Oblivion talk:Weapons

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[edit] Inventory

The page states that the formula here is what you'll see in your inventory, but this must be incorrect since you can watch the damage rating for a weapon change in your inventory after repairing it. Probably the complete formula is shown in inventory instead of this simplified one.--Dev akm 13:57, 12 April 2007 (EDT)

Good point, that needs to be fixed! I'll look into it once I've finished investigating your FDamageWeaponMult mystery. --NepheleTalk 14:57, 12 April 2007 (EDT)
Awesome! Thanks again! --Dev akm 16:57, 12 April 2007 (EDT)

[edit] Bows

The Black Bow could be added.It is a regular bow that has no enchantments.There are a few of them linked to a quest..--Mass Assassin 03:59, 13 June 2006

[edit] damage formula?

I think the formula needs at least a few extra notes, or preferably to be extended... Fatigue modifier? Weapon wear modifier? Power attack vs normal slash? And of course enemy's armour, shield etc damage reduction.

The formule also doesn't work with bows, i'm not sure but maybe strength must then be replaced by agility. And is weapon damage then bow damage + arrow damage?

Concerning the enemy's armour, that should just be left in the Armor section. What the formula here should reflect, is the damage that the weapon deals (i.e. the amount of damage that the weapon ejects), not the amount of HP that the enemy loses. --MiSP 09:38, 7 May 2006 (EDT)
I'm fairly sure fatigue and weapon condition are straight % modifiers. 50% fatigue means you do half as much damage. 50% fatigue and 50% condition mean you do 25% damage. I haven't tested it yet, but it seems plausible. I'll look into it (and bows) when I get the chance.
--Thehankerchief 14:54, 14 May 2006 (EDT)
It seems to me Fatigue is more of a cost type system. Much like magica is to magery. When you swing the weapon it cost so much fatigue to do so. If you don't have enough fatigue to pay the cost you use what you have to get a fraction of the damage. i.e. If you only have enough fatigue to pay half the cost you would do 50% of the damage. Just the way it seems to me, havn't done anything to prove this. Just my personal experince is I still inflict full damage when my fatigue is below half.
--Lorenz03Tx 01:02, 20 July 2006 (EDT)
This Formula seems, well, just wrong. Weapon conditon and Fatigue should probably be in there, but that aside, the numbers just don't add up. Consider 100 strength and 100 skill. You get -> weapon damage * .08 * 8.5 = .68 * weapon damage. So even with all your stats and skills maxed out you can only do 68% of the damage listed for a weapon? And I still don't think that the question for bow damage has been addressed. How does arow damage ratting and the bow ratting add up to get the value to use for your wepon damage?
--Lorenz03Tx 00:54, 20 July 2006 (EDT)
The weapon damage formula is correct. Check your math: Google Calculator. On the subject of fatigue: I did some tests, and the fatigue multiplier works approximately like this: Damage * ( Fatigue / MaxFatigue + 1 ) / 2. This isn't exact, since the minimum isn't quite %50 damage (lowest I got was 4.2 out of a max 8.0 damage). --Thehankerchief 05:00, 22 July 2006 (EDT)
Ahhh. I goofed on the strength part .07 + .05 doesn't = .08 :\ About the fatigue modfier, how are you determing your damage output? --Lorenz03Tx 10:36, 22 july 2006
I made a 10000 damage sword and turned on verbose in the console. Then I jumped around to reduce my fatigue. :-) --Thehankerchief 01:47, 2 August 2006 (EDT)
I decided what I really want is one formula that I can just plugin in numbers to and get the damage i do. so I created the page The Complete Damage Formula --Lorenz03Tx

[edit] Leveled List Info

This section of the article was recently deleted by a new user User:Outvik, with no reason why. This is his first edit. When deleting and modifying other people's work, one should always provide at the minimum a reason. Especially when you're deleting an entire section, you should probably start a section about it on the discussion page first to describe why it doesn't belong. Thanks. --Thehankerchief 14:50, 14 May 2006 (EDT)

[edit] More weapons

I can think of heaps of unenchanted weapons that ought to be here. For example, what about dremora weapons, and akaviri katanas and dai katanas.—The preceding unsigned comment was added by Pat 123 (talkcontribs).

Dremora weapons are at Oblivion:Dremora Equipment. On the other hand, I don't think the katanas are listed any where. Nor are cutlasses. --Nephele 17:35, 6 October 2006 (EDT)

Does it mention the club anywhere? - T0mm0 15:00, 10 November 2006 (EST)

I've added club, katanas, dai-katana, and cutlasses to the page. That appears to cover all the generic weapons (or at least that covers all weapons whose name start with "Weap" in the construction set). --Nephele 12:06, 17 November 2006 (EST)

[edit] Hand to Hand

What about the base damage for hand to hand?

^ That's actually a pretty good one. The settings for hand to hand I can find are:

fAIDefaultAttackHandBonus 5.0000

fAIMeleeHandMult 1.3000

fHandDamageSkillBase 0.0000

fHandDamageSkillMult 1.0000

fHandDamageStrengthBase 0.0000

fHandDamageStrengthMult 0.7500

fHandFatigueDamageBase 1.0000

fHandFatigueDamageMult 0.5000

fHandHealthMax 15.0000

fHandHealthMin 1.0000

fHandReachMult 0.6000

So, somewhere in there is the base damage for hand to hand. Umm... from TES website, "The base amount of health and fatigue damage done is based on the attacker's hand-to-hand skill and luck, and as with weapon attacks, that amount is further adjusted based on the defender's stats.". What's wrong with this picture? Where's strength fit in?

Th232 03:11, 5 February 2007 (EST)

At TESCSWiki you can find complete information on how all those variables are used to calculate hand to hand damage. For default settings, the formulae work out to:
health_damage = 1.0 + 10.5 * (Strength / 100) * (HandToHand / 100)
fatigue_damage = 1 + 0.5*health_damage
I happened to stumble across this TESCSWiki page while looking for some completely unrelated info just now. Since the equation almost matches a formula I'd previously seen (see Oblivion talk:The Complete Damage Formula) and can be tied to known CS settings, I'm going to assume that it is a correct formula and add it to the appropriate pages. --Nephele 17:34, 8 February 2007 (EST)

[edit] range and speed of mace?

the page says the range of the mace is 1... but if u look at its length compared to longsword while holding it its shorter. plus i think the speed is a bit faster than longssword, although the page says opposite. can someone check the stats again? --Wtf 20:40, 23 January 2007 (EST)

Those are the correct numbers taken directly from the Construction Set. Just because the sword looks longer doesn't mean that it actually is in terms of game mechanics. As for speed, keep in mind that your attack speed is partly dependent upon your relevant weapon skill. If you are highly skilled at Blunt weapons and much less skilled with Blades, then the Mace may indeed be faster. To test, you'd need a character with identical values for both skills. Time how many swings per minute you get, as the swing part of the animation may be faster while the recovery is slower or vice versa Unfortunately, it's a bit harder to do practical testing on range, as most targets will move. But try finding one of those practice dummies at a Fighters Guild or something, and see if the sword's range is actually longer as it appears to be. I don't think it that's the case, however. --TheRealLurlock Talk 22:32, 23 January 2007 (EST)

[edit] Blunt/Blade

It has been reported that blade weapons may become blunt and vice versa.

This note was added to the page, but I've moved it here unless someone can confirm. I don't see offhand how a weapon could change from blade to blunt, except through some type of mod. There are a couple odd weapons (such as the Mace of Doom) that appear to be one type of weapon, but are in fact the other. However, the Mace of Doom doesn't change back and forth: it is always a weapon whose damage is determined by the player's blade skill and using it always increases blade skill. --Nephele 02:22, 13 March 2007 (EDT)

[edit] Tutorial Dungeon Weapons

For the sake of completeness, it should be mentioned on the page that the Rusty Iron Bow (00047ACA) can only be found in the tutorial dungeon (aka Imperial Sewers). There's also three Clubs (00159829) that can be found in the tutorial dungeon that ignore normal weapon resistance, while the ones found outside of the dungeon (0003B375) do not. Lastly, there are two Rusty Iron Daggers (00047AC2) found in there that are worth 5 gold instead of the normal 2 (00090616). If this information belongs on a different page, then can someone please add it to wherever it needs to go. --Kia 20:05, 15 June 2007 (EDT)

[edit] Akaviri Warhammer

I noticed this wasn't listed. I found one somewhere near Bravil months ago and immediately sold it, so I don't remember its stats. All I can tell you is it looked exactly like a Dwarven hammer when equipped. —The preceding unsigned comment was added by RumblePen (talkcontribs).

Do you mean the Akaviri Warhammer Burden? It's an enchanted Dwarven warhammer, and is therefore listed in the article on Generic Magic Weapons, whereas this article is only for unenchanted weapons. That's the only item with "Akaviri Warhammer" in its name. --NepheleTalk 03:18, 25 June 2007 (EDT)

Yeah, that's it. Didn't notice it was enchanted.RumblePen 00:37, 29 June 2007 (EDT)RumblePen

[edit] Overlooked vandalism?

I found, that this change has never been reverted. Is this intentional? —The preceding unsigned comment was added by 84.143.64.145 (talkcontribs).

Not that I'm aware of, so I've added the link back in. DisplacedAvenger 09:49, 28 June 2007 (EDT)

[edit] Speed

What exactly does that rating mean, swings per second? Also, didn't I read in the manual or loading screens that a weapon's weight determines how fast you can swing it? I guess that's BS since Goldbrand is more than twice the weight of an Akiviri Sunderblade, yet they both swing at the same speed.RumblePen 00:40, 29 June 2007 (EDT)RumblePen

I'd just like to second this question- Is a weapon's damage rating per hit, or a general damage per second estimate? If the damage is not per hit, I see no reason to pick a quick weapon over a slower one with a higher damage rating. For example, I'd prefer to use daggers over longswords, but I can't bring myself to do that when (at level 14 on this character) I have a longsword with 14 damage and a dagger that does 9. Along the same lines, will a dagger do as much sneak damage as a longsword given equal level weapons and identical conditions, or should I "backstab" them with the longsword and switch to a dagger? —The preceding unsigned comment was added by 74.197.122.116 (talkcontribs).
The damage rating is the damage per hit. Any enchantments are also per hit. For sneak attacks, the damage for the single sneak hit is six times the weapon's standard damage (assuming your sneak level is at least 25). So for maximum sneak damage, it's best to use the one-handed weapon with the highest damage (as currently listed in your character's inventory).
What's unclear is simply how many hits per second you get for each of the various speed ratings. If someone would like to test it and find out, the information would be a welcome addition. But until someone does the tests, there's no way to answer the question. --NepheleTalk 13:08, 30 August 2007 (EDT)

[edit] Daedric For Sale

Melliwin of Dunbarrow Cove sold me a Daedric Bow when my avatar was level 25. This seems to contradict the information on the weapons page that indicates (to my understanding) that Daedric is only available from loot and not from merchants. Is this unique to the downloads? Are they taken into consideration in relation to the level available list?

It's possible the NPCs added by the official mods do not have the same restriction. The other possibility is that you sold her the bow earlier and forgot about it. At any rate, the statement is still true for all merchants in Oblivion without the plug-ins. --TheRealLurlock Talk 16:37, 20 July 2007 (EDT)
Yes, Melliwin's vendor chest is stocked with items using loot-type leveled lists instead of the vendor leveled lists used by all of the standard game merchants. This means that the arrows and bows (both enchanted and unenchanted) that she carries are comparable to those that you would find in a dungeon, both in terms of the level at which they appear and in terms of the quality that is available. This is true of at least some of the other plugin merchants, too. --NepheleTalk 19:29, 20 July 2007 (EDT)

Exceptions to the normal rules in any category should (in my opinion) be noted in the main pages (as opposed to "discussion" pages) for anything involving the "official mods". I have not yet seen any notable changes to the main page of this topic yet. User created mods are of course too many and too often changing to be mentioned in such a manner. —The preceding unsigned comment was added by 72.67.80.126 (talkcontribs).

You are free to make any changes you think are needed to the article. That's the point of a wiki: everyone can add information that they think is needed. And doing it yourself generally works better than trying to convince other people that it needs to be done. For example, I'd personally rather wait until I have a chance to investigate all of the mod-related merchants before making a substantial change to the section. --NepheleTalk 03:20, 29 July 2007 (EDT)

Changed from "never available from vendors" to "never available from vendors available before plug-ins". Hope it doesn't end up too misleading and like you said editing is a major point of a wiki, right? If it needs fixing I am sure someone will do so.

[edit] Dremora Weapons

There are Dremora Claymore and Bow that are not mentioned in the list. —The preceding unsigned comment was added by 89.110.203.88 (talkcontribs).

There is a link near the top of this article to the Dremora Equipment page. Vesna 13:05, 7 June 2008 (EDT)

[edit] Bound Weapons

Ok, I was wondering about the base damage for Bound Weapons. I summoned a Bound Dagger, and it wasn't as good as a Glass Dagger, and Glass Weapons are not as good as Daedric Weapons. So if anyone could tell me what the Bound Weapons' damage is similar to, that would be great.

[edit] Resist Normal Arrows?

The Silver/Daedric Bows and Arrows are each marked as "Ignores Resist Normal Weapons Effects". If someone used a Daedric Bow and non-enchanted, non-Silver/Daedric Arrows on a Ghost/Wraith/etc, would the arrows matter? --Debatra 19:18, 29 June 2008 (EDT)

As long as either the bow or arrow is silver/daedric, it can damage creatures with 100% resistance to normal weapons, regardless of the bow/arrow combination used. --Saruuk 21:47, 29 June 2008 (EDT)

[edit] Damage per second?

Anyone have calculated dps values?

[edit] Images

I think the article could use images of the various weapon sets, like the Shivering:Weapons page. Anyone care to make them/opposed to their presence? I'd make them myself, but I'm a 360 player. FCannon 22:57, 6 August 2008 (EDT)

I was just thinking this. I was actually interested to comparing Oblivion swords to real life counterparts. For a PC gamer, it's as simple as pitching it on the ground and taking a screenshot. As another 360 gamer, I do share your despair :P Miasma 12:54, 30 August 2008 (EDT)
If you think a page needs an image, you can add the {{NeedsImage|reason}} tag to a page. –RpehTCE 15:37, 30 August 2008 (EDT)

[edit] Dremora Bows

Does anyone know where i can find a Dremora Heavy bow? That would be great! I'm a Xbox 360 kind of guy! --Anoymous 08:02, 07 September 2008 —The preceding unsigned comment was added by 88.107.60.50 (talkcontribs) on 7 September 2008.

In Oblivion. You just have to get lucky. Kynmarcher and Markynaz may carry one. –RpehTCE 04:14, 7 September 2008 (EDT)
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