[WIPIdea]Bound Weapons Overhaul

Post » Tue May 15, 2012 9:18 pm

Personally, I really enjoy playing character skilled in both physical combat and magic. Is it spellsword or arcane thief, I like them all. I always considered bound weapons as integral parts of these playstyles. However, as many of you noticed, bound weapons in Skyrim are decent, but cannot be compared to their physical, improved and enchanted counterparts. Also not all weapon types can be summoned (I'm looking at you, daggers). So I decided to overhaul bound weapons, right after Creation Kit comes out.

Overhaul will (possibly) include:
  • Ability to summon every possible weapon type.
  • Bound weapons scaling with character level and/or Conjuration skill.
  • Alternate way of enchanting and fueling bound weapons.

I'll leave perks most likely as they are, and add new item to manage enchants.
As for balance - I don't want bound weapons to be stronger or even equal to legendary, enchanted daedric counterparts. Instead they'll be reasonable choice with advantages (Conjuration perks, no weight, unlimited ammo for bows) and disadvantages (slightly lower damage, limited enchants).

If you have any comments or ideas to add, go ahead and post them :smile:
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Mandi Norton
 
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Post » Wed May 16, 2012 12:26 am

Sounds good. I'm looking forward to this.
Bound weapon power should definately scale with level or skill level.
Btw... one more disadvantage that bound weapons have is that they can't be poisoned.
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krystal sowten
 
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Post » Tue May 15, 2012 11:11 pm

love the idea because im going to role a warrior that uses conjured weapons. maybe you can add a perk or add to a perk that adds a poison effect to conjured weapons? like "Conjured weapons now carry the taint of Oblivion" something like that.

Also i think it would be awesome to have them toggle. like you summon them and they will stay bound to you infinitely until you sheath them. That would be really nice for long dungeons or for when you have to shoot a dragon down.
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Invasion's
 
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Post » Tue May 15, 2012 7:33 pm

What is the current damage model for conjured weapons? Do they do standard damage or elemental?
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Andrew
 
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Post » Wed May 16, 2012 6:20 am

oh not exactly mod related but what skill determines the damage of the weapons, conjuration or 1h/2h weapon?
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Marine Arrègle
 
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Post » Wed May 16, 2012 12:07 am

Just a thought: maybe bound weapons should be based on weapons you're currently carrying (at least for applied skills)? Only using magic to determine their damage?
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Anna S
 
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Post » Tue May 15, 2012 7:19 pm

Why just weapons? The most annoying thing I saw about Bound Items from the game was it didn't have any Bound Armor/Shield spell...
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Taylor Bakos
 
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Post » Wed May 16, 2012 5:08 am

Why just weapons? The most annoying thing I saw about Bound Items from the game was it didn't have any Bound Armor/Shield spell...


Try the ward spells and the different skin spells that increase your armour rating.
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Angel Torres
 
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Post » Tue May 15, 2012 11:23 pm

What is the current damage model for conjured weapons? Do they do standard damage or elemental?

Standard.

oh not exactly mod related but what skill determines the damage of the weapons, conjuration or 1h/2h weapon?

As far as I know wepon type skill affects damage multiplier, but base damage is static and weaker than glass weapons.

Adding toggle is rather obvious, but pretty good idea. I'll keep this in mind.
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Gavin Roberts
 
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Post » Wed May 16, 2012 3:10 am

Try the ward spells and the different skin spells that increase your armour rating.

So? That's a whole different school.

Besides, I think Bound Armor would look cooler.
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Cameron Garrod
 
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Post » Wed May 16, 2012 7:31 am

love the idea because im going to role a warrior that uses conjured weapons. maybe you can add a perk or add to a perk that adds a poison effect to conjured weapons? like "Conjured weapons now carry the taint of Oblivion" something like that.

Conjured weapon in right hand can be poisoned with anything.

@BenRGamer - I don't think, that adding conjured armors is a good idea. Having conjured weapon is one thing, but entire gear...? Not many people would want to run in the same armor and weapons all the time.
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A Boy called Marilyn
 
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Post » Tue May 15, 2012 11:41 pm

im not too big on the bound armour idea either... but maybe as high end spell that is unlocked through perk? also i would probably look pretty awesome if it was daedric design with the same visual effect as the weapons.
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Felix Walde
 
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Post » Wed May 16, 2012 2:59 am

Thanks for this. Looking forward to some throat slits with my new glowing dagger.
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Gwen
 
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Post » Tue May 15, 2012 8:39 pm

Btw... one more disadvantage that bound weapons have is that they can't be poisoned.

you mean is not possible or it doesn't work? I'm almost sure I have poisoned arrows with the bound bow.
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Crystal Clarke
 
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Post » Wed May 16, 2012 5:54 am

I realize most everyone is speaking on the subject of Bound melee weapons only here, but I'd like to point out that the Bound Bow does a very large amount of damage.

Someone asked what Bound weapon damage is based off of, It's physical damage, and is increased by the skills of the weapon type (Archery perks increase bound bow damage)

Using a Conjuration/Archer/Enchanter build, with +Archery Enchants my Bound bow is now up to approximately 205 Damage. That means that at level 40 I One shot just about everything in the game that I encounter on Master Difficulty(Sneak Attacks). and I haven't even gotten the Stealth perk for 3x bow damage.

BTW, to anyone who might be curious, a Conjuration archer is a blast to play, with a high skill level in illusion as well to be Muffled/Invisible.

On the note of Illusion, it really grinds my gears that casting Bound Bow removes invisibility, so I have to carry an Ebony Bow to make serious business assassinations.

PS: this play style is also retardedly overpowered, as running around with Lydia decked out in Ebony Armor with all +40% Damage Blocked by shield gear, as well as a Dremora Lord means I can hang back and fling 205 Damage arrows for forever.
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Jordan Fletcher
 
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Post » Tue May 15, 2012 11:12 pm

Really Bound Weapons work out very well, it's Smithing, Enchanting, and Alchemy that can so very easily be abused together to make insanely powerful weapons. So until your build levels up Smithing to be able to make near-Daedric/Daedric equipment, the Bound weapons will be better.

What I would like to see:

- Bound Dagger for 120 seconds (Novice)
- Bound Mace for 120 Seconds (Novice)
- Bound One-Handed Axe for 120 Seconds (Novice)
- Bound Two-Handed Sword for 120 seconds (Apprentice)
- Bound Two-Handed Hammer for 120 seconds (Apprentice)
- Permabound Sword (Master)
- Permabound Dagger (Master)
- Permabound Axe (Master)
- Permabound Bow (Master)
- Permabound Battleaxe (Master)
- Permabound Two-Handed Sword (Master)
- Permabound Two-Handed Hammer (Master)

Permabound weapons are semi-permenant bound weapons with 0 weight, can use all the same bound weapon perks, and can be enchanted and poisoned, but not improved through Smithing. They cannot be sold and will disappear if you drop them from your inventory or you're disarmed. They have the same stats as the regular bound weapons.

Now we could also add "Bound Shield", but I think that should be more limited as to not restrict with Restoration's "Ward" spells:

- Bound Shield for 30 seconds (Novice)
- Bound Better Shield for 60 seconds (Adept)
- Bound Best Shield for 180 seconds (Master)

However, this spell could be tricky because a Shield currently has to go in the LEFT-hand slot.

Now if we really want some more balancing, we could drop the stats on the current Bound Weapons a little and make clones of them that are "Bound Better Sword", etc. so you don't get the full near-Daedric quality of a Bound Weapon from Level 1. Right now, Bound Weapons can easily become overpowered, especially considering you have the Summons TOO.
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Amber Ably
 
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Post » Wed May 16, 2012 6:35 am

Really Bound Weapons work out very well, it's Smithing, Enchanting, and Alchemy that can so very easily be abused together to make insanely powerful weapons. So until your build levels up Smithing to be able to make near-Daedric/Daedric equipment, the Bound weapons will be better.

What I would like to see:

- Bound Dagger for 120 seconds (Novice)
- Bound Mace for 120 Seconds (Novice)
- Bound One-Handed Axe for 120 Seconds (Novice)
- Bound Two-Handed Sword for 120 seconds (Apprentice)
- Bound Two-Handed Hammer for 120 seconds (Apprentice)
- Permabound Sword (Master)
- Permabound Dagger (Master)
- Permabound Axe (Master)
- Permabound Bow (Master)
- Permabound Battleaxe (Master)
- Permabound Two-Handed Sword (Master)
- Permabound Two-Handed Hammer (Master)

Permabound weapons are semi-permenant bound weapons with 0 weight, can use all the same bound weapon perks, and can be enchanted and poisoned, but not improved through Smithing. They cannot be sold and will disappear if you drop them from your inventory or you're disarmed. They have the same stats as the regular bound weapons.

Now we could also add "Bound Shield", but I think that should be more limited as to not restrict with Restoration's "Ward" spells:

- Bound Shield for 30 seconds (Novice)
- Bound Better Shield for 60 seconds (Adept)
- Bound Best Shield for 180 seconds (Master)

However, this spell could be tricky because a Shield currently has to go in the LEFT-hand slot.

Now if we really want some more balancing, we could drop the stats on the current Bound Weapons a little and make clones of them that are "Bound Better Sword", etc. so you don't get the full near-Daedric quality of a Bound Weapon from Level 1. Right now, Bound Weapons can easily become overpowered, especially considering you have the Summons TOO.
I like these ideas, especially perma-bound weapons at the Master level.
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carrie roche
 
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Post » Wed May 16, 2012 4:40 am

adding in to the daily powers, i had a similar idea to 'conjure' an actual weapon that could have things applied to it without weight. A conjure and dispel spell so that it could be removed and reapplied to the inventory. Also this would work really well for the bound shield.

Bound shields
should not have any enchantments that can be applied except for
>small decrease to blocked damage 15 percent less
>should be able to dispel then at higher tiers absorb 25 then 35 percent of all incoming attacks.
>defense should be 20 plus one third conjuration level

On reading the spell books for conjure bound sword (or anything else)
>3 spells are learned
>>10s master level
>>35s intermediate level
>>105s beginner level
>>Permanent bound
then there should be a perk to increase the amount of time
>first x2.5 longer, then x3 longer [min level 40], then x7 longer [min level 66]
another to increase damage for the bound item
x2, x3, x5 along the same lines

! similar work should be done for the Atronochs as well
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krystal sowten
 
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Post » Tue May 15, 2012 11:16 pm

(...) the Bound weapons will be better.

Isn't that bad? I want them balanced at any level, not just 40+. For me Bound Bow summoned by character with 1-9 Conjuration should be as strong as iron bow, and so on.

Now if we really want some more balancing, we could drop the stats on the current Bound Weapons a little and make clones of them that are "Bound Better Sword", etc. so you don't get the full near-Daedric quality of a Bound Weapon from Level 1. Right now, Bound Weapons can easily become overpowered, especially considering you have the Summons TOO.

That's what I'm going to do - add different variants of same weapon summoned by single spell. Including different enchanted variants.

I'd prefer to have all bound weapons permament, as long as they're unsheathed. I don't see reason to have them shown in inventory, and I don't know, if it would mess their conjured status anyway. Also wepons with 0 weight would have ridiculous attack speed. Current bound weapons have normal, because of their conjured status.

I'm NOT going to modify any other Conjuration spells, this mod will be for bound weapons only.
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Miss K
 
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Post » Wed May 16, 2012 11:11 am

Perhaps you could add a new range of spells to the Conjuration school, aimed at use alongside Bound Weapons (to counter lack of enchantment), but that could also affect normal ones. The new spells would 'imbue' your currently equipped weapon with an element. For example:

Imbue - Fire: Enchants your equipped weapon to deal X points of Fire damage on strike. Cannot be cast on enchanted weapons.
Imbue - Frost: Enchants your equipped weapon to deal X points of Frost damage on strike. Cannot be cast on enchanted weapons.
Imbue - Absorb Health: Enchants your equipped weapon to absorb X points of Health on strike. Cannot be cast on enchanted weapons.

I wonder whether these would be best off affecting the Enchant skill. The problem is, there aren't any spells associated with that school of magic, and since they would be designed for Conjurers anyway, might be best off in the Conjuration school.

Just an idea anyway :)
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Britney Lopez
 
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Post » Wed May 16, 2012 5:23 am

I'm a firm believer in the Bound Armor. It adds a new play style for robed characters who need a quick fix of armor. And instead of the bound items being permanent, maybe a small magicka drain instead?
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Kevan Olson
 
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Post » Tue May 15, 2012 11:49 pm

Perhaps you could add a new range of spells to the Conjuration school, aimed at use alongside Bound Weapons (to counter lack of enchantment), but that could also affect normal ones. The new spells would 'imbue' your currently equipped weapon with an element. For example:

Imbue - Fire: Enchants your equipped weapon to deal X points of Fire damage on strike. Cannot be cast on enchanted weapons.
Imbue - Frost: Enchants your equipped weapon to deal X points of Frost damage on strike. Cannot be cast on enchanted weapons.
Imbue - Absorb Health: Enchants your equipped weapon to absorb X points of Health on strike. Cannot be cast on enchanted weapons.

I wonder whether these would be best off affecting the Enchant skill. The problem is, there aren't any spells associated with that school of magic, and since they would be designed for Conjurers anyway, might be best off in the Conjuration school.

Just an idea anyway :)

I think that would actually work as a work around for the lack of enchanting for conjured weapons. the best way i can imagine it to work though is to have them unlocked via perk - Imbued Conjuration. When the perk is selected you get the spells.

Imbue Fire
Imbue Frost
Imbue Lightning
Imbue Vampire

You can then select one and cast it. once it is cast it becomes a perm active ability. cast it again to dismiss it or cast another to replace the current one. I think only one at a time should be able to be activated for balance.

Because it will be an active ability it will effect any conjured weapon you summon.
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Marine Arrègle
 
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Post » Wed May 16, 2012 9:18 am

Bound Bows at least are one of the most broken spells in the game, IMO. It scales FAR too well, at 100 conjuration it does 97 damage with 5/5 Overdraw. You can get this well before lv 20, making you essentially a god, lol. Enchants after that (gloves, helm, ring, neck{I think neck..}) for easily up to 250+ damage.
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Miranda Taylor
 
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