Guide to 40+ spell scaling. Stop asking for changes until yo

Post » Sat Jun 09, 2012 6:18 pm

Well, not exactly. As the OP pointed out, it is a tradeoff and each approach has pros and cons. You may do more damage as a dual-wielding one handed weapon user as compared to a pure mage. However, you can only attack one enemy at a time and you must be in close proximity, both of which are serious drawbacks in some contexts and/or against some enemies. Mages can do AoE attacks and hit many enemies at once with good damage, plus they can do attacks that do "splash" damage (i.e., they do not have to directly hit their target and may still kill it with the "splash" damage). A non-pure mage (i.e., one who relies on both weapons and spells) may do both melee and casting effectively. Likewise, some casters may spec spells and perks that help a direct, in your face approach due to using wards plus attacks/spells.

The final point I have made many times is that looking at only damage is irrelevant because it doesn't matter if something dies by 1 HP or 1000 HP damage over their max HP. Dead is still dead (even if the latter amount may mean they are splattered into unrecognizable goo). Why use a nuke when a baseball bat works just as well? People are comparing only damage, thus failing to see the big picture/context of the balance issue. The outcome is balanced because the process is not solely about maximum damage capability.

The bottom line is that there are pros and cons, so it's a tradeoff.

Tradeoffs? Lets talk about that.

You can only attack one enemy at a time - True, so true. And when using melee weapons, that enemy dies very very fast. You will kill a group of enemies faster as melee than a mage with infinite magicka AoEing down enemies, simply because you can do massive damage to one enemy at a time.

Close Proximity - Close the gap with etheral form, whirlwind sprint, or just walk up to the enemy because you are a tank. Its not en epic undertaking, its standard business, and about as difficult as making rice. Furthermore, you are using armor one would hope, so its not like you can't take a hit or thirty. Only exception are forsworn briar-hearts as they [censored] everything.

Using wards in melee - DRAIN THAT MAGIC FASTER! You're better off chain staggering with inefficient dual casting.

Its not whether or not you kill them with 1 hp over kill or 1000, its the twelve minutes you took chain staggering the drauger scourgelord with whatever spell that really starts to grate you.

You're the one failing to see the balance issue.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat Jun 09, 2012 6:39 pm

That's SUPER-overpwered melee. Regular overpowered melee just involves dual wielding one weapon with soul trap and another with absorb fatigue for endless staggering power attacks. Smithing optional.

But more to the point: If making a mage playable involves reducing magic costs to 0 and chain staggering enemies, why not just TGM all the way to victory?
Can't you see that endless fatigue for staggering and endless mana with staggering are the same thing? Anyways its obvious that its pretty easy to ruin the game fore yourself, be it blatantly cheating or using force multiplier combinations.

That is why you should start with 5% students, which is attainable without a force multiplier.
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Sat Jun 09, 2012 10:36 pm

Can't you see that endless fatigue for staggering and endless mana with staggering are the same thing? Anyways its obvious that its pretty easy to ruin the game fore yourself, be it blatantly cheating or using force multiplier combinations.

That is why you should start with 5% students, which is attainable without a force multiplier.

No they aren't the same thing. That's just the weapon enchant. I didn't say what type of weapon and what perks I have, or whether or not I improved the weapon with smithing, or if I used the % 1 handed damage increase potion. Destruction? Not even close.

Except for the chain stagger. But you're doing more damage staggering enemies with the melee weapons.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sun Jun 10, 2012 3:52 am

Rerolling? Better get your damage meters going too. How do you even fight dragons as a mage without a tank and a healer? Classes are so imbalanced!

When did skyrim become a number crunching MMO?

You want to 1 shot everything with spells cause melee can? Use the developer console or just stop complaining about balance in a single player game.

It should be harder to dominate with spells than it is to pick up a club and smack something but plenty of people will testify its possible.

Brb going to complain to mortal kombat devs that noob saibot is broken and needs balancing
I think most people who complain about the complaints about game-balance don't get it. They do not want(or at least most of them don't) too one-shot Ancient Dragons or Draugr Death Overlords. They want things like destruction magic too be a match for the 1 and 2-handed skills, but since a pure mage does not wear armor they need to be able to get a higher DPS than a melee character would, simply because they are less durable.
That a game is single-player has nothing too do with wheter a game needs balance or not because without balance not all playstyles are viable in the same way.
As I understood it, those who complain about balance(which includes me even if it doesn't always sound like it) want this(more of less):

Weapon-and-Shield Warrior: Lowest melee dps, but the highest physical durability due too very effective blocking and armor.

2-handed Warrior: High dph(damage per hit), and is somewhat durable due too armor and some blocking ability.

DW Warrior: Lowest physical defense of the melee types, but still quite durable and it has the highest melee dps.

Archer: Very high dph, but is dependant on using the range and terrain(if pure). Low physical defense.

Assassin: Very low physical defense, but is probably on par with the archer in dph. Rely on stealth too avoid death.

Non-dirct damage Mage: somewhat low dps and dph, but with a combination of minions(summoned or other) and crowd-control too maximize their dot(damage over time). Very low physical defense aided only by certain spells.

Diract damage Mage: Highest dph and dps, but the lowest physical defense.

Hybrids: Too many types too go into detail, but, in short, lowers some of the strengths and adds more versitality. Example: Crusader: lower health, stamina and physical defense than a warrior, but higher versitality due too healing and damage spells. Also: Less perks too optimize offense and defense.

Yes, I'm quite aware it is a bit ironic post due too my other post in this thread :P

Edit: Made it easier too read and fixed a few typos.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Sun Jun 10, 2012 1:53 am

As I understood it, those who complain about balance want this(more of less):
Weapon-and-Shield Warrior: Lowest melee dps, but the highest physical durability due too very effective blocking and armor.
2-handed Warrior: High dph(damage per hit), and is somewhat durable due too armor and some blocking ability.
DW Warrior: Lowest physical defense of the melee types, but still quite durable and it has the highest melee dps.
Archer: Very high dph, but is dependant on using the range and terrain(if pure). Low physical defense.
Assassin: Very low physical defense, but is probably on par with the archer in dph. Rely on stealth too avoid death.
Non-dirct damage Mage: somewhat low dps and dph, but with a combination of minions(summoned or other) and crowd-control too maximize their dot(damage over time). Very low physical defense aided only by certain spells.
Diract damage Mage: Highest dph and dps, but the lowest physical defense.
Hybrids: Too many types too go into detail, but, in short, lowers some of the strengths and adds more versitality. Example: Crusader: lower health, stamina and physical defense than a warrior, but higher versitality due too healing and damage spells. Also: Less perks too optimize offense and defense.

This.

As I said in my other post, people expect what RPGs are giving them for many years, since pen and paper D&D. And the way offensive magic works in this game is.. weird. That's why people are complaining about the way destruction is implemented. The OP is showing a good workaround to someone that really wants to play a pure mage (me included), but the issues with spells not scaling the way melee and ranged scales still exists. And won't go away until the creation kit is released.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sun Jun 10, 2012 12:57 am

As I said in my other post, people expect what RPGs are giving them for many years, since pen and paper D&D. And the way offensive magic works in this game is.. weird. That's why people are complaining about the way destruction is implemented. The OP is showing a good workaround to someone that really wants to play a pure mage (me included), but the issues with spells not scaling the way melee and ranged scales still exists.

This, and to add: The same people who go, "Well of course the game is easy if you improve your weapons with smithing and enchanting, but you can't justify higher magic damage because of it" are being hypocrites by saying, "In order for destruction to be viable, you have to break the game with enchanting to give yourself effectively infinite magicka."
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Sat Jun 09, 2012 6:43 pm

Expert and Master spells cannot even be used without investing full perks into the destruction tree and getting at least 50+% mana reduction cost. The mana consumption for spells beyond adept is absurd. 50% more damage for 3 times the magica cost? Screw that, I'll just spam fire balls and ice storms.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat Jun 09, 2012 3:34 pm

I don't think its really a problem/workaround for the pure mage honestly. Just looking at the mana costs of spells makes it very clear that this is the intended way of playing a mage.

Now for someone wanting to play a warlock/jedi with 1h + destruction, this system greatly inhibits them. But then that playstyle has always been substandard in TES.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Sat Jun 09, 2012 10:43 pm

I don't think its really a problem/workaround for the pure mage honestly. Just looking at the mana costs of spells makes it very clear that this is the intended way of playing a mage.

Now for someone wanting to play a warlock/jedi with 1h + destruction, this system greatly inhibits them. But then that playstyle has always been substandard in TES.

Back then you would have used a weakness to magic/magic damage weapon with a magic damage/weakness to magic spell. That worked about as well as one could have hoped. But you are correct in saying that you would be slightly weaker for your increased versatility (physical and magic damage as opposed to just one.)
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sat Jun 09, 2012 8:51 pm

Just looking at the mana costs of spells makes it very clear that this is the intended way of playing a mage.

Yes, you're right.
When you have spells that cost 1000+ mana and you have item enchantments that decrease spell cost instead of increasing spell damage, you know they designed the game knowing people would eventually be able to cast spells for free. So, instead of making mages powerful and limiting them with a finite resource, they're making them deal below average damage with no resource management.. Well, and I'll have to say yet again: man, that's really really weird :)
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sun Jun 10, 2012 12:09 am

No I mean that I think that they intended for you to use enchanting heavily to reduce mana cost to 5% base mana cost. I don't think they would expect people to use self-enchanted robes, and instead they planned on you using robes of the archmage or expert robes of a certain school.

Secondly I think they intended you not be required to have expert alchemy in order to achieve this, because really it isn't fair to say to someone, if you want to play a mage you have to be a master alchemist and enchanter. The problem exists with master alchemists and master enchanters. Just keep in mind that you're ruining the game for yourself if you eliminate mana cost completely, you might as well just IDDQD and IDKFA your way through the game.

It is very.. unfortunate that we have to regulate ourselves in this way, but don't use enchanting potions when fortifying your magic schools, and mana costs will still be perfectly within reasonable bounds.

I would still use the 29% alchemy gear for making potions, that part I do not thing was an oversight by Beth. Actually I don't even thing the 0% mana was an oversight either, but it just wouldn't be fair to casters to require both...
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Sat Jun 09, 2012 3:56 pm

Thank you for the guide. I'm thinking of playing as a battlemage next, and heard how lousy destruction is at higher levels.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sun Jun 10, 2012 4:15 am

One word:
EQUILIBRIUM!!!!

With that you'll never run out of mana as long as you have blood left in your veins ( and don't mind making that sacrifice ;] )
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Sat Jun 09, 2012 5:24 pm

There is a small problem with enchanting, maybe intentional *shrugs* the dual enchantments IE Destruction & magica regen both don't scale with your skill/perks (specifically the magica regen remains at 10 no matter what)
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Sun Jun 10, 2012 6:11 am

Problem: Most people don't know how to efficiently utilize their higher level spells.

Stopped reading here.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sat Jun 09, 2012 3:15 pm

I dont understand the problem my destruction spells cost me 0% mana with a good enchanting setup 25% on hel / armor / neck / ring = 100% reduction and I just rip it up nothing can stop me
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sun Jun 10, 2012 12:07 am

For me it comes down to... reducing the mana cost does not make my character feel more powerful, to be quite frank it is nothing less than boring. Alchemy shouldn't even come into it, the magical trees themselves should be offering the feel of a growing character and not chugging foul smelling brews every 30 seconds.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Sun Jun 10, 2012 3:03 am

I dont understand the problem my destruction spells cost me 0% mana with a good enchanting setup 25% on hel / armor / neck / ring = 100% reduction and I just rip it up nothing can stop me

On Adept and below. Not everyone plays on the easy levels. Even on Adept though playing Destruction is not worthwhile. It's ludicrous to even mention Enchanting, because it's just like saying "Oh, Destruction + Enchanting is actually one school, they just broke it up into two seperate trees!".

For me it comes down to... reducing the mana cost does not make my character feel more powerful.

Exactly.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Sat Jun 09, 2012 8:59 pm

Well anyways, to my students that is it for today. Do not forget to study for your test tomorrow. Have tons of fun BBQ'ing your enemies. And remember, stop using firebolt, use incinerate!

:flamethrower:

i woinder why everyone took an instant dislike to you :hubbahubba:
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Sat Jun 09, 2012 3:09 pm

your first post :P

Read this thread and the 2 previous ones before it :D
http://www.gamesas.com/index.php?/topic/1279078-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-3/

Nothing new was added to this topic :P Furthemore you cant wear a helmet/circlet with the arch-mage robes because they use a head slot too.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sat Jun 09, 2012 6:21 pm

Read this thread and the 2 previous ones before it :D
http://www.gamesas.com/index.php?/topic/1279078-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-3/

Nothing new was added to this topic :P Furthemore you cant wear a helmet/circlet with the arch-mage robes because they use a head slot too.

Odd, considering I can wear a circlet whilst wearing the Arch Mage robes. You can't wear a helmet, but you can wear a circlet. I even wore one of the Masks too, the 100% Magi regen (Vokun?)

Know before you post!
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sun Jun 10, 2012 12:52 am

Odd, considering I can wear a circlet whilst wearing the Arch Mage robes. You can't wear a helmet, but you can wear a circlet. I even wore one of the Masks too, the 100% Magi regen (Vokun?)

Know before you post!

Fine so I got it wrong on the circlet becuase I never tried to wear one. It didnt work for the helmet so I never tried again on anything else. Dosnt mean that I dont know my [censored].
This thread alone is a compilation of my posts: the 0 mana casting, destruction dmg pots, weakness pots. It still misses a post about weapon enchants synergies with enchanting/alchemy/destruction.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Sat Jun 09, 2012 2:22 pm

My 2nd toon will definitely be a mage.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Sat Jun 09, 2012 6:32 pm

Fortifying a set of armor with fortify destruction and casting spells isn't exploiting (2% mana cost vs 0% mana cost is irrelevant).

But fortifiying a set of armor with fortify alchemy and making a potion is exploiting.

Stop being a hypocrite.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Sun Jun 10, 2012 4:42 am

Its too bad people find it necessary to employ two other demonstrably OP skills just to make destruction viable at high levels. It seems like it would be a better idea for BGS to just fix destuction in the first place.

THere's already mods that address the issue at least partially for PC, I just feel bad for the console folks.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

PreviousNext

Return to V - Skyrim