User talk:Kalevala

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[edit] I'm so verklempt, talk among yourselves.

[edit] Glitches

I've deleted your additions to the Oblivion talk:Glitches page because they are redundant. The Vipereye glitch is just a special case of Oblivion:Glitches#Permanent Effects from Quest Items. That's why I previously deleted the entry from Oblivion:Glitches/Proposed; instead of just re-adding an entry that was deleted, you should check the page's history and find out why it was deleted. If you don't understand the reason, you can always ask and start a discussion about it. But simply readding the exact same text in another place doesn't help to resolve anything.

And the Sacks in the Road glitch is already one that's been brought up and discussed on Oblivion:Glitches/Proposed as you know from contributing to the discussion. It's not actually a glitch, just a way that the game deals with memory issues. And it's not triggered by approaching the 500 hour mark in a game. There's no need to start another discussion about this non-glitch in addition to the one that already exists. Feel free to ask if you have any questions. --NepheleTalk 12:48, 8 May 2007 (EDT)

I really didn't mean to make extra work for you, I just thought I had put things in the wrong place and hence they were removed.

PS How about the tips for investigating the Reflect Damage. Kalevala 15:26, 8 May 2007 (EDT)

[edit] Tests on Xbox

It's a bit harder to investigate some of these things on the Xbox 360 than on the PC (although definitely not impossible, since I started off doing all my tests on Xbox). The biggest limitation on the Xbox is that you only know the details of your own character, not the details of your opponent. With reflect damage for example you can keep track of how much damage you take, but it's a bit harder to see how much damage your enemy is taking.

Most of the tests I've done on Xbox have been using summoned creatures, since you can control their appearance a bit more easily than random enemies. So it helps to have a character with high conjuration skill (and access to the arcane university also helps generally to be able to customize spells). Use the stats provided at Summon, Oblivion:Undead#Summons, and Oblivion:Daedra#Summons to know exactly what to expect with each creature. Before starting make sure the difficulty slider is set to its default value (right in the middle), and be prepared to die a few times (i.e., make a save before starting any of this).

Then basically go through a few different cases and keep track of exactly how much damage your character takes each time your summon hits you. You can use a non-damaging offensive spell like burden or soul trap to get the summon to start attacking you without accidentally hurting them in the process. You can also get some idea of how much damage your summon is taking by keeping track of how many hits it takes for them to die. Try different amounts of any effects you're trying to test (how much damage do you take at 0 effect? at 50? at 100?).

So just to demonstrate some simple starting tests.

  1. Set up your character with no armor, 0% reflect damage. Write down your character's health.
  2. Summon a scamp with a long-duration summon spell.
  3. Cast some silence spells at the scamp until he turns on you. (The silence spells will make him hostile and also prevent him from then using his fireball spell on you when he does start to attack).
  4. Let the scamp hit you a few times. After each hit, go into the menu and write down your character's health.

Hopefully, the numbers will show that each hit did 14 points damage (assuming your character is level 5 or higher). So if you started with 150 health, you should have 136, 122, 108, etc. after each hit.

Then do the same test but starting out with no armor and 100% reflect damage (for example, from some custom potions). This time your health should stay fixed, but you should be able to watch the scamp's health go down with each hit. He should kill himself after 6 hits (14 points per hit, and his initial health is 80). You're not really learning anything new at this point, but starting with these tests will hopefully give you some ideas of what's possible. Also starting with cases where you think you know the answers makes sure that you've set things up properly (e.g., haven't overlooked a 20% shield ring that you're wearing).

If you're interested in Reflect Damage, you could also summon some of the Daedra that have Reflect Damage (clannfears, atronachs). This time you get to beat up on them, and keep track of how much damage gets reflected back at you each time you hit the daedra.

It basically comes down to figuring out possible numbers like you did at Oblivion talk:Reflect Spell, and then keeping careful track of what happens when you try things out in the game, and seeing which of the possibilities agrees with what you're seeing. Hopefully that's enough to give you some ideas on how to start. Let me know if there are any details I can help out with! --NepheleTalk 16:16, 8 May 2007 (EDT)

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