Oblivion talk:Agility

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Chance to Hit Target[edit]

How does Agility affect "Chance to hit target"?? Is that not just dependent upon the player's aim? Or is something different meant? --Goit 17:15, 14 April 2006 (EDT)

Tested with custom Fortify Agility spells fortifying agility beyond 100. Rate of being Knocked-down was still difficult to determine. However, the lock-picking sub-game did appear to continue to get easier. Is it possible to confirm this and / or any other effects of agility? Example effects include resistance to being disarmed or improved chance to disarm an opponent. — Unsigned comment by (talk)

I doubt very much that agility reduces your chance to get staggered. Really. Tested it using Fortify Agility spell, fortified it to 200, can't determine any difference, still getting knocked down all the time. Very annoying. I wonder if Luck reduces your chance to be staggered. WRFan 17:43, 17 September 2009 (UTC)

Effect on Sneaking[edit]

It says in the article Agility affects the ability to sneak undetected. I've tested it, and it doesn't seem to me like this is the case, it appears to have no effect at all. Has anybody else tested this in some way? If so, how? — Unsigned comment by (talk)

I'd tend to agree with all of the above. I haven't seen any noticeable effect of agility on lock picking, sneaking, or hitting a target. This is with characters with starting agility scores varying from 30 to 55. Of course, the effects could be subtle and slight. Some actual formulae would be nice. --Gaebrial 06:08, 10 April 2008 (EDT)
It won't affect lockpicking past 100. If it effected it, it would have to reduce the number of tumblers falling to 0, which would make no sense. I have edited the article accordingly.Seankinahan 11:47, 17 May 2008 (EDT
I'm really unsure as to what effect governing attributes have on skills in Oblivion - I suspect that the theory of a governing attribute (Agility in this case) having a positive effect on the skills it governs is an assumption based on previous Elder Scrolls games (this was certainly true in Morrowind). Someone really should test this.
If nobody beats me to it, I'll try out a few things within the next few days and see if I can post the general effects. --3vi1 12:03, 17 May 2008 (EDT)
It won't affect lockpicking past 100. I'll prove it as soon as i find the link between Agility and Security. Seankinahan 11:47, 17 May 2008 (EDT
The effect in question is not whether or not agility affects the number of tumblers that fall when you break a lockpick. That is never affected by agility: it is the mastery perk for the security skill, and therefore is solely affected by your base security skill. The question is whether increasing agility past 100 continues to slow down the speed at which the tumblers rise and fall. Other editors have already confirmed that increasing agility to 100 has an effect. And one comment made earlier on this talk page provides a qualitative indication that it may extend past 100. I have restored the original text on the page, given that the comments provided on the talk page provided no information relevant to the note or the verification tag.
And in response to 3vi1. Yes, several governing attributes do have a positive effect on skills. This has been definitely demonstrated in multiple cases. The statements already provided on the various attribute articles are based on the results of previously conducted tests. If you want to see exact quantification of the effect, see the formulas provided on The Complete Damage Formula and Movement Formulas. There's no need to go and re-test every statement made on every attribute article -- although you may want to first go through each of the attribute articles to see what exactly are the effects of each attribute, because there are also multiple cases where the attributes do not have effects on their associated skills. --NepheleTalk 17:38, 17 May 2008 (EDT)

(outdent) I agree with those that say there's no effect on the lockpicking minigame from increased agility. To test, I repeatedly tried to pick the lock on the training chest in Dunbarrow Cove and tried it at 1, 100 and 255 agility. There was no observable difference in the speed of the tumblers, the time the tumblers spent at the top of the lock or anything else. For what it's worth, the game manual doesn't claim it influences lock-picking either. I'm guessing it just got added to this page because agility governs security and never checked. Unless anybody can provide evidence the other way, I'll remove the offending comments from the article. –RpehTCE 10:42, 28 June 2008 (EDT)

To me, it seeme like the pins are more likely to do their slow rise/fall movement when you have high Agility (might be because of Security skill, though... although it might be both). Felindre 16:29, 8 July 2009 (UTC)
rpeh tested this extensivily. Unless you are prepared to provide more accurate results than just a feeling you have, it's not enough evidence to support it. --Timenn-<talk> 11:11, 10 July 2009 (UTC)
Forgive me for trying to contribute my own opinion... (And it really doesn't do anything; the Hard locks in The Ultimate Heist proved that to me) Felindre 01:52, 13 July 2009 (UTC)

Low Agility[edit]

What happens when Agility is lowered to 0? - 22:36, 3 March 2009 (EST)

It's a LOT easier for enemies to knock you down. Felindre 16:29, 8 July 2009 (UTC)
Try drinking some skooma and getting in a fight. The WurmTalk 00:18, 18 May 2010 (UTC)

Agility past 100[edit]

Did anyone confirm that increasing agility past 100 reduces the chance of getting knocked down? If so, how was this proved? It seems to be something difficult to confirm. Kogan 06:02, 22 December 2010 (UTC)

It does. The formula proves it. --Rigas Papadopoulos • TalkDeeds 06:04, 22 December 2010 (UTC)

There's a formula for one's chance of getting knocked down? Where is it?
Kogan 06:08, 22 December 2010 (UTC)
I don't think it is on the site, but I suppose you can find it at the Ini Settings. --Rigas Papadopoulos • TalkDeeds 06:11, 22 December 2010 (UTC)
Why isn't this on the site? I think it'd be worth adding. Kogan 06:20, 22 December 2010 (UTC)
Why not? Someone experienced can add it. --Rigas Papadopoulos • TalkDeeds 09:51, 22 December 2010 (UTC)
As far as I know nobody as figured the formula out yet. It certainly cannot be found in the ini-file, so that's just false. Formulae like that are usually hardwired in the game, so that's why it can be difficult to sort them out.
That doesn't mean it's impossible to run any tests. I believe some degree of positive testing was done to determine the effect of abilities past 100. --Timenn-<talk> 10:27, 22 December 2010 (UTC)

Ultra-low agility?[edit]

I have a Breton character who's at level 16, birthsign The Mage and Warlock class (custom). Health, Fatigue and Magicka are all at 100%, there are no adverse spells or diseases that I can see of in the Spells pane and he's wearing armour he's skilled in, and yet my Willpower, Agility, Speed and Luck are all in the red in the Stats pane. Agility particularly is very low - only 8 - and I can't seem to get it back up. I'm sure when I level up it said that Agility should be somewhere in the 30s or 40s, so what's making it so low now? ANy help would be great, as it's annoying seeing him knocked down all the time in fights! 17:15, 24 December 2010 (UTC)

You are probably either diseased or have been hit with a Damage Attribute. You just need to go pray at a Chapel Alter. If you cannot access alters due to Infamy, you would have to find Restore Attribute Spells, Scrolls, or Potions. --DKong27 Talk Cont 18:40, 24 December 2010 (UTC)

Any lessening of agility will make my (or whoever gets the effect) fall down...[edit]

Shouldn't be noted that a drain/damage/short fatify agility (once it runs out) will make you (or whomever the effect aplies to) fall down? (it always happens if you use the redguard race ability... — Unsigned comment by (talk)

That is caused by the changes in Fatigue. When the Redguard's power runs out, if the character has less that 150 current fatigue, will end up with a negative fatigue value and fall down. --Wizy (Talk/Contribs) 21:10, 5 March 2011 (UTC)

Stagger and knockdown[edit]

Does this have a formula? Dragon Guard  (talk) 12:47, 28 December 2014 (GMT)

Just to be more clear, is there a knockdown and stagger percentage that has a formula and the percentage decreases the higher agility gets or something? Dragon Guard  (talk) 01:34, 29 December 2014 (GMT)

Knockdown Chance Formula?[edit]

Speaking of ultra-low agility, can anyone confirm how agility actually affects the knockdown chance? I have a level 40 Breton with everything but Luck maxed, and he still gets knocked down occasionally. Just for fun, I drank enough potions to damage his agility down to -2 (which is possible using the Scales of Pitiless Justice). He was staggered far more often, but I didn't notice him being knocked down more than usual. Perhaps the knockdown chance has other factors, such as level, other attributes, armor rating, etc. Seriously though, we have an incredibly in-depth formula for damage, but nothing for stagger or knockdown? 04:13, 3 December 2015 (UTC)

Agility over 100[edit]

Was deciding which Oghma Infinium path to take and so tested agility on PC with the dev console. Set it to 100 and let a single ogre beat 500 health out of me. ~15 stuns. Set agility to 255, still stunned in the same range. Set to 20 and was stunlocked like it was going out of style. Tried a couple more times, same results. Maybe remove that agility over 100 further prevents knockdown until proven, because the only benefit seen seems to be increased stamina, whereas with strength one can get both extra stamina & carry capacity. — Unsigned comment by (talk) at 03:10 on 11 May 2017‎

I might have removed that statement if that's what the page said, but the page only says the chance of staggering is decreased. The effects of a boosted Agility are described as diminishing returns, and to experience any telling effects you need to boost it by big numbers. As the formula does not cap the effects at 100, the sentence is correct when it says it decreases the chances. Also knockdown is determined just by your fatigue, and nothing will prevent knockdown if an enemy reduces your fatigue to zero or below. On the other note, boosting any of Endurance (health), Strength (carry weight), or Willpower (magicka regen), will also boost fatigue and give a more telling effect than boosting Agility for the almost negligible benefits to the stagger chance. Silence is GoldenBreak the Silence 18:22, 11 May 2017 (UTC)

Possible Addendum to Stagger Chance[edit]

After running into a few Clannfear at Arkved's tower and being stagger-locked for a good ten seconds while at 102 Agility and wearing Heavy Armor (and while blocking), I decided to make a couple of custom spells (Drain Agility 100 pts and Fortify Agility 100 pts, which gave 7 and 197 agility respectively) and returned for testing. I noticed something strange that could easily be repeated ad infinitum: I was completely unable to be staggered while my weapon was away, regardless of Agility or blocking. I allowed myself to be struck by the one remaining Clannfear several dozen (if not hundreds of) times with all three levels of Agility, and while there was only a noticeable difference between 7 and 102 (increasing to 197 seemed to decrease the chance marginally, if at all), I never once staggered with my weapon away (either at 7, 102, or 197 Agility and both blocked and unblocked attacks). I'm still in the process of testing this more thoroughly on other enemies at other levels and difficulties (this was on the default difficulty level, unmodded on Xbox One), but I was intrigued by the implications of this and decided to mention it here. I also intend to test stagger chances with weapons of varying weights and qualities, both sheathed and unsheathed, as well as armor weight and condition (although condition seemed to have no effect in this case, considering my armor rating was still 85 due to shield enchantments even if all pieces were broken). If anyone can support or deny these findings in their own respective games or on other platforms, it would greatly help to determine the stagger "culprit." Thanks in advance for anyone who decides to do so.