2469 Armor. 3199 Damage using (Smithing, Alchemy, Enchanting

Post » Mon May 21, 2012 2:32 am

From the wiki on armor this should be the formula for turning AR into %damage resistance:
damage reduction% = armor rating * 0.16

The past games all capped DR at 85% which means any AR above 532 is a waste right? Any way to confirm this in game?

If this is true, while the system is impressive, it means all these extra things to crank your AR up is not really worth it.
Of course cranking your damage up to insane amounts is always worth it!


Also something for us non armor wearing mages to consider:
Alteration ebonyskin = 100 AR
Mage armor 3 perks = 3x AR power of skin spells
Best ward spell = 100 AR (need % resto reduction enchants to make this one usefull)
= 400 AR = 64% damage reduction with no armor
Stability is nice to (double?) mage armor duration.
At master level Alteration gets dragonhide which gives you 80% DR (500 AR) for 30 seconds, but I dont think stability affects the duration.

I did just some fast tests but it definately seemed that I received about same damage regardless if I was wearing 2000+ AR heavy armor or clothes and dragonhide.

But dragonhide has some really serious flaws: it doesn't last long enough, it takes too long to cast, you're immobile and unable to block while casting.
Scenario where this leads quite often -> immobile mage with no armor nor protection = dead mage...
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Mon May 21, 2012 12:01 pm

That damage reduction is assuming that no mobs got any % armor ignore skill/perk active on them, with a 75% armour reduction your need 2500 to hit the 100% reduction mark (and I think theres bound to be some given the PC got perks that gives him 75% armour ignore when using a mace).
Huh. Just verified that. Seems Armor Ignore is a bit overpowered... and that may be exploitable in both directions. Dual Wield Maces would hit harder and ignore armor... Then again, how often will our enemies have armor like us? I wonder how much armo Ancient Dragons have.

On a side note, 50% Damage Reduction vs 75% Armor Ignore requires about 1250 Armor Rating... exactly what we'd expect. But that level of armor also makes you nigh invulnerable to anything with less than 50% Armor Ignore.

if the 85% DR Cap is correct, we'd need 2120 armor rating to negate 75% armor ignore.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Mon May 21, 2012 2:55 pm

At master level Alteration gets dragonhide which gives you 80% DR (500 AR) for 30 seconds, but I dont think stability affects the duration.

seems to be affected, has 45sec duration for me
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Mon May 21, 2012 12:16 am

Do you really need MAX ALCHEMY to achieve the +29% buff?

The TC's posting is full of errors when it comes to these perk selections and there are many possible perks missing. Going by his info you only need a LEVEL 30 Alchemy MAX to get the 5 Alchemy Ranks, Physician and Benefactor. Yet he says you need Level 100?? That makes no sense.

SOMEONE PLEASE CONFIRM THIS!
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Mon May 21, 2012 7:46 am

Do you really need MAX ALCHEMY to achieve the +29% buff?

The TC's posting is full of errors when it comes to these perk selections and there are many possible perks missing. Going by his info you only need a LEVEL 30 Alchemy MAX to get the 5 Alchemy Ranks, Physician and Benefactor. Yes he says you need Level 100?? That makes no sense.

SOMEONE PLEASE CONFIRM THIS!
Your skill impacts potion effect strength. You need at least 90, and likely 100 skill to get the appropriate bonuses.

Sure, you can get the perks early, but the skill is necessary too.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon May 21, 2012 2:37 pm

Your skill impacts potion effect strength. You need at least 90, and likely 100 skill to get the appropriate bonuses.

Sure, you can get the perks early, but the skill is necessary too.

Ah I see. That makes sense.

But what if you don't use Alchemy and stick to base Enchanting? How much more percentage does Alchemy give? Was it +4% in addition to the base 25? Apparently the TC said 5-10% which means 29% could even possibly be surpassed with Alchemy?

So confused lol...
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Mon May 21, 2012 8:05 am

Your skill impacts potion effect strength. You need at least 90, and likely 100 skill to get the appropriate bonuses.

Sure, you can get the perks early, but the skill is necessary too.

A blank lvl 1 char with 15 skill in alchemy made a 4% enchant potion for me while a 100 skill char at lvl 2 (didnt go to the lvl screen, 0 perks in the tree) made a 6% enchant potion.

So the starting skill of 15 gives you the ability to make potions while maxing the skill gives you a 50% bonus to potions. 5 perks in the first alchemy tree give you a 100% to potions and the other perks give you what they say.

So its easy to say the base 100% of any skill is achieved with 15 skill point and maxing that skill gives you a bonus (50%?) to that skill damage/potions/time/reduce mana cost.
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Mon May 21, 2012 12:33 pm

Ah I see. That makes sense.

But what if you don't use Alchemy and stick to base Enchanting? How much more percentage does Alchemy give? Was it +4% in addition to the base 25? Apparently the TC said 5-10% which means 29% could even possibly be surpassed with Alchemy?

So confused lol...
Honestly, this is definitely spreadsheet-worthy. Short version is, all of these bonuses are multiplicative, so a small change in one number can have huge impacts on the final outcome. If you're really concerned about how the numbers pan out, use the console commands he specified, and test out the various configurations. If you decide you only want 2 of the 3 steps, that's fine. He's proven it can be done, and has provided steps for testing and achieving it. The rest is up to you, and how much work you want to do.


A blank lvl 1 char with 15 skill in alchemy made a 4% enchant potion for me while a 100 skill char at lvl 2 (didnt go to the lvl screen, 0 perks in the tree) made a 6% enchant potion.

So the starting skill of 15 gives you the ability to make potions while maxing the skill gives you a 50% bonus to potions. 5 perks in the first alchemy tree give you a 100% to potions and the other perks give you what they say.

So its easy to say the base 100% of any skill is achieved with 15 skill point and maxing that skill gives you a bonus (50%?) to that skill damage/potions/time/reduce mana cost.
I haven't done any tests in that regard, so I can't really answer. I hesitate to draw conclusions from the difference of 4% and 6%, especially with the integer rounding that occurs. I'll get back to you tonight, after I do some controlled tests.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Mon May 21, 2012 2:11 pm

A blank lvl 1 char with 15 skill in alchemy made a 4% enchant potion for me while a 100 skill char at lvl 2 (didnt go to the lvl screen, 0 perks in the tree) made a 6% enchant potion.

So the starting skill of 15 gives you the ability to make potions while maxing the skill gives you a 50% bonus to potions. 5 perks in the first alchemy tree give you a 100% to potions and the other perks give you what they say.

So its easy to say the base 100% of any skill is achieved with 15 skill point and maxing that skill gives you a bonus (50%?) to that skill damage/potions/time/reduce mana cost.

If this is true and it comes down to that small of a difference then maxing Alchemy would be unneeded. Still needs more testing because I am curious of the differences multiplicatively...
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Mon May 21, 2012 12:17 am

I also figured I'd use this opportunity to ask if "Alteration Dual Casting" is needed? Does it increase duration of Alteration spells? And if it does, will it stack with Stability?
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Mon May 21, 2012 2:57 am

I also figured I'd use this opportunity to ask if "Alteration Dual Casting" is needed? Does it increase duration of Alteration spells? And if it does, will it stack with Stability?

Dual casting a spell that is timed will make the time get doubled + a small bonus 10%
Dual casting a destruction spell dosnt do squat if you dont get the stagger perk, its just the same as double throw the exact spell.
Dual casting anything else that isnt destruction and isnt timed dosnt do much either you just get the 2x of that spell plus a 10% bonus the mana drain is the same.

And yes perk bonuses like stabilty stack with it. So a 30 sec spell with stability will become a 90 sec spell when dual cast.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Mon May 21, 2012 1:51 pm

I think the key to alchemy is to use your trains on it until 90 then get the five books to get to 95. At that point you can finish the last daedric quest which according to the strat guide let's you get + 5 to all warrior / their or Mage skills. You could get to 100 that way. I remember the breakpoint to 120 potions being a pretty difficult jump. It won't happen till right near the end.
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Mon May 21, 2012 10:29 am

Dual casting a spell that is timed will make the time get doubled + a small bonus 10%
Dual casting a destruction spell dosnt do squat if you dont get the stagger perk, its just the same as double throw the exact spell.
Dual casting anything else that isnt destruction and isnt timed dosnt do much either you just get the 2x of that spell plus a 10% bonus the mana drain is the same.

And yes perk bonuses like stabilty stack with it. So a 30 sec spell with stability will become a 90 sec spell when dual cast.

Awesome! Totally worth it with Alteration.

Thanks bro.
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Mon May 21, 2012 12:29 pm

I think I'm going to make a Breton.... I don't like being an Orc lol
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Mon May 21, 2012 5:29 am

I think there definitely could be more testing done on spreadsheets. My first pass through was pretty rough and was with a character that had already done a ton of quests. My second time through I am going to do the tests on a clean character again to see what I get. There may be some hidden factors that we can't see. For instance... Who could have predicted that marksman potions buff 2-handed damage like one poster commented?

Do you need 100 alchemy? I remember my + smithing potions jumping at one point from 60 to 120. There seem to be crafting breakpoints that put you in a new category. At least that is what I felt when I was doing it. I had more perks when I tested, but the ones I listed seemed to be the only ones that should make a difference on paper.

If someone wants to make a spreadsheet and figure out the bear minimum skill levels you need for alchemy to jump to 120-130 level... That would be awesome.

As far as using maces... The only hint keeping you from one shotting your companion is the armor you make for them. The only thing keeping them from killing you is your armor. Maces do more dps against amored targets but may be dangerous for tha. Very reason if you don't want to play solo.
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Mon May 21, 2012 2:02 am

I think there definitely could be more testing done on spreadsheets. My first pass through was pretty rough and was with a character that had already done a ton of quests. My second time through I am going to do the tests on a clean character again to see what I get. There may be some hidden factors that we can't see. For instance... Who could have predicted that marksman potions buff 2-handed damage like one poster commented?

Do you need 100 alchemy? I remember my + smithing potions jumping at one point from 60 to 120. There seem to be crafting breakpoints that put you in a new category. At least that is what I felt when I was doing it. I had more perks when I tested, but the ones I listed seemed to be the only ones that should make a difference on paper.

If someone wants to make a spreadsheet and figure out the bear minimum skill levels you need for alchemy to jump to 120-130 level... That would be awesome.

As far as using maces... The only hint keeping you from one shotting your companion is the armor you make for them. The only thing keeping them from killing you is your armor. Maces do more dps against amored targets but may be dangerous for tha. Very reason if you don't want to play solo.
Since I'm already in spreadsheet land at work, I'll just keep going, and dig into this a bit. We're trying to figure out Alchemy scaling vs Skill, in various configurations of Alchemy perks?

While I'm here.. I looked up Mace damage, and it appears the Base Mace damage for Ebony is 16, and the Base Mace damage for Daedric is... 16. Is there any reason to pick up the higher level weapon? Is tehre a fraction that gets multiplied so there's a difference at max one-hand skill? Daedric does more damage to magical, or armored, or something?
User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Mon May 21, 2012 11:00 am

edit: Nevermind, figured out my problem.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Mon May 21, 2012 3:42 am

what ingredients make fortify alchemy potions wish someone make video tutorial on how to do this im elder scrolls noob skyrim is my first es game
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon May 21, 2012 2:07 pm

Can anyone tellme if Sneaking is viable with Heavy Armor? Or is Light Armor a must have? Any perks I could pick that could make me sneak better with heavy armor if this is the case?
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Mon May 21, 2012 11:33 am

what ingredients make fortify alchemy potions wish someone make video tutorial on how to do this im elder scrolls noob skyrim is my first es game
There is no fortify alchemy ingredient, and there is no fortify enchantment item effect.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sun May 20, 2012 11:28 pm

what ingredients make fortify alchemy potions wish someone make video tutorial on how to do this im elder scrolls noob skyrim is my first es game

There are no fortify alchemy potions.

Instead:
Fortify Enchanting (Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap)
Fortify Smithing (Blisterwort, Glowing Mushroom, Sabre Cat Tooth, Spriggan Sap)

http://elderscrolls.wikia.com/wiki/Alchemy_(Skyrim)

Use Fortify Enchanting potions to make +29% smithing and alchemy gear and with alchemy you can make +32% enchanting and smithing potions.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Mon May 21, 2012 8:37 am

Small question:

I've been playing for quite some time now, and I have not found any items with alchemy enchants which I could disenchant to start this. Any tips or places for sure findings?
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Mon May 21, 2012 7:52 am

Does anyone know if Magic Absorption negates magical damage like they do in oblivion? If they do, maxing magic resist and that might effectively make you close to invicible against magic.

Magic Resist from Breton(25) + Ring(25) + Agent of Mara(15) + Alternation Perk(30) = 95 = 85 (Assumed cap)
Magic Absorption from Alternation Perk(30) + Sign(50) = 80.
This means all magic damage is reduced to 3%. I would test it except I haven't found the standing stone yet. I wonder if breath and shouts damage can also be reduced. The easy way to test will be to start a fight at high Hogarth.
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Mon May 21, 2012 4:00 am

Okay.

No idea why, but I can't seem to create 29% fortify alchemy enchantments.

Step 1: Created a new character and run him to dragonreach asap, maxed out his enchant, smithing, and alchemy with all the appropriate perks
Step 2: Give myself 10 enchanter's elixir. 00039d12, and 50 grand soul gems with grand souls. 0002e4ff.
Step 3: Drunk the potions and created 4 fortify alchemy items. Each item is 22%
Step 4: Put on those items and made 4 fortify alchemy potions. Each potion fortify alchemy 28%
Step 5: Drunk one of the potions, and created a fortify alchemy item, the item is still 22%.

Am I missing something here? From the look of it I'm going to be stuck at 22% and will not be able to improve either. Do I need a special blessing or shout or item? Or is the 22% a floating value and not an int value?

Any tips? thanks.
I believe step 4 is to make stronger fortify enchantment potions, then Enchant fortify Alchemy again to get up to 29.

Like I said in my post, I noticed no increase between 23% and 25% smithing with just 100smith. and 4damage for daedric sword and dagger between 23% and 28%.
The 28% I achieved with a store a bought +25% fortify enchant potion.
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Sun May 20, 2012 10:57 pm

Small question:

I've been playing for quite some time now, and I have not found any items with alchemy enchants which I could disenchant to start this. Any tips or places for sure findings?
Go to Solitude and enter the clothes store, first shop on the right. She always has loads of enchanted rings and necklaces. Use the wait function to wait 48hrs and check her stock again, repeat this until she has one with the enchantment you want. Alternatively you could do the same thing at a blacksmith checking their apparel section each time.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

PreviousNext

Return to V - Skyrim