Not sure if this info has been posted anywhere as I haven't finished reading the thread but I was doing some testing in game using the following perks and equipment;
100 all skills
Alchemist: 5/5
Physician:1/1
Benefactor: 1/1
Enchanter: 5/5
Insightful Enchanter: 1/1
Circlet, Ring, Necklace and Gloves with +29% alchemy
Clothes, Gloves, Necklack and Ring with +29% smithing
+130% smithing potion
Then I saved my game, made a set of armor, got the relveant smithing perk and used the potion then upgraded the set and wrote down the armor shown. Here's my results:....
...[Lots of Data]...
....Perks required for armor (with perquires for armor+deadric weapons in parentheses):
Deadric = 6 (6)
Dragonplate = 8 (8)
Ebony = 6 (7)
Orcish = 5 (7)
Steel Plate = 5 (9)
Dwarven = 4 (7)
Steel = 3 (7)
Iron = 5 (10)
Dragonscale = 7 (8)
Glass = 6 (10)
Scaled = 5 (9)
Elven = 4 (8)
Leather = 5 (10)
What!? No numbers on Fur Armor??? >:| (j/k

)
So in summary, to hit the armor cap with the crafting skills you need a minimum of 16 perks (Alchemy 7, Enchanting 6, Smithing 1, Heavy Armor 2); but you need two more in Enchanting to maximize magic protection (and generally give you awesome enchanting flexibility) for a total of
18.
[
Note that if the Dwarven +25% Armor quest-benefit ever starts working, you could do the same with Smithing 2, Heavy Armor 1. I know a Dwemer-fan who will be pleased with this.]
For that
minimum in perks, Dwarven Armor weighs 78, Steel Armor weighs 52, and Wolf Armor weighs
32.
The base perks to hit passive armor and magic maxima while using
Best Weapons would be
21 (Alchemy 7, Enchanting 8, Smithing 5, Heavy Armor 1).
[
Note that you can also get there by going Smithing 4, Heavy Armor 2, and using Ebony Mace instead of Daedric Mace, but I'm expecting that's a lookup-table typo and the base-damage for Ebony Mace will be patched to one less than Daedric like all the other Ebony weapon types.]
With
22 perks, you get the freedom to wear Daedric, Ebony, Orcish, Dwarven, or Steel with best weapons.
The
lightest weight armor would be Elven at
7 inventory capacity with a cost of
19 perks for maximal protection or
23 for addition of best-weapons. (But you still look like you're trying to hide between your own shoulders while wearing a metallic chicken-suit...)
Opting for weapons-available with minimal perks (18-19) at max-ed protection will mean ~5% reduction in damage output using Elven, Nord Hero, or Skyforge Steel weapons; or slightly greater damage loss using Dwarven.
-----------
Since this is a feast day and there's much carping about leveling
Alchemy, I'll save everyone the trouble of experimenting with Ingredients rather than gorging on turkey and potatoes today. After all, I wouldn't want you to have to taste-test to discover that
Human Flesh + Moon Sugar + Troll Fat gives a Damage Health/Restore Magika potion (why am I even carrying those things around, let alone mixing them together o.O?)
The first four play-areas in the game are
Helgen Keep in the tutorial,
Embershard Mine just southwest of Riverwood,
Bleak Falls Barrow north of Riverwood, and
Brittleshin Pass (contains an Enchanting table) northwest of Riverwood/west of Bleak Falls Barrow. If you just pick up the ingredients found in those dungeons you should have large quantities of:
Bone Meal, Glowing Mushroom, Fly Amanita, Salt Pile, Skeever Tail, and
Spider Egg.Using that stock and things you pick up walking between areas or buy relatively cheaply at stores you can make:
Spider Egg + Canis Root + Bear Claws
*or* Hanging Moss
--> Fortify One-Handed / Damage Stamina / Damage Magicka Regen / Fortify Marksman
Skeever Tail + Honeycomb + Silverside Perch
--> Restore Stamina / Damage Stamina Regen / Ravage Health / Fortify Light Armor
Salt Pile + Deathbell + Small Antlers
--> Slow / Weakness to Poison / Fortify Restoration / Damage Health
Fly Amanita + Dragon's Tongue (flower) + Mora Tapinella
*or* Scaly Pholiota
--> Fortify Illusion / Resist Fire / Fortify Two-handed / Regenerate Stamina
(
Why the only one in this list that *isn't* partially poisonous in-game is also the one that's based on real-life kill-you-dead mushrooms I don't know =P.)
Glowing Mushroom + Hanging Moss + Glow Dust (expensive!)
--> Resist Shock / Fortify Destruction / Damage Magicka / Fortify Health / Damage Magicka Regen
-or-
Glowing Mushroom + Wheat + Swamp Fungal Pod
--> Restore Health / Lingering Damage Magicka / Resist Shock / Fortify Health
-or-
Glowing Mushroom + Pine Thrush Egg + Sabre Cat Tooth
--> Restore Stamina / Weakness to Poison / Resist Shock / Fortify Smithing
(
Look! Useable for Crafting! =D So long as you don't poison yourself in the meantime...)
Using those recipes, you don't have to "grind" Alchemy, you can just
play and gain Alchemy skill points between missions when you dump your stuff in town and do another round of dagger/bracer crafting. You also don't end up with a stock of 200 potions at once that you can't sell anywhere. Play like you normally would and just add five minutes between missions to sort out your Alchemy ingredients and your Alchemy should keep pace with your Smithing.
But Human Being, what about the Bone Meal?What? Bone Meal? You mean the Ingredient you find in virtually every barrow, tomb, prison, torture chamber, and laboratory? Like over half game? Ah yes...
Here on Thanksgiving I give you this gift:
Bone Meal + Blue Butterfly Wing + Snowberries
--> Damage Stamina / Resist Fire / Fortify Conjuration / Fortify Enchanting
This is the recipe that keeps on giving. You can find Bone Meal in what feels like more than half the dungeons of the game. Snowberries can be picked off the ground anywhere that it's cold. Blue Butterfly Wing can be found anywhere there are flowers growing in the day. If one of those latter two isn't in the area, the other should be. And you can find both of them literally within fifty feet of each other when you exit Helgen Keep from the tutorial. Anywhere you are short on one, you should be able to find it cheaply in stores. Finally, it can also be used in the work on your other two crafting skill sets if you don't want to sell it.
Bone Meal + Blue Butterfly Wing + Snowberries; it is the Alchemy training wonder-potion.
Wow Human Being, you sure have done a lot of experimenting with Alchemy Ingredients.What? Oh, heck no! I used iamnoah's handy http://skyrim.iamnoah.com/. Took me like twenty minutes to figure out best-value/easiest-to-acquire recipes with that. And none of the above includes the various colors of Mountain Flower you find in the Riverwood valley or the Elves Ear and Garlic you can find hanging in your own house...
Now, will everyone quit &%$@#-ing about training Alchemy

?
------------
Since others have had trouble wrapping their head around Alchemy and in light of the above quad-effect list, I should probably explicitly point out some of the implications of DieBySword's Dragon-zapper experiments which may not be immediately obvious. If multiple applications of the same debuff stack so long as they are accompanied with an additional effect, then the total number of debuffs you can create for
Destruction damage is....vast. You can create potions with up to six effects, so you should be able to make multiple potions that stack the same effect from same first-ingredient. Then add in that you can do the same thing for each Ingredient that shares the same property. You'd have to subtract duplicate potions and ones with redundant effects (like
Resist Frost / Weakness to Frost potions or
Weakness to Magic / Fortify Health / Restore Health / Raise From Dead / Create Unicorn potions), but in principle the total number of potential debuffs is going to be a factor of the number of Ingredients that share that property.
Weakness to Magic has
8 different Ingredients with that property.
Weakness to Shock has
4.
Weakness to Frost has
5.
Weakness to Fire has
6.
I'll leave it to someone who actually *enjoys* factorial math and wants to wade through all the possible permutations, but I think it's safe to say that you could debuff an Ancient Dragon into exploding from a warm match-stick.
But Human Being, DieBySword already had to use two arrows to apply his previous debuffs. Even if you could debuff a target into taking tens of thousands of points of damage you'd have killed it with arrows by that point and it would take minutes to set up!What are these arrows you speak of??
Pickpocket to lv40, 3 Perks to the
Poisoned Perk that lets you add poisons to enemy inventory for effect > Spell/Potion of Invisibility or high Sneak > Run up to Ancient Dragon, crouch, Pickpocket, and add as many different debuffing potions as you want at once > detonate Dragon with Destruction spell of your choice. Bonus points for using Apprentice or Novice spells for insult value.
But, but Human Being! Dragons don't have pockets. How can that work?Of course not. That's why this application comes as a suppository

.
Technically, this probably returns Destruction magic, and Fire in particular, to the top of the "goes to 11" damage heap, but it's in fairly contrived circumstances, you have to get into melee range anyway, and as has been said several times already: you can only one-shot something so hard...
I'm going to get back to making molasses-bread now. Have a good Thanksgiving everyone.