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mserley

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Since: May 24, 2005
Posts: 20



(Msg. 1) Posted: Thu Jun 16, 2005 9:53 pm
Post subject: triple spells
Archived from groups: alt>games>daggerfall (more info?)

I asked about this in my other post, about training. But I was just in
the spell maker and another use occured to me. I wondered if you could
put shield in 3 times for a certain total and have it be cheaper to cast
than 1 shield with it.. That is, 1 shield for 29hp, or 2 shields for 10
and 1 for 9. You can't, it's more expensive.

But I was resolved to try other things. I made an open at 11/3 chance.
It casts for 14 and should be 100% at 29 (1+ 11*[29/3]). I put in one
open at 4/5 (21), one at 5/6 (21), then one at 11/6 (45). It casts for 9
and would be an 87% chance at 29, if it stacks and does the math only
when level divides equally, even better if it gives the fractions, 107
when I finish off 30. My question is, does it stack like that, or will
it try 3 times at 21, 21 and 45% chances, or just the once for one of
those chances?

And another spell question while I'm at it.. spell absorbtion. uesp.net
says you can cast area spells at walls to replenish your mana. I made a
25 mana magic type damage health spell. It says spell absorbed and save
vs spell everytime, and my mana is at the level it was before. Did they
discover/rule this a bug and code it out, or am I doing it wrong? I
won't be heartbroken either way, but I was curious to see it work.

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Nyctolops

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Since: Apr 25, 2004
Posts: 218



(Msg. 2) Posted: Thu Jun 16, 2005 11:44 pm
Post subject: Re: triple spells [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 16 Jun 2005 21:53:21 -0700, mserley
<michaelserley RemoveThis @hotmail.com> wrote:

I snipped the beginning of the post because I really don't know that
much about spell-making.

>And another spell question while I'm at it.. spell absorbtion. uesp.net
>says you can cast area spells at walls to replenish your mana. I made a
>25 mana magic type damage health spell. It says spell absorbed and save
>vs spell everytime, and my mana is at the level it was before. Did they
>discover/rule this a bug and code it out, or am I doing it wrong? I
>won't be heartbroken either way, but I was curious to see it work.

I have never been able to cast an area spell at a wall and end up with
more mana than I had before casting the spell. However, if you have
an enchanted item which casts an area spell, you can use that to cast
a spell at a wall and replenish your mana. Items that cast Toxic
Cloud are pretty easy to find, as are Deadman items. Be careful with
the ones that cast Frostballs and Fireballs, as they can fill up your
mana and have enough left over to damage you.
--
Nyctolops

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mserley

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Since: May 24, 2005
Posts: 20



(Msg. 3) Posted: Fri Jun 17, 2005 8:33 am
Post subject: Re: triple spells [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Nyctolops wrote:

> I have never been able to cast an area spell at a wall and end up with
> more mana than I had before casting the spell. However, if you have
> an enchanted item which casts an area spell, you can use that to cast
> a spell at a wall and replenish your mana. Items that cast Toxic
> Cloud are pretty easy to find, as are Deadman items. Be careful with
> the ones that cast Frostballs and Fireballs, as they can fill up your
> mana and have enough left over to damage you.
> --
> Nyctolops

The absorbtion negates damage? I figured you'd take the damage at the
same time as your mana gets filled.

And on the max training question I had, I think I've pretty well
comfirmed that 95 is the highest any skill can reach once one hits 100.
I had 1 spell class hit 100 with the next closest skill at 94. It
stopped dead at 95 despite at least 300 castings (on a .3 difficulty
with very fast reactions), as did the 2 spell classes I had in major,
which I'd been spamming with q-e with a Dxx and Dyy spells, at last 5 or
6 times done 60+ times.. Had to be at least 600 castings for them. The
last holdouts were Res in primary and jumping in minor. Jumping hit 95,
then I kept spamming it in a doorway while I spammed a heal
end/health/fatigue spell through 5 times, 60 times each with my 300
mana.. So 900 heal spells at 95 and no movement.

On the up side, in my last attempt, one of my skills stayed close to my
top and hit 97 before the other maxed, so it does appear the careful
eager beaver can max everything he wants, or at least get everything to
99 if you put forth the effort for 1-2 more levels.

Wow was I long winded about that or what? Now I've got to go daedric
hunting so I can put all my spells over 105 for easy casting!
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Kathy

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Since: May 15, 2004
Posts: 11



(Msg. 4) Posted: Fri Jun 17, 2005 10:05 am
Post subject: Re: triple spells [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 16 Jun 2005 23:44:06 -0600, Nyctolops
<nyctolops.TakeThisOut@vla.nospam.com> wrote:

>On Thu, 16 Jun 2005 21:53:21 -0700, mserley
><michaelserley.TakeThisOut@hotmail.com> wrote:
>
>I snipped the beginning of the post because I really don't know that
>much about spell-making.
>
>>And another spell question while I'm at it.. spell absorbtion. uesp.net
>>says you can cast area spells at walls to replenish your mana. I made a
>>25 mana magic type damage health spell. It says spell absorbed and save
>>vs spell everytime, and my mana is at the level it was before. Did they
>>discover/rule this a bug and code it out, or am I doing it wrong? I
>>won't be heartbroken either way, but I was curious to see it work.
>
>I have never been able to cast an area spell at a wall and end up with
>more mana than I had before casting the spell. However, if you have
>an enchanted item which casts an area spell, you can use that to cast
>a spell at a wall and replenish your mana. Items that cast Toxic
>Cloud are pretty easy to find, as are Deadman items. Be careful with
>the ones that cast Frostballs and Fireballs, as they can fill up your
>mana and have enough left over to damage you.

Aye that they do but if you are nearly out of mana and have an item
that casts one of those they work great. Been there, done that.

Kathy G.
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Nyctolops

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Since: Apr 25, 2004
Posts: 218



(Msg. 5) Posted: Fri Jun 17, 2005 11:32 am
Post subject: Re: triple spells [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Fri, 17 Jun 2005 08:33:48 -0700, mserley
<michaelserley.RemoveThis@hotmail.com> wrote:

>The absorbtion negates damage? I figured you'd take the damage at the
>same time as your mana gets filled.

Yes, this is what makes spell absorbtion so useful. If a spell is
completely absorbed, it causes no damage.

>And on the max training question I had, I think I've pretty well
>comfirmed that 95 is the highest any skill can reach once one hits 100.
>I had 1 spell class hit 100 with the next closest skill at 94. It
>stopped dead at 95 despite at least 300 castings (on a .3 difficulty
>with very fast reactions), as did the 2 spell classes I had in major,
>which I'd been spamming with q-e with a Dxx and Dyy spells, at last 5 or
>6 times done 60+ times.. Had to be at least 600 castings for them. The
>last holdouts were Res in primary and jumping in minor. Jumping hit 95,
>then I kept spamming it in a doorway while I spammed a heal
>end/health/fatigue spell through 5 times, 60 times each with my 300
>mana.. So 900 heal spells at 95 and no movement.

Yes, I read somewhere that 95 is as high as your other skills can go
once one hits 100.

>On the up side, in my last attempt, one of my skills stayed close to my
>top and hit 97 before the other maxed, so it does appear the careful
>eager beaver can max everything he wants, or at least get everything to
>99 if you put forth the effort for 1-2 more levels.

Yes, you just have to be careful about one hitting 100 before the
others hit 99.

>Wow was I long winded about that or what? Now I've got to go daedric
>hunting so I can put all my spells over 105 for easy casting!

Good luck.
--
Nyctolops
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