Mage, atronach effect and ward absorb perk. Also an atronach

Post » Fri Jun 08, 2012 3:33 am

So my next mage on master, I plan to use the atronach stone (50% chance to completely absorb an enemies spell) and the atronach perk (30%) when I'm a high enough level.

This combined with the restoration perk 'ward absorb' allowing you to recharge your magicka when hit by a spell. Do these two things work together, will the atronach effect work through a ward?

Also one last question, annoying I can't use the conjuration summons with the atronach effect (the summon spells are targeted at you, so the effect absorbs them), but I have a feeling the zombie spells work. Can anyone confirm this?

Thanks.
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ANaIs GRelot
 
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Post » Fri Jun 08, 2012 9:47 am

If you are gonna use the Atronach stone and perk, dont bother putting a point into the ward perk where spells hit recharge ur magicka..... You already have 80% chance to absorb all spells hitting you, aswell as weapon enchants, dragon shouts, and other stuff. Invest it into something else =) They do work togeather, but it would be a waste of a point.

Res spells work ^^ hopefully they fix the spell absorb bug in the next patch.... One of the reasons i stopped playing my mage -_-
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sara OMAR
 
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Post » Thu Jun 07, 2012 10:06 pm

If you are gonna use the Atronach stone and perk, dont bother putting a point into the ward perk where spells hit recharge ur magicka..... You already have 80% chance to absorb all spells hitting you, aswell as weapon enchants, dragon shouts, and other stuff. Invest it into something else =) They do work togeather, but it would be a waste of a point.

Res spells work ^^ hopefully they fix the spell absorb bug in the next patch.... One of the reasons i stopped playing my mage -_-
The ward absorb perk only absorbs 25% of magicka, which stacks with the atronach effect at 80%. Giving me 100% absorption of spells, also remember it will take a while to get restoration to level 60 and alteration to level 100.

Ah good, I'm going to go down the middle conjuration pathway, I usually go for atronachs/dremora, but I'll go for the raise undead this time. Then dead thralls at high conjuration level.

Edit: actually I don't think it works like that, the ward absorb thing absorbs 25% of the spell. Whilst the atronach effect is a % chance of absorbing the whole spell. Hm.
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Alkira rose Nankivell
 
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Post » Thu Jun 07, 2012 11:51 pm

The magic Absorption affect is calculated before any damage is done to you. So in your example once a spell is fired at you if it is absorbed then there's nothing for your ward to protect u from or recharge off of. If you don't absorb it then a ward could be useful and will operate normal after that.

So the question is are both really worth it?
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OTTO
 
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Post » Thu Jun 07, 2012 11:03 pm

The magic Absorption affect is calculated before any damage is done to you. So in your example once a spell is fired at you if it is absorbed then there's nothing for your ward to protect u from or recharge off of. If you don't absorb it then a ward could be useful and will operate normal after that.

So the question is are both really worth it?
Thats what I'm working out ha.

It will take some time to get to level 100 alteration for that extra 30%, I will have 50% for the earlier levels. So wards will still be useful, if I don't absorb the magicka the ward in my left hand will block it, whilst the destro spell in my right hand does the damage.

I can still see wards being useful, against melee. Tbh I've never bothered before and I want to use them ha.
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Nicole Coucopoulos
 
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Post » Fri Jun 08, 2012 5:55 am

Just in case you don't already know, there seems to be a glitch on the PC version (and maybe on consoles too?) where getting magicka absorption bonuses will cause your summon spells to get absorbed instead of casting them, so you'll barely be able to conjure anything at all with 80% absorption. I had to switch to a different stone so that I could start summoning stuff again, but I can't undo my perk selection so I still sometimes have conjuration spell "failures" because of this glitch.
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Bee Baby
 
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Post » Fri Jun 08, 2012 9:29 am

Just in case you don't already know, there seems to be a glitch on the PC version
There's a mod for this.
http://www.skyrimnexus.com/downloads/file.php?id=3352
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Stephanie Nieves
 
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Post » Fri Jun 08, 2012 6:10 am

There's a mod for this.
http://www.skyrimnexus.com/downloads/file.php?id=3352

Thanks :nod:
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neil slattery
 
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Post » Fri Jun 08, 2012 10:35 am

Perk effects can fail, too... Quick Reflexes and Shadow Warrior can get "absorbed" when you have spell absorb. That mod fragonard linked to earlier fixes that, too. :)

-Loth
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Bitter End
 
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Post » Fri Jun 08, 2012 9:45 am

If you are gonna use the Atronach stone and perk, dont bother putting a point into the ward perk where spells hit recharge ur magicka..... You already have 80% chance to absorb all spells hitting you, aswell as weapon enchants, dragon shouts, and other stuff. Invest it into something else =) They do work togeather, but it would be a waste of a point.

Res spells work ^^ hopefully they fix the spell absorb bug in the next patch.... One of the reasons i stopped playing my mage -_-

The absortion effects from atronach stone and the perks are multiplicative not additive. The damage reduction cap according to UESP is 85%. so getting the magic warding perks are fine.
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JaNnatul Naimah
 
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Post » Fri Jun 08, 2012 8:34 am

Roll a breton, use lord stone, agent of mara and 2 points of resistance in alteration, laugh at spellcasters including dragon breaths :bunny:
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joseluis perez
 
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Post » Fri Jun 08, 2012 10:17 am

The absortion effects from atronach stone and the perks are multiplicative not additive. The damage reduction cap according to UESP is 85%. so getting the magic warding perks are fine.

Actually, the atronach stone/perk IS additive: 50% stone + 30% perk = 80% spell absorb. Magic resist perks and enchants are also additive with each other, not multiplied against each other. Spell absorb has no cap, but magic resist has an 85% cap which stacks with elemental resists (also 85% cap for each of those), but are applied separately.

Formula for magic defense:

Spell absorb is applied first to incoming effect, and will either absorb all of the effect/damage, or none of it -- based on the percent chance
Magic resist is applied next, assuming spell absorb failed. Caps at 85%
Elemental resist is then applied to any remainder of damage that made it through magic resist. Caps at 85%

Note that effects like poison spit and disease are considered "magic" by the game engine, and are susceptible to being absorbed. If you get blasted by a frostbite spider's venom attack, you might just get a recharge of magicka instead of getting hurt. :)

If you absorb more magicka from an incoming spell/effect than you have room for in your blue bar, the overage is ignored and dissipates harmlessly.
-Loth
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Allison Sizemore
 
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Post » Fri Jun 08, 2012 2:13 am

Just in case you don't already know, there seems to be a glitch on the PC version (and maybe on consoles too?) where getting magicka absorption bonuses will cause your summon spells to get absorbed instead of casting them, so you'll barely be able to conjure anything at all with 80% absorption. I had to switch to a different stone so that I could start summoning stuff again, but I can't undo my perk selection so I still sometimes have conjuration spell "failures" because of this glitch.
I did point out that I know this, and that I planned to use the necromancy side of conjuration. Thanks though.

Roll a breton, use lord stone, agent of mara and 2 points of resistance in alteration, laugh at spellcasters including dragon breaths :bunny:
This is what my breton warrior has done on master, initial 25%, lord stone 25% and agent of mara 15. I'm level 45 now, and 65% is all I need, I can always fall back on the racial power if I need it.

I wanted to try something different, the magic absorption effect is appealing as restores your magicka mid battle. The only trade of is that my mage can't use summoning spells, I'll have to use the zombie spells (which are strong to). Like some others have said, it also absorbs some other effects that the games class as 'magic'.

[text]
Thanks for the exact math, it will take me a while to get to 100 alteration so I will use wards combined with the stone.
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Louise
 
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Post » Thu Jun 07, 2012 8:09 pm

Considering the elemental resist is used last, I assume elemental weaknesses are to. So being a vamp, will my above set up, atronach effect 80% + wards, the elemental weakness won't matter that much.

Also does the atronach effect work whilst in werewolf form? Being a werewolf, with dragonhide/ebonyflesh active, as well as spell absorption could be effective.
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Thema
 
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