mikeprichard wrote: ↑Wed Mar 11, 2020 2:31 pm
FYI, item condition/durability is part of one of the remaining major edits I'd like to do to the UESP classic wiki pages (see also the topic at
viewtopic.php?f=8&t=2514), with a detailed discussion at various points, including in the open bug topic (relating to enchanting items, but also applicable here) starting at
viewtopic.php?f=24&t=2584&p=31543#p31543. However, while my linked post just above seems to return the same values as are in your chart, Pango (master DFU developer) seemed to return different values - e.g. a Daedric cuirass max condition of 12000 instead of 32768 (Cuirass base "hitPoints" of 4096 x (Daedric "conditionMultipliersByMaterial" of 32/4)) in the posts after that. I'm still unclear as to when exactly the 12000 value vs. the 32768 value would apply. In any case, I'd very much like to sort out the various UESP wiki pages (Armor, Weapons, Magical Items, Enchanting Items) once this is finally clearly resolved.
Also, your second table posted above is for Armors, not Weapons per the caption. I appreciate the work that's going into this research!
Fixed the picture duplicates.
Yeah, I was thinking of adding these values to the UESP as well when I made it, but I honestly assumed that these values could be completely inaccurate to what the classic game actually had. I personally think the Daedric Cuirass having 32K durability points seemed a bit funky honestly, but it obviously makes sense if the base values are just being applied with the material modifier.
So I might be inclined to agree with Pango in that there might be a maximum value set like 12K or something, but I have no evidence to prove this at all, the only data I used was from noticing some patterns when testing various equipment in Daggerfall Unity and observing what their max values were returning as, which happened to be what my spreadsheet is representing, which was "Base Condition Value" as was listed in the .txt file that held this information for each item type, then multiply that value based on what was being returned for each material.
Strangely enough, even though Mithril and Adamantium have the same modifiers in most regards, Adamantium has one "tier" more durability as it's blue brother, for whatever reason, so there are obviously some numbers going on behind the code that are not just straight material modifier numbers, which makes me think my numbers are only accurate for Daggerfall Unity, potentially not at all close to Classic values.