‘Decay Rate’ and ‘Growth’ Rate (which you can vary in the toolset it looks like), which then feeds into a natural logarithm/ exponentential based equation for the ‘Diminished Value’, which can then be taken as a ‘Diminished Percentage’.

I reckon that you could overtune the Growth/Decay values in order to make 100% attainable, but the default values for these two things (think it’s 0.2 something?) make Immunity pretty unattainable.

Anyway: will do a table when I have the chance that should hopefully illuminate how it works. Stay tuned! :)
Last edited by The Flying Rodent; Mar 13, 2018 @ 7:26pm
The Flying Rodent Mar 13, 2018 @ 7:29pm 
Originally posted by Void#151625:
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.

100% Magic ‘Damage Reduction’ is as good as Immunity , and in the Base game, 100% Magic Resist also blocks spell effects with no variable magnitude (e.g. Paralysis), from effecting the Caster. Any effect that comes from Powers or Perks however (e.g. Paralysis power attacks), AREN’T blocked by 100% Magic Resistance.

In this instance however, there’s a mod that changes how it all works (which a pretty complicated calculation). I’ll try to break it down when I find the time !
Last edited by The Flying Rodent; Mar 13, 2018 @ 7:29pm
jacobellinger Mar 18, 2018 @ 9:17pm 
some poisons can make you weak to magic.
Tokey IV:XX May 22, 2018 @ 8:47pm 
too bad:o_science:
Johnny Casey May 22, 2018 @ 11:20pm 
Originally posted by Tokey IV:XX:
too bad:o_science:
Wow. Did you seriously just scroll through the rest of threads and find this one to say that?
What an effort, mate.
Jarleale Sep 30, 2018 @ 4:13am 
I don't know if it is helpful for you now, but I have the same mod and I understand the problem.

The mod changes the way actor values work and also resistances. In the base un-modded game 100% magic resistance make you immune to all damaging spells and effects like silence and paralyze, even reflected effects (unlike spell absorb and spell reflect), however paralyze effect from perks and effects from poisons are not included.

However, the mod changes the resistances so that they never reach 100%. Diminishing returns mean that for example the first 10% gives you actual 10% resistance, the next 10% gives you 9% actual resistance and so on. So 110% magic resistance might with that mod translate to something like 86% magic resistance, depending on the growth and decay values.

This is the default values, so 200% magic resist actually means 97,5%
Value Resistance
0,00% 0
25,00% 37,029
50,00% 60,347
75,00% 75,03
100,00% 84,276
150,00% 93,765
200,00% 97,528

I used the ini-file in JCNAVUncap to disable the dimishing-return mechanism, and now it works as it would in the base game 100% is actually 100%. In that case the relevant INI-values are:
set JCNAVUncapQuest.iavuMagicEffectResistUseDR to 0 ;(default JCN: 0)
set JCNAVUncapQuest.iavuMagicItemResistUseDR to 0 ;(default JCN: 0)
Johnny Casey Sep 30, 2018 @ 12:51pm 
Originally posted by Jarleale:
I don't know if it is helpful for you now, but I have the same mod and I understand the problem.

The mod changes the way actor values work and also resistances. In the base un-modded game 100% magic resistance make you immune to all damaging spells and effects like silence and paralyze, even reflected effects (unlike spell absorb and spell reflect), however paralyze effect from perks and effects from poisons are not included.

However, the mod changes the resistances so that they never reach 100%. Diminishing returns mean that for example the first 10% gives you actual 10% resistance, the next 10% gives you 9% actual resistance and so on. So 110% magic resistance might with that mod translate to something like 86% magic resistance, depending on the growth and decay values.

This is the default values, so 200% magic resist actually means 97,5%
Value Resistance
0,00% 0
25,00% 37,029
50,00% 60,347
75,00% 75,03
100,00% 84,276
150,00% 93,765
200,00% 97,528

I used the ini-file in JCNAVUncap to disable the dimishing-return mechanism, and now it works as it would in the base game 100% is actually 100%. In that case the relevant INI-values are:
set JCNAVUncapQuest.iavuMagicEffectResistUseDR to 0 ;(default JCN: 0)
set JCNAVUncapQuest.iavuMagicItemResistUseDR to 0 ;(default JCN: 0)
I now no longer put this mod as active plugin in my game, but that's good to know. Didn't know I could disable it.
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Date Posted: Mar 11, 2018 @ 6:36am
Posts: 22