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

Post » Mon May 21, 2012 12:22 pm

I'd love to see how spellcasting compares to this min maxing.
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Britta Gronkowski
 
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Post » Mon May 21, 2012 6:02 am

I'd love to see how spellcasting compares to this min maxing.

As would I.

Someone correct me if I'm wrong, but I don't believe there is an enchantment to bump elemental damage from spells, only reduce spell magicka costs, increase magicka regeneration, and add flat bonuses to magicka.

If this is the case then the max you can get for spell damage is 150 per second with Fire Storm + 50% damage from perks. Granted, it is AoE, but you would have to be surrounded by 30 people to catch up with dual weapon damage. I knew there was an advantage to melee/bows but [censored]!
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Jessica Phoenix
 
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Post » Mon May 21, 2012 1:10 am

It's great that this exists. It's not as though melee damage was superior damage wise to Destruction magic *before* enchants or anything already, and that there's absolutely no way to increase spell damage in this game. The magic system was totally gutted down to "Babies first RPG" and plays like any other FPS (Bioshock).
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suzan
 
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Post » Mon May 21, 2012 12:23 pm

Well you could make a set that reduces most if not all magicka from a certain school. Running around while being able to dual wield any destruction spell without cost while most damage you encounter is negated through alteration. 80% physical damage reduction, 55 flat out magical resistance (perks+lord sign) and a 30% chance to negate all magical damage (hooray for the atronach perk).
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Phillip Brunyee
 
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Post » Mon May 21, 2012 7:51 am

Nice my dunmer spellwarrior will use this, allthough I may just use ebony armour. I like the look of it... I think what I saw was ebony anyway. Anyone got a pic of the male armour ? I dont want to be screwed over like the other armourrs looking better on women.

Allthough I may not be able to devote much to it, my guy still needs block, one handed, archery and some spells.

Need to plan him out.

WHAT! Daggers dont get 1H bonuses! Well [censored] that was a waste of some perks for my assasssin. I am dissapointed.
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anna ley
 
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Post » Mon May 21, 2012 2:59 am

hey i have smithing at 100, how do you get a daedric sword from 42 to 99?
if i use the grindstone it only goes to 54 (it says legendary then, and i use sth with 17% better smithing)

ququ
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Chris Guerin
 
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Post » Mon May 21, 2012 3:30 am

hey i have smithing at 100, how do you get a daedric sword from 42 to 99?
if i use the grindstone it only goes to 54 (it says legendary then, and i use sth with 17% better smithing)

ququ
You probably have less points in the One-Handed skill, mine has 76 damage on it but i don't think i used any + items or potions when i made it.
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Sharra Llenos
 
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Post » Mon May 21, 2012 1:04 pm

To be honest this guide is a little confusing.....what enchantments do you use? Fortify skills or what? Do you make a fortify enchanting/smithing/alchemy set to go along with? I mean I'd LOVE to use this system for the ranger I plan on building but I'd need it a little more in depth/detailed.
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Phoenix Draven
 
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Post » Mon May 21, 2012 1:54 pm

I don't know how you get numbers that high. I have only been able to get up to 285 damage on my bow and about 1000 armor using dragonscale following your instructions. It seems to fall apart when I start enchanting my gear, I have 4x 24% damage to bow enchants spread across my armor and jewelry.
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Manuel rivera
 
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Post » Mon May 21, 2012 11:57 am

To be honest this guide is a little confusing.....what enchantments do you use? Fortify skills or what? Do you make a fortify enchanting/smithing/alchemy set to go along with? I mean I'd LOVE to use this system for the ranger I plan on building but I'd need it a little more in depth/detailed.

It's confusing me too. I constantly have to google various things to fill in the blanks. And I still don't understand most of it.
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Agnieszka Bak
 
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Post » Mon May 21, 2012 5:01 am

I guess he got a bunch of +% smithing gear ququ as I seen gloves with +15% or so improved improvements (not sure but it might boost the best item damage when crafted).

Oh and he got Tower of Strength active at all times.
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Brad Johnson
 
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Post » Mon May 21, 2012 6:08 am

So far what I've boiled it down to is this:

Base items and their stats.

Then 100 in your chosen weapon skill, 100 in Heavy Armor. Juggernaut Perk X5, Well Fitter Perk, Tower of Strength Perk, Matching Set Perk. Then the weapon perks (again your chosen style) x5. The perk that gives bonus damage.


Then after that you move onto Daedric Smithing and have 100 smithing.

Then 100 Enchanting - 5X Enchanter Perk, Insightful Perk, Corpus Perk, Extra Effect Perk - Make Fortify (Smithing) gear with your 100 enchanting and using +50 smithing store bought potions.

Then 100 Alchemy - 5X Alchemy Perk, Physician Perk, Benefactor Perk - Make +Enchanting and +Smithing potions. (Good to use Enchanting to make Fortify Alchemy gear for better potions)

Then I believe you use your + Enchanting potions (and enchanting gear) to make an even better Fortify Smithing Set. Wear said set, use your home brewed +smithing potions to make the best weapon/armors

Then swap back to your Enchanting set, use an enchanting potion, and enchant your armor with weapon and armor enchantments (don't know which enchantments yet)
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Cathrin Hummel
 
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Post » Mon May 21, 2012 8:16 am

I'm seeing some pretty large numbers here, and that makes me happy. Realistically, how mich AR fo you really need at end game? It feels like 1k should be more than sufficient.
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Jennifer Munroe
 
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Post » Mon May 21, 2012 4:28 am

My two cents, the main issue here is that:

1. You can make enchant enhance potions, then make alchemy enhance enchanted gear, then better enchant enhance potions, repeat to ungodly levels.
2. Enchanting, smith, and Alchemy is not capped.

If you look at high level destruction spells vs just 100% smithing and enchant it is fairly balanced. Things gets out of hand when you can start looping things. Hence the 500 damage sword.

I imagine 1 was never intended. Since there is no fortify alchemy potion and no fortify enchant enchantment.

So if fix is warranted (no idea if it is going to be fixed, probably not since potion stacking was never fixed in morrowind) either remove the ability for enchant and alchemy to enhance each other, or put a hard cap on crafting skills like in Oblivion.
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Jason Rice
 
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Post » Mon May 21, 2012 6:12 am

yeah i found this yesterday lvld up smithing and reinforced my steel plate armor and skyrforge swords and now they do epic dmg i needed atleast 3 pots for evry dragon i saw now i dont even need 1 XD gona increase the difficulty i gues playing on expert right now
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Guy Pearce
 
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Post » Sun May 20, 2012 11:55 pm

And that would've made it x60 instead. It seems SOME playtesting was done on stealth after all!


But no play testing was done on multipliers. :)

They should have done it the D&D way additive instead of multiplicative. A x6 and x2 should = x7 not x12. It make smroe sense if you think of it as %s x2= +100% x6= +500% and then just add them together.
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TIhIsmc L Griot
 
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Post » Mon May 21, 2012 7:23 am

I'm out of town today so posting this on my iPhone. I'll clean up the main post later tonight with step by step directions. Here are some steps...

1. Once you have max perks and 100 in each skill...
2. Enchant fortify alchemy helm, ring, gloves + necklace. The buff should be +25 on each for + 100 total.
3. Put on the gear and make 4 fortify enchant potions (+ 27ish?)
4. Use those potions to make better fortify alchemy gear. Note... You have to be quick because you only have 30 seconds per potion.
5. Use that gear to make better fortify enchanting potions...
6. Keep repeating 4 - 5 until you can make fortify alchemy + 29 on each piece (116 total)
7. Use 4 +32 enchanting pots to create fortify smithing rings, neck, gloves and chest.
8. Make some fortify smithing potions (+130% with your alchemy gear)
9. Craft daedric armor, shield and weapon.
10. Put on your smithing gear, drink the potion (130 + 116 = +246% to smithing), then improve your weapons.
11. Make about 10 enchanting potions (+32)
12. Enchant a ring gloves and neck with fortify heavy armor and fortify one handed. I believe the number was 29 for armor 47% for weapon? Not in front of computer.
13. Enchant health / heavy armor to chest.
14. Enchant one handed / stamina to boots.
15. Enchant helm with whatever you want... (archery... Magic?)

You are done!
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Naomi Lastname
 
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Post » Mon May 21, 2012 8:47 am

i dont get it.

the +smithing bonuses on different items do not stack for me atleast got gloves with +12 and ring with + 15 equipped BOTH forged. reloaded equippet only one and forged again SAME result? it seems only the highest value of all of this bonuses counts. works this only for alchemy?
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Jessica Thomson
 
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Post » Mon May 21, 2012 5:59 am

So does anybody care to tell us what enchantments are used? aside from fortify smithing/alchemy/enchanting?
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Claire
 
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Post » Mon May 21, 2012 6:24 am

i dont get it.

the +smithing bonuses on different items do not stack for me atleast got gloves with +12 and ring with + 15 equipped BOTH forged. reloaded equippet only one and forged again SAME result? it seems only the highest value of all of this bonuses counts. works this only for alchemy?
Fortify Smithing only works when Improving your equipment, not when crafting the initial item. Base item stats are all the same, regardless of if they're looted or crafted. It's the improvements that are influenced by Smithing skill.

So does anybody care to tell us what enchantments are used? aside from fortify smithing/alchemy/enchanting?
It appears he just fleshed this out for us.
http://www.gamesas.com/index.php?/topic/1266212-2469-armor-3199-damage-using-smithing-alchemy-enchanting-only-31-perks/page__view__findpost__p__19226289
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candice keenan
 
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Post » Mon May 21, 2012 12:34 am

Fortify Smithing only works when Improving your equipment, not when crafting the initial item. Base item stats are all the same, regardless of if they're looted or crafted. It's the improvements that are influenced by Smithing skill.


It appears he just fleshed this out for us.
http://www.gamesas.com/index.php?/topic/1266212-2469-armor-3199-damage-using-smithing-alchemy-enchanting-only-31-perks/page__view__findpost__p__19226289

sorry misleading post by me i mean IF YOU IMPROVE THEM NOT FORGENG THEM theres no difference if you wear two items or one if they have the SAME effect e.g. fortfy smithing only the higher value WILL count. so making a complete set of smithing would be useless. i TESTED it. guess same goes for alchemy?
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Andrew Tarango
 
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Post » Mon May 21, 2012 10:29 am

sorry misleading post by me i mean IF YOU IMPROVE THEM NOT FORGENG THEM theres no difference if you wear two items or one if they have the SAME effect e.g. fortfy smithing only the higher value WILL count. so making a complete set of smithing would be useless. i TESTED it. guess same goes for alchemy?
I don't know what to say. Jerich is saying exactly the opposite; that they do stack. Sounds like either you're doing something wrong, Jerich is lying, or one of you two has a bugged game that's allowing or preventing this activity. I don't think we need to degenerate into 'screenshot proof'. I also have trouble believing that Jerich would create an entire thread out of a lie. So that leaves bugged, or you're doing something wrong.

If I had to guess... are you all maxed out Smithing skill-wise? It could be that the difference that 12% makes is so small that it gets rounded out.
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sarah taylor
 
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Post » Mon May 21, 2012 10:18 am

I'll do all this minus the alchemy part.. don't want to be staring at the ground all the time. Already have 2 pieces of armor I found that both improve smithing.That will be 'good enough' since I'm not exploiting for money or cheating in this game.
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Lyd
 
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Post » Mon May 21, 2012 7:00 am

I can't imagine that Beth intended this, we already knew magic was left behind in the dust before this new info for jerich, and now we find daggers are as well, I'm guessing this'll be patched or modded out at a later time, clever find though.
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Joie Perez
 
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Post » Mon May 21, 2012 1:02 am

Quick question. I'm currently hunting for ingredients to make my enchant pots.

Why stop at 29% for fortify alchemy enchant and 32% for fortify enchanting potions. Is there a soft cap? Is there anything stopping you from repeating step 4 and 5 until you have like +100 fortify enchant potions?

thanks.

I'm out of town today so posting this on my iPhone. I'll clean up the main post later tonight with step by step directions. Here are some steps...

1. Once you have max perks and 100 in each skill...
2. Enchant fortify alchemy helm, ring, gloves + necklace. The buff should be +25 on each for + 100 total.
3. Put on the gear and make 4 fortify enchant potions (+ 27ish?)
4. Use those potions to make better fortify alchemy gear. Note... You have to be quick because you only have 30 seconds per potion.
5. Use that gear to make better fortify enchanting potions...
6. Keep repeating 4 - 5 until you can make fortify alchemy + 29 on each piece (116 total)
7. Use 4 +32 enchanting pots to create fortify smithing rings, neck, gloves and chest.
8. Make some fortify smithing potions (+130% with your alchemy gear)
9. Craft daedric armor, shield and weapon.
10. Put on your smithing gear, drink the potion (130 + 116 = +246% to smithing), then improve your weapons.
11. Make about 10 enchanting potions (+32)
12. Enchant a ring gloves and neck with fortify heavy armor and fortify one handed. I believe the number was 29 for armor 47% for weapon? Not in front of computer.
13. Enchant health / heavy armor to chest.
14. Enchant one handed / stamina to boots.
15. Enchant helm with whatever you want... (archery... Magic?)

You are done!
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suzan
 
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