Oblivion talk:Fatigue

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Total Fatigue[edit]

The game guide says that "Fatigue is the combined values of your Strength, Endurance, Agility, and Willpower" But this page only mentions Endurance. Does anyone know the actual formula that determines your total fatigue? --Nephele 22:26, 16 August 2006 (EDT) As far as I can tell, it's the four values added, making a maximum of 400. Pascal 13:39, 9 September 2006 (EDT)

Formula[edit]

Does anyone know the formula to determine how fast you regenerate fatigue, or is it pre-set and have no formula. Even then, does anyone know the values that fatigue regenerates, along with your athletics skill perks? - Aeroice 20:28, 1 June 2007 (EDT)

From what I've been able to glean through playtesting, I'd hypothesize that Fatigue Regeneration is fixed at 10 points a second. By enchanting two Apparel items with "Damage Fatigue 5 points", you can cause your character's Fatigue regeneration to halt completely: you will not regain any Fatigue, and running/jumping will cause it to drop to a lower level. I'd venture to guess that running is a built-in Damage Fatigue value of 5 points a second (enough to slow Fatigue regen to a crawl, but not enough to halt it), with each Athletics skill level perk removing one point from that value. It also means that if you strive to Damage a target's Fatigue, then exceeding 10 points a second may be the target goal of your poison and magical attacks. —Dark Spark 16:27, 19 January 2008 (EST)
I don't know about the actual formula used, but there are two game settings involved (and I don't have their names to hand either). The one is set to 8, while the other is set to 0. I know that if you increase the second setting above zero, you lose fatigue when running (like in Morrowind). The higher you set the two settings, the quicker you lose fatigue.
I seem to remember if you set the second setting (the one that is 0) to 4, and give your character a constant 1 point of fatigue restoration (such as if you use OOO and choose the Warrior sign), at Apprentice rank for Athletics, you don't lose any fatigue when running. That is, you can see your fatigue go down and be immmediately restored to maximum.
If you use Wrye Bash, you have the option of setting the rate of fatigue loss from running to a variety of values - it is these two settings that get modified.
--Gaebrial 02:40, 23 January 2008 (EST)
I'd assume, that because athletics increases your rate of fatigue regeneration when running, that it has a large part in your overall fatigue regeneration, and its governing attribute. Just a thought.
Chunk of ham 03:38, 14 January 2009 (EST)
I've added a link to the article to the TESCSWiki article that provides the regeneration formula. Which basically boils down to what Dark Spark said: constant 10 points per second. (There's a built-in option to have fatigue regenerate faster based on your Endurance, but it's effectively disabled because the parameter is set to zero). There is no effect of Athletics upon fatigue regeneration.
The amount of fatigue lost while running depends upon your Athletics level: 8 points/second, 6 points/second, 4 points/second, 2 points/second, or 0 points/second.
--NepheleTalk 17:57, 18 January 2009 (EST)

how much fatigue is taken when you swing a weapon with a given weight?[edit]

is there any formula to determine this? i saw a comment somewhere that said power attacks take 5x fatigue. — Unsigned comment by 66.244.203.251 (talk) on 5 January 2009

Based on the game settings listed here, and the discussion of those game settings, it appears that:
fatigue burned = (fFatigueAttackBase + fFatigueAttackMult * WeaponWeight) * fPowerAttackFatiguePenalty,
In other words,
fatigue burned (normal) = 7 + 0.1*WeaponWeight
fatigue burned (power attack) = (7 + 0.1*WeaponWeight)*5
--NepheleTalk 15:03, 18 January 2009 (EST)

fatigue damage from power attacks[edit]

if you use a power attack on an npc, how much fatigue does it drain from him/her

Using a weapon will not drain fatigue from your enemies unless it is enchanted with a drain/absorb/damage fatigue effect. Hand to Hand attacks, however, will damage your enemies' fatigue, based on the formula that you'll find on the Hand to Hand article. --Tenraah 06:31, 16 July 2010 (UTC)

so i guess creatures don't have fatigue?[edit]

The reason I ask is that i'm curious if damage fatigue will also "paralyze" creatures. dtm 19:34, 22 March 2011 (UTC)

I know for a fact that Creatures do have fatigue, as it is spelled out in the Construction Set. As far as I know, they should be able to be knocked unconscious by Fatigue loss, but I can't check right now. I'll post back later if no one can confirm before me. --DKong27 Talk Cont 19:53, 22 March 2011 (UTC)
Oh you're right, I don't have access to the CS but I went out and tried the "damage 100 fatigue" arrows on creatures. Will o wisps do not get knocked unconscious (either they have unlimited fatigue or they are just not scripted to, can they be paralyzed?). But it worked on horses and trolls. If no one minds I'll change the page to not just say NPCs which is misleading. dtm 20:02, 22 March 2011 (UTC)
Edit - someone beat me to the punch, but should it be noted that will o wisps are immune? Can someone check why this doesn't affect them and if any other exceptions need to be noted? dtm 23:46, 22 March 2011 (UTC)
I tried on multiple creatures in the creature testing zone, and it worked for all I could find except for Will-o-the-Wisps, Ghosts, and Wraiths. But I'm not sure why, as they possess no specific abilities that would cause this... --DKong27 Talk Cont 00:17, 23 March 2011 (UTC)
It does work for them, but looks like it doesn't because those floating creatures have no falling animation. They simply stand still when they are paralyzed or the like. --Wizy (Talk/Contribs) 00:41, 23 March 2011 (UTC)
Do they simply stand still? I'm pretty sure the will o wisp never stopped chasing me despite losing about 1000 fatigue. dtm 07:28, 23 March 2011 (UTC)

() If you drop an NPC through an excess of fatigue, but the NPC is still alive, can you rob or pickpocket that NPC before he/she/it recovers? 174.6.51.17 00:06, 3 February 2013 (GMT)

Damaging attributes in order to Damage Fatigue? Seems impossible...[edit]

I did a little testing on damaging attributes for lowering fatigue on different targets. Just as it can be read above, damaging Endurance does not seem to have any effect on the targets health. Oddly enough, it seems that none of the NPC's / Creatures' attributes have an actual effect on the three bar stats (health, fatigue, magicka) - at least when fighting. For the test I used a Damage Fatigue 100 Damage for 5 second spell and Damage Endurance/Agility/Strength/Willpower for - in theory - decreasing their Fatigue. No armor whatsoever, so 100% effectiveness on my character. The target was an Imperial Guard. First I determined the time that was required for the Guard to collapse with only the Damage Fatigue spell. I did this several times. Second, I damaged his attributes separately and using Damage Fatigue to see any differences. Then I damaged all of these attributes and then damaged the fatigue of the guard. The conclusion: none of the Damage Attribute spells had any impact on the rate of collapsing, thus the loss of fatigue. So damaging any of these or every attribute does not drains their fatigue. Not even a tiny bit. So it is a waste of time damaging these attributes, when one can simply cast a few seconds Damage Fatigue with a cheap Drain Fatigue effect and/or an Absorb Fatigue effect. Even better, just damage the Strength or Speed of the target to zero, and the target will be unable to move or just unable to notice you due to how the Sneak works. --Aran Mafre 18:40, 1 May 2011 (UTC)

Damaging Attributes and Fortifying Fatigue[edit]

New to this game, but I've done a little searching on this topic and there seems to be a neglected strategy. Using the formula, Damage * ( ( Fatigue / MaxFatigue ) + 1 ) / 2, as the basis, we can boost damage significantly by controlling Fatigue/Maxfatigue. The effect is achieved by damaging or draining attributes that are used in the the Maxfatigue equation (Strength + Willpower + Endurance + Agility)and fortifying fatigue through magic or constant effect enchantments. Consider lowering three attributes to zero and the final attribute to 1 (the best choice seems to be strength for the additional 5 encumbrance). Next wear some items with fortify fatigue such as the forgemaster's smock (+75 fatigue), deathmarch greaves (+55), or any item enchanted with a transcendent sigil stone (+50). The effect is to multiply your damage by about half of the fortify fatigue effect. Using just two fortify fatigue items, a maxed out marksman skill, a daedric bow, and glass arrows, you can do regular attacks for around 1000 damage.

  • Important caveats for such a build:

1. Your health will be lower. Your endurance becomes zero, so max out endurance as soon as possible for the level-up health bonuses. 2. You might as well have the atronach birthsign. With your willpower at zero, you can still regenerate magicka, but very slowly. 3. Your encumbrance will be terrible. At one strength you can carry 5 lbs. Use feather effects to compensate. Because of the feather bug this can be very annoying. Switching between items that fortify strength and have feather effects seems to be the best solution. Feather enchanted gauntlets or irons, and the gauntlets of gluttony can be hotkeyed to making this situation more managable. Switch to the gauntlets to pick stuff up, then switch back to feather gauntlets to reset the feather and return to high damage mode. 4. Using a bow makes the most sense. Getting a 700dmg hit reflected back at you is bad news. In safe situations (no damage reflection) a bound dagger is a solid weapon switch when cornered. Zero agility also means you will be staggered often. (Also for melee, try using enchanted training weapons or a heavily damaged weapon.) 5. If your maxfatigue becomes zero (all four governing attributes are zero), you will receive no fatigue bonus. It must remain 1 or higher. Magic, diseases, and poisons can shut you down. A ring of vitality is a nice insurance policy.--Sucaba (talk) 21:39, 13 February 2013 (GMT)

I can confirm this. Might be worth noting on the main side. One safer strategy to exploit this could be to use custom drain spells instead of permanently damaging the attributes (I tested it, drain works). Drain isn't very expensive, so drain 100 of three attributes and drain 99 of the last for a couple of seconds should be feasible. Gets around the you-can't-do-anything issue as the drain will expire on its own and with several hundrets of damage per hit you really only need a few seconds. Also allows you to spend your enchantments on more fortify fatigue (or fortify magicka and use the magicka to cast fortify fatigue spells? I'm not sure which is more efficient).