Am I the first to discover this? Synergy with Necromage Perk

Post » Sun Jun 03, 2012 8:21 am

The whole reason why I never wanted the necromage for so long, was because I thought the only undead were skeletons.
Super scary skeletons who die from simply throwing a shoe at them.

Then I learn recently that vampires and draugr count too. :blush:
Is there anymore enemies that are undead?


Foresworn briarhearts are undead too.
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Cameron Garrod
 
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Post » Sun Jun 03, 2012 10:56 am

This has just made me realise something, The be all and end all of forum posters and the HIGH AND MIGHTY know it alls... don't know it all... I've come across similar hidden bonuses for various reasons... and people have argued (oh this does this and that means that) I think in a few years time people will be going back on their words... there is alot of wierd things... like casting a certain spell on a certain item at a certain place and time has some interesting results....

NOTE TO ALL

LEARN YOUR LORE - and you may find some of these wonderous thins yourself ;) but this necromage Idea is actually illustrated in one or more books found in skyrim...

reading is boring? perhaps the activity might be for some, but you may find it worthwhile

from side splitting humour to feature revealing scripts... the books of skyrim are actually more worthwhile than they let on ;)
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Nina Mccormick
 
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Post » Sun Jun 03, 2012 12:15 am

This has just made me realise something, The be all and end all of forum posters and the HIGH AND MIGHTY know it alls... don't know it all... I've come across similar hidden bonuses for various reasons... and people have argued (oh this does this and that means that) I think in a few years time people will be going back on their words... there is alot of wierd things... like casting a certain spell on a certain item at a certain place and time has some interesting results....

NOTE TO ALL

LEARN YOUR LORE - and you may find some of these wonderous thins yourself :wink: but this necromage Idea is actually illustrated in one or more books found in skyrim...

reading is boring? perhaps the activity might be for some, but you may find it worthwhile

from side splitting humour to feature revealing scripts... the books of skyrim are actually more worthwhile than they let on :wink:

Please do tell kind sir. Your cryptic talking whets my appetite ever so much.
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Robyn Lena
 
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Post » Sun Jun 03, 2012 9:02 am

Ok, unlike Gladius I actually did some testing instead of just mumbling about "similar hidden bonuses for various reasons" without sharing any. Great help chap!

Today I decided to delve into some of the console commands for more accurate testing.
The modification of the negative vampire stage effects (15/30/45/60 stat reduction), DESPITE it not showing up in the active spell list, got me thinking...

Turns out, the +100% frost resistance does go up to +125% afterall, as well as the fire resist to -125%. (player.getav fireresist)
This leads me to believe that all effects that are innately yours will get modified. Same goes for High Elf's racial spell which adds 10 times magicka regeneration. Before it was kinda hard to test without console commands as you can imagine. But now the concrete numbers I got are as followed:

player.getav MagickaRate: 3 (probably referring to the 3% of maximum each second outside combat)
With Highborn powerer it becomes: 34.25
After removing my vampire undead status: 28.00

I also tested with adding/removing the Apprentice stone (100% regen) and removed my Recovery perks in restoration which adds 50% regen. None of them have any influence on the number you got from the console command I used. Clearly the highborn power is modified not only by a 50% duration but also by a 25% magnitude.

I assume (feel free to test) that the same applies to the Histskin and Adrenaline Rush powers as well. But more interestingly would be to test the Orc's Berserker Rage power. +25% of 50% extra damage and damage reduction should result in another +12.5% bonus PLUS 30 extra seconds of wtf-pardon-my-french-ness.

Now the main thing I wanted to test was whether or not the illusion and sneak 25% modifiers also get boosted by another 25%. However the commands player.getav illusion / illusionmod / illusionpowermod and illusionskilladvance (the only 4 related to illusion I could find) don't seem to give me any useful info regarding this matter. If someone has any idea's on how to test this I'd love to hear about it. I guess one option would be to find an NPC at the limit of your illusion spells and then add the Necromage perk to see if the extra +6.25 (25% of 25%) makes a difference. But that technique seems a bit unprofessional. :tongue:
My assumption however is that it DOES get increased. After all, what difference is there with +25% sneak/illusion and +100% frost resist or -60 stats. They're all vampire bonuses and the latter ones do get modified by the Necromage perk.
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Jani Eayon
 
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Post » Sun Jun 03, 2012 10:26 am

Isn't Berzerker rage double damage dealt and half damage received? So it should be 125% damage dealing and 62.5% less damage received.

Also a little duration boost.
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QuinDINGDONGcey
 
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Post » Sun Jun 03, 2012 1:14 pm

Isn't Berzerker rage double damage dealt and half damage received? So it should be 125% damage dealing and 62.5% less damage received.

Also a little duration boost.

Ah yes 25% extra damage even. Quite nice! :) Although IMO the 90 second duration instead of 60 would still be the biggest benefit imo.

As for the strange magicka regeneration values I posted earlier. It turns out that Highborn power adds a flat 25 magicka regen, then add the 3 base to get to 28, or (25 +25%) +3 to get to the 34.25 value.

(Thanks to Deathb0rn) http://www.gamesas.com/topic/1334713-magicka-regeneration-rate-values/
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Mel E
 
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Post » Sun Jun 03, 2012 6:24 am

Thanks for sharing... I was afraid that being a vampire mage had no real benefits :)
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Julie Serebrekoff
 
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Post » Sun Jun 03, 2012 1:01 pm

1.. 2.. bump!
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Undisclosed Desires
 
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Post » Sun Jun 03, 2012 12:32 pm

Just wait. I know Beth will patch it. That svcks.
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BRIANNA
 
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Post » Sun Jun 03, 2012 9:15 am

Just wait. I know Beth will patch it. That svcks.

What makes you think so? Bethesda isn't really known for patching these kind of things. They're usually more keen on the whole "character freedom" side and as long as people consider it enjoyable they don't really change much.

The solution however would be very simple I imagine... Just changing the players "undead" status to "Vampire" or "player.undead" or "sweetroll" should do the trick.
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Skrapp Stephens
 
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Post » Sun Jun 03, 2012 4:31 am

What makes you think so? Bethesda isn't really known for patching these kind of things. They're usually more keen on the whole "character freedom" side and as long as people consider it enjoyable they don't really change much.

The solution however would be very simple I imagine... Just changing the players "undead" status to "Vampire" or "player.undead" or "sweetroll" should do the trick.

Agreed, I don't see Beth purposly going out of their way to patch this bug, but some parts of this glitch can be patched due to other fixes. For example, if Beth ever decide to patch the whole fortify restoration/alechmy loop by making enchatnment no longer affected by things that should only affect spells. It could remove half of the benefits as things like stone etc I believe are counted as enchatnments.
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I love YOu
 
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Post » Sun Jun 03, 2012 8:44 am

Agreed, I don't see Beth purposly going out of their way to patch this bug, but some parts of this glitch can be patched due to other fixes. For example, if Beth ever decide to patch the whole fortify restoration/alechmy loop by making enchatnment no longer affected by things that should only affect spells. It could remove half of the benefits as things like stone etc I believe are counted as enchatnments.

True. The whole "spells" system is quite lazy in this game. Enchants and potions should have their own category without any interaction with real spells and their modifiers.

When you go into the Destruction tree and read "Fire spells do 50% more damage." (Augmented Flames perk) you don't really expect your fire enchantments on your weapon to do more damage as well. I'm fine that it does, but just make it a separate category and specify it in the perks description better.
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Nichola Haynes
 
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Post » Sat Jun 02, 2012 11:10 pm

By the way, not sure if it has been mentioned but poisons do not get modified by 25%. At least not more than their description says. (Tested with console)
Makes sense since your weapons aren't you and thus not undead, but hey, with TES games anything is possible. :)

Of course when you equip alchemy gear those enchants bonuses do still get modified by 25%, thus allowing you to make stronger poisons than normal anyway.
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Melly Angelic
 
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Post » Sun Jun 03, 2012 8:27 am

Do you guys with the PC game get forced into patches with no way to roll them back? That is to say, connect to steam once (even with offline thereafter) and it immediately causes the latest update without option? On the XBox, it is the same if you connect online, though you can refuse the update, in which case you are logged off XBox live. However, I have the option to clear system cache and return to store bought standard with no patches. I don't think there's a way to pick and choose say up to patch 1.3 since they aren't things available to delete from harddrive and then use offline. Thus it's an all or nothing thing.
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Cathrin Hummel
 
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