Applying magnitude multipliers to effects in spells ?

Post » Wed Jun 20, 2012 7:44 pm

I added a perk that increases the magnitude of all spells tied to the Destruction skill. So, for example, my Ice Spike gets +50% magnitude.

However, I noticed the secondary effect of Ice Spike (the slow component) had magnitude 50 (-50% slow), but with the new perk it goes to 75. I don't want to slow component to get the bonus magnitude, so I edited this slow effect to no longer be tied to the Destruction skill, but the +50% bonus is still being applied to it.

Then I decided to edit my perk adding a condition to not work on effects with the MagicSlow keyword. And that worked, but the magnitude multiplier also stopped being applied to the Ice Spike damage. Seems I simply can't have different magnitude multipliers on different effects in the same spell..

So, any way to solve that?
I just want my Ice Spike to get a damage bonus without touching the slow effect.
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Kay O'Hara
 
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Post » Wed Jun 20, 2012 2:59 pm

Only way I can think of is to copy how elemental potency affects summons. The summon spells have two summon creature effects. If you have the perk, summon the strong atronach. Otherwise summon the regular one.
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Bethany Short
 
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Post » Wed Jun 20, 2012 8:13 am

You could have the slow effect check in the OnEffectStart for the perk, and if it's there, heal that extra 25% slow right away.
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Manny(BAKE)
 
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Post » Wed Jun 20, 2012 2:10 pm

You could have the slow effect check in the OnEffectStart for the perk, and if it's there, heal that extra 25% slow right away.

instead of using 2 stacking effects as RedwoodElf suggests, it would probably be simpler/less buggy to have 2 non stacking effects. i.e. a 50% slow that happens if the caster doesn't have the perk and a 33.33% slow that happens if the caster does have the perk (33.33 *1.5 = candy!...or very close to 50)
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^~LIL B0NE5~^
 
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Post » Wed Jun 20, 2012 10:12 pm

Hey guys, thanks for the workarounds. Having two effects seem to the way to go.

But just to be sure: Is this really how the game works? Can't I have the same spell with two different effects and make only one of them scale in magnitude from perks? This seems really unfortunate :(
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john palmer
 
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Post » Wed Jun 20, 2012 1:18 pm

it is very unfortunate, but thats the way the system works. anything that affects the magnitude of the spell will modify every effect on the spell that has a magnitude.

making a scripted effect would be another solution but adding more effects is simpler imo
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мistrєss
 
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Post » Wed Jun 20, 2012 8:01 pm

Ok, just one more question here:

My custom perk is affecting the slow effect because it is adding magnitude to all Destruction spells, and so the Ice Spike spell is unfortunately applying this value to both its damage and the slow effect. But I noticed the Augmented Frost perk also multiplies magnitude of all spells with the MagicDamageFrost keyword, and Ice Spike has this keyword, yet I don't see it affecting the slow as well.

Anyone understand this? Why one perk affects the magnitude of all effects in the spell, while Augment Frost seems to only affect the damage portion?
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Carlos Vazquez
 
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