Rayce Archer said:
If you cast a spell on an enemy and it is reflected, NOTHING stops it hitting you, Final Fantasy style. Unfortunately unlike Final Fantasy, you cannot cast damage on yourself to hurt enemies. Nor can you feed yourself with absorbed damage, say enchanting a robe with constant elemental damage to self. In fact I think the last official patch just took out damage to self enchantments since you could exploit them to kill merchants.
HOWEVER
With the Atronach sign and a little enchanting it is quite possible to jam your absorb up to a level where almost no magic will hit you ever. And if you abuse fortify INT potions, you can easily make a potion that regens thousands of mana a second for days in-game, making any kind of casting you want easily within your reach.
Enjoy your facepunching, an absorb-maxed character is almost as awesomely broken as a fully chameleon-ed one. Heck, fortify your attributes and mana regen enough and you might be able to do both. Protip, you can cast the same spell in multiple simultaneous instances by giving it several names. So while casting SPELL A on yourself just resets SPELL A, you can have SPELL A, B, and C all going at once doing the same thing.
Excellent info. Thank you. Playing as a Dunmer,so I might enchant my Extravagant clothes with enough Resist Fire (Hello,base 75% fire resist!) to simply ignore reflections,and stick to Fire Damage spells. That,and keep Dispel potions handy. Because I'm gonna laugh like a madman when I throw Weakness to Fire an asston of times at a Flame Atronach,then burn it out with something like Fire Damage 5-10 pts/sec/10 secs,with a Paralyze for good measure.
A note on facepunching: It's slow. And a pain to kill Mudcrabs with out from Syeda Neen. However,once you train it to level 60 or so... You can knock out robots. And ghosts. And skeletons. AND GODS. By punching the wind from their lungs,and giving them five across the face. And once you knock someone's lights out,they're effectively out of the fight. Keep one target KO'd while you slap another to death. Might end up carrying around tons of Fortify Strength potions to dish out some
FALKAWN PAWNCHes.
Edit: Custom spells. I've only made a handful of very specific ones. A set of lock openers,a restore spell for every attribute,and a cure disease and blight spell. If it's even possible to have a spell inflicting different magnitudes of the same effect,would those different instances of the effect happen with the one cast?
ZippyDSMlee said:
ANyone make a mod that removes the annoying hit rolls on weapons ? I am so temped to play it again and finish it but sheesh its one heck of a time sink.
That,sadly,is an absolute impossibility. It's a limit of the engine. Every applicable action is tested against a die for every attempt. The factors are,primarily,the skill in question,the governing attribute,and how high your fatigue is. For swinging a weapon,chance to hit is also influenced by agility,as is blocking with your shield. Luck (the stat) also plays a role in everything you do. I find this to be incredibly realistic,believe it or not. Imagine your Short Blade skill is at five,and your agility is thirty,along with your luck. You're of average dexterity and luck by these values,and less than a total novice at using short bladed weapons. You don't know the first thing about swinging the weapon without hurting yourself,or telegraphing your strikes without a great ash storm,to say NOTHING of proper edge alignment. For every miss,it might not be a miss. You might have hit,but it was so spectacularly bad that you done nothing but leave a superficial cut or bruise. And even masters screw up when they're so tired they can barely breathe...
Despite the mushroom citadels,I find Morrowind's gameplay to be far more realistic than Skyrim's. There's more to swinging a sword than sticking them with the sharp end.