May 11, 2017 Character Build: The Knight Cleric. Posted by Curse on April 18. Negating magic damage almost entirely when a spell is successfully blocked. Recommended Mods. Dawn of the Dawnguard Armor - This mod is a stunning, HD re-texture for all dawnguard armor sets. Because if you're going to purge the wicked, you may as well look good doing it. Damage text animation can be changed to several patterns. Critical attack and sneak attack can be set separately. 'BLOCK', 'SNEAK' and 'CRITICAL' are displayed at the position where damage is displayed. The degree of dispersion of the damage display depends on the distance between the player and the actor. Damage text is displayed on the flying.
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Perks are added to replace the ones added to the base perk - an expert level which allows you to 'parry' arrows/spells with weapon block, reducing their damage by 50%, as well as increasing the spell damage blocked with a shield, and a 'Hunker Down' perk which blocks almost all incoming elemental damage and fusroda while crouched, stationary. I need an advice. Im trying to build up an invulnerable character. Faceroll and facetank playstyle. Dominate and humiliate.
Modding in Skyrim is all about compromises with the game engine. By the way, I'm playing with older version of this mod (with only one 5-hit spell) for a very long time (about a year), and I can say that it's fairly balanced- you can not recast this spell fast enough for you to not be killed while in combat, because it has a 3-sec charging time.
Athis and Njada Stonearm in a fistfight
Unarmed Combat is a sub-form of combat that involves attacking an opponent with your fists, performed by attacking with nothing equipped (spells, weapons or shields) in one or both hands. Unarmed combat does not have its own skill tree and cannot be developed like other skills, but certain races start out with higher unarmed damage, and the ability does have perks and a specific enchantment that may enhance its damage. Unarmed combat may be a reliable type of combat early in the game when opponents are at lower levels, matching your character level.
Base Unarmed Damage and Reach[edit]
https://libraryrenew644.weebly.com/blog/dmg-63v. While all races of Men and Mer do the same amount of unarmed damage (base of 4), Khajiit and Argonians do more unarmed damage. The Khajiit's beginning advantage, granted by their passive claws trait, enables them to deal more damage with fists than with weapons in the early levels of the game. However, these damage values do not improve with the level progression of skills (such as One-Handed) or overall level, meaning eventually unarmed attacks become less effective than attacks with weapons or spells as you continue to improve the relevant skill trees.
Comparison Table[edit]
†The in-game text states that the Claws passive ability adds 15 points to Khajiits' unarmed damage, but the actual effect magnitude is 12. The game data also describes the effect as 'Khajiit claws do four times the damage of a man's punch', which is incorrect, as it is actually 5.5 times the damage.
Unarmed Reach[edit]
In game terms, daggers have a reach of 0.7, one-handed weapons a reach of 1, and two-handed weapons a reach of 1.3; relative to these, all playable races have the same unarmed reach, about 0.68.
Increasing Unarmed Damage, Reach, and Speed[edit]Equipment[edit]
While the exact speed of unarmed attacks is not known, if it is slower than 1.3 (dagger speed), you can speed it up to dagger speed like with any one-handed weapon, by holding a dagger in your left hand and punching with your right, at the expense of being unable to block.
Perks[edit]
The Fists of Steel perk adds between 10 (iron) and 18 (daedric) to the total unarmed damage you deal when you wear heavy armor gauntlets. The value added to the damage is the base armor value of the gauntlets; thus, improving the quality of such gauntlets by smithing does not increase this value, nor does leveling the Heavy Armor skill.
The Dual Flurry and Dual Savagery perks apply to both hands provided at least one hand is holding a weapon; the former will let you punch faster by holding a weapon you don't swing in your other hand (although you will not be able to block), and the latter will apply to both hands (including the unarmed one) during a dual power attack. Even with Savagery, though, your fist will do less damage while dual power attacking than single power attacking.
Enchantments[edit]
A unique item found within The Ratway, the Gloves of the Pugilist is the only item within the game that contains the Fortify Unarmed Damage enchantment. To maximize unarmed damage, you can disenchant these gloves and then apply the enchantment to both gloves and rings.
Sneaking[edit]
Sneaking while performing an unarmed strike applies the double damage effect.
Lycanthropy and Vampirism[edit]
Vampire lords and werewolves have increased unarmed damage and unarmed reach 1.06, slightly more than one-handed weapons.
Lycanthropy[edit]
Being a werewolf in beast form sets your base unarmed damage to 20 (meaning Khajiit actually lose damage, since they lose their Claws trait, dropping from 22 to 20, and Argonians gain less benefit than other races) and grants the werewolf additional bonuses to unarmed combat damage depending on character level, from 0 at level 10 or less to 60 at level 50 or more. https://libraryrenew644.weebly.com/blog/overwatch-download-mac. The Dawnguard add-on added another way to increase the unarmed base damage while being a werewolf by the addition of a specific perk, Bestial Strength. This perk can be chosen multiple times and adds a flat percentage-based damage increase to all damage while in the Werewolf Beast Form, multiplying unarmed damage by 1.25 to 2, depending on number of times taken.
Most of your equipment does not apply in beast form, so you lose Fists of Steel if you had it, but you can wear a Ring of BloodlustDB for another 1.5x multiplier to unarmed damage, at the cost of applying the same multiplier to taken damage.
The net effect of all of these is unarmed damage 80 base at level 50, 160 with all of the damage increasing perks, and 120 or 240, respectively, while wearing the Bloodlust ring.
Note that being in Beast Form also alters the speed of your unarmed attacks (to be faster), but the exact formula is not known.
Vampirism[edit]
Being a vampire grants the possibility of increasing unarmed combat by using the power Vampire Lord:
Siding with the Volkihar vampire clan also grants access to the Ring of The BeastDG, which increases unarmed damage by another 20 points.
The net effect of all of these is unarmed damage 110 - 90 physical and 20 poison - at level 46 and having the necessary perk and wearing the ring.
Taking the Necromage perk in the Restoration tree amplifies Fists of Steel mentioned above by 25% as a vampire, but not while in Vampire Lord form.
Brawls[edit]
Brawling with Chief Burguk
A brawl is a fistfight in which either party attempts to beat the other until their health is depleted (but not killed). Some NPCs will challenge you to a brawl and some quests require you to challenge an NPC to brawl. Rewards for winning a brawl can include a monetary gain from a bet with your opponent, a reward from a quest giver, obtaining information, and increasing NPCs' disposition towards you.
During a brawl, spectators will gather around you and your opponent and shout encouragements or other phrases at you, such as 'Fight! Fight!', 'Those fools are actually fighting!', 'Who taught you to fight? Keep those hands up!', 'Drive that snowback to the ground, come on!', 'Remember .. hit the one in the middle!', 'Are you just going to take that? Fight back!', and 'Twelve septims on the big one!'
You must fight someone by attacking only with your fists or bashing with a shield until a winner emerges. When combat begins, your weapons and spells automatically unequip. You may use spells like Healing, or a shield, but any damage dealt to your brawling partner other than that from bashing or punching (including the passive effect from the Ebony Mail) will void the fight and count as a crime. The rules of brawling prohibit you from healing an opponent.
Quests Involving Brawls[edit]
Dialogue[edit]
Notes[edit]
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What is resisted?[edit]
What exactly is resisted by Resist Magic? Fire, Frost, and Shock? Is everything that isn't physical magic? --Evil4Zerggin 17:29, 20 November 2011 (UTC)
(←) You might want to use the console--that's how I was able to derive the armor formula. Not sure where one would find a reliable hostile magic experiment though. --Evil4Zerggin 16:08, 22 November 2011 (UTC)
Weakness to Magicka[edit]
How does Resist Magic affect Weakness to Magicka ? If you use the Standing stone that gives +100% mana regen an 100% weakness magicka and you are a Breton - does that mean you have 75% weakness or only 50% weakness? --147.251.215.82 15:14, 22 November 2011 (UTC)
(←) I'm interested in how this actually works. Specifically, are Weakness to Magic and Resist Magic calculated together, or separately? For example, let's say I'm a Breton using the Apprentice stone. This gives me 100% Weakness to Magic, and 25% Resist Magic. Now, let's say I get hit with a spell that does 100 damage. If the effects are calculated together, I end up with 75% Weakness, so I take 175 damage. However, if they're calculated separately, then the numbers change. The 100 damage would get doubled to 200 from the Weakness to Magic, then I'd take 75% of that thanks to my Resist Magic, so I'd only take 150 damage. Even if the order is reversed (100 damage reduced to 75 for the Resist, then multiplied by 2 for the Weakness), we still end up with 150 damage. Of course, the numbers get a little wonky the more Resist Magic you have. If we increase the Resist Magic to 85%, then calculating them together results in 115 damage. Calculating them separately, however, results in 130 damage. Still, I'm interested in how it's calculated. Swk3000 11:55, 7 February 2012 (UTC)
Resist Magic and ward.[edit]
Now that we know Resist magic is capped at 85% I am curious as to how it will stack with ward. My guess is that ward will block any damage that comes first, and magic resistance would be applied to any remaining damage. It would be more beneficial if it worked the other way, of course. That is if magic resistance was applied first and then ward would block any remaining damage. Heres to hoping that one of you PC Console wizards can run some tests as I only have the X360 version. Probably easiest to test with Spellbreaker. SteviL 18:13, 23 November 2011 (UTC)
Resist Magic and Elemental Resistances[edit]
If I have my magic resistance capped at 85%, would enchanting my jewelry or armor with fire, frost, and/or shock resistance enchantments reduce the damage from those specific spells further or will the damage from the spells be the same? 98.248.134.143 04:34, 10 December 2011 (UTC) Adobe flash player 12 dmg.
Maximum value[edit]
I found that the maximum resist magic value for a single enchantment using 37% enchanting potion is 23% and 29% resist magic (regular version and shield of solitude version). So using 29% version, one way to hit cap is using only 2 equipments with resist magic (58%), agent of mara (15) and magic resistance perk from alteration (10) which results in 83% resist magic, only 2% less than cap. The other equipments can be enchanted with resist elements to reduce magic damage further. (ZekunD 10:00, 16 December 2011 (UTC))
Protection to dragons?[edit]
For example: I have a ring that does 50% resist magic. Will it protect me against frost (or any other kind of) dragons? Or will it only protect from mages? RobertoO 14:14, 26 December 2011 (UTC)RobertoO - 15:00 26-12-11
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Reisist Magic and Elemental question[edit]
If you are hit by fire, frost or electric attack which comes from a non magic source (ie traps and possibly dragons) will resist magic protect you? also do any magic using enemies have none elemental attacks such as absorb HP?
these questions will determine the differnece betwener esist element and resit magic — Unsigned comment by 82.10.108.234 (talk) at 00:41 on 27 December 2011
Resist Magic v. Absorb Magic[edit]
Just wondering about the ease of which to obtain these, which one is best to aim for? In terms of minimising perks and optimising end game armour?
My understanding is that it is best to use armour to reduce 2 spell schools to 0 magicka cost. But a poster above specified the most efficient way of resisting magic was Mara's gift (15%), 1 Alteration perk (10%) and 2x Armour enchantments (29%). Assuming i dont use a shield, then i would be unable to negate the cost of those 2 spell schools?
The other way would be via the Alteration Atronach perk (30% Magic Absorb) and the Alteration stone (50% Magic Absorb, at the expense of stunted Magicka regen). Is that the best/only way of acheiving Absorb Magicka?
Which is better? Any other solutions or something i am obviously missing?92.28.230.197 21:44, 1 January 2012 (UTC)
Resist Magic Percent vs. Points[edit]
I am confused how the different Resist Magic effects are applied. Looking at my Active Effects I have 2 instances of Resist Magic: one from Breton - 25% and one from Agent of Mara - 15 points. Are Resist Magic points on a 1-to-1 ratio to the Resist Magic percent (1 point = 1%)? If so, why do they even have points when they are the same as percent?
I think internally the system describes all effects in terms of points, which leads to some inconsistency in descriptions. I'm this case, a point of resistance means a percent of resistance. --75.206.167.172 19:04, 30 January 2012 (UTC)
85% Cap?[edit]
How are you able to test this 85% cap on the console (xbox)? It seems that >85% is legitimately attainable via Breton (+25), Lord Stone (+25), Agent of Mara (+15), and the Alteration perks (+20?), and any amount of enchanted gear. I've used the Restoration potion exploit to produce a Resist Magic amulet with 118% Resist Magic and it seems to prevent damage entirely. I can walk into the wind wall at Throat of the World and just stand there, no problem. I keep staggering, but my health remains unaffected. Standing in forges doesn't seem to have any effect either. 70.26.143.254 21:13, 19 January 2012 (UTC)
Vampire Resist Frost 100%[edit]
Resist Magic and Element is capped at 85%. What does that mean for vampires then? The description for vampire says you are 100% resistant to frost. Do vampires get a special Resist Frost that allows 100% or is it actually only 85%? If it is capped at 85% then you would never want to go to stage 4 because 100% weakness to fire outways 85% resist frost. — Unsigned comment by 140.239.200.2 (talk) at 16:17 on 26 January 2012
Resist Magic vs Resist Fire[edit]
Does all fire damage in skyrim count as magic damage? I'm trying to decide between the 'resist fire' and 'resist magic' enchantments as a vampire mage with lots of magic and little health. — Unsigned comment by 71.172.58.90 (talk) at 18:30 on 28 January 2012
resist magic[edit]
i enchanted 25% resist magic to boots, gloves, armor, and helm and recieve no damage from necromances and mages but dragons do do little damage. i know that i receive no damage from spells because i let a expert necromancer cast spells on me then check my health. i was a breton also which im sure helps — Unsigned comment by 74.84.111.194 (talk) on 20 April 2012
100% magic resist?[edit]
Read on elderscrolls wiki that you can't get 100% magic resist with multiple items enchanted but need to just have one enchant that is 100%< magic resist via the restoration potion exploit. Is this true? And would this apply to elemental resists? — Unsigned comment by 101.98.162.192 (talk) at 03:00 on 24 August 2012
85% resist magic cap, without enchantments[edit]
Here's some help to who haven't figured it out. First, you must be a Breton, cause of their natural 25% resistance to magic. Next, go to the lord stone, for the 25% resistance to magic it can offer (Now at 50%) Then go to Riften and do the 'Book of love' quest from the temple of Mara, where on completion, gives you the 'Agent of Mara' blessing, giving you another 15% magic resistance (Meaning 65%) Lastly, you need to spear 4 skill points, and have your alteration high enough to get the second level of the magic resistance perk, offering 20% magic resistance, bring us to 85%!!! Sweet I know.
And now for a question: with only getting the second level of magic resistance from the alteration tree, there is still the possibility of getting another 10%, taking you to 95%, and I was wondering, because there's no enchantments going on, can you exceed the cap with these sneaky tactics of magic resistance? Any confirmation or declination would be greatly appreciated :) — Unsigned comment by Illuminated1 (talk • contribs) at 11:04 on 4 January 2013 High sierra dmg file.
Xbox reports wrong value for necromage vampire-agent of Mara and perks[edit]
I have a necromage/vampire build on the Xbox.
I know necromage/vampire works on Xbox, I can see correct values for steed stone, for example. But active effects reports unchanged value for agent of Mara, is it the same for you guys?
I see 25% magic resist in active effects do you guys see that after getting agent of Mara? As a necromage vampire.
Mod For Negating Dmg Block Skyrim 385% Resist Magic and Elemental Protection[edit]
If I have the the 85% resist magic and the elemental protection perk from block, does that reduce a spells damage by 85% and then an additional 50%? I.E. a spell does 50 damage, reduced by 85% will make it 8 damage, then reduced 50% will make it 4 damage. Or does it just stop at 85% period? — Unsigned comment by Flinjager123 (talk • contribs) at 15:38 on 29 July 2013
Resist magic and Spell Absorbtion[edit]
I have removed the following sub-bullet point from the notes section due to its ambiguity:
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It was directly after the note stating that there is an 85% magic resistance hard cap. Feel free to discuss it or delete it completely. — Unsigned comment by 95.149.119.156 (talk) at 12:17 on 7 August 2013
Diminished Effects of Frost Damage[edit]
Speaking from common sense, it should be easy to figure out that magic resistance will directly affect the damage done by Frost Damage and thus the respective amount of Stamina Damage. However, there is the tertiary effect of 'Slow' which is applied from Frost Damage. All in all, this is a strange effect. When using Frost spells on enemies, they seem to be slowed a little bit, maybe 10-20%, but when frost damage is used on the player it is absolutely debilitating and brings you to a near stop, so clearly there is some discrepancy between the amount of Slow applied to different characters.
Anyway, without rambling, I just want to know if anyone has noticed a diminished amount of slowness when using Resist Magic and/or Resist Frost. I have an Orc warrior and gobbled up all the Resist Magic apparel I could find since magic is about my only weakness. The slow effect does seem to have subsided. HOWEVER, it seems that when hit with powerful spells such as Frost Storm, the Slow is still very powerful and I am reduced to an overencumbered crawl. Anybody have any insights to this? Tea ache sea (talk) 01:09, 12 May 2014 (GMT)
Follower resist magic/element[edit]
Do followers still have the 85% caps for resist magic and resist element(s) that you do? I think that the regular resist magic cap exists for all characters in the game, but I'm pretty sure nord vapmire NPCS, frost atronachs, and ghosts are immune to frost, so there clearly is no elemental cap for NPCs and enemies. Can you make a enchantments for your follower that resists 100% of fire, frost, and/or shock? — Unsigned comment by 216.229.90.251 (talk) at 08:56 on 27 August 2015
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