All One Handed Perks

Post » Sun May 13, 2012 11:49 pm

Isn't the first perk stackable? So wouldn't that mean an extra 100% with 5 pts into it.
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Wanda Maximoff
 
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Post » Sun May 13, 2012 5:41 pm

i dont know, i think the perks for swords maces and axes are rather equal in terms of power. I mean go up against someone in light armour and Sword will most likely out class maces and axes by a large amount, but go up against someone with heavy armour and then suddenly you need those crits because your your going to hit like a wet noodle while those mace shots ignore 75% amrour. Axes i think are the all around jack of all trades perks as im guessin that the bleed damage will be unresistable and not hampered by armour
Mace perks will be useful against armored people but not creatures since creatures don't wear armor. Thing that can't bleed won't be affected by axe perks. But sword perks are crit chance-increasing and Crit is King.
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Dragonz Dancer
 
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Post » Mon May 14, 2012 5:10 am

I wonder: does "Armsman" still have effect if you're dual-wielding? Or! Must you only wield a single weapon for it to take affect? :spotted owl:

No, it works for both hands since it has been said that duel-wielding is two seperate attacks.
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Kevan Olson
 
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Post » Mon May 14, 2012 1:21 am

Mace perks will be useful against armored people but not creatures since creatures don't wear armor. Thing that can't bleed won't be affected by axe perks. But sword perks are crit chance-increasing and Crit is King.

Agree. No maces/axes for me. I will take a chance for crit over a bleeder, YMMV
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Emma louise Wendelk
 
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Post » Sun May 13, 2012 10:33 pm

Mace perks will be useful against armored people but not creatures since creatures don't wear armor. Thing that can't bleed won't be affected by axe perks. But sword perks are crit chance-increasing and Crit is King.

Good point, hadn't thought of this. Seems we don't know the extent of bleeding damage, so don't know exactly how powerful that is. From what you say:
- mace is most specialised = good against armour
- axes somewhat specialised = good against creatures/npcs
- swords not at all specialised = better than normal against all

I'm guessing that for balance reasons the most specialised weapon (mace) will be the most powerful in the correct situation (against armour) to make up for the times you are not fighting against others in armour.
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Cagla Cali
 
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Post » Sun May 13, 2012 7:22 pm

Bleeding is damage over time, criticals are damage right away, and armor negation is only good against maybe 1/3rd of all enemies. With the perks that increase total one-handed damage swords come out even further ahead since maces can never do more than 75% armor negation, but crits ignore ALL armor, and bleeding damage on axes will be capped.
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Krystina Proietti
 
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Post » Mon May 14, 2012 2:26 am

I think Mace looks the best 75% off armor is kinda a ton. And thinking back to past games, I'd imagine many of the most challenging enemies you face will have high armor.

The others look ok. Bleed is an unknown because first of all we don't know if it's a stackable and you could get like several bleed effects going simultaneously. Also we don't know the duration and damage of the bleed. If it's decent damage unaffected by armor and is spread over say 10 sec and can stack, then it looks very good.
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lacy lake
 
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Post » Mon May 14, 2012 6:26 am

I like the perk list. Like how you can focus on one type of weapon (Blade, Axe, Blunt) or spread it out so you are capable in different types. Tree branch for dual wield is separate? Have not seen actual tree.
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Averielle Garcia
 
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Post » Sun May 13, 2012 9:04 pm

If at all possible, no matter the time it will take, I'm going to enchant my sword with the Rank 3 equivalent of Bone Breaker and Hack & Slash. I will call it, THE BLADE OF CRITICALLY BLEEDING ARMOR-IGNORE!!!
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Tiffany Holmes
 
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Post » Sun May 13, 2012 9:22 pm

I like the perk tree, but it would have been nice if instead of bleed damage, axes had a 10% further chance of staggering opponents.
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John N
 
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Post » Sun May 13, 2012 9:25 pm

We really don;t know what is considered armor for the perk. Is a dragon's scales armor, is a bear's hide? Mechanically those creatures might have an armor stat and the perk might work against it.
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Naomi Ward
 
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Post » Sun May 13, 2012 10:33 pm

We really don;t know what is considered armor for the perk. Is a dragon's scales armor, is a bear's hide? Mechanically those creatures might have an armor stat and the perk might work against it.
That would be a major strategic change in the entire game's architecture. I'm very sure that only humanoids and Draugr will wear armor
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SWagg KId
 
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Post » Sun May 13, 2012 9:37 pm

That would be a major strategic change in the entire game's architecture. I'm very sure that only humanoids and Draugr will wear armor


When a bear reduces the damage you inflict on it why does that happen, or are they just going to make all non-humans hit point sponges? Virtually every game out there has an armor mechanic functioning for things that are not technically wearing armor, its not like only humans get lower than a 10 AC in D&D. It really isn't that big of a change, and I am almost expecting it otherwise this perk is a bit of a dud considering how infrequently it will come up.
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Peter lopez
 
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Post » Mon May 14, 2012 4:07 am

When a bear reduces the damage you inflict on it why does that happen, or are they just going to make all non-humans hit point sponges? Virtually every game out there has an armor mechanic functioning for things that are not technically wearing armor, its not like only humans get lower than a 10 AC in D&D. It really isn't that big of a change, and I am almost expecting it otherwise this perk is a bit of a dud considering how infrequently it will come up.
I'm sure bears will have a good amount of HP, as much as high level humans. But yes, the mace perk will have limited utility vs anything not armored. But you get to choose what you're going to fight.
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Assumptah George
 
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Post » Sun May 13, 2012 9:12 pm

30% crit chance is absolutely insane since it shakes out to 60% with dual wielding. At 60% crit chance and high skill with high-end custom forged and enchanted weaponry nothing in the game could stand against you.

It is still 30% per hit, you don't add it up. The result is 30% more damage than a duel-wield without the perk.
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Gill Mackin
 
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Post » Mon May 14, 2012 4:05 am

It is still 30% per hit, you don't add it up. The result is 30% more damage than a duel-wield without the perk.
Two swords means two swings means 30%+30%.
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butterfly
 
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Post » Sun May 13, 2012 6:31 pm

It is still 30% per hit, you don't add it up. The result is 30% more damage than a duel-wield without the perk.

I think he was comparing it to non-dual wield styles. Though on a related note while it has been a while since I took statistics I don't think 2 30% chances makes a 60% chance. If you flip a coin twice you don't have a 100% chance to get a head even though it was 2 50% chances.

Edit to add: I am fairly sure it works like this. chance to not crit is 70% so .7X.7= 49% 100%-49%=51%. So with 2 swings you have 2 separate 30% chances which = 51% chance to score a crit. But hey it has been 20 years since I did this, so who knows if that is right.
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Emerald Dreams
 
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Post » Sun May 13, 2012 6:18 pm

Critical Charge
-Can do a one-handed power attack while sprinting that does double critical damage.

This ones going to be fun.
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Kelly Upshall
 
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Post » Sun May 13, 2012 10:18 pm

This might've been posted but I cannot see it so.......

Armsman
-One-handed weapons do 20% more damage. (5 ranks)


Alright, i'm not seeing that daggers arnt included here. Are they not included? If such, daggers are going to be one of the most useless weapons in game...
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Rinceoir
 
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Post » Sun May 13, 2012 7:13 pm

Alright, i'm not seeing that daggers arnt included here. Are they not included? If such, daggers are going to be one of the most useless weapons in game...
Daggers are in the Sneak tree.
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TWITTER.COM
 
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Post » Sun May 13, 2012 9:14 pm

Alright, i'm not seeing that daggers arnt included here. Are they not included? If such, daggers are going to be one of the most useless weapons in game...


As pointed out daggers are in the sneak tree. The thing is it is only for ambushes. x15 damage with a sneak attack. Once you are out of sneak mode daggers will probably svck, though with stupid fast swings, poison, and enchantments they might still rock. But hey by the time you get x15 sneak attack with daggers you will also have the ability to hide in plain sight by crouching, so you probably can quickly chain sneak attacks.
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Charles Weber
 
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Post » Sun May 13, 2012 7:47 pm

Alright, i'm not seeing that daggers arnt included here. Are they not included? If such, daggers are going to be one of the most useless weapons in game...

Daggers do get the 15x Sneak Attack bonus though, if you can swing both weapons and have them count as sneak attacks, dual wielding daggers could be quite deadly. Also possible combo with your companion or summoned pet to set up sneak attacks, Vanish(Forces your attacker to focus their attacks on another when entering combat in sneak mode.),
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Veronica Martinez
 
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Post » Mon May 14, 2012 9:40 am

I think he was comparing it to non-dual wield styles. Though on a related note while it has been a while since I took statistics I don't think 2 30% chances makes a 60% chance. If you flip a coin twice you don't have a 100% chance to get a head even though it was 2 50% chances.

Edit to add: I am fairly sure it works like this. chance to not crit is 70% so .7X.7= 49% 100%-49%=51%. So with 2 swings you have 2 separate 30% chances which = 51% chance to score a crit. But hey it has been 20 years since I did this, so who knows if that is right.

Your maths is correct, IF you are calculating the chances of both attacks NOT getting criticals, with the unstated assumption the dual-wielder swings twice as fast as the normal one-hander.

Since we have no idea what is exactly the hits per second difference between dual-wielding and single one-handed weapon. It is basically a moot point to compare the two. Dual-wielding comparisons between a perk user and a non-perk user would however be possible.
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Laura Shipley
 
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Post » Sun May 13, 2012 9:07 pm

As pointed out daggers are in the sneak tree. The thing is it is only for ambushes. x15 damage with a sneak attack. Once you are out of sneak mode daggers will probably svck, though with stupid fast swings, poison, and enchantments they might still rock. But hey by the time you get x15 sneak attack with daggers you will also have the ability to hide in plain sight by crouching, so you probably can quickly chain sneak attacks.


Yeah... That i all knew. I'm gana find it quite the shame if daggers just blow for anything other then opening attacks. Even then... If you do the math, and assume a dagger only deals 1 less damage then our known 9 damage sword, the difference is so negligible, its not even a sword strikes difference, thanks to that +damage perk.

They would also have to be considerably faster in order stack their damage enough to be worth using over swords, because at that point your using expendable and highly depletable resources, in very rapid succession.
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Jessica Colville
 
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Post » Mon May 14, 2012 3:49 am

30% crit chance is absolutely insane since it shakes out to 60% with dual wielding. At 60% crit chance and high skill with high-end custom forged and enchanted weaponry nothing in the game could stand against you.

No, it's still 30% per hit. Putting two together doesn't change the probability. What you're getting is a larger sample size and thus a more likely chance to get a crit within a given time frame. If you actually take the time to put constraints on it (e.g. 10 seconds) and do the math it doesn't come out to 60%.

Mace perks will be useful against armored people but not creatures since creatures don't wear armor. Thing that can't bleed won't be affected by axe perks. But sword perks are crit chance-increasing and Crit is King.

You're assuming creatures don't have armor ratings and I strongly suspect this won't be the case this time around. Dwemer Centurions should certainly have armor, and I imagine that Falmer will be wearing different kinds of armor as well.
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Cesar Gomez
 
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