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KAOS(Kythrius' Advanced Oblivion Strategy)


Kythrius

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Version 3.0 Beta is available. It requires OBSE version 15.

 

There are over 20 new additions:

 

-Disrupt Attacks: For 12 seconds affected creatures take 5-15 damage + 10-35% of the base damage of their weapons every second while attacking. (Alteration)

-Incredibly efficient way to do damage. This has one of the best damage-to-cost ratios in existence.

 

-Kythrius' Stability: For 300 seconds, you cannot be staggered but whenever this happens your current action is cancelled instead. Ends after staggering 5-10 times(Alteration).

 

-Shield of Instability: For 30 seconds, you have 10-20% shield. The next time you are staggered or recoil it ends and all

 

hostiles within 40 feet are knocked down for 2 seconds. (Alteration)

-Efficient way to shield yourself.

 

-Divert Energy(7s): For 10 seconds, the next time affected creature uses a spell that creature cannot cast spells for 5-15

 

seconds. No effect if drained.

 

-Staggering Weakness(6s): For 15 seconds, affected creature loses 5-15 fatigue per second while attacking. If that creature's fatigue goes to zero, it is staggered and this effect ends. No effect if drained.(Alteration)

 

-Disrupt Strength: For 12 seconds, whenever affected NPC uses a power attack it suffers 40-80 damage.(Alteration)

 

-Disrupt Energy(7s): For 10 seconds, whenever affected creature uses a spell, it takes 1 damage for each remaining point of magicka it has (maximum 50-100 based on mysticism). No effect if drained.

 

-Kinetic Wind Vortex(6s): Attacking creatures are knocked down for 1-3 seconds, blocking creatures recoil, and moving creatures stagger. (alteration) No effect if drained.

-Generates a massive circular force field.

-This is still effective without any alteration skill.

 

-Fury of Instability:For 15 seconds, the next time you stagger or recoil, you recover instantly.

-This is a great choice for low levels as this ability is not linked to any skill attribute, or statistic.

 

 

-Entangle(6s):For 6 seconds, the next time affected creatures dodge or move backwards, they are knocked down for 2 seconds and suffer 15-45 damage(alteration). No effect if drained.

-A forcefield entangles affected creatures. When they dodge or move backwards, they trip over the forcefield.

 

-Kinetic Energy Form: (Energy Form) For its duration your special attacks have a 20-35% chance to stagger and you cannot be staggered. You have 35% shield. Disables Energy Forms for 45 seconds. (alteration)

-Due to the time IsStaggered takes to return a value, this does not combine with Heavy Strike and Heavy Slash as

 

well as you may think(Heavy Slash and Heavy Strike's conditionals do not occur with this). This is not intentional but is a result of scripting limitations (script function IsStaggered takes a lot of time compared to most other functions).

 

-Strength Transfer: For 8 seconds, every second that the affected creatures(in 15 feet) are attacking, they lose 3 fatigue, and you gain 3-7 fatigue(Mysticism).

 

-Defensive Focus: Recover for 7 seconds. For 15-30 seconds(depending on Block skill) you have 65% shield. Ends if you cast a spell. No effect if you are already drained.

 

-Focused Regeneration(8s): For 5 seconds, you have Restore Health 8-25 points(Restoration). Ends if you attack or cast a spell. No effect if drained.

~Efficient way to heal yourself if you are running.

 

 

-Deflect Strength: For 10 seconds, the next time affected NPCs (in 25 feet) use a power attack they are knocked down for 2 seconds and take 25-40 damage.(alteration)

 

 

-Divert Defenses(10s):For 7 seconds, the next time affected creatures block, they are knocked down for 2 seconds and their block skill is drained to zero for 3-6 seconds(Alteration). No effect if drained.

~~~~~~~~~~~~~Special Attacks~~~~~~~~~~~

-Heavy Strike (Blunt): Costs 30 fatigue. Does +10-20 damage plus an additional 20-35 damage if this staggers your target.

-Due to scripting limitations, this only works if the current attack causes stagger.

 

-Forcefield Strike (Blunt): Costs 40 fatigue. If it hits a blocking NPC, it knocks that NPC down for 2 seconds. Otherwise it does +10-25 damage.

-No recovery time because the knockdown effect is conditional.

 

 

-Heavy Slash(Blade): Costs 30 fatigue and does +10-15 damage. If this attack staggers your target, it is knocked down for 2 seconds.

-Works well with drain agility potions and power attacking.

-If it hits something already staggered, it will NOT inflict a knockdown.

 

-Dark Forcefield Blade(12s): Costs 15 fatigue and does +5-15 damage. Knocks down anything below 50% health for 3 seconds. Otherwise you don't recover.

~A combination of dark energy and kinetic energy results in this ability. It's a damage bonus when you need it and a cheap 3 second knockdown ability otherwise. The cost is the long recovery time.

 

-Staggering Shot (6s/3s): Cost 25 magicka. Target loses 20-45 fatigue and takes 5-15 damage. If target is below half fatigue it staggers target and you recover for 6 seconds. Otherwise, recover for 3 seconds.

~Conditional stagger effect is calculated AFTER the fatigue loss.

 

-------------------------------------

I have changed a few abilities:

 

-Destabilizing Smash and Parrying Strike: Instead of requiring target creature to be moving towards you, the conditionals

 

work against anything that is attacking you.

-Frozen Blast is overpowered compared to Blaze Lightning. Conditional cold damage has been decreased to 25-75, cold damage over time decreased to 7.

-Berserker Form was a bit overpowered so I removed the shield effect.

-Light of Regeneration is now a Lesser Power.

-Light of Restoration is now a Lesser Power.

-Focused Restore now ends without healing you if you attack or cast a spell. Healing increased to 60-190, duration of weakness increased to 4 seconds.

-Furious Energy has received a small area increase.

-Energy Leech is completely outdated (from October 2007 if I recall properly) and it is time for an improvement. It has been

changed to "Inflicts Damage Magicka 2 points for 25 seconds. For 25 seconds, whenever target casts a spell, you gain 20-50 magicka based on Mysticism."

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This isn't in the beta yet, just something to look forward to:

 

-Stealth Arrow(2s): Costs 25 fatigue and does +10-20 damage. If it hits something is not attacking you or you are not in its line of sight it does an additional 25-45 damage.

~If you use this on something not in combat, the conditional doesn't happen as the script applies after the arrow hits.

~This is best used to defend NPCs as it can result in +65 damage bonuses every 3 seconds at a low cost.

~Works well with Frenzy spells. Frenzy causes whatever it hits to randomly attack nearby NPCs/creatures, which almost guarantees that the conditional applies.

~Works well with any time of companion mod and summoning spells.

 

Could someone start a thread on the Elder Scrolls Forums for this mod? I'm a bit busy to watch 2 threads on this mod.

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The NPCs cannot use them.

 

The abilities are balanced for an arcade/FPS implementation where you are expected to fight 2-3 monsters without too much difficulty.

 

Alternately it makes a good counter to MMM's increased spawn rates and OOO.

 

Oh, and kudos for checking my mod out.

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