Oblivion talk:Damage Attribute
I am curious....if I use, say, a Damage Strength poison on someone like a guard captain like Lex or Adamus Philida, will they always have lower strength? Or they restore themselves eventually? — Unsigned comment by Barfightbob (talk • contribs)
- I don't know for certain, but given that both the named NPCs are leveled, I would imagine that when their attributes are recalculated after you level up (which seems to occur the next time they appear in the same location as the player), any negative effects are removed.
- Unscientific experiments on the Orc gang in Cheydinhal (or at least, those individuals who are leveled to the PC) suggest that when your character levels up, the next time you encounter the NPC, all of their attributes and skills are recalculated, along with their health, magicka, and fatigue (so they are healed of all damage), and their equipment is also recalculated from the relevant leveled lists (where applicable). You may need to stay away from them for 3 days for them to effectively 'respawn' (but they most definitely do not respawn in the usual sense of the word). --Gaebrial 04:07, 25 February 2008 (EST)
- well i poisoned a normal guard and after resisting arrest he did 30pts of damage with a normal swing I got consistently equal results by staying in the same armour but as the above states after approx 3 days they regained a "normal" amount of attack damage However, Do Creatures still respwan in 3 days or is it longer or shorter? I for one would Love to find out! Lewbot1 14:36, 8 May 2008 (EDT)
- Just to check, did you try it at a level (PC level) where Garrus would level up with you - I mean, not in a situation where he is at his minimum or maximum level? Of course, this may not be applicable - I don't know whether he has minimum or maximum levels. --Gaebrial 07:46, 29 May 2008 (EDT)
- Doh! No. His level was already maxes. I'll have to try again with a lower level character. –Rpeh•T•C•E• 09:46, 29 May 2008 (EDT)
Include the quirks of each type of damage?
Shouldn't there be a more detailed description of what each type of damage does, and the numerous quirks with each?
For example, you can over-encumber someone and pin them to one spot by damaging their strength, but if you go through a door, they will follow you and be able to move around despite having 0 strength while carrying items. Further damaging their strength does not help. This also works on creatures.
If you damage someone's speed to 0, they will stop moving, sheathe any melee weapons, stop casting spells, and not "notice" you if you are sneaking right in front of them. However, they will still fire arrows at you, and attack you if you attack them first and are within their range, but give a "I could have sworn s/he was here a second ago" message if you back far enough away or enter sneak mode. You can keep them from shooting arrows by walking up to them and hitting them once. They will draw whatever melee weapons they have on hand, then promptly lose sight of you.
It will take some more experimentation, but I'm fairly certain NPCs regenerate their magicka at the same rate regardless of what the value of their willpower is. I used a damage willpower poison that totals more than 100 points on a conjurer, and she was still able to repeatedly summon scamps as fast as I could kill them with a "drain health 100 points" spell.
Those are all the quirks I have found so far, just playing with different attribute damaging poisons. I'm sure there are more.
- I've seen similar quirks, although I've only been experimenting with damage speed poisons. I can use the damage speed potions to effectively stop minotours in the arena from moving successfully, so I tried using the poisons on some npcs. When I tried to destroy a guard's speed (to see if it would result in a permanent unmoving guard) instead of becoming frozen in a single spot the guard sheathed his sword and began heading back to the castle at a fixed pace, at this point additional damage speed potions had no effect on the guard. My assumption at the time was that there is a recovery script to prevent the stuck npc effect I was going for.
Damage Strength or Speed will work but damaging essential NPC's Intelligence might cause serious problems.
Damaging an essential NPC's Intelligence Attribute to 0, occassionally seems to cause a bug that makes them impossible to interact with. You can't even hit them. (Otherwise you can cast restore attribute spells.) e.g. Fighters Guild Leyawijn Drunks often get stuck standing next to a Will of the Wisp.
On ordinary NPCs, Damage Intelligence has no effect much like Endurance but with Intelligence it seems to cause essential NPC to become somewhat like a ghostly figure; you can't interact with them, and you can walk right passed and into them.
- I've experimented with this on various essential NPCs in anvil and leyawiin and didn't get that effect. I tried both poisoning their intelligence over 100 points and setting it to 0 with the console.