Skyrim talk:Damage

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Info[edit]

Alright, I'm not sure how we should format the info, but I can read this data.

  • crExtraDamage02 - Damage is mult by 2 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 1.5 if it is.
  • crExtraDamage03 - Damage is mult by 3 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 2 if it is.
  • crExtraDamage04 - Damage is mult by 4 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 2.5 if it is.
  • crExtraDamage05 - Damage is mult by 5 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 3.5 if it is.
  • crExtraDamage06 - Damage is always mult by 6.
  • crNerfDamage05 - Damage is always mult by 0.5.
  • crExtraDamage015 - Damage is mult by 1.5 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 1.25 if it is.
  • crExtraDamage025 - Damage is mult by 2.5 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 1.75 if it is.
  • crExtraDamage035 - Damage is mult by 3.5 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 2.25 if it is.
  • crExtraDamage045 - Damage is mult by 4.5 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 3 if it is.
  • crExtraDamage0112 - Damage is mult by 1.12 if the weapon is not a Battleaxe, Greatsword, or Warhammer, but by 1 if it is.
  • CWGuardExtraDamageToPlayer - Guards do damage mult by 1.25 if target is player.
  • CWSoldierExtraDamageToPlayer - Soldiers have leveled multipliers for the damage they do to the player. 1.5 if level 10 <= x < 15, 2 if level 15 <= x < 20, 2.5 if level 20 <= x < 25, 3 if level 25 <= x < 30, 3.5 if level <= 30.

Vely►Talk►Email 16:22, 20 May 2012 (UTC)

Would it work on creatures?[edit]

Can a creature that does not use a weapon, ex. a skeever or a wolf, be turned into a player-eating monster by giving it some high-level extra damage perk? --Nv4dispbluescreen 10:19, 4 July 2012 (UTC)

Draugr[edit]

Every Draugr starting at Restless Draugr have a version of this perk. Restless, Wight and Overlords have 1.5x I'm not sure the values the rest of them have but they should probably get added to the list. Lord Eydvar Talk|Contribs 20:27, 11 November 2012 (GMT)

Nerf damage[edit]

Oh yeah, sorry about the edit, but I was just going from what I gathered in the first comment in the discussion page, and it was sort of reasonable to assume that a perk called crNerfDamage05 would do exactly that. In fact checking the creation kit it seems it in fact reduces damage output, as it's applied to level 1 bandits only. If someone else can check the creation kit it to corroborate that would be nice. — Unsigned comment by 68.205.34.178 (talk) at 21:52 on 17 March 2013‎

NPCs drowning[edit]

Now that we have a Damage page, we need to determine if NPCs can drown, or at least take damage from remaining underwater too long. I worded the sentence in the Drowning section based on my experience, but it needs verification. --Xyzzy Talk 04:24, 4 May 2013 (GMT)

From my experience they cannot drown. Even when they are submerged long enough to theoretically take damage, they do not seem to.--Ad intellige (talk) 04:28, 4 May 2013 (GMT)
Hmmm. Maybe some PC testing is in order, like spawning an NPC somewhere underwater that they can't escape from. Unfortunately, I can't think of anyplace like that that exists in-game. --Xyzzy Talk 04:35, 4 May 2013 (GMT)
That's what I did actually. I do think we should have other people or maybe just you double-check me on that. --Ad intellige (talk) 04:36, 4 May 2013 (GMT)
I can confirm that NPCs do not take drowning damage. Windhelm seaman, submerged for over 10 minutes(being stuck under a ship). Armored Troll, forced into the sea, spent 7 minutes sweeping back on land. Group of bandits, hunting me on the shores far north, turned into a stalemate with both parties being submerged(again, for more than 5 minutes). Passive creatures constantly flee by running through deep water, being obviously submerged for minutes. Neither of those took any damage, on the contrary the seaman actually was able to have a conversation with me whereas the bandits taunted while underwater. Henceforth I declare that NPCs do not drown, ever. — Unsigned comment by 93.82.139.219 (talk) at 19:53 on 30 September 2013
My experience has been that passive animals remain on the surface rather than submerging, except in rare cases. Are you sure that they were submerged for the full time period (not coming up for air at all)? --Xyzzy Talk 20:23, 30 September 2013 (GMT)
I'm absolutely sure for both foxes and rabbits, yes. I observed both fleeing through Lake Honrich, starting south they made their way to the northern shores. They got stuck aswell as looped animations a couple of times, yet they never surfaced. All in all, the 'dive-through' took them several minutes. I have seen elks and goats survive deepwater, too, yet I haven't chased them so I cannot guarantee that they are immune to drowning. — Unsigned comment by 178.191.254.182 (talk) at 11:55 on 1 October 2013‎

() Keep in mind that we are trying to determine if NPCs that actually swim below the surface of the water will start to take damage at some point, not if creatures will tire and drown on the surface. There doesn't appear to be any limit to how long a creature can remain floating or swimming on the surface of the water, just like the player character, and I can't recall ever seeing an animal swim anywhere but on the surface, but I've also never fled into deep water from an aggressive animal. --Xyzzy Talk 04:32, 10 November 2013 (GMT)

I've had a dragon land in the water and have been able to keep it there for a long time using Dragonrend, and it didn't seem to take damage. Admittedly, dragons could be a special case. Quantheory (talk) 07:43, 3 December 2013 (GMT)
I've had NPCs stay underwater for extended periods of time without drowning, often for several minutes if they got "lost" and couldn't path to wherever they wanted to go to. Given other comments here, I've therefore removed the VN tag and modified the text accordingly. Robin Hood  (talk) 03:19, 30 August 2016 (UTC)

Other Damage Types[edit]

Shouldn't other damage types such as elemental damage and poison damage be on this page as well? I know they already have their own pages, but since this page is called damage it would make sense for them all to be in one place. — Unsigned comment by Anil (talkcontribs) at 15:29 on 4 May 2013‎

I was unable to find anything definitive about the damage dealt by poison and elemental attacks but I don't have great vision so if you can find something by all means put it in the article. --Ad intellige (talk) 15:35, 4 May 2013 (GMT)
If you're talking about pages like this, no; it's a magic effect that works as an enchantment or spell. Vely►t►e 16:11, 4 May 2013 (GMT)
I do agree that there should at least be a distinguishing between physical and magical damage on this page that could possibly include poison damage as well. I think this differentiation is important because there are different things required when it comes to resisting each of these types of damage. --BlackhawkXIII (talk) 05:14, 20 May 2013 (GMT)
It might be worth putting in a "See Also" section with any related links. — ABCface 05:02, 3 June 2013 (GMT)

Difficulty Level: Possible Discovery[edit]

This has been marked as a question that needs to be answered.

While playing on the Legendary difficulty, a friend pointed out to me that my Health and Stamina were regenerating noticeably slower than normal. I checked to see if any active effects were affecting my regeneration but there was nothing. Then I lowered my difficulty down to Master and immediately my Stamina and Health started regenerating faster. I'm pretty sure this means that the Legendary difficulty has an additional influence on the player in that it slows Health, Stamina, and possibly Magicka (untested) regeneration. I'd like some more people to test this before I change the information on the page and possibly figure out what the percentage of regeneration reduction is. --BlackhawkXIII (talk) 10:11, 25 May 2013 (GMT)

Forgive me for the potential massive amounts of idiocy that are about to follow - but would information regarding regeneration of attributes (magicka, health and stamina) belong on the Damage page? I don't see any mention of attribute regeneration on this page to begin with.
This is definitely a question that needs to be answered, so my response is twofold; both to bring attention back to it and to clarify if it belongs on this page or on another page. GodRaineTalk 03:50, 25 July 2013 (GMT)
There is a section in this article on Difficulty Level, the only place this info is listed, AFAIK. Seems like as good a place as any. --Xyzzy Talk 03:57, 25 July 2013 (GMT)
That I definitely noticed - but nowhere in that section do details exist on regeneration variables in the first place. If this is as good a place as any, which I agree upon, we will need the numbers for all levels. Thanks Xyzzy. GodRaineTalk 04:23, 25 July 2013 (GMT)
The difficulty level info was originally on the Combat page but when we redesigned it, we also made a new page for damage and the difficulty level stuff got put here since difficulty primarily influences damage factors. I know that the section doesn't give info on regeneration being affected, hence I put the question here so to find out if information should be added to the section on this page. As soon as someone else tests it, feel free to let us know. --BlackhawkXIII (talk) 04:17, 6 August 2013 (GMT)
From play, I think Legendary difficulty introduces a reduced regeneration rate in combat for all three attributes. Outside of combat, regeneration appears to be at the normal lower-difficulty rate, but during combat it seems to be reduced quite significantly. You can test this by crouching while damaged; as soon as the eye closes, the bars move noticeably faster. --Morrolan (talk) 16:30, 6 August 2013 (GMT)

() This is true on any difficulty level. Regeneration rate is reduced in combat. --Xyzzy Talk 17:31, 6 August 2013 (GMT)

Hmm, yeah, it is, but it seems to be a greater difference in Legendary which is what I was trying to get across. --Morrolan (talk) 18:51, 6 August 2013 (GMT)
If I recall correctly, I wasn't in combat when I noticed the slowed regeneration rate. As I said, I actually lowered the difficulty from Legendary and then noticed a difference. This would be an effective way to test it. --BlackhawkXIII (talk) 23:02, 6 August 2013 (GMT)

Difficulty Level : Followers[edit]

It looks like the difficulty level applies to player character only. Follower seems to be unaffected. This makes followers stronger than the character if playing at higher difficulty. — Unsigned comment by 84.59.231.131 (talk) at 09:26 on 1 July 2013

Pardon me for my poor English. On high difficulty level, player take more damage, and everything eles take less damage. Which means on legendery level player is the only one takes 400% damage, and all other NPCs take only 25%, no matter which side they're on. — Unsigned comment by 123.151.28.70 (talk) at 01:18 on 10 November 2013‎
I've seen this noted somewhere else, so I'll add a note to this article as well. --Xyzzy Talk 04:16, 10 November 2013 (GMT)

DLC2MQ06MiraakExtraDamageDragonsPerk and DLC2MQ06DragonNerfDamageMiraakPerk[edit]

There's something different about these 2 "Reduce damage" perks. If the multiplier for both of them is 1.5, then that would increase damage by 50% rather than reduce damage. I reverted the table back to the {{huh}} tags until we can sort it out. --Xyzzy Talk 19:35, 6 July 2013 (GMT)

Drowning Damage[edit]

Any way we can confirm the exact amount of damage per second taken from drowning to improve the article slightly, by avoiding using 'about xyz damage taken'? GodRaineTalk 03:35, 25 July 2013 (GMT)

When I found that amount, I was simply using a stopwatch and opening my menu after every second or two. I only said approximately because I don't know what other factors might apply to damage taken from drowning. You're welcome to try to test it yourself and see if you get different results. --BlackhawkXIII (talk) 23:05, 6 August 2013 (GMT)

Difficulty level bugs[edit]

Sometimes, when playing on Legendary difficulty, the difficulty appears to greatly drop, with opponents that would normally take multiple hits going down roughly ten times as fast. This usually happens not long before a game freeze (which always happens during combat), and when I reboot the XBox and load the last save the difficulty is back to its regular setting. Has anyone else noticed this? If anyone else has and can shed some light on the pattern then maybe I can put in a less-vague bug listing on the main page here. --Morrolan (talk) 20:40, 5 August 2013 (GMT)

Critical damage and armor[edit]

Does armor reduce critical damage? 50.123.119.90 10:57, 28 June 2014 (GMT)

How does the falling damage calculator work?[edit]

I've tried using the falling damage calculator and the answers were always negative numbers. For example ((20 - 600) * 0.1)^1.45 is approximately -56 — Unsigned comment by 73.135.5.55 (talk) at 00:15 on 4 June 2017 (UTC)

If the values accepted is based on the Skyrim Unit, then your value of 20 means no damage is taken. It's when your height is greater than 600 units(28ft/9yrds) that you begin to take damage. 20 units is 11 inches. This is further clarified on the main page, where it's started you take no falling damage up to 9 yards. --Rasikko (talk) 13:02, 24 December 2018 (UTC)

Scaling modifier[edit]

Disassembly and testing in-game both indicate that the physical scale of the attacker (i.e. SetScale) acts as a multiplier on damage. An actor scaled to 50% size will deal 50% damage, though I don't know whether that's before or after modifiers (e.g. perks, crits, sneak attacks, etc.). For Skyrim Classic, this modifier is applied in 0x00798AC0, a member function of a struct that appears to "describe" all data about an attack by one actor on another actor.

I haven't found any similar scale influence for the target of an attack, but perhaps that's done someplace I haven't looked at yet.

Interestingly enough, with the way the multiplier is applied, I'd expect it to affect projectile damage as well. I didn't test that, though; I only tried out melee attacks in-game. DavidJCobb (talk) 22:20, 3 July 2019 (UTC)

"Physics" damage?[edit]

I don't see a mention on this page about "physics-based" damage, e.g. telekinetically throwing items at enemies, or (infamously) damage from tripping on bones in dungeons. Do we know how that gets calculated? (I always assumed that damage from traps like battering rams was calculated the same way, but those are seemingly coded differently, judging by the specific leveled damages listed on that page.) —‍Will (C Teng)[talk] 00:03, 14 March 2023 (UTC)