Talk:Magic Effect

Revision as of 20:09, 14 March 2012 by imported>Blackcompany (→‎Demoralize and Turn Undead)
Re-organized the Discussion topics to match the order of the Page topics.
Cscottydont 08:04, 19 February 2012 (EST)

Tapering

Can someone explain this more? A graph or an example of how these work would be much appreciated --- Fowl 22:40, 10 February 2012 (EST)


I've messed around with these a bit and from what I can tell:
Taper Duration-just a straight addition to the duration of the spell the effect is attached to
Weight-I think is just a straight multiplier for the magnitude specified in the spell the effect is attached to
Curve-not sure what the equation/graph would actually look like, but the higher the number, the more sharply the damage tapers off
edit: I tried a negative number in the curve field (like a -2) and ended up with a dead actor with -10000 ish hp.
Cscottydont 04:17, 19 February 2012 (EST)

Flags

The page says "No Recast: Not used. ". This is untrue as the magic effects attached to the master level destruction spells have this checkbox checked. Anyone have any idea what this does, or if it just does nothing?
Cscottydont 07:58, 19 February 2012 (EST)

It's possible that "Not used" simply means "not used by the game engine", i.e. the flag does nothing anymore. It may have worked at some point in development, which could explain why it's ticked on some spells.
Do you notice any differences in a spell depending on whether or not this flag is checked?
-- Cipscis 08:13, 19 February 2012 (EST)
That makes sense. It has no apparent effect on the player/spells cast by the player. Unsure of the effects on other Actors.
--Cscottydont 09:14, 4 March 2012 (EST)

Effect Archetypes

Accum. Magnitude

Tried using the Accum. Magnitude Archetype on a Concentration type Magic Effect. My guess is its broken. The spell immediately set the targets health to 1 (or some other low number, I wasn't fast enough to console check it before they died) then immediately after that, killed the target.
Cscottydont 04:14, 19 February 2012 (EST)

This effect archetype is used by wards, it's certainly linked to the way they take time to charge up (hence the name accumulated magnitude). It probably needs WardPower as an associated effect to work.--Tang Un 12:57, 7 March 2012 (EST)

Peak Value Modifier

I've noticed that enchantments stack but potions don't, despite both of them using Peak Value Modifier. Is it that the second AV has to be set for stacking not to occur? --Evil4Zerggin 23:14, 10 February 2012 (EST)

Peak Value Modifier seems to work the same as Value Modifier if Associated Item 2 is set to NONE. However the current description of Peak Value Modifier is completely wrong. Associated Item 2 does not take an Actor Value; it takes a Keyword. —Vinifera7 23:56, 23 February 2012 (EST)
I've never seen this, is there an example magic effect like this I can look at? --- Fowl 05:25, 27 February 2012 (EST)
I believe Vinifera7 is correct. Take a look at any of the Alchxxxx effects that use Peak Value Modifier. Evil4Zerggin's observation was correct. Associated Item 2 needs to be set to a keyword that multiple effects share for those effects not to stack.
--Cscottydont 09:31, 4 March 2012 (EST)
Think I've figured it out. If two PVMs have the same keyword set, they are exclusive of each other, and only the bigger value will be active, while the lesser will get canceled. See OakArmor and StoneArmor for examples. Kdansky 13:14, 29 February 2012 (EST)
Correction, I just found an example which worked differently: If you have a +250 FortifyHealth (ValueMod) effect, and a -100 RavageHealth (ValueMod), you'll end up with +150 (as expected). If you recast that spell, you end up with two of each (+300, as expected). But if you change the Fortify effect into PeakVM and put its own keyword in, you'll end up with (surprise) +150, no matter how often you cast it. And weirdly enough, only one Fortify Effect is in your active effects list, but all the Ravage effects are there, though only one applies its modifiers. Weird? Kdansky 13:30, 29 February 2012 (EST)

Demoralize and Turn Undead

I can't find any difference in their function. They both modify confidence and aside from the conditions on the magic effects they seem to be technically the same. --- Fowl 18:18, 22 February 2012 (EST)

They are the same as far as I can see too. Just the conditions.

Open

I can't get this to work. It's as if doors and containers aren't affected by magic. Can anyone confirm this? ~ Dwarfmp 03:47, 29 February 2012 (EST)

-Confirmed: Tested this with both an 'Apply Combat hit spell' and regular spell. Seems that natively, doors and containers do not recognize a magic impact. Might have to alter or extend their scripts through a new one to change this? ~Blackcompany

Return to "Magic Effect" page.