Elder Scrolls
Elder Scrolls
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{{For|2=Physical Damage}}
 
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'''Physical Damage''' is a [[Damage (Blades)|damage]] type in {{Blades}}.
 
'''Physical Damage''' is a [[Damage (Blades)|damage]] type in {{Blades}}.
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Revision as of 10:25, 15 October 2019

For other uses, see Physical Damage.

Physical Damage is a damage type in The Elder Scrolls: Blades.

Types of physical damage

Physical damage types are relevant because different creatures and other enemies not classified as creatures are susceptible to different types of damage in a rock-paper-scissors manner.

Armor is a another set of rock-paper-scissors relationships and have different kinds that are effected in different proportions by different types of physical damage. This, though, only includes light armor, is that heavy armor only is less susceptible to damage in general, and not in a r-p-s manner, to physical damage types as the distinction of damage type (types of physical damage versus types of damage- elemental, physical, and stat damage damage). This includes shields. Armor types do not mirror elemental damage symmetrically. See:

Main article: Combat (Blades) for more info and more details, as well also more detailed info (all three different categories).
Note: this article is not the main article on physical damage or how physical damage interplays, but contains the information in more detail.

Weapons of different types independent of the weapon class. This will be elaborated back on again later on bellow.

Dealing of Physical Damage

All physical damage is dealt by either a a shield while using and ability (which at that moment is being used as a physical weapon) or a more traditional handheld weapon.

Primary method of deliverance

Weapons can be swung normally by swiping or holding either side of the screen, or an ability that uses a weapon (or makes use of a non formal one) will also deal damage, though the ability increases this damage and usually adds other effects that are not classified as physical damage- usually status effects like stun.

The three secondary options

Combos and critical hits increase the base amount of physical damage. Abilities, while also enabling physical damage damage at times in both instances where it is possible and not usually possible to deal damage (like when swinging a shield), as said above, they also enable more damage to be dealt, depending on the ability, than just produce opportunities whilst they also allow a manner in which weapons are swung in a way as to avoid damage etc.

Tritiary source of physical damage

Enchantments can also cause or deal physical damage. They can also set up the ability to inflict more physical damage. Shields, for example, have a combat enchantment, that allows them to causes physical damage to an enemy while it is stunned. light weapons gain Template:? and Template:?, while versatile weapons have Template:?, while heavy weapons gain puncture, which allows a substantial amount (first, lowest tier does 50+) of damage.

It is unclear weather this is direct, or indirect.

Different weapon classifications of weapons do different things.

Dealing more physical damage

In addition to the above, physical damage can boosted with the following

Status Effects

In this way, they are used to cause damage to the enemy, and are very potent, and are strongly encouraged ones in which that they are important and valuable things in which one is encouraged not to consider them as to be overlooked. They include Stunned, Staggered, Paralyzed, Frozen (slowed), and includes Blinded to a lesser extent.

They, unlike damage, are conditions, or strategic situations inflicted on the enemy and said enemy is subjected to. They have deleterious effects and cause the enemy various things, like for example, being in a situation where they can not do damage, or counter it, and thus getting and not stopping it, or even worse, putting their enemy in the situation. See:

Main article: Status Effects (Blades)
for a more information and a more detailed analysis and run down. -This box is hideous, and therefore beautiful. 

The first two can be gotten out of with the use of abilities; Paralyzed can only allows spells, one of which cures it, which is equally the case for blinded and Frozen. Poisoned, on fire, and other status effects do not deal Physical damage.

Killing the enemy more quickly

Some fights become a lot harder when an enemy has more time. Not only do they gain resources for abilities and spells over a period of time, but they can cause fatigue and mistakes as well as that some, in general, do greater quality of things and damage if allowed to live too long, as well as more time means that they cause more damage in a more linear sence.

Skill versus Strategy

Either a ninja or a suntzu can do a very good job at doing all the above and dancing around damage in as a way of expressing a different category entirely, which can be combined with the other. Fighters versus soldiers, reflexes versus general, strategist versus tactition: these all do both similar and different things, as well as similar things but in different ways. They all mean more damage, and less damage, which mean the other. It is a feedback loop.

Dealing with Physical Damage

There are a few ways to deal with Damage. The things that handle physical damage are armor, blocks with shields and weapons, Spells that prevent damage, Abilities that negate or avoid damage - or both, healing, and use of enchantments, as well as effectively pairing certain types of armors with certain kinds of weapons.

Armor

Armor doesn't negate damage, but reduces it. Armor both reduces damage in general and can have a rock-paper-scissors resistance to certain kinds of damage; and sensibly, armor is passive and requires no skill or intention of use rather than equipping. Where armor reduces damage in general, the more advanced the armor is, the better it will negate damage. Also, what the caliber of the armor is is also a factor that determines it's effectiveness at reducing damage in general. There are ways armor can be considered more advanced.

  • One way is to have it made out of better materials, requiring more work or skill and better machinery/ equipment/ forge.
  • The other way is to temper a piece of equipment at the forge, which requires investment in better technology, like with using better materials, but is used on the same material to make it better rather than using a better material.

Either methods can result in an equipment eclipsing the other in armor rating and usefulness to the wearer. The caliber refers to whether or not it is heavy armor or light armor. It is very obvious as to how this comes into play and what effect it has. For eclipsing other armor, it can take many higher tiers (of the light armor) for a light armor to equal a heavy armor (of lower tier), regarding both the concepts of advancement in materials in question, and tempering. There are a variety of things that light armor can do, where armor is effective against certain kinds of blades; this depends on the intent and capabilities of the materials used in the designing of light armor. Remembering what they can do may seem daunting, but is not for the observant and can be handled logically and its traits and anture follow ryme and a reason.

See:
Main article: Light Armor (Blades) more details and understatement as well as elaboration.
Remembering what they do is not that hard as it involves stopping to think about what an armor of a material does physically in a real world as perceived by the denizens of Tamreil who have not reached CHIM. 

For example, leather is not better at protecting against blows or slashes or cleaving that the others, but what it does do is offer a very light and flexible material that doesn't slow the user down in stamina or dexterity, so it provides stamina benefits, and relative to those wearing anything else, it boosts it (and in real life people wearing something braces the core increases endurance and helps maintain posture, form, and the core from getting tired and breaking down)

Main article: Light Armor (Blades)

Not all light armor negates psychical damage, and with its plathera of rich and varied traits and natures, light armor does not necessarily have resistance to certain kinds of physical damage replaced with with elemental damage; and somethings reduces no damage, but instead has a feature like recovering stamina or magicka; or having two physical damages or one physical damage, and one elemental. These variances can be easy to remember, though, when one stops to think about a type of light armor being made a certain material and what benefits it would have.

Shields

Just like Armor in terms of negation, except for the passivity. Shields have to be consciously, or reflectively- or habitually- used.

Spells

Some spells have the ability to negate or reduce damage. Some even handle it by adding health.

Abilities

Abilities will often avoid and/ or negate damage. Sometimes an ability will heal the user. Other times it will do something like add stamina, or reduce ability cool down, or add magicka; these things help abilities, some of which avoid or negate damage or heal the user... or help abilities that that do that or help abilities that....

Blocking

There are too types of blocks; high blocks, and low blocks. This will be discussed shortly. Blocking is done with weapons and- actually, or- shields.

Shields: Shields effectively increase armor rating while blocking, but actually increase the block rating from zero (not being used) to the block rating of the gear in question. This can have an effect like hitting skeletons when have their shields raised when gear is at high levels. Sometimes, in order have the effect of bringing damage down into the single digits, armor and shields have to both be advanced enough. Pairing light armors to the enemy's weapons can drastically increase effectiveness at the cost of eating up more inventory space.

Weapons: Weapons can also be used to block, but heavier weapons, and two handed weapons (or versatile ones held in two hands) have a greater block rating. 

Shields versus Weapons; while shields obviously provide more protection while having the obvious drawbacks of allowing weaker dealings of physical damage, what is not as obvious is the monetary costs involved. Using shields can be much cheaper since they where down less. Other variables can make this not the case on the other hand, though. Wearing better armor will also cheapen weapon wear slightly as it increases armor rating and negates damage. Better block will also reduce armor damage. This means that it may not be affordable to be a glass cannon. Heavy weapons can also have opposite effect by killing enemy quickly enough to mean that they deal less damage, or cause the enemy to block instead of attack (which is result of enemies not being completely random).


High blocking and low blocking also comes into play. While a low block also blocks damage, it blocks, obviously, less, but what is not perhaps as obvious, is that high blocks stagger and opponent, which is and effect like stun, which prevents damage from being dealt and countered by wasting or spending an ability or spell. This means that a heavy weapon, especially one with puncture, can the enemy to block, and if baited into a low block means it can only be wailed upon or use/ waste an ability.

Enchantments

Enchantments are generally useless against preventing physical damage, atleast the primary ones.

Healing

One of the best ways to deal with damage is undo it or negate it. Repair fixes damage, that is a fact. A fixed hole will quit leaking. Some things will add health or effectively add health, but add something that has health.

Status effects

In this way, they are seen in the light of stopping the enemy from being able to deal damage. Poison, and on fire are not listed here because they do not prevent physical damage other than shortening the lifespan of the enemy. See:

Main article: Status Effects (Blades) for more quality, as well as type, and quantity of info, analysis, and rundown.

Killing the enemy quickly

Yes, reducing health quicker means that the enemy can do less damage, though the attempt at this at the expense of blocking or dealing status effects, etc. can cause more damage to be received. This one is dependent on factors and can go both ways.

Strategy and skill

Skill at combat certain actions like reflexes and such mean more effective and timely use of all the above. Strategy can also can do the same thing, but differently. Someone who is tired and can't react or respond to situations can set up a crushing death kata or employ useful strategy rather just block and respond to things perfectly like a cat. Someone who wants to feel like a ninja, can also have the same effect as a Suntzu. This is a category, because less of this means less of all the above, and it quite simply does have the effect of handling damage. It's a real world, real life fact, so it works as a category.

See also