Morrowind talk:Combat
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Which are the best weapon for a Breton/Healer race? --ShakenMike 13:31, 18 February 2007 (EST)
- There's really no "best" weapon, but as a Healer, you do receive a +5 initial bonus to your Blunt Weapon skill, since it's a minor skill for that class, so you might start there. However, it's only 5 points, and nothing stops you from just picking up any weapon that looks good to you. (Healers and Bretons are mostly skilled with magic, however, so you should also put some effort into learning how to use spells to defend yourself.) --TheRealLurlock Talk 12:22, 15 February 2007 (EST)
Ok thanks and I have some spells like fireball which always failed everytime I cast it. --ShakenMike 13:31, 18 February 2007 (EST)
Well, it helps to be skilled in Destruction, which that spell falls under. If you aren't skilled, it'll fail. At the beginning, it helps to pay trainers to raise it to a usable level. Somercy 13:20, 15 February 2007 (EST)
Did I chose the wrong race/class or make a custom type character?
I'm a level 3 Breton/Healer birthsign is a mage. --ShakenMike 13:31, 18 February 2007 (EST)
Sign your remarks next time, if you would...use four tildes (~)to shortcut it. You know, nothing you do in Morrowind is ever wrong. you make your own choices and live by them. It's kinda cool like that. Somercy 16:17, 15 February 2007 (EST) Oh sorry I'm still getting used of this site--ShakenMike 13:31, 18 February 2007 (EST)
[edit] Theory behind combat
Even though I've played through the GOTY edition twice now I still have some questions about combat. Not so much about the practical aspects, but more about the theory behind it. How is decided if I hit an enemy (or vice versa) and when I hit how many damage I do? Say you have two characters; one on the defensive (Def), the other attacking(Att). Def has an armor rating of 100 and no shield equiped, Att takes 5 swings (for convenience sake let's say he pulled his weapon all the way back to get the maximum damage) with a weapon doing 5-20 damage and has level 50 expertise in that weapon and 75 strength (All just random numbers, easy to calculate with). So 5 swings... How many times will he hit Def and how many damage will he do each time? Pinguin333 05:50, 11 January 2008 (EST)
- I don't know the calculation behind the 'chance to hit', but each hit should do approximately 7 damage. The calculation (which I have just added to the article) is
(Damage * Damage) / (Damage + Opponent Armor Rating). With a strength of 75, the damage (max 20) is increased by 50% (to 30), so the actual calculation in your example is(30 * 30) / (30 + 100), which comes out at 6.923. --Gaebrial 06:28, 11 January 2008 (EST)
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- Ok that makes sense, but is there a similar formula for the chance to hit an opponent? I guess it would involve the attackers skill in the used weapon along with his luck against the defenders agility and luck? Pinguin333 06:41, 13 January 2008 (EST)
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- Something like that - it's some combination of the attacker's weapon skill, the controlling attribute, and luck versus the defender's agility and luck. A few years ago (not long after Morrowind was released), somebody did a series of tests that revealed the exact formula used, and how increasing various skills or attributes affected the chance to hit, but I can't remember what it was and can't find the website (if it even still exists). --Gaebrial 09:38, 13 January 2008 (EST)
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- So that kind of stuff isn't released by Bethesda? That's a shame, I really wanted to know how much luck would factor in because I spend a point on luck every level and make it one of my main attributes so I start the game with 50 luck. Sure it helps a little with everything you do, but I'd like to know how much. Especially in combat because I'm thinking about playing the game again as a pure mage and I wouldn't like my spell to fail just once and get hammered by the (mostly melee) enemy. Pinguin333 10:06, 13 January 2008 (EST)
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- The easiest way to test this would be to create a mage character, and note down their initial casting chance for various spells, then use the console to increase your luck (player->setluck 100) and see what difference it makes to the casting chance. You could do the same with your willpower and skill in that spell school. --Gaebrial 05:15, 15 January 2008 (EST)
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- Since the chance of casting is indicated on the spell menu, you can see how the chance changes after you get your attributes fortified by a potion/spell I found that the chance increases by 2% for each skill point (destruction, alteration...) by 1% every 4 points of the related attribute, and by 1% every 8 points of luck. I believe (but I am not sure) that luck gives an additional bonus to each skill but at half rate than the related attribute.(Focaral)
[edit] Chance to Block?
Does anyone happen to know the calculation for determining the chance to block an attack? --Xyntfos 02:23, 17 July 2008 (EDT)
[edit] Blocking with a weapon?
Playing PC-GOTY, I have been using a two-handed weapon. I notice that quite often it shows animation of me blocking incoming missle weapons with my two-handed sword. --Brf 10:03, 10 August 2008 (EDT)
[edit] Can I take them?
Is there any way to evaluate how much of a threat any given opponent is, and whether I would be equal to that threat, based on the information on this site? Revan 02:27, 7 September 2008 (EDT)
- If you use a bit of common sense, yes. Look at your level, strength, and weapon, calculate how much damage you will do. Then go to the page of the creature/person you want to kill, look at their health, level, etc. It should be pretty obvious who you can kill and who you can't. - Game LordTalk|Contribs 04:41, 8 September 2008 (EDT)
[edit] Arrows
This has been marked as a question that needs to be answered. Hi there! As far as I noticed, arrows do not fly in a straight line. Try chitin arrows, they have a shorter range. Then it makes sense to aim above a far away target. Greetings, Wusel 78.52.164.70 07:27, 20 October 2008 (EDT)
- Can anybody test this to confirm? I've always found marksmanship weapons to go straight on level ground, when facing downhill, they go below my sight, when facing uphill, they go above my sight. Lukish_ Tlk Cnt 07:34, 20 October 2008 (EDT)
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- yes, but shouldn't someone write that down? Kertaw48 20:41, 22 August 2009 (UTC)
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- Whatever runs arrow trajectories also seems to do the same for Destruction projectiles like Fireball and Frost; the projectiles tend to either pull "down" or dip but without a camera mod to see the projectile from the side, it's impossible to tell. - 71.247.25.250 06:44, 23 August 2009 (UTC)
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[edit] Fatigue?
It's not clear just how combatants' Fatigue levels factor into the chance-to-hit formula and/or the damage calculation. I'm curious whether anyone is able to provide any more info? Thanks. 75.47.106.23 04:07, 8 March 2009 (EDT)
[edit] Chance to hit formula
Fortify Agility 1000 points on self (Morrowind Code patch required) gives you 100% protection, meaning even the strongest enemies cannot hit you. Tested with Salas Valor in Morrowind: Tribunal. Fortifying agility and sanctuary by 1000 per cent doesn't prevent Valor from hitting you, yet if you fortify dexterity by 1000 per cent, he always misses. No additional sanctuary protection required.
100% sanctuary does not grant 100% protection from hits, if the enemy is very strong (at least 100 skill points primary weapon skill, high luck etc.). However, 100% sanctuary coupled with 200-300% luck is enough to reduce the chance to hit to 0, at least for most enemies. Then again, I say forget about sanctuary and luck and fortify Agility right away:
Fortify Restoration by 700-800 points for 3 sec. on self
Fortify Agility by 1000 points for 30 sec. on self
An extremely expensive combination in terms of magicka, yet guarantees 100% protection.WRFan 18:40, 3 September 2009 (UTC)

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