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Bug #4297

Random magnitude damage over a duration is indeed random

Added by rot tor 3 months ago. Updated 3 months ago.

Status:
Confirmed
Priority:
Normal
Assignee:
-
Category:
Game Mechanics
Target version:
-
Start date:
01/11/2018
% Done:

0%

Reproducibility:
Always
Operating system:
Other
Severity:
Normal

Description

Damage spells in vanilla only deal actual random damage values if they're instant. Over longer durations it seems the damage is fractionally recalculated every frame (or at least more often than every second), which effectively averages the total damage.

I think it's a bug with the original engine and not desirable behaviour, but YMMV wrt the effect on what passes for balance in the vanilla game. For instance a "god's fire" spell would consistently damage the player for around 350 in vanilla, but in openMW it may graze the player at 120 damage or one-shot (over 10 seconds) at 580 damage.

History

#1 Updated by Andrei Kortunov 3 months ago

  • Status changed from New to Confirmed
  • Operating system changed from Windows to Other

Damage attribute/skill spells are affected too.
But I am not sure if we want to replicate vanilla behaviour in this case - it will make min/max magnitude pretty useless.

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