Oblivion:Spell Stacking: Difference between revisions

From PRCLive 100% Speedrun Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
'''Spell Stacking''' is a game mechanic that allows you to use Weakness to Magic to recursively boost the magnitude of spells with negative effects on subsequent spell casts, including Weakness to Magic itself. This allows for casting spells with incredibly large magnitudes relatively easily, enabling the player or a desired target to reach absurdly high stat values. While spell stacking is a game mechanic, the player's ability to apply it to themselves is not. In the latest patch, you can only apply Weakness to Magic to yourself via a [[Oblivion:Weakness to Magic on Self|spell reflecting glitch]].
'''Spell Stacking''' is a game mechanic that allows you to use Weakness to Magic to recursively boost the magnitude of spells with negative effects on subsequent spell casts, including Weakness to Magic itself. This allows for casting spells with incredibly large magnitudes relatively easily, enabling the player or a desired target to reach absurdly high stat values. While spell stacking is a game mechanic, the player's ability to apply it to themselves is not. In the latest patch, you can only apply Weakness to Magic to yourself via a [[Oblivion:Weakness to Magic Reflect on Self|spell reflecting glitch]].


==Instructions==
==Instructions==
Line 7: Line 7:
# Cast an On Target or On Touch spell on the target that contains the Weakness to Magic effect. Make sure the duration is long enough that you have time to cast a second spell.
# Cast an On Target or On Touch spell on the target that contains the Weakness to Magic effect. Make sure the duration is long enough that you have time to cast a second spell.
# Cast a different On Target or On Touch spell on the target that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
# Cast a different On Target or On Touch spell on the target that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
# Repeatedly cast these two spells back and forth until you've reached your desired Weakness to Magic magnitude.
# Repeatedly cast these two spells back and forth until you've reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.
# Now that the target has a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply in large magnitudes to the target. The spell must have at least one negative effect for this to work.
# Now that the target has a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply in large magnitudes to the target. The spell must have at least one negative effect for this to work.
# The end result is that the target now has massive spell magnitudes applied to them that extend far beyond what you would normally be able to achieve.
# The end result is that the target now has massive spell magnitudes applied to them that extend far beyond what you would normally be able to achieve.
Line 16: Line 16:
# Cast an On Target or On Touch spell on the creature that contains a Weakness to Magic effect. Make sure the duration is long enough to cast a second spell. You will notice that this spell is reflected back at you and applied to yourself instead of the creature.
# Cast an On Target or On Touch spell on the creature that contains a Weakness to Magic effect. Make sure the duration is long enough to cast a second spell. You will notice that this spell is reflected back at you and applied to yourself instead of the creature.
# Cast a different On Target or On Touch spell on the creature that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
# Cast a different On Target or On Touch spell on the creature that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
# Repeatedly cast these two spells back and forth, reflecting the effects onto yourself off of the creature until you've reached your desired Weakness to Magic magnitude.
# Repeatedly cast these two spells back and forth, reflecting the effects onto yourself off of the creature until you've reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.
# Now that you have a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply to yourself in large magnitudes. The spell must have at least one negative effect for this to work.
# Now that you have a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply to yourself in large magnitudes. The spell must have at least one negative effect for this to work.
# The end result is that you now have massive spell magnitudes applied to you that extend far beyond what you would normally be able to achieve.
# The end result is that you now have massive spell magnitudes applied to you that extend far beyond what you would normally be able to achieve.
Line 30: Line 30:


==Mechanics==
==Mechanics==
A target with a Weakness to Magic effect on them will have subsequent spells cast on them be amplified by the Weakness to Magic magnitude as long as one negative effect is present in spells being cast on them. See the section below for a list of all spells the game considers negative.
===Calculating Magnitudes===
Weakness to Magic's magnitude represents the percentage any subsequent spell effects will be multiplied by when applied to the target. For the purposes of all calculations, the Weakness to Magic magnitude is <code>100% + Weakness to Magic Magnitude %</code>. For example, a target with a Weakness to Magic effect of 0% on it will have a Flare 8pt spell effect applied as 8pts, i.e. 100% of its magnitude.
==Negative Spell Effects==
Here is a list of all the spell effects in the game that are considered negative. Having at least one of these effects in your payload spell will trigger the Weakness to Magic magnitude to be applied to every effect in the spell, even positive ones.
''List pending''

Revision as of 23:48, 1 December 2021

Spell Stacking is a game mechanic that allows you to use Weakness to Magic to recursively boost the magnitude of spells with negative effects on subsequent spell casts, including Weakness to Magic itself. This allows for casting spells with incredibly large magnitudes relatively easily, enabling the player or a desired target to reach absurdly high stat values. While spell stacking is a game mechanic, the player's ability to apply it to themselves is not. In the latest patch, you can only apply Weakness to Magic to yourself via a spell reflecting glitch.

Instructions

For stacking spells on a target:

  1. Cast an On Target or On Touch spell on the target that contains the Weakness to Magic effect. Make sure the duration is long enough that you have time to cast a second spell.
  2. Cast a different On Target or On Touch spell on the target that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
  3. Repeatedly cast these two spells back and forth until you've reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.
  4. Now that the target has a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply in large magnitudes to the target. The spell must have at least one negative effect for this to work.
  5. The end result is that the target now has massive spell magnitudes applied to them that extend far beyond what you would normally be able to achieve.

For stacking spells on yourself:

  1. Cast an On Target or On Touch spell with a Reflect Spell effect onto another creature, ideally with a magnitude of 100 points (100% chance of reflecting) and a duration long enough to cast another spell before it wears off.
  2. Cast an On Target or On Touch spell on the creature that contains a Weakness to Magic effect. Make sure the duration is long enough to cast a second spell. You will notice that this spell is reflected back at you and applied to yourself instead of the creature.
  3. Cast a different On Target or On Touch spell on the creature that contains another Weakness to Magic effect. The Weakness to Magic of the first spell will increase the magnitude of the second spell.
  4. Repeatedly cast these two spells back and forth, reflecting the effects onto yourself off of the creature until you've reached your desired Weakness to Magic magnitude. If one spell wears off before the other is cast, the stack is broken.
  5. Now that you have a high Weakness to Magic, cast a payload spell containing the desired effects you would like to apply to yourself in large magnitudes. The spell must have at least one negative effect for this to work.
  6. The end result is that you now have massive spell magnitudes applied to you that extend far beyond what you would normally be able to achieve.

Additional Notes

  • A summoned creature or horse is ideal for reflecting spells off of when applying the spell stacks to yourself.
  • The Animation Blocking glitch may be useful for casting spells quick enough to stack them.
  • Instead of having separate Weakness to Magic stacking spells and a final payload spell, you can alternatively have the Weakness to Magic and payload effects built into a single spell that you have two copies of, allowing for the same stacking effect.
  • It is recommended that your payload or stacking spells contain effects that boost your magicka so that you can afford to cast all the required spells in the chain. Spell Chaining mechanics may be necessary to utilize in some cases.
  • Your payload spell does not need to have a high magnitude since it will be amplified, but it is recommended that you make the duration as long as possible since this typically cannot be increased.
  • Spell effects such as summon spells do not have a magnitude, so their duration is amplified instead, allowing for extremely long spell effect durations.

Mechanics

A target with a Weakness to Magic effect on them will have subsequent spells cast on them be amplified by the Weakness to Magic magnitude as long as one negative effect is present in spells being cast on them. See the section below for a list of all spells the game considers negative.

Calculating Magnitudes

Weakness to Magic's magnitude represents the percentage any subsequent spell effects will be multiplied by when applied to the target. For the purposes of all calculations, the Weakness to Magic magnitude is 100% + Weakness to Magic Magnitude %. For example, a target with a Weakness to Magic effect of 0% on it will have a Flare 8pt spell effect applied as 8pts, i.e. 100% of its magnitude.

Negative Spell Effects

Here is a list of all the spell effects in the game that are considered negative. Having at least one of these effects in your payload spell will trigger the Weakness to Magic magnitude to be applied to every effect in the spell, even positive ones.

List pending