Alchemy breaks Smithing

Post » Fri Jun 22, 2012 6:47 am

So just a note for those who haven't tinkered with Smithing exploits yet. This is fairly common knowledge, but you may want to know how exactly things work behind the scenes.

Under vanilla Skyrim rules, Alchemy is the game-changer when it comes to Smithing. Fortify Smithing enchantments modify a value called "SmithingMod", which corresponds to the actual Smithing skill level (or so it seems). Improvements gained from smithing fortified by enchantments only are mild because they obey the quality increase formula which you can find on UESP.

However, Fortify Smithing potions increase a value called "SmithingPowerMod". Improvements gained from fortifying this value are percentages directly applied to the weapon's damage (or armor's value), bypassing the skill-based formula, and resulting in outrageous and potentially gamebreaking weapons and armor. Whereas the armor-derived damage resistance is naturally capped at 85%, weapon damage is not capped at all.

So, to sum it up: to break your game (for fun and profit or, au contraire, for anguish and loss - your mileage may vary), brew Fortify Smithing potions.
To not break your game, don't brew them and only use Fortify Smithing enchantments.

I sort of suspect that the two different effects are a result of oversight on gamesas's part. Or maybe not. But there you have it.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Thu Jun 21, 2012 9:44 pm

it looks like you slept in on this subject. But you are right enough.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Fri Jun 22, 2012 9:33 am

Yes alchemy is very powerfull.
And I really hate these threads that say something broke something else.
The definition of break is to render something unable to do it's job.

So my question is how does this break anything?

Also if you don't like game exploits then don't do them.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Fri Jun 22, 2012 3:58 am

I wonder how the OP would feel about the fortify restoration loop exploit.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Fri Jun 22, 2012 3:29 am

If it was in the game to begin with, why call it "cheating"? Maybe some things like the Ohgma Infinium were purposely put there to see what we would do with them? Maybe.. Bethesda wanted to give us a game where we could truly feel like a demigod of sorts.

They took away your Acrobatics/Athletics, Levitation and etc. Ever think some of the things in the game were intentional as something for the fans? Especially us console players who CAN'T MOD? That's when I start to ask: "Is it really cheating?" if it's in the game and has yet to be fixed.. or SAID there would be a fix?

Honestly now..
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Thu Jun 21, 2012 10:31 pm

Yes alchemy is very powerfull.
And I really hate these threads that say something broke something else.
The definition of break is to render something unable to do it's job.

So my question is how does this break anything?

Also if you don't like game exploits then don't do them.

Broken, in the sense, that a game mechanic is not working as designed or intended.
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Fri Jun 22, 2012 8:58 am

Smithing is still broken without Alchemy. Alchemy is icing on the cake but without the icing the cake is still there. With 100 Smithing, Daedric Equipment up to Legendary, the five 20% increases in armor, the 50 % increase in armor rating from the two other perks and finally the lexicon with the 25% armor rating increase. You should easily hit the max with that setup. Thankfully Smithing is optional and isn't 100% broken if you don't go that route but that's only if you don't choose the two other armor perks besides the 20% increase one. If you do choose those perks, your character's going to be pretty busted and the game will be incredibly easy on normal difficulty.

Broken, in the sense, that a game mechanic is not working as designed or intended.

This
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Thu Jun 21, 2012 9:03 pm

The definition of break is to render something unable to do it's job.

So my question is how does this break anything?

It breaks the game mechanics' job of ensuring a balanced game play.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Jun 21, 2012 10:46 pm

It breaks the game mechanics' job of ensuring a balanced game play.

I wasn't aware that a game mechanic that you have to consciously exploit in order to unbalance gameplay could be considered "broken".
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Fri Jun 22, 2012 6:59 am

If you try to stomp out all possible exploits, the game becomes more and more restrictive. TES has always prided itself on allowing the player to decide his own path. If they take it out, what will you be here a week later complaining about?

You can play the game without "fortify X" from alchemy... simply don't drink the potions. Asking for their removal, or "balancing" isn't going to make the playerbase happy. It will make a minority of players feel superior... after all, THEY didn't need the feature.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Fri Jun 22, 2012 8:23 am

I wasn't aware that a game mechanic that you have to consciously exploit in order to unbalance gameplay could be considered "broken".

I would say that is the definition of "broken." What's the difference between a bug and an exploit? Both are unintended by the desginer, but it's the outcome for the player that seems to be the difference.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Thu Jun 21, 2012 9:21 pm

I would say that is the definition of "broken." What's the difference between a bug and an exploit? Both are unintended by the desginer, but it's the outcome for the player that seems to be the difference.

No, the difference is that a player has to consciously make use of the exploit, while the bug just occurs naturally. Players aren't accidentally doing the Circle-of-Fortifying™.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri Jun 22, 2012 6:58 am

I'm pretty sure that the developers of the game knew how blacksmith potions would interact with smithing enchantments and high smithing skills/perks. I'm fairly certain they also know that there are people that like to make obscenely powerful characters that would enjoy the alchemy+smithing combo. Doesn't seem broken. If you don't want to build a worldbeater, then don't. Most of my characters are powerful enough to get by with a decent challenge. I don't complain about the available option to make them uber-powerful. I know it's there and I choose to/not to utilize it. My current mage is in the process of a "heel turn" and will become power hungry. I like having the ability to make him over powered if I want, as it would fit his development as a character.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Fri Jun 22, 2012 5:48 am

Alchemy is not the "icing on the cake".

Fortify Smithing enchantments are the icing on the cake. Fortify Smithing potions through the cake out of the window and replace it with a cake-sized pile of heroin :)
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Fri Jun 22, 2012 9:45 am

Broken, in the sense, that a game mechanic is not working as designed or intended.
And how do we know the game developers designed it this way.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Thu Jun 21, 2012 8:59 pm

And how do we know the game developers designed it this way.

When I originally posted, I thought the OP meant the fortify restoration loop, which allows you to create weapons with damage values so high that using them can cause the game to crash.
User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Fri Jun 22, 2012 3:27 am

Hm, I'm only using Potions and no Enchantments to enhance my smithing skill and I have yet to make me oneshot things and hit the armor cap. Maybe because I limit myself to an Imperial Bow and Leather Armor?

So Alchemy doesn't "break the game", the player does, if he uses it on high tier items!
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Thu Jun 21, 2012 9:47 pm

only use Fortify Smithing enchantments.
Or...don't use either one.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Thu Jun 21, 2012 10:18 pm

Alchemy is not the "icing on the cake".

Fortify Smithing enchantments are the icing on the cake. Fortify Smithing potions through the cake out of the window and replace it with a cake-sized pile of heroin :smile:
What the hell lol
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Fri Jun 22, 2012 9:21 am

I have made 4 characters that used all the exploits that I could and only the first time round did it "break" the game cause I really didn't pay attention to how high I was going.But with experimentation I have found a comfortable Lv. at which to upgrade my gear and the game feels just fine to me.I think of it as leveling the grounds for both me and NPC on master, in other words the NPC's can no longer one-hit me but I didn't go as far as being able to one-hit the NPC's either, this way I still have a challenge but not an overly frustrating challenge. Ex; my skyforge steal sword is now doing the same damage as a top tier daedric sword, and my hunting bow is doing the same as a daedric bow. :biggrin:

P.s. I don't see it as "breaking the game" or "cheating", it's the console version of modding :biggrin: By upgrading my stuff the way I do is no different then a PC player downloading a weapon mod or an armor mod.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Fri Jun 22, 2012 1:52 am

Alchemy is a really nice way to build a hybrid character. If you zero in on a pure build like a sword and board warrior and your ONLY non fighter skill is alchemy you WILL be overpowered like crazy. Alchemy IMO is much better for either a pure thief who actually svcks at hand to hand combat because of no weapon skills or a hybrid character thats going in alot of different directions at once and needs potions to fill in gaps. I think its a fun rewarding way to branch out with less powerful character builds without fear of svcking completely but paired with an already powerful build your going to make the game a ridiculous cake walk.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Thu Jun 21, 2012 9:53 pm

I don't see the point of fortify smithing when the armour cap is 567.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri Jun 22, 2012 5:57 am

I don't see the point of fortify smithing when the armour cap is 567.

How is the armor cap 567 when you can reach an armor rating of 1800-2000 in the vanilla game without exploiting the potion loop or Oahgam(not sure of spelling?) exploit??
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Fri Jun 22, 2012 12:57 am

How is the armor cap 567 when you can reach an armor rating of 1800-2000 in the vanilla game without exploiting the potion loop or Oahgam(not sure of spelling?) exploit??

Armor cap means that any armor rating OVER 567 does nothing for you.

The game caps physical damage reduction via armor at 80%, which corresponds to a 567 rating. Anything more than that is wasted.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Fri Jun 22, 2012 6:34 am

How is the armor cap 567 when you can reach an armor rating of 1800-2000 in the vanilla game without exploiting the potion loop or Oahgam(not sure of spelling?) exploit??

Maximum damage reduction that an armor can do is 80%. That's reached when your armor rating is 567. Yes you can have armor rating much higher than that, but it does not give you any benefit.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Next

Return to V - Skyrim