Thanks for the tips.
How do those perks make the spell breaker more effective though? Other than ward absorb I wasn't aware that anything else effected it.
Also, I probably won't be using conjuration and Illusion, nor will I be using Alteration past the aforementioned magic resistance perks.
Really like the idea of telekinesis with the disarming bash perk.
The only thing with Heavy Armor is you lose out on alot of potential magic regeneration. Though with all the magic resistance and other magic nullifying abilities, I could go for apprentice stone.
Do not use the apprentice stone with Spellbreaker is all I have to say. When the ward breaks you stagger, leaving you vulnerable. This goes along with how the other perks affect spellbreaker.
SB's base ward is 50 points, meaning that's how much damage it can block before it breaks/dispels. With magic resistance to 30%, and the 50% resistance to each ELEMENT (but not magic in general), you take 50% of 70% of the damage from spells, meaning 35%, meaning you're reducing it by 65%. Thus, that is how much more damage the Spellbreaker can take, unless I'm mistaken (though given the fact my character with the cap magic resistance and full elemental resistance enchants on master difficulty never has the ward break, I'd say I have it right).
I wasn't aware armour still affected magic in any way, I certainly hadn't noticed it. Huh. In fact, UESP says:
- In Skyrim, magic is not affected by Armor Rating.
Lastly telekinesis is alteration btw.
EDIT: At 85% (the cap) magic resistance from enchantments and perks, and with 50% elemental resistance from having a shield raised, you take 7.5% damage from spells. The most damage an NPC spell can do with augments (which I'm not even sure they can have) is 90 points. That means roughly 6.75 points of damage per hit, meaning spellbreaker can take seven hits before breaking, plenty enough to knock down and incapacitate any high-level mage aggressively hurling Incinerates at you.