Formulae
Combat Formulae
Melee
Hit Chance
hit chance = Attackers weapon skill * 1.25 + Attackers Attack - Defenders Sanctuary + (Attackers Agility - Defenders Agility) * 0.25 + (Attackers Luck - Defenders Luck) * 0.125
Example:
- Warrior's Attack = 10
- Thief's Sanctuary = 10
Bodypart Hit Chance
Damage
Damages dealt = (Damage * Damage) / (Damage + Opponent Armor Rating)
Melee Mitigation
Magic
Chance of Successful Spell Cast
chance = (Spells Skill * 2 + Willpower / 5 + Luck / 10 - SpellCost + CastPenalty) * (CurrentFatigue + MaximumFatigue * 1.5) / (MaximumFatigue * 2)
The value for CastPenalty can be accessed with the function GetCastPenalty.
Cast cost
cost = 0.1 + ((min effect value / 20) + (max effect value / 20)) * ((duration - 1) / 2) + (range / 40).
x1.5 for ranged spell. Constant effect enchantments use fEnchantmentConstantDurationMult as their duration values (default 100).
- Touch/Self
cost = base cost * ((max + min) * duration * 0.025 + area * 0.0125)
- Target
cost = base cost * ((max + min) * duration * 0.3125 + area * 0.0125)
- Constant effect
cost = base cost * ((max + min) * 2.5 + area * 0.025)
The base cost are here
Comments
They are more than one formulae on internet, witch one is the real?
Magic Mitigation
Magic Damage
Ranged
Item Values
Spell cost in gold
cost of puchasing existing spell. = spell cost in magicka * fSpellValueMult
cost of spellmaking = spell cost in magicka * fSpellMakingValueMult
cost of enchanting service = Enchantment points * fEnchantmentValueMult
This is adjusted as follows: 0.5% per point of disposition (base 50). 0.5% per point of mercantile skill difference. 0.05% per point of personality value difference. 0.05% per point of luck value difference.
Item costs in Gold
Travel Costs in Gold
Item Durability, Item Charge
Damages
With every successful hit a weapon takes fWeaponDamageMult: (default 0.1) percentage of damage rounded down. Minimum damage to weapon = 1 With weapon health going down, its damage is also going down, thus in turn slowing the rate of damaging weapon. Armor takes an amount of damage that it stopped. Only armor part that took a hit takes any damage, while each armor part equipped contributes to the armor rating.
Charge
Armor Rating and Armor Class
Determining armor class
Armor class (in case of helm) is determined by these code:
if ( iHelmWeight * fLightMaxMod <= helm. weight): return LIGHT elif (iHelmWeight * fMedMaxMod <= helm. weight): return MEDIUM else: return HEAVY
For other armor types another variable should be used:
- iHelmWeight
- iPauldronWeight
- iGauntletWeight
- iCuirassWeight
- iGreavesWeight
- iBootsWeight
Armor rating
rating = armor. rating * ArmorSkill / iBaseArmorSkill
if player don't have armor piece unarmored skill is used instead:
rating = UnarmoredSkill * UnarmoredSkill * 0.0065
Total armor rating determined by these formula:
totalRating = Cuirass * 0.3 + (Shield + Helm + Greaves + Boots + RPauldron + LPauldron) * 0.1 + (RGauntlet + LGauntlet) * 0.05
How Unarmored Works
Persuasion Formulae
Persuasion options in the NPC dialogue menu.
persTerm = personality / fPersonalityMod
luckTerm = luck / fLuckMod
repTerm = reputation * fReputationMod
levelTerm = level * fLevelMod
fatigueTerm = fFatigueBase - fFatigueMult * (1 - normalisedFatigue) where normalisedFatigue is a function of fatigue: empty fatigue bar -> 0.0, full fatigue bar -> 1.0 #using player stats playerRating1 = (repTerm + luckTerm + persTerm + speechcraft) * fatigueTerm playerRating2 = playerRating1 + levelTerm playerRating3 = (mercantile + luckTerm + persTerm) * fatigueTerm
#using NPC stats (note differences) npcRating1 = (repTerm + luckTerm + persTerm + speechcraft) * fatigueTerm npcRating2 = (levelTerm + repTerm + luckTerm + persTerm + npcSpeechcraft) * fatigueTerm npcRating3 = (mercantile + repTerm + luckTerm + persTerm) * fatigueTerm d = 1 - 0.02 * abs(npcDisposition - 50) target1 = d * (playerRating1 - npcRating1 + 50) target2 = d * (playerRating2 - npcRating2 + 50) target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod
where bribeMod is fBribe10Mod, fBribe100Mod or fBribe1000Mod
Admire
target1 = max(iPerMinChance, target1) roll 100, win if roll <= target1 c = int(fPerDieRollMult * (target1 - roll)) x = max(iPerMinChange, c) on success, c on fail