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

Post » Mon May 21, 2012 1:26 pm

Also I had a couple questions for the community...

First the Lords stone also makes you take 50 less damage and the alteration perk seems to be worded in your active buffs as a flat 30 damage resistance instead of a percentage. Can anyone confirm this? Does this flat resistance calculate before percentage resist or not?

Also... With one handed weapons having almost as much damage as two handed...able to be dual wided for even more damage, able to sneak attack, and able to do a shield swap for extra magic resist... Is there any reason to use two handed weapons other than stubbornness?
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Mon May 21, 2012 6:42 am

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.

Thank you so much! I had read the whole thread but no one seemed to have this problem. Derp herp on me I guess. :)
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Mon May 21, 2012 10:03 am

Also I had a couple questions for the community...

First the Lords stone also makes you take 50 less damage and the alteration perk seems to be worded in your active buffs as a flat 30 damage resistance instead of a percentage. Can anyone confirm this? Does this flat resistance calculate before percentage resist or not?

Also... With one handed weapons having almost as much damage as two handed...able to be dual wided for even more damage, able to sneak attack, and able to do a shield swap for extra magic resist... Is there any reason to use two handed weapons other than stubbornness?

There is really no reason to use 2-Handed weapons to be honest. In my opinion you either go 1-handed with shield for the BEST POSSIBLE DEFENCE or Dual Wield for the BEST POSSIBLE OFFENCE. 2-Handed is inbetween... BEST POSSIBLE DEFENCE AND OFFENCE. Hope that makes sense.

Anyone mind answering my question below please?

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
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Mon May 21, 2012 4:02 am

First the Lords stone also makes you take 50 less damage and the alteration perk seems to be worded in your active buffs as a flat 30 damage resistance instead of a percentage. Can anyone confirm this? Does this flat resistance calculate before percentage resist or not?
I was looking at this as well. The damage reduction is in the form of actual damage points, not a percent, so it makes more sense for it to be applied first. For instance, 85% damage reduction, Lord stone 50 points, against a 300 point attack. 300 - 50 = 250 * 85% = 37.5. If this worked the other way, it would be pretty broken. 300 * 85% = 45 - 50 = No Damage. It would literally make you invulnerable to all physical attacks in the game, when used in combination with your crafting loop.

Also... With one handed weapons having almost as much damage as two handed...able to be dual wided for even more damage, able to sneak attack, and able to do a shield swap for extra magic resist... Is there any reason to use two handed weapons other than stubbornness?
Sweep is an interesting perk... AoE Melee with Two-handed. Good reason to go two-handed.

Diminishing returns? You can only one-shot something so hard, and dead is dead. I'm more willing to go sword and shield now that I know I can eventually wreck things with just a single one-hander. Do two-handed weapons offer better enchant effectiveness, or different enchants? Is there a way to make two-handed even more effective? In the back of my mind, I was expecting two-handed and dual wield to be about equal.

Other thoughts... one-hand with shield. You're still very effective, but there are block perks that reduce incoming elemental damage, or that disarm or knock down your opponent.

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?
Sneaking in Heavy Armor works fine... just expect to move slower, and have less room in your inventory until Conditioning Perk.. which comes much alter than the Light Armor No-Weight perk.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Mon May 21, 2012 6:24 am

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.

Yep, it was mistake on my part, I was put on the wrong fortify items.

Please disgard my previous messages, lol.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Mon May 21, 2012 5:13 am

Quick question: What enchantments do you recommend for the two Daedric Swords and a Daedric Bow? I was thinking of going with Absorb Health / Absorb Stamina but I am not sure.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Mon May 21, 2012 4:35 am

Another possible area is Elemental Fury. Do you enchant your duel weapons or simply Elemental Fury and cut your opponents like cheese. The speed boost is very noticeable and you don't have to muck around with weapon recharging.

The other side of the augment is you can already OHKO most people so the attack speed really only helps with bosses. Having Stamina Absorption on your weapon helps you recover stamina and chain more power attacks. More power attacks might possibly rival greater attack speed, and power attacks breaks shield guarding, couple with Health Absorption, you can possibly fight and win a hundred opponents at the same time without ever healing or drinking a potion, pausing only to refill your weapon charges.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Mon May 21, 2012 1:26 am

Jerich just so you know your perk count is still wrong.

You NEED Fire, Frost, and Storm Enchantments to get Insightful, Corpus and Extra Effect enchantments.

Total perks needed should be 36 NOT 33.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Mon May 21, 2012 12:16 pm

Jerich just so you know your perk count is still wrong.

You NEED Fire, Frost, and Storm Enchantments to get Insightful, Corpus and Extra Effect enchantments.

Total perks needed should be 36 NOT 33.
Extra Effect needs Storm OR Corpus, not AND.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Mon May 21, 2012 5:36 am

so ifi i use fortify enchant potion,Then blacksmith it my gear has alchemical properties.This is confusing im noob so please forgive me.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Mon May 21, 2012 7:25 am

"- The +25% armor and +25% weapon damage are the most important perks you can get. Get them as soon as they are available."
What exactly is being mentioned here? Theres a permanent non perk bonus like the Mara magic resist?
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Mon May 21, 2012 12:35 am

Quick question: What enchantments do you recommend for the two Daedric Swords and a Daedric Bow? I was thinking of going with Absorb Health / Absorb Stamina but I am not sure.
Those are probably the best bet since the damage enchants don't scale anywhere near the way that the straight up damage on the weapon does. I don't really know how stamina levels look at really high levels, but I'm guessing it would be valuable.

Also, for utility on enchants, the soul siphon ability from the enchanting tree is extremely convenient. It basically makes it so you never have to worry about recharging your weapons.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Mon May 21, 2012 11:26 am

what about bound weapons? Aren't they the best?
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Mon May 21, 2012 4:04 am

Guys if you know all the Alchemy recipes before hand is the Experiment Perk (which takes 3 ranks) really necessary?
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Mon May 21, 2012 10:55 am

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.

If you use one of ingridient that is the same for both potions and mix it with one from enchanting and one from smithing ( Sprigan sap, blisterwort, snowberries ) you will get the same result in one potion. Saves resources :hubbahubba:
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Mon May 21, 2012 12:31 am

If you use one of ingridient that is the same for both potions and mix it with one from enchanting and one from smithing ( Sprigan sap, blisterwort, snowberries ) you will get the same result in one potion. Saves resources :hubbahubba:

Not really. You use then 3 resources / potion instead of 2 and with limited timeframe to use said potion you can get use of both effects.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Mon May 21, 2012 10:42 am

"- The +25% armor and +25% weapon damage are the most important perks you can get. Get them as soon as they are available."
What exactly is being mentioned here? Theres a permanent non perk bonus like the Mara magic resist?

I'm just talking about juggernaut and armsman. It was in reply to a previous post about whether it would be okay to powerlevel crafting skills while ignoring your weapon skills.

@progaor06 - Basically this build uses three different crafting professions that are all seperate.... Enchanting, Alchemy and Smithing.

You can enchant items with Enchanting that increase your skill at Alchemy and Smithing.
You can brew potions with Alchemy that increase your Enchanting and Smithing ability.
You can use these facts to get a 200+ bonus to Smithing which then lets you improve your gear to incredible levels.

I hope that helped.

As far as weapon enchants... I hadn't seen Elemental Fury... It sounds interesting. Drain Stamina, Drain Health or Soul Trap are the only weapon enchants I currently use. If you stack them you get less charges, so that is annoying.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Mon May 21, 2012 6:53 am

Not really. You use then 3 resources / potion instead of 2 and with limited timeframe to use said potion you can get use of both effects.

but you use 2 ingridiens x 2 different pots so its 4 against 3 resources and you get 2 times the amount of pots you would get from just merging them together.
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Mon May 21, 2012 1:08 am

but you use 2 ingridiens x 2 different pots so its 4 against 3 resources and you get 2 times the amount of pots you would get from just merging them together.

It goes like this:

You drink potion (2 vs 3 ingrediens)
You have 30s to do your crafting.
Sure if you can do both enchanting and smithing in the same timeframe it's more efficient to make multipurpose potions.

Remember 30s isn't that much. I can hardly enchant 3-4 items during that time and name the item approprately.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Mon May 21, 2012 7:29 am

Yes, this is WILDLY broken, and needs to be fixed. There's nothing wrong with powergaming, but this isn't that. Powergaming is about picking choices to give you a marginal edge over someone who makes less optimal choices. The stacking bonuses delineated here aren't marginal, they're VAST. The combo here so utterly dominates what's normally available in the game, no other possible build can hope to stand up to it.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sun May 20, 2012 11:38 pm

Those are probably the best bet since the damage enchants don't scale anywhere near the way that the straight up damage on the weapon does. I don't really know how stamina levels look at really high levels, but I'm guessing it would be valuable.

Also, for utility on enchants, the soul siphon ability from the enchanting tree is extremely convenient. It basically makes it so you never have to worry about recharging your weapons.

A duel power attack eats up 75 to 100 if I'm not mistaken.

If you have soul siphon, try to get the Black Star instead of Azura Star.
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Mon May 21, 2012 2:32 pm

Yes, this is WILDLY broken, and needs to be fixed. There's nothing wrong with powergaming, but this isn't that. Powergaming is about picking choices to give you a marginal edge over someone who makes less optimal choices. The stacking bonuses delineated here aren't marginal, they're VAST. The combo here so utterly dominates what's normally available in the game, no other possible build can hope to stand up to it.

with noramly avaible pots and gear you could get a 100% + 4x25% x 60% = 160% better gear and that was already design by the devs. The little exploit trick grants us additional (100% + (4x4% x 70%)) = 111% of thr base dmg to the gear than the devs planned.
so your mace will get 10 more damage after upgrading normaly with enchant/potions it get 26 dmg as planned by devs and with the exploit it will go up to 26+21 (57) dmg.
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Mon May 21, 2012 2:45 pm

I just finished doing this on my character. My level with one-handers, bow and heavy armor are quite low. Still I decimate anything I encounter. It took me quite some time to level everything up though, but in my opinion it was worth it. And to anyone trying to do this to their character should see it all the way through, if you stop halfway you will be severly punished. I tried to do a couple of dungeons when I was about 70% done and it was hopeless.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Mon May 21, 2012 5:33 am

Please forgive the poor formatting. People have been asking about Alchemy Scaling. I created a brand new char with no bonuses to any crafting skills, then worked my way through the alchemy path one level at a time. I checked the bonuses on 3 potions: Enhance Enchanting, Enhance Smithing, and Restore Health. No perks were used. All level-up stat bonuses went to Stamina.

After I hit skill 100, I purchased the appropriate perks (5/5 Alchemist, Physician, Benefactor), and recorded the effectiveness of those potions then as well.

Short version: I think we can stop at 95 and still do this build.

Note that the exp levels in the chart are what worked, not necessarily the minimums. That said, if you're making this many potions, I don't think a couple hundred exp (which looks to be about 100-ish exp per potion) is that big of a deal.

I may do this again with the perks hacked in from the start, so I can get more granularity on the increases, but let's start here.

The table is below:

Race: Argonion
Perks: None

Skill E S +H To Next Total
15 4% 17% 22 200 200
16 4% 17% 22 300 500
17 4% 17% 22 400 900
18 4% 17% 22 500 1400
19 4% 18% 22 600 2000
20 4% 18% 22 700 2700
21 4% 18% 22 800 3500
22 4% 18% 22 900 4400
23 4% 18% 22 1000 5400
24 4% 18% 22 1100 6500
25 5% 18% 23 1200 7700
26 5% 18% 23 1300 9000
27 5% 18% 23 1400 10400
28 5% 18% 23 1500 11900
29 5% 18% 23 1600 13500
30 5% 18% 23 1700 15200
31 5% 18% 23 1800 17000
32 5% 19% 23 1900 18900
33 5% 19% 23 2100 21000
34 5% 19% 23 2200 23200
35 5% 19% 24 2300 25500
36 5% 19% 24 2400 27900
37 5% 19% 24 2500 30400
38 5% 19% 24 2600 33000
39 5% 19% 24 2800 35800
40 5% 19% 24 2900 38700
41 5% 19% 24 3100 41800
42 5% 19% 24 3200 45000
43 5% 19% 24 3300 48300
44 5% 20% 24 3500 51800
45 5% 20% 25 3700 55500
46 5% 20% 25 3800 59300
47 5% 20% 25 4000 63300
48 5% 20% 25 4100 67400
49 5% 20% 25 4300 71700
50 5% 20% 25 4500 76200
51 5% 20% 25 4700 80900
52 5% 20% 25 4900 85800
53 5% 20% 25 5100 90900
54 5% 20% 25 5300 96200
55 5% 20% 26 5500 101700
56 5% 20% 26 5700 107400
57 5% 21% 26 5900 113300
58 5% 21% 26 6100 119400
59 5% 21% 26 6300 125700
60 5% 21% 26 6500 132200
61 5% 21% 26 6700 138900
62 5% 21% 26 6900 145800
63 5% 21% 26 7100 152900
64 5% 21% 26 7300 160200
65 5% 21% 27 7500 167700
66 5% 21% 27 7700 175400
67 5% 21% 27 7900 183300
68 5% 21% 27 8100 191400
69 5% 22% 27 8300 199700
70 5% 22% 27 8500 208200
71 5% 22% 27 8700 216900
72 5% 22% 27 8900 225800
73 5% 22% 27 9100 234900
74 5% 22% 27 9300 244200
75 6% 22% 28 9500 253700
76 6% 22% 28 9700 263400
77 6% 22% 28 9900 273300
78 6% 22% 28 10100 283400
79 6% 22% 28 10700 294100
80 6% 22% 28 11100 305200
81 6% 22% 28 11500 316700
82 6% 23% 28 11900 328600
83 6% 23% 28 12300 340900
84 6% 23% 28 12700 353600
85 6% 23% 29 13100 366700
86 6% 23% 29 13500 380200
87 6% 23% 29 13900 394100
88 6% 23% 29 14300 408400
89 6% 23% 29 14700 423100
90 6% 23% 29 15100 438200
91 6% 23% 29 15500 453700
92 6% 23% 29 15900 469600
93 6% 23% 29 16300 485900
94 6% 24% 29 16700 502600
95 6% 24% 30 17100 519700
96 6% 24% 30 17500 537200
97 6% 24% 30 17900 555100
98 6% 24% 30 2000 557100
99 6% 24% 30 18500 575600 Level 16
100 6% 24% 30
100 15% 60% 94 With Perks
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Mon May 21, 2012 2:35 am

with noramly avaible pots and gear you could get a 100% + 4x25% x 60% = 160% better gear and that was already design by the devs. The little exploit trick grants us additional (100% + (4x4% x 70%)) = 111% of thr base dmg to the gear than the devs planned.
so your mace will get 10 more damage after upgrading normaly with enchant/potions it get 26 dmg as planned by devs and with the exploit it will go up to 26+21 (57) dmg.

I think you're misunderstanding my post. Here's the problem: Kindly create a build with ZERO perks in Alchemy, Enchanting or Smithing which can compete with the output of the Jerich's 31 perk build in terms of damage. I'll save you some time doing math, you CAN'T. You can't even come close. In fact, you can't even come within half of the damage output that the fully mini-maxed build can provide. Nevermind the fact that without enchanting and smithing you're stuck with the random number generator to find equipment that synergizes correctly.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

PreviousNext

Return to V - Skyrim