Dragonborn:Chaos Damage
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Chaos Damage  

School  Destruction 
Type  Offensive 
Enchanting  
ID  xx02c46e 
Base Cost  19 
Items  Weapons 
Availability (Click on any item for details) 

Weapons 
Enchanting description: 50% chance for each element of fire, frost, and shock to do <mag> points of damage.
Chaos Damage is an enchantment.
Effects[edit]
 Fire Damage, <mag> pts for 1 sec (50% chance)
 Frost Damage, <mag> pts for 1 sec (50% chance)
 Shock Damage, <mag> pts for 1 sec (50% chance)
Enchanting[edit]
The following items use this enchantment. You can learn how to enchant custom items with chaos damage if you find one of the following items and disenchant it:
 All weapons of Chaos
 All weapons of Extreme Chaos
 All weapons of High Chaos
 All weapons of Ultimate Chaos
 Champion's Cudgel
Notes[edit]
 The enchantment benefits from all the Augmented elemental perks. Additionally, if you have more than one of these perks, the damage multipliers are compounded on each other. For example, if you have two levels of all three perks, the base damage for Chaos enchantments becomes
<mag> x 1.5 x 1.5 x 1.5
for a total of<mag> x 3.375
. This is on top of the average damage mentioned below.  Chaos Damage enchantments are 25% stronger when applied to stalhrim^{DB} weapons.
 The average damage done by this enchantment (assuming no perks and against enemies without any resistance) is
1.5 × <mag>
. To calculate this, consider that each element fires half of the time. Each of 3 elements does<mag>
damage half of the time. On average each element does0.5 × <mag>
damage. Thus, the average damage of the total enchantment is3 × 0.5 × <mag>
or 1.5 × <mag>. Similarly, for an enemy immune to an element, you only have to consider 2 of 3 elements so, the average damage is2 × 0.5 × <mag>
or<mag>
.  There is an equal probability of any of 8 scenarios:

 1 in 8 chance: Nothing fires.
0
damage.  3 in 8 chance: 1 element fires.
<mag>
damage.  3 in 8 chance: 2 elements fire.
2 × <mag>
damage.  1 in 8 chance: All 3 fire.
3 × <mag>
damage.
 1 in 8 chance: Nothing fires.
 For an enemy immune to one element (but with no resistances in the other two), the damage is just
<mag>
:

 2 in 8 chance: Nothing or only immune element fires.
0
damage.  4 in 8 chance: One nonimmune element or one nonimmune + immune fire.
<mag>
damage.  2 in 8 chance: Both nonimmune elements fire, or all three fire.
2 × <mag>
damage.
 2 in 8 chance: Nothing or only immune element fires.
Bugs[edit]
 For custom enchantments, the damage value shown in the enchantment description is correct only for the shock damage. The magnitudes of the fire and frost damage effects stored in any custom enchantment are always 10, regardless of enchantment strength bonuses, Enchanting skill, soul gem size, or strength slider setting. (Postenchantment modifiers such as Augmented Flames can still apply.)
Mod Notes: It looks like the highestcost effect in any custom enchantment is the only effect that can be variable; all other effects are fixed.
See Also[edit]
This effect is related to: