Let me try to explain the Destruction complaints clearly.

Post » Tue May 15, 2012 3:43 pm

The fortify destruction enchantment reduces spell cost.
It does not increase destruction damage.
Such an enchantment does not exist in Skyrim.

http://www.uesp.net/wiki/Skyrim:Generic_Magic_Apparel
Yeah, that was pretty mch the point of the post. :tongue:
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Tue May 15, 2012 10:52 pm

It seems it DOES work. It's just that in combat magicka regen is cut down by 70% or something.
Yep. And stops completelly if you are casting.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Tue May 15, 2012 3:07 pm

Oblivion had a lot mroe powerfull spells, spell makng and yes it DID scale with your level.......

OB had fixed damage. But with spellmaking you could create Master Destruction spells with 1s paralyze which means a 3s paralyze for enemies. Still, it had a max of 100/120 damage IIRC.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Tue May 15, 2012 5:21 pm

Took the words out of my mouth.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Tue May 15, 2012 11:11 am

This is not exploiting... it's in the game. You are not using a glitch, you're using the game rules. And if you level up your smithing and enchanting, you're effectively making the game harder, as the enemies keep scaling to your level.

And you didn't tell us how to properly play a Destruction mage and how to 2-shot everything. Please enlighten us :)


any game mechanics that can be taken to extremes is what people call exploiting... using armor with 100% chameleon (making you perma invisible) in oblivion, was an exploit, so is the alchemy/smithing/enchanting abuse, and so is the zero cost spells.

I never said I two shoted everything, I said that every mob my warrior 2 shotted, my mage 2 shotted (3 tops) aswell.
as to the how, I believe if you read a few posts back you will see a good exemplem but in short: STOP SPAMMING A SINGLE SPELL, learn to chain cast different spells to synergize both damage and effects between them.

Oblivion had a lot mroe powerfull spells, spell makng and yes it DID scale with your level.......

NO.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Tue May 15, 2012 9:39 am

Yeah, that was pretty mch the point of the post. :tongue:

Oh sorry, I misunderstood :)
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Tue May 15, 2012 11:03 am

why be "ubber strong"? wouldnt that make the game LESS fun to play by being less challenging?

I prefer a web of pros and cons to work and synergize with that having what many people here seem to "demanding" for destruction: a imba high dmg nuke... honestly, I have no problem sacrificing damage and getting:
-aoe
-range-
-damage debuff
-stamina and mana drains
-ignore armor
-exploit target vulnerabilities-etc

it makes playing my mage feel completly spectacular and unique to be chaining spells with difrent effects all over the place, to my mage or sniper, to be sniping people with high dmg sneak shots or nimble shield bash+blows.

and like I said, you are NOT suposed to spam one spell at your target..... cant you understand that? ONE spell by itself is just average, but when combined with others they both become stronger...
for exemple against single target you can try:
-place a frost rune, have bound fireball/incinerate and thunderbolt (you can also prefrebly bind frost wall)
-open up with thunderbolt, chain with fireball, when he crosses your frost rune (to drain his stamina) you can cast another rune (preferebly wall) and chain dual-handed fireball/incinerate with thunderbolts while kiting around your trap/wall.

this will increae your damage by ALOT compared to just spamming thunderbolt, fire makes your target vulnerable, frost make him weaker and lightning mainly for the attack seepd base damage AND execution effect (perk)

Now try and do that with more than one target in something like a crypt full of random immovable objects and see how that works out
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Tue May 15, 2012 6:56 pm

Right, sometimes I get frustrated. And maybe it's a tad rude.

But really, if you have no experience using magic or especially using the magic you are commenting on, I still think you shouldn't be posting about it. I mean, the guy comes in, reads your post, specifically tries to discredit it using bunk information.

That is one of my primary frustrations in general. People are attempting to debunk things with just straight false information.

Magic DOES scale with the destruction skill.
Firestorm puts out 375 DPS.
Regular level 50 enemies on master difficulty take 1-2 shots with ranged magic.
I found an enchantment in the game that gave me +25% destruction damage.


It's insane. And one thing you didn't mention is that firestorm takes like 3 seconds to cast. That lowers dps and survivability considerably.


Bull [censored]

What enemy can you two-shot and how much health does that enemy have. I call shenanigans on you.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue May 15, 2012 5:06 pm

OB had fixed damage. But with spellmaking you could create Master Destruction spells with 1s paralyze which means a 3s paralyze for enemies. Still, it had a max of 100/120 damage IIRC.

But it OB the damage was much higher and mana didnt draina s fast.... Even without spell making magic was powerfull in OB. The damage is way too low in Skyrim and mana draisn way too fast and too slow to regen. Add to this a lack of spells... Disaster.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Tue May 15, 2012 10:38 pm

I agree with the OP.

I am level 21 with 75 in Destruction Magic and I cast Wall of Flames (Expert level spell) on the floor and a Cave Bear ran through it and took 5% damage and it took me 5 dual-cast Firebolts with the 50% extra fire damage perks to kill it! I am playing on Adept Difficulty as well.

I was loving playing as mage as well but I can see it in the next 10 levels becoming extremely tedious to kill one common enemy. Might try as Archer but that is broken with the silly sneak multipliers and so is warriors with the enchants/smithing. I don't know when I will ever complete this game because I keep restarting to find everything broken.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Tue May 15, 2012 11:47 am

Bull [censored]

What enemy can you two-shot and how much health does that enemy have. I call shenanigans on you.
Looks like you weren't the only one Merari. Maybe I'll fix the main post up.

It is [censored]. Ganen claims that its true. It's pretty much the reason you should not believe anything he says.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Tue May 15, 2012 12:45 pm

if you like exploiting, and waste 33 perks in three craftin trees to be a godlike meleer... ye thats fine...
me I think it ruins the point of playing the game.. so I only consider non exploit cases.
You don't need 33 perks in those trees really.

In enchant, you only need the 5/5 Stronger enchants and 1/1 for the "Stronger skill enchants on armor". Enchanting weapon with stronger elemental effects isn't important at all. You can add 2 perks for the "put two enchants per item" if you want but it's not required either

For alchemy, you need 5/5 + 1/1 + 1/1 only too. 5/5 for the "Stronger potions", 1/1 for the "25% Stronger healing effects" and then "25% Beter beneficial effects". All else isn't needed.

For smithing, you only need 5 perks in total : Steel, Dwarven, Orcish, Ebony and then Daedric for the best weapons.

Total : 19 perks for the ultimate crafted gear. This is considering you get better results out of unenchanted weapons for the dragon shout buff that requires your weapon to not be magical.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Wed May 16, 2012 12:41 am

Bull [censored]

What enemy can you two-shot and how much health does that enemy have. I call shenanigans on you.

a 25% more dmg enchant? that would be so op if it can be put in feet and hands... I would like to know if its true or not ...


You don't need 33 perks in those trees really.

In enchant, you only need the 5/5 Stronger enchants and 1/1 for the "Stronger skill enchants on armor". Enchanting weapon with stronger elemental effects isn't important at all. You can add 2 perks for the "put two enchants per item" if you want but it's not required either

For alchemy, you need 5/5 + 1/1 + 1/1 only too. 5/5 for the "Stronger potions", 1/1 for the "25% Stronger healing effects" and then "25% Beter beneficial effects". All else isn't needed.

For smithing, you only need 5 perks in total : Steel, Dwarven, Orcish, Ebony and then Daedric for the best weapons.

Total : 19 perks for the ultimate crafted gear. This is considering you get better results out of unenchanted weapons for the dragon shout buff that requires your weapon to not be magical.

well yeah but that counting only the crafter perks, you have to invest in light/heavy armor and one handed/archery/two handed aswell innit?


Now try and do that with more than one target in something like a crypt full of random immovable objects and see how that works out

it works out great... the immovable objects actually helps my circling training towards my aoe... narrow corridors are anoying but at least I dont have to train them at all, paralyze or stagger the guy in the front with a dual handed fireball (debuffing the others in the back to take more dmg aswell) the front guy and chain away aoes at it.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Tue May 15, 2012 8:00 pm

But it OB the damage was much higher and mana didnt draina s fast.... Even without spell making magic was powerfull in OB. The damage is way too low in Skyrim and mana draisn way too fast and too slow to regen. Add to this a lack of spells... Disaster.

Get enchanting. Enchant your gear to gain better mana regeneration and cause destructoin spells to cost less mana.

You dont really have a right to complain when you as a mage, can make your spells cost 0 mana at the moment.
A melee characters power attacks will always take a huge chunk of your stamina, and without stamina our damage is very low.
Stamina drains 10 times faster then magica, or I would dare to say 50 times faster.
Add in enemy casters or dragons that drains stamina like butter in sunshine with their spells or breaths.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Tue May 15, 2012 1:20 pm

any game mechanics that can be taken to extremes is what people call exploiting... using armor with 100% chameleon (making you perma invisible) in oblivion, was an exploit, so is the alchemy/smithing/enchanting abuse, and so is the zero cost spells.

I never said I two shoted everything, I said that every mob my warrior 2 shotted, my mage 2 shotted (3 tops) aswell.
as to the how, I believe if you read a few posts back you will see a good exemplem but in short: STOP SPAMMING A SINGLE SPELL, learn to chain cast different spells to synergize both damage and effects between them.



NO.

The problem is than even by using (what you say to be) exploits, the mages do not end up in a fun spot. You can effectively cut the cost to zero but have to spam the spells in order to kill something scaled to you level, while the warrior kills it in one blow. And your comment about spammin a single spell. I try not to but lightning is the only 'projectile' with almost zero traveling time. When I try hitting them with the other spells, I have a pretty good chance of missing them or being blocked completely by a ward (that seem to be glitchy as hell on the enemy mages, are they are up 90% of the time.

I say the mana cost should remain in the game and spell damage should be increased ... plus the mana regen should work in combat, cause that's where you need it.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Tue May 15, 2012 9:47 pm

Sorry, I presumed you didn't take that into account :)

My point is that the warrior cap is higher than the mage's one. All this while having superior defenses. You can't explain otherwise the people playing warriors killing dragons with 1hit, while the mages have to spam their most powerful single target spells. Am I wrong here ? :)


Well a warrior does have higher defence, and higher damage... that may be true, but a warrior has to get up an personal with an enemy. A mage doesn't. It's risk versus reward.

Keep in mind you're arguing in a direction that may actually be the wrong way to take this. Perhaps what is game breaking isn't the fact that mages spells don't allow them to kill something in one blast, but that a warrior can cheese a few mechanics to kill something in one kill.

I for one enjoy a game that keeps things challenging, as opposed to a game that makes things a cake walk.

The question needs to be posed, by what criteria do we evaluate your request to change how magic works? Do we evaluate it based on relative comparison of strength? Or do we evaluate it it by gameplay?

See you're validating your argument by saying warriors can do something a mage cannot. That's probably not the best way to win this debate. And given how Bethesda has created this game, I don't think they're number one priority has been comparitive strength of potential builds.

RATHER

I'd guess they are evaluating the game based on game play alone. Of course that is a more subjective topic to debate, but focusing on the game play and game design will be more rewarding and fruitful in the end. (If you ask me.)
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Tue May 15, 2012 2:50 pm

Get enchanting. Enchant your gear to gain better mana regeneration and cause destructoin spells to cost less mana.

You dont really have a right to complain when you as a mage, can make your spells cost 0 mana at the moment.
A melee characters power attacks will always take a huge chunk of your stamina, and without stamina our damage is very low.
Stamina drains 10 times faster then magica, or I would dare to say 50 times faster.
Add in enemy casters or dragons that drains stamina like butter in sunshine with their spells or breaths.

HUH? Who said we weren't? The mana regen enhancements don't do much at all, and no you cannot cast spells and use no mana. The destruction damage is broken, and enchancements dont change that.

mellee can keep doing damage with no stamina, mageas cannot, and the damage doesnt scale melee does. And mellee has extra defense mages are weak up close, Terrible design.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Tue May 15, 2012 10:37 am

Get enchanting. Enchant your gear to gain better mana regeneration and cause destructoin spells to cost less mana.

You dont really have a right to complain when you as a mage, can make your spells cost 0 mana at the moment.
A melee characters power attacks will always take a huge chunk of your stamina, and without stamina our damage is very low.
Stamina drains 10 times faster then magica, or I would dare to say 50 times faster.
Add in enemy casters or dragons that drains stamina like butter in sunshine with their spells or breaths.

You are so wrong,try playing mage on level 40+ then come and talk.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Wed May 16, 2012 1:08 am

well yeah but that counting only the crafter perks, you have to invest in light/heavy armor and one handed/archery/two handed aswell innit?




it works out great... the immovable objects actually helps my circling training towards my aoe... narrow corridors are anoying but at least I dont have to train them at all, paralyze or stagger the guy in the front with a dual handed fireball (debuffing the others in the back to takem ore dmg aswell) the front guy and chain away aoes at it.

Agree

And the guy also forget that you need 1 point more in smithing for dragon armor.
I am myself wearing a full set of legendary dragon scales, as my armor.

he also forgets about the many perks you need in one hand or two hand, and possibly block.
He also fogets about the fact that every melee class takes atleast 3 to 5 perks in restoration, as its almost a must have.

But no, that does not count.

An optimal melee character needs to be around lvl 30 before he have the general perks that is must haves.
Then there is still alot to be wished for.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed May 16, 2012 12:56 am

You are so wrong,try playing mage on level 40+ then come and talk.

Tell me how I am wrong when I know I am right?

I have fought dragons that with their breaths drains my stamina dry, together with a huge chunk of my hp.
Enemy casters that causes my 300 stamina bar to be halved in seconds.

I also know enchanting on my orc warrior and I can myself cause destructoin spells to cost alot less, and to gain huge amount of mana regeneration.

So where exactly am I wrong?

you know I am right but need to sit on the refusal stone a little longer.
Thats your choice.

Im sahing this loud and clear: Mages are PERFECTLY balanced in skyrim. Destruction is perfectly fine for game balance. Bethesda did a spot on job here, not too low, not overpowering it.

You guys need to start playing melee characters before you keep on with this nonsense, just as most of us melee have tried casters.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Tue May 15, 2012 11:34 am

Think of it this way: a fighter uses a weapon skill to deal damage, right? So One-Handed, Two-Handed, or Archery. You'll probably have enough perks to dabble in a second skill, whatever, cool. It's fun to play a warrior and it should be. Now, let's say you're using One-Handed. As your skill goes up--whether or not you put perks into the One-Handed tree--your damage with one-handed weapons increases. So your damage constantly goes up whether or not you get new weapons. Of course, you will get new weapons, because you're not an idiot, and they provide a nice leap in damage output every now and again.

Cool!

A mage uses Destruction to deal damage. The equivalent of getting a new weapon for them is getting a new spell. But here's the problem: spell damage does not increase as the Destruction skill does. At all. Not one point. So eventually, after you've gotten all of the available spells, and you're level 40 or higher, your damage will never increase again. Ever. You can't enchant your gear to give you, say, +20% fire damage from spells. You can't rely on your increasing Destruction skill to increase spell damage. Once you have the best Destruction spells in the game, that's it. That's as good as it'll ever get. But enemies will keep getting stronger, and keep having more health.

I know it's easy to say, "Use all of your spell schools!" And that's right, you should. Just like a warrior should use Block, an Armor skill, and probably Smithing to be the best he can be. But a warrior can still rely on his weapon for damage no matter how high his level gets. Destruction is a mage's weapon, but eventually, it can no longer be relied on to do damage.

This is a problem because, without exploiting Alchemy and Enchanting, spells cost magicka. And yes, power attacks and blocking cost stamina, but you can still do something when your stamina runs out. A warrior with no stamina can still use regular attacks while his stamina regenerates. If a mage has no magicka, he has absolutely no recourse. He can run, or he can die. No amount of Conjuration or Illusion spells will help with that, because they cost magicka, too.

Do the complaints make a little more sense now? All we're asking for--literally the only thing--is for Destruction spell damage to get better as Destruction skill gets better. We don't want to be able to use crappy level 1 spells the whole game, but we do want to be able to use the best Destruction spells to deal decent damage after level 40.

Why do people keep insisting that it's not an issue until level 40? It becomes glaringly apparent that it's a problem well before then when you fight anything that's not your standard generic enemy that would fall over from two or three swipes of a sword. It's a problem even on Adept level, and it's disgustingly awful on Master. I'm not saying you don't understand the issue, only that it's not just a problem once you're reaching the end of the game. Well before that.

-Until/Unless you exploit Enchanting, mana will always be a problem because the +%regen enchants do absolutely nothing during combat. Many fights require you to kite or run away waiting for mana or drinking lots of potions

-Impact is not the be all, end all solution that all of these "Destruction is fine, L2P" harpies would suggest. On top of that, it requires the Dual Casting perk...which is a HORRIBLY INEFFICIENT perk that drains your mana even faster than before with almost no real extra benefit. It's entirely worthless until you even get Impact. The game also does not consist of a single file line where you only have to worry about a single enemy at any given moment.

-You actually have to spend so many levels on Magicka that both your health and stamina will suffer greatly. Having Stoneskin up without Mage Armor 3 is not the solution either. You'll still die in a hit or two, especially above Adept level.

-Conjuration is the only thing that truly makes Destruction "Sorta, but not quite viable". The issue is that Conjuration is just so strong by itself that you may as well just watch your pets kill everything for you...because they can. And they are infinitely more cost effective than casting fireballs.

I am currently playing on Master difficulty as a "Mage" who mostly uses sneak and a bound bow. I refuse to use pets except in the situations where I keep getting one-shot again and again and don't want to spend 5-10 minutes on a single fight (I am not suggesting physical classes have it hard...). I purposefully limit myself to this, because otherwise the game literally becomes trivial even on Master. If I summon an Ice Atronach, I can clear the room very quickly with my bow (yes, it's MY shots, not the pet). Later on I could summon a Dremora to clear out everything for me if I wanted, but I will simply save it for the rooms where there are NPCs that can one-shot you with their DESTRUCTION spells that seem to deal 6x as much as what yours can. And for tanking dragons just because ducking and sitting every other shot gets monotonous.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Tue May 15, 2012 7:37 pm

The problem is than even by using (what you say to be) exploits, the mages do not end up in a fun spot. You can effectively cut the cost to zero but have to spam the spells in order to kill something scaled to you level, while the warrior kills it in one blow. And your comment about spammin a single spell. I try not to but lightning is the only 'projectile' with almost zero traveling time. When I try hitting them with the other spells, I have a pretty good chance of missing them or being blocked completely by a ward (that seem to be glitchy as hell on the enemy mages, are they are up 90% of the time.

I say the mana cost should remain in the game and spell damage should be increased ... plus the mana regen should work in combat, cause that's where you need it.

like I said for me exploits = zero fun.... if you want to ponder gameplay mechanics subjective to those, then I have absolutly no arguments to counter, simply cuz hard facts is that with exploits all a mage gets is mana free spells, a warrior gets virtual invulnerability to physical dmg and 4k+ swings...
ye... im sure fun for many... but not for me.

lightning is the fastest ye but the bursts of damage I was demonstrating require short-medium range, they only work (well theres other chains you can try but never as damaging and much less controlling) by having mobs constantly trying to get to you (or you going to them) as they require you to use walls and traps aswell as the slower moving fire spells.

but fun... well zero cost is too much for me, but 60-80% I think is fair for what should already be the cap, but here is a demo of how fun and efective it is: http://www.youtube.com/watch?v=2nzN0S9Fvtk
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Tue May 15, 2012 3:57 pm

Tell me how I am wrong when I know I am right?

I have fought dragons that with their breaths drains my stamina dry, together with a huge chunk of my hp.
Enemy casters that causes my 300 stamina bar to be halved in seconds.

I also know enchanting on my orc warrior and I can myself cause destructoin spells to cost alot less, and to gain huge amount of mana regeneration.

So where exactly am I wrong?

you know I am right but need to sit on the refusal stone a little longer.
Thats your choice.

Im sahing this loud and clear: Mages are PERFECTLY balanced in skyrim. Destruction is perfectly fine for game balance. Bethesda did a spot on job here, not too low, not overpowering it.

You are flat wrong.
You guys need to start playing melee characters before you keep on with this nonsense, just as most of us melee have tried casters.

LMAo at someone arguing destruction is pefectly balanced, its the worst in any modern RPG, and all these complaints are there across the internet for a reason. The mana regen doesnt help much at all, and doesnt change the fact damage and lack of spells are a joke, expecially as you level.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Tue May 15, 2012 9:37 am

how is this explaining the complaints more clearly?
its basicaly repeating whats been said all over again....

single target dps is weaker than other attack trees, but it does what no other tree can do in return... would it ben ice to be able to scale them? yes, sure, but how much? considering that you can not only do all the things destruction does rather than just doing damage, and that you can chain spells into high bursts of damage, I wouldnt want to be able to scale my seplls more than 10-20% from enchants or the like.

spells scale with new ranks in damage, and with chaining spells and their effects, where the more relevant spells scaling comes from is your ability to spell flin them around without worrying too much about mana.

destruction is fine, only the dual casting perk has too high a mana cost multiplier for such a low damage multiplier, either than that I am loving playing my full cloth destruction mage in master lvl 52
and I dont get the people who say its fine at 20-30 and where its broken is at 30+.... for me it was way less fun and more chalenging to play my mage at lvls 1-20 than to play it at 30-50, simply because in early levels its hard to get a strong mana pool/destruction skill to spell sling with, while at later levels you get that same ability from gear and enchants.


you can never have high bursts of damage with destruction, because it does comparably pitiful damage to melee and it is extremely noticeable how weak it is on expert and master. playing on apprentice or adept is easy for any character
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Tue May 15, 2012 10:44 pm

Thanks, I am at work and unable to test it my self, but I knew I seen where someone had tested it using the console and noted the changes in damage and cost to cast.

So, if what I quoted is true, the damage and cost is scaling with the destruction skill, however leveling too many skills or not taking advantage of the synergy between the schools is what is causing the issue.

A pure mage who only used a few skills should be just fine, however the ones who level up via non combat skills may be the issue.

Destruction scales with the scale, but not with level and that makes sense to me, my warrior had it on easy street until I gained 5+ levels on blacksmith and making potions. At that point the game was going downhill and getting to be a pita.


OK, I did a test on a Deadric Sword (one handed). I have a save where I am at Level 1 (Right after getting my shackles removed by Hadvar). I made a script where I could ramp up all of my skills to allow me to level normally (not using the "player.setav" switch) that then allows for assigning points to my attributes and giving me tons of perk points. All of my skills were then leveled up to 100. I used all my attribute points evenly where Mag, Health and Stam were about 370 each and making all skills max out at 100, I made it to level 81. OK, now I didn't use any perks as I wanted to see the damage ratio from level 1 to 81 for the sword. Now get ready for the surprise. At level 1, the Daedric Sword had a damage ratio of 15 pts. When I got to level 81, it made it to 21pts. But, this goes to prove that I didn't even need to make it close to that level to get Fireball from 90pts to 135.

I used the first 5 perks (where you unlock One-Handed, then can add 4 more) on One-Handed, it leveled up to 42 damage. After filling in all of the remaining perks for One-Handed, it was still at 42 damage. Now. I can go from 90 to 135 damage on Fireball (45pt increase) and from 15 to 42 on the Daedric Sword for a a gain of 27 damage pts.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

PreviousNext

Return to V - Skyrim