Complete Character Design Freedom (Damage Resist Caps and Ri

Post » Mon Jun 04, 2012 12:38 pm

How does the lord stone stack witht he armor numbers mentioned on page 1?
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Anthony Diaz
 
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Post » Mon Jun 04, 2012 6:06 am

How does the lord stone stack witht he armor numbers mentioned on page 1?
It just adds a straight 50 AR.
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WYatt REed
 
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Post » Mon Jun 04, 2012 12:53 pm

It just adds a straight 50 AR.

Does it add the 50 before or after the armor perks get applied?
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Jessica Phoenix
 
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Post » Mon Jun 04, 2012 1:03 pm

After, it is not modified by any perks or enchantments.
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Sherry Speakman
 
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Post » Mon Jun 04, 2012 12:33 pm

Many thanks for this - it is a very clear, helpful and informative guide. It must have taken you quite a long time to test / compile tests together and write it all up.

Just to be clear, I did not do this all by myself... I wrote up only a couple of parts, edited a couple of others, etc. This thread series was built by numerous different posters (named on the first page), and exists in its current form largely due to formatting and such by Cheshyr. I would have been more than happy to let him keep the series alive personally, but we seem to have lost him to the Old Republic MMO. :)

-Loth
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Lance Vannortwick
 
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Post » Mon Jun 04, 2012 10:43 am

Not sure how much this helps, but when I wear a thieves guild hood, I can then put on 2 circlets and then my archmage robes. I presume this mean you can put on 2+ circlets at one time, sometimes it doesn't work but if I save then reload it always works.

Yup. This is in the Guide, in the "Exploits" section, under the heading "Three Helmets". :)

-Loth
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FirDaus LOVe farhana
 
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Post » Mon Jun 04, 2012 1:27 pm

I must apologize for disappearing on your guys. I lost all my free time to work, and haven't been playing Skyrim or trolling the forums lately. I'll try to join the discussion again when I can, but it wont be for a while. Thanks for picking up my mess, Lothario.
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steve brewin
 
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Post » Mon Jun 04, 2012 11:13 am

I must apologize for disappearing on your guys. I lost all my free time to work, and haven't been playing Skyrim or trolling the forums lately. I'll try to join the discussion again when I can, but it wont be for a while. Thanks for picking up my mess, Lothario.

IT LIVES!!! Haha, we miss ya, pal... :)

-Loth
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Kat Lehmann
 
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Post » Mon Jun 04, 2012 12:49 pm

I have a question, where can I find daedric hearts?
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Naomi Lastname
 
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Post » Mon Jun 04, 2012 8:05 am

I have a question, where can I find daedric hearts?

Kodlak's office has one that respawns roughly every so often, Enthir in the Mage's College sells them, or you could just kill Daedra.
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maya papps
 
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Post » Mon Jun 04, 2012 4:34 am

I have a question, where can I find daedric hearts?

What Jackal said. Also, you can find them as rare alchemy loot on mages and in Apothecary Satchels.

-Loth
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Jack
 
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Post » Mon Jun 04, 2012 4:07 pm

I have a question, where can I find daedric hearts?
If you haven't already done it, the Azura Star quest leads to 3 relatively easy hearts.
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Danny Blight
 
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Post » Mon Jun 04, 2012 12:35 am

Does anyone know how much base percentage a Torch blocks? And how it improves as the Block skill improves? I know that the damage the Torch bashes do raise your Destruction strangely enough, but how does it interact with Block? Thanks.
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Steeeph
 
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Post » Mon Jun 04, 2012 5:42 am

Does anyone know how much base percentage a Torch blocks? And how it improves as the Block skill improves? I know that the damage the Torch bashes do raise your Destruction strangely enough, but how does it interact with Block? Thanks.

I don't think anybody has tested out torches yet... the Destro increase from bashing probably comes from you "casting" a fire effect -- I understand that you can also get destro increases from standing in a blacksmith's forge. Makes a lot of sense, I know. :)

I wouldn't be surprised if a torch followed the same blocking stats as a weapon, but this needs to be confirmed/tested in-game to be sure. If anybody reports back here with good hard data, I will add it to the Guide, along with credit in the OP.

-Loth
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Penny Flame
 
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Post » Mon Jun 04, 2012 3:14 am

Essentially you can use fort restoration as a fortify alchemy potion for an infinite loop. Drink potion, equip fort alchemy item, item is buffed by the restoration potion. Make stronger restoration potion, repeat. I did this and was making fort enchant potions of times 30k in I think five iterations. Only problem is if you try to put that large an enchantment on a weapon, it seems the system won't accept charge numbers that large and wraps around to thinking it's zero. So there's a practical limit based on how big a number the interface can deal with. So, is fort restoration potions buffing items a bug or a feature? Anyone know?

It is a bug.

It is also the same bug that makes necromage vampire so good. Essentially, the game treats enchantments, like enchantments from items, perks, stones, etc as spell effects. Hence why things that should only boost spell effects, Necromage, Fortify Restoration, Augment flames, also cause enchantments to be better.
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Markie Mark
 
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Post » Mon Jun 04, 2012 5:10 pm

Enchantments are magical effects and should be treated like any other spell. The problem comes only from the restoration potion which allows an infinite loop.
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zoe
 
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Post » Mon Jun 04, 2012 12:08 pm

The simple fix would be to make enchantment effects their own "school", not "restoration."
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NO suckers In Here
 
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Post » Mon Jun 04, 2012 1:27 pm

Enchantments are magical effects and should be treated like any other spell. The problem comes only from the restoration potion which allows an infinite loop.

IMO it is fairly obvious they are marked as different things. But like everything else in the game, it is up to the player to decide if it is a bug/glitch and if they are going to abuse it. Its unlikely this will ever be fixed, so it is really a moot point.



The simple fix would be to make enchantment effects their own "school", not "restoration."

That's probably much harder to fix, as the number of school is probably hardcoded. So you can't create a new "enchantment" school. Even assuming Beth is interested in fixing this, they will probably go from the angle where every thing that is constant effect/permanent is enchantment effect, anything that has a timer (even thrall spells that has 27000 hours) will be considered as spells.
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Harry-James Payne
 
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Post » Mon Jun 04, 2012 1:08 am

why can;t i equip multiple helms? i'm currently using version 1.3.10.
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Hope Greenhaw
 
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Post » Mon Jun 04, 2012 4:02 am

http://www.youtube.com/watch?v=2lK2Zg_XAQE

he has some glitches mentioned in his vid that I think you don't have listed.
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James Potter
 
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Post » Mon Jun 04, 2012 2:03 am

do i need to rename the item for me to able to equip it?

and oh.. i'm using mods.. like, (skyUI, categorized faves menu, better sorting).

is there any conflict with those mods that makes me unable to equip falmer helm & circlets or krosis?

thanks
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Niisha
 
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Post » Mon Jun 04, 2012 1:53 pm

There is a bugfix mod that prevents the multiple headgear exploit... are you using it? :)

-Loth
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Maddy Paul
 
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Post » Mon Jun 04, 2012 6:48 am

i skimmed through this thread, and i love it. i've been playing skyrim since christmas, i love dual wield warriors and i've made 3 so far. my first playthrough (lasted until i was level 26) i didn't know what i was doing or how to do it and knew nothing about skill perks etc what was best whatever.
i remade, another warrior of course, always orc too (for zerker rage). lasted until i was level 32. i invested a bit into speech which was a big mistake IMO because eventually money really becomes no object anyway. i realized i had enough skill perks that i could have all potion strength bonus perks with no problem at all, so i remade.

orc again, dual wield mace (first guy was axes, 2nd was swords, final was mace) with 100 enchant, 100 smith, 100 alchemy, currently level 43 i think. i did just what you outlined in your thread too, used enchant potion, enchanted +alchemy, used that to make another bonus enchant then enchanted everything. i think the max is +29% (possibly 28 tho) to alchemy and smithing, and another +130% smithing potion. not to mention my enchants are Armor: hp/heavy armor Gaunts: 1h/heavy armor Boots: 1h/fire Neck: 1h/frost Ring :1h/shock. i believe its 47 or 48% bonus 1h on each slot too. not to mention the bonus 130% 1h for 30 seconds potion i can make as well.....
currently i have 1000+ attack rating, 1300+ heavy armor (and those skills are not even maxed yet) which can easily turn into 2300 attack rating, and on top of that i can use zerker rage (double damage dealt half damage taken). crazy

i chose maces because my first playthrough with axes revealed you kill things too fast for any type of bleeding damage to really be much of an effect in the first place, 2nd playthrough was with swords due to their speed, but their attack was really too fast anyway, so last was for pure damage of maces, and the armor pen is most useful out of all the 1h perks IMO anyway. you may not face too many people with large armor, but its helpful when it applies. the lower attack speed is a non issue for me since my main shout is elemental fury (bonus to attack speed). however in order to use this you cannot enchant your weapons. doesn't matter to me, i can 2 hit anything anyway, and 1 hit things with zerker rage active, including dragons no problem.....and its on the highest difficulty.

even if there are armor caps etc, i feel like i can't be touched except by magic, and even then i use the lord stone and will eventually put a couple perks into the magic resis perk under...i think its alteration. i'll easily have enough time to run up to those weak mages and smash their head in once or twice with my large resis, and 500+ current hp.

this is definitely the way to go for warriors, but maybe not recommended too high because it honestly makes the game so easy. alchemy in general is such a powerful powerful skill that it gives any type of character you want incredible strength. as you say you can make +resis potions for any and all things to the point where they are maxed, not to mention fortify hp, 1h, heavy armor, whatever. you can probably run through this game naked and beat it on master with just alchemy on its own.
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Pants
 
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Post » Mon Jun 04, 2012 9:50 am

arent maces ridiculously slow? ive always gone swords simply because they have the fastest swing speed of any one handed weapon that is affected by one handed enchantments.
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Gill Mackin
 
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Post » Mon Jun 04, 2012 8:46 am

maces are the slowest 1h weapon, but they are not overly slow. its actually much easier in the early levels on master because you can poke and run easy, to which you run in, attack, run out and dodge their hits. in which case attack speed means nothing.
thats also why i use elemental fury shout, which raises your attack speed like 1.7x at the 3rd level. it makes you attack super fast even with maces, and with that shout and swords you attack almost too fast. so i prefer the highest attack rating i can get simply because of those 2 reasons, let alone the fact i found crits almost useless, and find more use for the armor pen

edit: also not sure if you noticed, but with swords you need daedric to get the highest attack rating, which is 2 more daedric hearts, hard to get at lower levels....but with axes (i think) and definitely maces, ebony is the same as daedric so you don't necessarily have to get daedric ASAP
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Elizabeth Lysons
 
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