Armor Cap Ridiculous Damage (Enchanting, Alchemy, Smithing,

Post » Sun Jun 03, 2012 5:03 am

Thanks. I wonder if the conjuration thing is a bug or if it's planned that way. I hope they fix it.

Me too. My Breton mage will have 70% Magic Resistance without any enchants (racial passive + Alteration perks + Mara quest), so I plan on grabbing the Atronach stone + Atronach perk for further defense against Magic and effects. The only drawback is that I'll be screwed if I have to recast a summon in combat since it'll have an 80% chance to fail.

Hoping there's a mod to address this on skyrimnexus.
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Andrew Perry
 
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Post » Sat Jun 02, 2012 8:02 pm

Interesting. I wonder what triggers it? I had trouble using player.additem for Nightingale equipment for testing. I'd type it in, and it would say it was added, but there would be nothing in my inventory. Once i'd completely the appropriate questline, the player.additem command worked no problem. Sounds like there's a conditional when certain things are applied that may or may not be being set when we use the console to do it directly.

edit: Still working on the next thread. i'll link it here as soon as I can.

Odd about the nightingale, as you can pick up all iterations of the nightingale set in the QA room.
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KiiSsez jdgaf Benzler
 
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Post » Sat Jun 02, 2012 11:07 pm

One stamina absorption is ok for most parts, although it becomes a problem if there are multiple opponents blasting you with cold spells. Having max resist will not stop them from draining all your stamina.

Having 29 stamina absorption means they need to do 193 worth of cold damage in between your power attack chains in order to disrupt you if you have maxed magic resist, and more much if you have spell absorption/cold resist.

My suggestion is that, if you are a Nord, it is actually worth using one cold resist enchant or otar to gain near completely guard against cold, thus enabling one stamina absorption to be viable. For everyone else, 29 is properly a safer bet.

(Edited to account for element resist cap)
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Melly Angelic
 
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Post » Sun Jun 03, 2012 4:52 am

I had trouble using player.additem for Nightingale equipment for testing. I'd type it in, and it would say it was added, but there would be nothing in my inventory. Once i'd completely the appropriate questline, the player.additem command worked no problem. Sounds like there's a conditional when certain things are applied that may or may not be being set when we use the console to do it directly.
There's four sets of ID's for Nightingale equipment, not all of them work. Were you using the same IDs before and after the quest?

My suggestion is that, if you are a Nord, it is actually worth using one cold resist enchant and otar to completely guard against cold, thus enabling one stamina absorption to be viable. For everyone else, 29 is properly a safer bet.
What's otar?
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Pumpkin
 
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Post » Sat Jun 02, 2012 6:51 pm

There's four sets of ID's for Nightingale equipment, not all of them work. Were you using the same IDs before and after the quest?


What's otar?
It was not a controlled test, so I can't be certain. I tried all 4 pieces before, and only 1 after.

Otar is a Heavy Armor Dragon Priest mask that gives you 30% Elemental Resist for all 3 elements.
http://www.uesp.net/wiki/Skyrim:Otar#Otar
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Jeremy Kenney
 
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Post » Sun Jun 03, 2012 4:25 am

It was not a controlled test, so I can't be certain. I tried all 4 pieces before, and only 1 after.
Odd, I tried all four boot IDs and have three sets of boots in my inventory. I haven't done any quests.

Otar is a Heavy Armor Dragon Priest mask that gives you 30% Elemental Resist for all 3 elements.
http://www.uesp.net/wiki/Skyrim:Otar#Otar
Whoops, I didn't think to search for an item as I thought it was an acronym for something.

Frost resist caps out though, so Otar wont help a nord with a Frost resist enchant :o
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Mrs shelly Sugarplum
 
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Post » Sun Jun 03, 2012 5:00 am

Me too. My Breton mage will have 70% Magic Resistance without any enchants (racial passive + Alteration perks + Mara quest), so I plan on grabbing the Atronach stone + Atronach perk for further defense against Magic and effects. The only drawback is that I'll be screwed if I have to recast a summon in combat since it'll have an 80% chance to fail.

Hoping there's a mod to address this on skyrimnexus.

The 80% fail means it is very annoying to go for conjuring atronachs and twin souls will be nerfed if you are not summoning premanent minions. The necro side of the tree would be better in this case.

One interesting observation from a fellow Breton with 80% spell absorb, the master restoration spell Guard Circle triggers off your spell absorption, refilling your magicka very rapidly if you stay in it's perimeter. It is more or less the only positive part of the magic absorption bug and actually makes a multi-school wizard more viable. If it is useful for certain builds and negates a little of the huge annoyance of the bug itself, I'm personally have no qalms about using it if I ever need to.
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Jonathan Windmon
 
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Post » Sat Jun 02, 2012 6:28 pm

It's tomorrow now. Just sayin' ;)
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megan gleeson
 
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Post » Sun Jun 03, 2012 12:27 am

It's tomorrow now. Just sayin' ;)
What time zone? I'm EST. :-p

edit: Here ya go: http://www.gamesas.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6/
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Casey
 
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Post » Sat Jun 02, 2012 3:38 pm

As you would know, healing takes time, time that can be spend dealing more damage. In conjunction with the inability to switch between healing and duel wield without pausing the game, I have found restoration spells to be a hassle. At the same time, my personal distain for potion quaffing has lend itself to my discovery of the effectiveness of Konahrik.

Konahrik has a chance to trigger whenever you are damaged by an attack while your health is low and it's primary effect is to heal the user and knock away opponents. On the first glance, that means it cannot be a dependable means of restoration. However, we are not in a normal thread. We are in a thread to create the strongest legal build possible, maximizing damage and survivability.

Under normal difficulty, by using most of your stats points and enchanting for health, even the strongest enemy can only damage a faction of our health once we cap armor and resistances. This makes a Konahrik user effectively unkillable because the auto heal is almost certain to be triggered by one of the many tiny hits done to him. Also of note is that, melee warriors don't really get much benefits from helmet enchantments.

I do not really have the numbers on hand for Konahrik's chance to trigger nor how much it heals for. What I can say is that, with three health enchants boosting my total health to 1016, in normal mode, I went afk on 5 bandits and came back to see them death on the ground. This should be the same result for any number of enemy because more hits simply translates to more chances for Konahrik to trigger.

Will see the result for 20 Daugh Deathlords when I get home from work.
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Reanan-Marie Olsen
 
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Post » Sun Jun 03, 2012 3:46 am

What time zone? I'm EST. :-p
GMT :)
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Javaun Thompson
 
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Post » Sat Jun 02, 2012 8:06 pm

I think the highest you can get enchant potions to is 37%, I tried the circlet and falmor(sp) helmet bug and well 5 pieces at 29% to alchemy resulted in a +37% potion for enchanting and a +147% for Smithng... I tried going higher but gave up after 2 rounds... don't have the patience. Sorry if this has been already posted.
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Sarah MacLeod
 
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Post » Sat Jun 02, 2012 7:39 pm

Here's the numbers I'm getting;

10 = Base
12 = 100 Enchanting
25 = 5/5 Enchanter (+100% of 12.5)
31 = Fiery Enchanter (+25% 25)
46 = Augmented Flames (+50% 31)
54 = Potion (+32% of 25)

The perks multiply together but work seperately from the potion, so work out how much the perks give and and how much the potion gives then add them together. I believe you should be getting 78.5, but the extra two points could be from unseen decimal places. Destruction skill has no effect on the number.

Edit: Also just wanted to point out your math flaw. 56 + 130% = 128

edit: I made a wrong assumption earlier.

Some more figures to work with:

1/2 Augmented (+25%) + 5/5 Enchanter (100% * 12.5= 25) + 100 Enchanting (base 12) + Fiery Enchanted (+25%) = (25 * 1.5=38).

Add potion (+ 32% 0f 25) = 8+ 38 = 46, rounded down to 45. Probably a decimal here.

Up until this point we're working with a single elemental enchant.

Here's where it gets interesting, so the wiki contributor is right. Dual elemental enchants has a hidden combo effect that shows up only on the enchanted item. Select 2 elemental enchants and we get 48 and with potions 56 points respectively.

Now with 2/2 Augmented [(25 * 1.25) * 1.5)]:

single elemental chose: 46
Extra Effect dual elemental: 69

2/2 Augmented (46) + potion (0.32 * 25):

single elemental: 54
Extra Effect dual elemental: 81

The dual elemental numbers are coded in to be stacked in this manner. ^ Thanks Domilasa, now it is starting to make a lot more sense!
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Georgia Fullalove
 
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Post » Sat Jun 02, 2012 8:52 pm

As you would know, healing takes time, time that can be spend dealing more damage. In conjunction with the inability to switch between healing and duel wield without pausing the game, I have found restoration spells to be a hassle. At the same time, my personal distain for potion quaffing has lend itself to my discovery of the effectiveness of Konahrik.

Konahrik has a chance to trigger whenever you are damaged by an attack while your health is low and it's primary effect is to heal the user and knock away opponents. On the first glance, that means it cannot be a dependable means of restoration. However, we are not in a normal thread. We are in a thread to create the strongest legal build possible, maximizing damage and survivability.

Under normal difficulty, by using most of your stats points and enchanting for health, even the strongest enemy can only damage a faction of our health once we cap armor and resistances. This makes a Konahrik user effectively unkillable because the auto heal is almost certain to be triggered by one of the many tiny hits done to him. Also of note is that, melee warriors don't really get much benefits from helmet enchantments.

I do not really have the numbers on hand for Konahrik's chance to trigger nor how much it heals for. What I can say is that, with three health enchants boosting my total health to 1016, in normal mode, I went afk on 5 bandits and came back to see them death on the ground. This should be the same result for any number of enemy because more hits simply translates to more chances for Konahrik to trigger.

Will see the result for 20 Daugh Deathlords when I get home from work.

I was under the impression Konahrik only worked some of the time, and we have no idea what's the damage threshold. If it is a % of your max health, or a set value. So if the heal doesn't trigger, or if a mob can hit harder than threshold, you can still easily die.

And you mentioned normal difficulty, wouldn't master difficulty be better tests. However, if the konahrik trick with 20 Deathlords (the kind that shoot ebony arrow at you, as I believe the arrows do most damage out of all enemies except ancient dragon bite) and 20 giants still keeps you immortal on masters, then it is probably the best setup.

But for now IMO zero cost grand healing is still the most reliable way of staying immortal without constantly fiddling with potions.
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Jacob Phillips
 
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Post » Sat Jun 02, 2012 5:14 pm

So, I did the whole loop thing, drank a potion and used my gear then made two deadric weapons. Then I drank another potion while wearing my gear and improved them both to legendary. I triple checked the active effects to make sure the potion and 4x gear was active and it was. My problem is that my weapons are only 180 damage and the guide says they can be over 500?

What did I do wrong?

Edit: Never mind, enchants brought me up to 518 damage.
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Matt Terry
 
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Post » Sat Jun 02, 2012 5:29 pm

Okay, is this finally the right thread?

If I understand this correctly, dual wielding isn't really the best option with this build because the build suggests use of an enchanted shield. Am I correct in that understanding?

I'm getting ready to set up my gear per this guide. I'm trying to determine if I should go with a shield or not. After I determine that, I'll be able to decide if I should go one-handed (if I have a shield I obviously will go one-handed), two handed, or dual wield.

Any recommendations there?
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Spencey!
 
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Post » Sat Jun 02, 2012 3:17 pm

Ha, this isn't the right thread either. :)

http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/

But to answer your question, you can do the max damage/armor technique with ANY playstyle, you just do more damage faster with dual wield. We are sorta still debating the finer points of blocking with shield and weapons right now, and how much blocking is necessary. For example, most folks don't know that blocking is capped at 85% just like armor, and you only need the first level of blocking's first perk and one minor block enchant to hit the cap with any weapon or shield, as long as you have 100 skill. That's good info right there, and can potentially save you some wasted perks down the road. :)

-Loth
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Manny(BAKE)
 
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Post » Sat Jun 02, 2012 11:21 pm

Thank you very much, for both the link and the info.
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Christine Pane
 
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Post » Sat Jun 02, 2012 9:49 pm

We kinda have three running threads at the moment as they're not getting locked but a new one gets made every 200 posts :P

I summarised some of our points at the end of thread 6, which you can find here;

http://www.gamesas.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6/page__view__findpost__p__19765889
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Bones47
 
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Post » Sun Jun 03, 2012 6:26 am

Hi! I'm completely new here and registred only to ask you experts this:

I want to be completely immune to magic, is that possible in any way using only enchantmets on my armor?


I've read alot of what you're been writing but honestly I didn't understand much. There was something about getting magic resistance to 85% and the elemental resistances to 85% each. Wouldn't that pretty much be 170% resistance which would imply being more than immune?

I'm playing as a Breton (luckily). It would be fun running around dualwielding swords/daggers but if I need a shield for the immunity that would be amazing enough.



I found something relatively enlightening on page two.

Magic Resist;
Breton = 25%
Lords Stone = 25%
Mara = 15%
Alteration perk 2/3 = 20%

Enchants;
Head = Fortify Illusion
Neck = Fortify Illusion, Resist Fire
Chest = Fortify Illusion
Ring = Fortify Illusion, Resist Frost
Shoes = Resist Shock, Resist Frost
Shield = Resist Shock, Resist Fire

End numbers;
Magic Resist = 85%
Resist Fire = 85%
Resist Frost = 85%
Resist Shock = 85%
Fortify Illusion = 100%

Could it be possible to do something like:

Enchants;
Head = Resist Fire, Resist Fire
Neck = Resist Magic, Resist Magic
Chest = Resist Frost, Resist Frost
Ring = Resist Magic, Resist Magic
Shoes = Resist Shock, Resist Shock
?

And then I'll be able to put any kind of enchantments on my gauntlets?


I feel like I have completely misunderstood something. You might be able to correct me.
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Amie Mccubbing
 
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Post » Sun Jun 03, 2012 3:50 am

They don't stack so you have 85% from one then 85% of what's left from the other or 97.75% total. If you're Breton with Atronach sign you can be 100% absorbing once a day though.
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Danny Warner
 
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Post » Sat Jun 02, 2012 4:45 pm

LOL that was some digging through threads you did, Thulousis! :)

This one will be closed soon, I can almost guarantee... if you want to talk more, go to this newer one we have going:

http://www.gamesas.com/topic/1333470-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-9/

-Loth
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Alyce Argabright
 
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Post » Sat Jun 02, 2012 10:20 pm

This one will be closed soon, I can almost guarantee... if you want to talk more, go to this newer one we have going:


Yep, http://www.gamesas.com/topic/1333470-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-9/
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Bigze Stacks
 
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