Complete Character Design Freedom (Damage Resist Caps and Ri

Post » Mon Jun 04, 2012 4:12 pm

Wait... there's another one? LOL can somebody make a list or something -- I'm not savvy with the exploits, here. :smile:

There's even a trick to get 3 helms on for the gender+races that can equip an invisible Ancient Shrouded Cowl (argonian and khajiit males?)
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Mon Jun 04, 2012 8:52 am

There's even a trick to get 3 helms on for the gender+races that can equip an invisible Ancient Shrouded Cowl (argonian and khajiit males?)

I'm glad you guys know this stuff, because I have not heard about any of this except for the Falmer helm and possibly the PO helm.
-Loth
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Mon Jun 04, 2012 5:12 am

My armorrating is 744 without a shield. Wasn't the cap at 567? Is it just something the game says to make me feel good about my armor despite the fact it's not better than 567 anyway?
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Mon Jun 04, 2012 11:23 am

it still displays past 567, but it wont have any use.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Mon Jun 04, 2012 10:40 am

Edit: if somebody can confirm that PO helms also have the dual-equip bug, then I'll put both of them up together at the same time.

Confirmed. Penitus Oculatus Helmet stacks with a circlet the same as Falmer helmet still, using patch 1.3.
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Mon Jun 04, 2012 3:25 pm

That "4 X" is a kind of shorthand that means "wear 4 pieces of gear with". For making Smithing equipment, this means a ring, a necklace, leather gauntlets, and clothing. For Alchemy equipment, this means a ring, a necklace, a leather helmet, and leather gauntlets. You can substitute different pieces for the leather, you can use normal gloves instead of gauntlets, or an ebony chest armor instead of clothing, etc... the material type doesn't matter -- it's where the piece is worn that matters, because certain types of enchantments can only go on specific types of equipment.

-Loth

PS And now that I see you have the Ancient Knowledge perk, that is definitely why your dagger does 177 instead of 171. The description for the perk is incorrect, like Dimeron said. You are getting an extra 15% boost to your Smithing skill from that perk.
Yes I now realized it. But about 4 x ......... I did all that already for smithing and alchemy. What I wanted to know is why you mention an extra 4 x .......... for Fortify Skill Armor and Fortify Skill Weapon Enchantment. This is not clear for me.

But my problem is when I enchant my gears! I have enchanted a necklace with 72 fortify health and 72 fortify magicka. OK... I quit, drank another potion and enchanted a ring 72 fort. health, ok, and when adding fort. magicka it passes for both from 72 to 62. I tried again, the same. I restarted another day and I got my 72 for both. The same for many other items. There is a problem with the enchanting altar. :confused:
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Mon Jun 04, 2012 7:50 am

when adding fort. magicka it passes for both from 72 to 62. I tried again, the same. I restarted another day and I got my 72 for both.

Sounds like the first two times, you took over 30 seconds and the third time you were quicker. The potion timer counts down while enchanting, except while inputting the item name if you rename it.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Mon Jun 04, 2012 12:40 am

Sounds like the first two times, you took over 30 seconds and the third time you were quicker. The potion timer counts down while enchanting, except while inputting the item name if you rename it.

Yup... sounds like this is what happened, Chimpy. As for the 4 x Fortify weapon skill, this refers to much the same thing, i.e., "Wear four pieces of gear with Fortify One-handed or Fortify Two-handed" (depending on your choice of weapon), and those numbers in the charts are what you can expect to see.

-Loth
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Mon Jun 04, 2012 8:29 am

Movement Speed: Is it influenced just by the total weight of armor? Not the ratio of armor weight to max carrying capacity or current weight total to max capacity?

Apologies in advance if this has already been covered in one of the 8 previous threads.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Mon Jun 04, 2012 2:48 am

Movement Speed: Is it influenced just by the total weight of armor? Not the ratio of armor weight to max carrying capacity or current weight total to max capacity?

Apologies in advance if this has already been covered in one of the 8 previous threads.

No, this is the place to ask questions like this -- no apologies are necessary, my friend. :) We don't bite.

In an answer to your question, I'm not exactly sure, TBH... but there is a way to confirm this with the console, by giving yourself a crazy carry capacity (like 20000 or something), and seeing if the slowdown goes away. I will admit that this was not part of the testing I did earlier last month, as I did not anticipate this kind of question... but now I can definitely see the relevance. Maybe a very high stamina character can move a little quicker in full Daedric without the Steed Stone or Conditioning perk... hmm.

-Loth
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Mon Jun 04, 2012 5:44 am

Movement Speed: Is it influenced just by the total weight of armor?

Yes. No other stats influences running speed.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Jun 04, 2012 4:04 am

Yes. No other stats influences running speed.

Are you sure? (tested it?) It seems pretty reasonable to assume that it's just worn weight, but I know that I haven't confirmed this personally. :)
-Loth
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Mon Jun 04, 2012 3:31 pm

Are you sure? (tested it?) It seems pretty reasonable to assume that it's just worn weight, but I know that I haven't confirmed this personally. :)
-Loth

We are basically saying the same thing worded differently. The poster mentions total armor weight, which he basically meant to be total worn armor weight.

Encumberance level does not factor. I have tried player.modav carryweight 20000 and did not run/sprint the slightest faster.

I neglected to mention being slow by poison or frost effects as another factor to running speed, but that is about it.

My pet theory is that, wearing clothes (4 weight) might slow you slightly compared to a conditioned heavy armor user (0 weight). But of course the difference is far too small to be tested until we get the CK and tweak the multiplier for the weight to speed penalty ratio.
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Mon Jun 04, 2012 7:21 am

Encumberance level does not factor. I have tried player.mod carryweight 20000 and did not run/sprint the slightest faster.

There you go, Shoujo... just worn weight -- it doesn't matter what your maximum carrying weight is.
-Loth
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Mon Jun 04, 2012 2:01 am

Sounds like the first two times, you took over 30 seconds and the third time you were quicker. The potion timer counts down while enchanting, except while inputting the item name if you rename it.
No, not at all. I always do it quickly. I drink a potion (32) and enchant only one item quickly. Then I quit and drink another potion of 32 and enchant an item. And so on...... I never spend time searching for the enchantment or item. I do that before enchanting for real. So there is NOT a problem of getting over 30 min. The problem must be linked with dual enchantment. I choose ring, grand soul, fort. health, fort. mag. and I get 62 only. I restart again and again and finally I get my 72. It's the same for the weapons (dual enchanting). Anyway I'm use to it now (Level 64) but I wanted to mention it to others when getting to the dual enchanting Perk.

By the way has someone found any enchanted gloves or gauntlets with fortifying enchantment? It should exist but where it is ? :biggrin:
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Mon Jun 04, 2012 8:14 am

It's my understanding that for every 1 armor rating you get 0.12 damage resist, so 80/0.12=666.6 recurring. But when you have 4 armor pieces on you get a hidden +100 armor rating, so the cap you need to meet is 567.

Does that hidden armor rating work with clothing? So if I have robes, shoes, gloves and a circlet do I get that +100 armor rating?
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Mon Jun 04, 2012 2:00 am

Lothario, wtflag, thanks for responding and testing it out :)
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Mon Jun 04, 2012 11:49 am

You left out some of the stuff about finishing moves... Namely that the decapitation perks don't cause an insta-kill but only kill if the blow would have killed anyway, and that they (normally--I don't know what happens if you change the decap % variable to 100) only apply to the last man standing.
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Mon Jun 04, 2012 7:02 am



By the way has someone found any enchanted gloves or gauntlets with fortifying enchantment? It should exist but where it is ? :biggrin:
I'm pretty sure there are no fortify enchantment enchantments or fortify alchemy potions since that would allow an infinite recursive loop.

Also, potions can be wonky sometimes. I have the same problem with fortify smithing potions.
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Mon Jun 04, 2012 1:20 pm

Thanks a great deal for putting this together, especially the blocking information. Basically, if I'm reading that right, one single perk point in blocking + a 40% fortify block enchant (which should be doable with base 100 enchanting and perks but no alchemy buffs, correct?) would be enough to max out block with any given shield in the game, or four/five shield wall perks and you don't need a fortify block enchant at all.


Did you mention that using "fortify [spell school]" enchants also reduces the soul gem consumption of weapons? I'm not sure how that works with weapons that have dual enchants (say, paralyze and reduce stamina) when you're only wearing reduction gear for one school.

Finally, minor point, but another virtue of the Steel Smithing perk is that a lot of "unusual" weapons and armor, like the Blades sword, scimitars, and the Falmer boots, gloves, and "armor" improve using it. The Falmer armor (apart from the helm) also has the same weight and stats as Wolf Armor, so it's worth considering for people who want Wolf Armor's efficiency with a different (and, let's be honest, much skimpier) look. I suspect the set bonus perk won't work with it though due to the helm, but I could be wrong there (I just use it on my followers).
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Mon Jun 04, 2012 1:29 am

I'm pretty sure there are no fortify enchantment enchantments or fortify alchemy potions since that would allow an infinite recursive loop. Also, potions can be wonky sometimes. I have the same problem with fortify smithing potions.
Strange, because I read a book talking about a glove with fortify enchantment and someone wrote on a post saying that he found a glove (or gauntlet) with fortif. enchant. of 5 pts. He sold it and now he is trying to track where he found it... You are right about the recursive loop. So I'll wait and see. :wink_smile:

I have the Lord Stone but before I make my potions I go activate the Mage stone. It gives me one more point.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Mon Jun 04, 2012 3:00 am

It's my understanding that for every 1 armor rating you get 0.12 damage resist, so 80/0.12=666.6 recurring. But when you have 4 armor pieces on you get a hidden +100 armor rating, so the cap you need to meet is 567.

Does that hidden armor rating work with clothing? So if I have robes, shoes, gloves and a circlet do I get that +100 armor rating?

Unfortunately, clothing does not count for the hidden bonus... this is confirmed. :(

You left out some of the stuff about finishing moves... Namely that the decapitation perks don't cause an insta-kill but only kill if the blow would have killed anyway, and that they (normally--I don't know what happens if you change the decap % variable to 100) only apply to the last man standing.

Thanks for the reminder, Sparrow... I'll add that to the odds and ends section. Hey, at least I remembered to put you in the list of contributors like I promised so very long ago. :smile:

Thanks a great deal for putting this together, especially the blocking information. Basically, if I'm reading that right, one single perk point in blocking + a 40% fortify block enchant (which should be doable with base 100 enchanting and perks but no alchemy buffs, correct?) would be enough to max out block with any given shield in the game, or four/five shield wall perks and you don't need a fortify block enchant at all.
You are correct about mixing enchants and Block perks... it is very easy to hit the Blocking cap, as you can see, and for the most part, it is unnecessary to even get the last perk in Shield Wall. We were very surprised to discover this upon testing, as you can imagine that it might have been tougher to get 85% damage mitigation, but... there you go. It is what it is.

Finally, minor point, but another virtue of the Steel Smithing perk is that a lot of "unusual" weapons and armor, like the Blades sword, scimitars, and the Falmer boots, gloves, and "armor" improve using it. The Falmer armor (apart from the helm) also has the same weight and stats as Wolf Armor, so it's worth considering for people who want Wolf Armor's efficiency with a different (and, let's be honest, much skimpier) look. I suspect the set bonus perk won't work with it though due to the helm, but I could be wrong there (I just use it on my followers).
Yeah, I should probably add a blurb or something concerning the Steel perk's versatility... it might take a little creative editing to put it in the correct place, since that post section is so long that it makes the "post edit" function all wonky -- that's why Cheshyr originally separated the sections the way he did. When I reposted the sections to make thread 9, I had to go back and re-format that entire wall of text to change anything in there, and it was quite the pain in the buttocks region. :smile:

-Loth
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Mon Jun 04, 2012 1:56 pm

Also, if anyone cares:

The criteria I am now using for adding to the list of contributors is as follows:

1. Posts in here with new discoveries regarding game mechanics or interesting new game research that I can add to the Guide
2. Reminds me of stuff that I forgot to add from previous threads that fulfills criteria #1 above -- meaning, gives me a quoted re-post (with name of original poster) from before that makes this easier on me

I have to put that second one in, because there is a gold mine of stuff in the earlier threads, and I don't want to hog all the glory by doing this all myself. :) Or something like that. Maybe I'm just lazy.
I really don't care if the contributor list gets longer, because the way I see it, if you put in some of your time to make the Guide better, then you deserve some mention for it. It's not like I'm handing out money here -- it's the least I can do. Besides, a lot of people have read these threads, and they thank us and compliment us for what we have unearthed... might as well be as awesome as we can be.

-Loth
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Mon Jun 04, 2012 6:26 am

Edit: This will probably be fixed (along with all the other helmet stacking) in patch 1.4, based on the notes.


For the Multiple Headgear bug section:

Three Helmets
Specific race/gender combos suffer from a texture glitch that prevents them from rendering headgear such as Ancient Shrouded Cowl or Thieves Guild Hood. For these combos, this glitch allows you to equip three helmets. This does not work for race/gender combos that properly render the texture.
  • Equip the broken texture helmet.
  • Equip a Falmer Helm or Penitus Oculatus.
  • Equip Circlet #1
  • Equip Circlet #2
There is an occasional bug-within-a-bug where you cannot stack the three items. The fix for this is to remove one circlet from your inventory (e.g. put it in a chest) then take it back.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Mon Jun 04, 2012 4:31 pm

The cure to all of life's problems : enhanced/masochist difficulty settings so we can finally put these optimizations and over smithed weapons to use without making skyrim trivial.

http://www.skyrimnexus.com/downloads/file.php?id=4406#
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

PreviousNext

Return to V - Skyrim