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Order of effects on custom spell?

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qizatch
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Order of effects on custom spell?

Post by qizatch »

After reading that when creating a new spell it is the last added spell that decides the school of the new one. So, now I wonder if the same goes for the order in which the effects are applied.

To clarify, a custom spell containing:
- Fire weakness
- Fire damage
This spell would be useless if the damage is applied before the weakness.
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Siberys
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Post by Siberys »

I think they apply at the same time gaining both benefits. Therefore increasing the damage because of the weakness addition.
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Fer'or
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Post by Fer'or »

All I know is when you create a spell and (for instance) you first add fire dmg X points and then you add heal X points, the spell counts as a restoration spell.
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Rane
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Post by Rane »

[QUOTE=Siberys]I think they apply at the same time gaining both benefits. Therefore increasing the damage because of the weakness addition.[/QUOTE]

Sadly, that's not how it works. The target must have the Weakness effect before the spell with the Damage effect hits. So, you'd need to create two different spells; The first with the Weakness effect and the second with the Damage effect.

Adding the effects in a different order to a spell won't help either, that will only change what school the spell will "belong" to.
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qizatch
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Post by qizatch »

[QUOTE=Fer'or]All I know is when you create a spell and (for instance) you first add fire dmg X points and then you add heal X points, the spell counts as a restoration spell.[/QUOTE]
Actually I just discovered it doesn't really work that way.
The following spell is Illusion, not Destruction:
Paralyze 1 sec
100% weakness magicka
100% weakness fire
100% weakness frost
100% weakness shock

My guess is that it's rather the most diffictult spell that counts.


[QUOTE=Rane]Sadly, that's not how it works. The target must have the Weakness effect before the spell with the Damage effect hits. So, you'd need to create two different spells; The first with the Weakness effect and the second with the Damage effect. [/QUOTE]
Now this is remarkable indeed. While it may seem bad at first glance there's also one major benefit to it.
First cast 100% weakness to ... for 3 seconds
Then cast ... dmg for 10 seconds.
And during the whole 10 seconds of damage the actual damage is doubled, not only during the first 1-2 seconds before the weakness spell wears off. It also opens up for some rather disturbing side effects if you feel like breaking the game.
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Rane
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Post by Rane »

[QUOTE=qizatch] It also opens up for some rather disturbing side effects if you feel like breaking the game.[/QUOTE]

[url="http://inthexis.stanford.edu/oblivion/advancedMagic.html"]Tell me about it...[/url]
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