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

Post » Sun Jun 03, 2012 6:04 am

Well, whether by design or accident I hope it stays. This would definitely offset the negative effects of being a Vampire.
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Ladymorphine
 
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Post » Sun Jun 03, 2012 6:39 am

I wonder if it even affects the special thief powers you can get. Or perhaps the meditations on shout words you can do.

I think the coding is probably a simple:

If (target.faction == undead){
spell.damage = spell.basedamage + (spell.basedamage * 0.25);
}

And since potions, enchants, shouts, powers and all that are classed as spells I think it will definitely affect it.
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adame
 
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Post » Sun Jun 03, 2012 5:54 am

I wonder if this will make Shadow Warrior work better.
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-__^
 
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Post » Sat Jun 02, 2012 11:36 pm

Outstanding find!!!!
I'm level 81 (just toolin' around Skyrim), I didn't take the Necromage perk(damn!!), and haven't yet become a vampire...yet.
Could someone do all this cool stuff aaaannndd, put on the Ring of Namira,then come back with the results/upgrades? It's too late for me on this character, yet I think it would really make quite an improvement.
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*Chloe*
 
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Post » Sat Jun 02, 2012 9:12 pm

Wow, never thought about the ring of Namira. I wonder if it would improve it.
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Stu Clarke
 
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Post » Sun Jun 03, 2012 5:26 am

Every day now i get tempted to become a necromancer again...
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Luis Reyma
 
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Post » Sat Jun 02, 2012 10:42 pm

Now here's something to add to the fun, I casted Ebony Flesh on my newly vampired mage... not only is the duration magnified so is the armor rating. Also followers can be commanded to sleep in a bed making feeding a breeze.
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josie treuberg
 
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Post » Sun Jun 03, 2012 9:03 am

Every day now i get tempted to become a necromancer again...

Give in to the temptation Steev!!! Just give in...

;)
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Liv Brown
 
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Post » Sun Jun 03, 2012 3:23 am

Every day now i get tempted to become a necromancer again...

Give in to the temptation Steev!!! Just give in...

Come to the darkside its way cooler.
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Charlotte Henderson
 
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Post » Sun Jun 03, 2012 11:13 am

Thanks for enabling my alt-aholism, OP. :P
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Cool Man Sam
 
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Post » Sun Jun 03, 2012 12:12 am

If you drink a potion of Fortify Enchanting while a vampire, and you enchant some object, will the enchantment be at a higher level? Will that level remain even after you've been cured of vampirism?

I would like know to this as well, does this allow you to break the 32% enchanting potion cap? what about fortify enchantments?
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kyle pinchen
 
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Post » Sat Jun 02, 2012 9:09 pm

Give in to the temptation Steev!!! Just give in...

:wink:
Come to the darkside its way cooler.
It's decided.. TOMORROW I SHALL JOIN THE DARK SIDE! *evil laugh*
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Tanya
 
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Post » Sun Jun 03, 2012 3:06 am

I'll be starting a new character today. Thanks for sharing your find!
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Damien Mulvenna
 
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Post » Sun Jun 03, 2012 4:51 am

This is absolutely an amazing find. It works for the tradeskill loop, too. Finally broke the 29% barrier this way (yes we know restoration glitch does whatever you want) and did the loop multiple times again. Seems to max out at 33% enchants on the Smithing + Alchemy gear. What is funny about this, is once you equip the Alchemy or Smithing gear, it gets fortified again from necromage and your 33% items become 41%.

Smithing potion reached 184%.

Enchanting potion reached 46%.



Thank you so much for posting this.
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Josee Leach
 
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Post » Sat Jun 02, 2012 11:50 pm

Holy [censored], i gotta be a vampire. Can someone bite my neck? pls?
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Ells
 
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Post » Sat Jun 02, 2012 10:07 pm

Time to go get infected.
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Sammi Jones
 
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Post » Sun Jun 03, 2012 6:10 am

How would you fix this? Adding a condition that the target of the spell isn't the player? Or would that bring about unintended consequences?

Anyway, cool find. I don't think Bethesda will fix this, but the people running the Unofficial Patch for Skyrim might.
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Rinceoir
 
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Post » Sat Jun 02, 2012 9:26 pm

How would you fix this? Adding a condition that the target of the spell isn't the player? Or would that bring about unintended consequences?

Anyway, cool find. I don't think Bethesda will fix this, but the people running the Unofficial Patch for Skyrim might.

Well first one would have to presume it is a bug and not intentional. Fixing it would be easy though. In fact, I might be wrong but I'm sure you could get the same effect without being a vampire by just using the console command player.addtofaction where would be the faction id for the undead faction. Perhaps someone could check if this is so?

Presuming my guess is correct the solution would be to just create a separate faction for vampires and add the player to that faction when he contracts the full disease instead of adding him to the undead faction. Until someone test it though, it's just a guess.
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Mark
 
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Post » Sun Jun 03, 2012 2:14 am

Too bad i have this stupid bug that prevents me from curing my lycanthropy, skyrim is by far the buggiest game i've ever played (including fo3 & nv)
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maya papps
 
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Post » Sun Jun 03, 2012 12:36 pm

Too bad i have this stupid bug that prevents me from curing my lycanthropy, skyrim is by far the buggiest game i've ever played (including fo3 & nv)

Yeah, too bad this is not a complaint thread. :stare:
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Alycia Leann grace
 
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Post » Sun Jun 03, 2012 6:33 am

Great find Bigdug, did you put it up on uesp too?? I noticed its mentioned there under notes in the vampire section
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Matt Gammond
 
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Post » Sat Jun 02, 2012 10:13 pm

Someone should test to see if the Necromancy perk in the Conjuration tree works with vampires as well, seeing as how they have similar descriptions.
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jessica robson
 
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Post » Sun Jun 03, 2012 10:04 am

Ok after 2 hours of restoration leveling (worst skill to level, ever ) I'm finally ready to test it. (Got approx 7 perk points available)

So far I noticed a couple things:
  • For me, the description of the skills/effects does NOT seem to change. My fortify archery enchanted gear is the same and so does an amulet of Talos remains at 20%. Edit: After equipping and reequipping my fortify archery gear they now do show up correctly in active spell list (but not in your inventory) gaining a 25% bonus. The Amulet of Talos however does not change (but it's a quest item I can't remove which might have something to do with it)
  • My frost atronach lasts 1.30 minute instead of 1 (50% bonus) and my level 2 Become Ethereal lasted more than the 13 seconds wiki says it has. 50% extra would make that 19.50 seconds which seems exactly the same with my test. The cooldown of the shout was not affected.
  • Most notably though; when you're a vampire you get -15/30/45/60 magicka/health/stamina depending on which of the 4 stages you're in. These negative effects DO get multiplied by the Necromage perk. By 25% exact, making it -75 at the final stage. (In the second stage the 37.5 was rounded up to -38.)
More testing will follow...

Edit2:
  • The alteration armor spells also gain a 25% extra armor. Duration is also increased, but by 50% it seems... (Not yet sure why the difference in bonus percentage for durations. I'm not dual casting anything btw)
  • My highborn racial also lasts 50% longer. Unsure about whether the 10x regen is also affected. I assume it's not.
Question Bigdug; did you become a vampire first and then added the necro skill or the other way around? Not sure if it has any influence but it's worth testing.

Edit3:

Since the bonus on my items only updated after I reequipped them I figured the vampire 25% stealth and illusion bonus might also be multiplied if you add the Necromage perk *before* you become a vampire and gain those effects permanently.

I tried both ways now and the active spell list tooltip remains the same for those vampire bonuses so it seems the order in which you get the perk and become a vampire do not matter.
Note: pre-vampire tests were done WITH having the pre-vampire disease (Sanguinare Vampiris) that doesn't make you a vampire yet but will do so when you sleep 3 days. I assume this didn't influence the test but just fyi anyway.
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Doniesha World
 
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Post » Sun Jun 03, 2012 12:23 am

Someone should test to see if the Necromancy perk in the Conjuration tree works with vampires as well, seeing as how they have similar descriptions.
The necromancy perk in the conjuration tree increases the duration of your reanimated minions. If you had the necromage perk and the target of your reanimation was undead. Then it should work in conjuction with the necromancy perk.

For me, the description of the skills/effects does NOT seem to change. My fortify archery enchanted gear is the same and so does an amulet of Talos remains at 20%.
The descriptions of the item/spell doesn't change but the effects are still magnified and can be viewed under active effects. For example Ebonyskin will still say it adds 100 to armor. When infact it will add 125(viewable under active effects). If you have the mage armor perks, that extra 25% is also multiplied and viewable when adjusting your equipment.
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carrie roche
 
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Post » Sun Jun 03, 2012 3:24 am

Ha, this is crazy... I love how this is turning out. Getting perked in Restoration can be awesome now! :)

-Loth
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Dawn Farrell
 
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