Armor Cap Ridiculous Damage (Enchanting, Alchemy, Smithing,

Post » Sun Jun 03, 2012 2:19 am

I asked this in another thread, but since there's no reply there I'll try my luck here. Is it possible to hit the AR cap with fur armour? There's a claim that light armour perks do not affect fur, thus I'm wondering is it possible to upgrade it until it hits the cap?
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ezra
 
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Post » Sat Jun 02, 2012 6:51 pm

I asked this in another thread, but since there's no reply there I'll try my luck here. Is it possible to hit the AR cap with fur armour? There's a claim that light armour perks do not affect fur, thus I'm wondering is it possible to upgrade it until it hits the cap?
Yes, the perks effect fur armor.

Look up leather in this post, they're quite close in AR; http://www.gamesas.com/index.php?/topic/1289727-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-4/page__view__findpost__p__19516089
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LuCY sCoTT
 
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Post » Sat Jun 02, 2012 11:40 pm

Just a few notes I would like to add:

1. Aren't Elven swords 5% less than deadric? Bow is probably 10% less damage though
2. Player scale size do affect their damage (and run speed). So High elves do 8% more melee damage than a Breton, an Orc do 4% more, etc.
3. Blade's sword, the katana is a steel weapon so can be improved with the steel smithing perk, weight 10 pounds, and has the same damage as elven/Nord Hero/Skyforge. Dual weild nord hero and Blade's sword is badass. Almost make me want to re-make my character.
4. NPC can get perks. I know Mercer Fey can do silent roll. Have not met any enemiy NPC with ignore armor mace perks though, but it might be a possbility.
5. Breton with dragonskin once a day ability combined with atronach stone make them immune to magic for 60 seconds.
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JUDY FIGHTS
 
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Post » Sun Jun 03, 2012 12:55 am

1. Aren't Elven swords 5% less than deadric? Bow is probably 10% less damage though
Yes

2. Player scale size do affect their damage (and run speed). So High elves do 8% more melee damage than a Breton, an Orc do 4% more, etc.
4. NPC can get perks. I know Mercer Fey can do silent roll. Have not met any enemiy NPC with ignore armor mace perks though, but it might be a possbility.
Will test these.
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Motionsharp
 
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Post » Sat Jun 02, 2012 6:16 pm

Been reading this from the start so thanks to everyone who contributed.

I did get immediately bored once I had broken the game but with a little willpower to stop at a respectable level I'm now running around in iron armour using a steel sword without getting mauled on master.
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Rudi Carter
 
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Post » Sun Jun 03, 2012 6:06 am

4. NPC can get perks. I know Mercer Fey can do silent roll. Have not met any enemiy NPC with ignore armor mace perks though, but it might be a possbility.
I can verify this one at least. I've seen it.
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FABIAN RUIZ
 
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Post » Sun Jun 03, 2012 6:47 am

Compared the damage of brand new Altmer and Breton with 100 one handed and a daedric sword, no difference.

Console says Mercer doesn't have the Silent Roll perk, so if he's doing something similar it must be scripted or a unique ability.
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Scared humanity
 
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Post » Sat Jun 02, 2012 4:22 pm

Compared the damage of brand new Altmer and Breton with 100 one handed and a daedric sword, no difference.

Console says Mercer doesn't have the Silent Roll perk, so if he's doing something similar it must be scripted or a unique ability.

That's weird.

According to this thread scale do affect damage. Male Breton is 1.00, Altmer is 1.08
http://www.gamesas.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/

As for the silent roll ability, perhaps only the instance of Mercer that goes with you to snow sanctum has it?

I can verify this one at least. I've seen it.

The NPC silent roll or the mace ignoring armor?
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Ashley Clifft
 
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Post » Sun Jun 03, 2012 1:03 am

Thanks for still keeping the theory crafting madness going :)

And as a sidenote... I really hope Cheshyr doesent become a supervillain IRL, that would mean trouble!
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des lynam
 
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Post » Sat Jun 02, 2012 2:15 pm

Compared the damage of brand new Altmer and Breton with 100 one handed and a daedric sword, no difference.

Console says Mercer doesn't have the Silent Roll perk, so if he's doing something similar it must be scripted or a unique ability.
That's weird.

According to this thread scale do affect damage. Male Breton is 1.00, Altmer is 1.08

http://www.gamesas.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/

The NPC silent roll or the mace ignoring armor?
Apologies. I have seen an NPC do an ability that resembles a Silent Roll when they were stealthing behnd me. It may not have been Mercer Fey... it was the quest with the guy who needs me to help him clear the necromancer from his family tomb. I forget his name.

There were tests done in the first thread or two that confirmed that enemies do not get Armor Penetration, even by using a mace or being a dragon or giant. Maybe some unique bosses do, but proving non-existence is impossible at this point. We can just disclaim that all tested non-unique enemies do not have Armor Pen.

Having damage differences between races seems... odd. They went out of their way to remove racial differences except for abilities. Are we sure this isn't just people creating consiracy theories in a fit of nostalgia for the classic rpg paradigm? I guess hard numbers are always proof, so let's keep an open mind for now, until we get more data. Thanks for the first pass of tests you two.

Thanks for still keeping the theory crafting madness going :)

And as a sidenote... I really hope Cheshyr doesent become a supervillain IRL, that would mean trouble!
Glad to be of service. I can't really take the credit for myself; these last couple threads have been the work of everyone else. I was actually playing the game. :-)

I had considered that career path at one point, but doing Engineering R&D is safer, offers more reliable pay, makes maintaining a relationship much easier, and I still get to play with cool toys, so...
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Alba Casas
 
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Post » Sun Jun 03, 2012 3:29 am

That's weird.

According to this thread scale do affect damage. Male Breton is 1.00, Altmer is 1.08
http://www.gamesas.com/index.php?/topic/1286166-hidden-stat-differences-based-on-race-selection/

As for the silent roll ability, perhaps only the instance of Mercer that goes with you to snow sanctum has it?

From what I have read in the thread, no one actually tested the damage over different races, all I can find is a list of assumed numbers that no one verified.

Here's my workings;

Hitting Imperial Captain with a Daedric Warhammer (first enemy you meet with a new character);

Base hp = 50

After one hit;

Breton = 44.21 (Scale 1, base 1.00)
Altmer = 44.21 (Scale 1, base 1.08)

Breton = 38.41 (Scale 2, base 2.00)
Altmet = 38.41 (Scale 2, base 2.16)

Changing scale via the console effects damage, sure, but everything in the game has a default console scale of 1 so damage wont be effected by race. Base scale doesn't effect damage which is what is different between races.

If their run speed tests are correct, then the taller races run slightly faster, which makes sense, but it doesn't effect damage.

Apologies. I have seen an NPC do an ability that resembles a Silent Roll when they were stealthing behnd me. It may not have been Mercer Fey... it was the quest with the guy who needs me to help him clear the necromancer from his family tomb. I forget his name.

http://www.uesp.net/wiki/Skyrim:Hillgrund%27s_Tomb?
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i grind hard
 
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Post » Sat Jun 02, 2012 6:50 pm

Hey guys,
I'm new here and have read this whole thread.

I followed this tutorial from YouTube: http://www.youtube.com/watch?v=FI1Jo-RvDQM
and have not been able to achieve what the user had with all his same perks.

Here was my process, please let me know if you see a mistake:
Okay, so after days of leveling up my guy I got his Smithing to 100, 5/5 (w/ Daedric and Arcane Enchanter), Alchemy to 80,? 5/5 (with Benefactor), and Enchanter to 100, 5/5 (w/ Insightful, Corpus, and Double Enchantments.

1. I drank a 25% enchantment potion (from a vendor)? and fortified alchemy on my Falmer helmet, circulet, braces, necklace and ring. This gave me 22% alchemy enchantment? on each.
2. I put on all the enchanted gear and made another enchantment potion. It came out to be 29% strength.
3. I drank that and enchanted all of the gear again INCLUDING the Falmer helmet. Everything was still only 22% alchemy enchantment.
4. I put on all the gear INCLUDING the Falmer, so that's?? 5 piece of gear and made a new enchantment potion - still only 29%.
5. My smithing potion only came out to 118% instead of the heralded 130% as well =(
WHAT AM I DOING WRONG?

Is it because my alchemy is not 100? I heard that all you need is 80 so you can unlock Benefactor...

Any help will be VERY appreciated.
thanks


***EDIT***
Having Alchemy at 100 does indeed help, I just got enchanter potions to 32% and Blacksmith potion to 129%
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jason worrell
 
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Post » Sat Jun 02, 2012 7:52 pm

i am 100% certain that these DOUBLE magic resist effects you gain from the shield are A BUG. so using this would be an exploit. this thread is about how to reach high numbers without exploits or bugs.

First of all: This thread is not and has never been about reaching high numbers w/o exploits or bugs. Marksman/One Handed Potion e.g. should make this obvious. Part of this thread even consists of cheats via console...

Secondly: The enchanting/alchemy/smithing loop itself is clearly not working as intended - or do you consider it a "good gamedesign" to get the best possible gear ingame by 30+ hours of grinding in a single player game instead of simply "playing the game" in the first place and making almost any loot obsolete without even having killed the first dragon or basically ANY opponent for that matter?

So this thread is about optimzing your character basically "for fun" since even Master difficulty becomes somewhat of a cakewalk just by crafting the "default cap gear". This thread is about "What is possible".

It is - and has always been - a very thin line between minmaxing and exploiting. Hell - coming from MMOs minmaxing might be the most important player strategy forcing developers to re-balance the game via patches in the first place.

tbh: the dual resists (or dual absorbs etc. for that matter) are somewhat nice, they can help you to optimize your template - but they are FAR from being significant in terms of game balance, bug or not, exploit or not. We're talking about templates with 98%+ magic/elemental resist with or without it anyways. If you don't want to exploit the game my advice would be not to invest any points in Alchemy/Smithing/Enchanting and not to power level any skills whatsoever.

So let's leave the decision on what to do or not to do in Skyrim to the players and btt ;)
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Sun of Sammy
 
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Post » Sat Jun 02, 2012 10:42 pm

Another question.

Suppose I'm using light armor. Is it possible to hit armor cap, magic Resist cap, and still have x4 Fortify Illusion? (aka: Free Illusion Spell casting)
I'm unsure what enchants, if any, the armors require to hit cap. Or if the numbers listed are the stats while un-enchanted.
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Hot
 
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Post » Sun Jun 03, 2012 2:34 am

First of all: This thread is not and has never been about reaching high numbers w/o exploits or bugs. Marksman/One Handed Potion e.g. should make this obvious. Part of this thread even consists of cheats via console...

Secondly: The enchanting/alchemy/smithing loop itself is clearly not working as intended - or do you consider it a "good gamedesign" to get the best possible gear ingame by 30+ hours of grinding in a single player game instead of simply "playing the game" in the first place and making almost any loot obsolete without even having killed the first dragon or basically ANY opponent for that matter?

So this thread is about optimzing your character basically "for fun" since even Master difficulty becomes somewhat of a cakewalk just by crafting the "default cap gear". This thread is about "What is possible".

It is - and has always been - a very thin line between minmaxing and exploiting. Hell - coming from MMOs minmaxing might be the most important player strategy forcing developers to re-balance the game via patches in the first place.

tbh: the dual resists (or dual absorbs etc. for that matter) are somewhat nice, they can help you to optimize your template - but they are FAR from being significant in terms of game balance, bug or not, exploit or not. We're talking about templates with 98%+ magic/elemental resist with or without it anyways. If you don't want to exploit the game my advice would be not to invest any points in Alchemy/Smithing/Enchanting and not to power level any skills whatsoever.

So let's leave the decision on what to do or not to do in Skyrim to the players and btt ;)

well you are wrong. this thread is not about what you say otherwise you could aswell abuse the alchemey endless loop and run around with over 200000 dmg so why even list the low numbers?.

combing these three skills normally IS intended because there is a limit on what you can reach the restoration thing as no limit.

you can still DIE on master easiely even when using this because of the armor cap there is a big difference between an EXPLOIT and something that is just overpowered.

you cannot reach 97 magic resistence to all magic forms and have high damage. its impossible. this was MY discovery in the first place. this mechanic is also working as itended. the same existet in older parts of the series there was always ways of reaching magic resist cap. if you see this a an exploit you could aswell see WAITING as an exploit.

stop calling it exploit. its not its just overpowered comming from mmos you should KNOW this word also and what it means.
the exploits are SEPERATLY listed for a reason on the first page.
the marksman potion is even listed as BUGGED in the threads before. why even list it as bugged when all is an exploit ?

the cheats are there to TEST this for the ones wanting prove or testing a new build before starting from scratch.
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N Only WhiTe girl
 
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Post » Sun Jun 03, 2012 12:28 am

You really need to relax. You've had a very poor attitude throughout these threads, at one point claiming you're quitting Skyrim because of some bugged perk giving you some marginal benefit. To come into some other persons thread and try to dictate what the thread is about is a supremely bad move.

If people want to "cheat", that's their business. This whole thread series has been about how to make your character nigh unkillable and capable of rendering even the most powerful opponents dead with just a couple of swings. Since we don't know exactly where the line is between what's intended and what's broken, it's up to everyone to decide for themselves how far they want to go. You're not the boss of the forum, and this isn't your thread. The topic is, and has been, min-maxing using in-game mechanics, bugged or otherwise.

People already essentially become gods with the crafting loop, for you to get bent out of shape over people "exploiting bugs" at this point is laughable at best.
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Cagla Cali
 
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Post » Sat Jun 02, 2012 11:32 pm

Yes, the perks affect fur armor.

Look up leather in this post, they're quite close in AR; http://www.gamesas.com/index.php?/topic/1289727-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-4/page__view__findpost__p__19516089

Thanks for confirming it works. :icecream:
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Anne marie
 
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Post » Sat Jun 02, 2012 7:33 pm

You really need to relax. You've had a very poor attitude throughout these threads, at one point claiming you're quitting Skyrim because of some bugged perk giving you some marginal benefit. To come into some other persons thread and try to dictate what the thread is about is a supremely bad move.

If people want to "cheat", that's their business. This whole thread series has been about how to make your character nigh unkillable and capable of rendering even the most powerful opponents dead with just a couple of swings. Since we don't know exactly where the line is between what's intended and what's broken, it's up to everyone to decide for themselves how far they want to go. You're not the boss of the forum, and this isn't your thread. The topic is, and has been, min-maxing using in-game mechanics, bugged or otherwise.

People already essentially become gods with the crafting loop, for you to get bent out of shape over people "exploiting bugs" at this point is laughable at best.

well sigh.
i will just stop posting about this. you are correct anyone should do what they want. in the end we will see if bethesda nerfs it or not and then we can say for sure whats intended and what not.

the problem with the game simply is that it lacks meanigful unique loot :/ yes the crafting system is strong but if you could actually upgrade items like ebony blade with the deadric smithing perk it would give the uniques some of thier former power status back at all.

it was always possible to reach godlike power in the TES series. but in all old games this required you to find some unique items and weapons first and boy it was fun searching for them. in skyrim this is no longer needed because the new unique items are not getting any bonuses from the crafting things some of which seem really weired to me. like for example you can upgrade dawnbreaker and molag bal (atleast a bit) but not ebony blade and clavicus mask? if all of these items would actually get benefits from perks (ebony blade only) or the crafting system they would be back to thier former power. atleast the weapons.

unique jewelery with three or more stats does not even exist anymore except for the gauldur one with three but weak stats.
what happend to all of this?
i remember back the old days when playing morrowind and exploring freely and just finding an item which gave me this WOW effect. something like this is no longer existent because everything just became random or lvl based more and more with time which is just sad.

i really hope the modders will bring back some of this old school feeling to the game after the cks release.
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Imy Davies
 
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Post » Sat Jun 02, 2012 3:24 pm

Could anyone post an updated list of the perks and enchantments required to hit armor/MR cap with the specific armor sets?
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Ilona Neumann
 
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Post » Sat Jun 02, 2012 9:59 pm

The armour cap is at 567? Damn. Mine is currently edging just over 700. I guess I'll have to remake the gauntlets without the Fortify Heavy Armour enchantment, and find a new necklace to also enchant with something other than Fortify Heavy Armour.
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Alex [AK]
 
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Post » Sat Jun 02, 2012 6:43 pm

WHAT AM I DOING WRONG?

Is it because my alchemy is not 100? I heard that all you need is 80 so you can unlock Benefactor...
Yes :P

***EDIT***
Having Alchemy at 100 does indeed help, I just got enchanter potions to 32% and Blacksmith potion to 129%
You're missing 1% on the blacksmith potion, might want to craft yourself a new alchemy set to be safe.

Another question.

Suppose I'm using light armor. Is it possible to hit armor cap, magic Resist cap, and still have x4 Fortify Illusion? (aka: Free Illusion Spell casting)
I'm unsure what enchants, if any, the armors require to hit cap. Or if the numbers listed are the stats while un-enchanted.
Yes.

This is what you need for armor cap;
http://www.gamesas.com/index.php?/topic/1289727-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-4/page__view__findpost__p__19516089

With double enchants you can put magic resist and Fortify Illusion on each available slot.

Here's a quote from the prebious thread;

Maxing Magic Resist
Magic Resist caps at 85%. Here are the ways I currently know how to get magic resist:
Breton - 25%
Lord's Stone - 25% + block 50 damage: This is hard to get to. It is in the pale South by southwest of Dawnstar.
Agent Of Mara: 15% - Quest starts in the Temple of Mara at Riften
Magic Resistance X 3 in the Alteration Tree: 30% (it may only be +30 and not 30%)
Enchant a Ring, Jewelry or Shield: 23% Each max
Potion of resist magic: 32% each max
Savior's hide armor gives +15%

Non-Bretons will probably want to use at least one ring.
Thanks for confirming it works. :icecream:
You're welcome :)

Could anyone post an updated list of the perks and enchantments required to hit armor/MR cap with the specific armor sets?
It's all in this post now :)
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john page
 
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Post » Sun Jun 03, 2012 5:22 am

Does that Magic resist include the elemental resistances too? Or will I need to sacrifice something to get that as well.
I'm looking for 100% Fortify Illusion, and Elemental Resist Cap, Armor Cap and Magic Resist Cap.

is this possible?
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Sammi Jones
 
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Post » Sun Jun 03, 2012 3:25 am

Does that Magic resist include the elemental resistances too? Or will I need to sacrifice something to get that as well.
I'm looking for 100% Fortify Illusion, and Elemental Resist Cap, Armor Cap and Magic Resist Cap.

is this possible?
It's nearly possible. Here's the enchanting slots: http://www.uesp.net/wiki/Skyrim:Enchanting_Effects

Just for curiosity's sake, why do you want 100% Fortify Illusion?
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Stacey Mason
 
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Post » Sun Jun 03, 2012 2:17 am

Does that Magic resist include the elemental resistances too? Or will I need to sacrifice something to get that as well.
I'm looking for 100% Fortify Illusion, and Elemental Resist Cap, Armor Cap and Magic Resist Cap.

is this possible?

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%
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Jack
 
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Post » Sat Jun 02, 2012 3:00 pm

Does that Magic resist include the elemental resistances too? Or will I need to sacrifice something to get that as well.
I'm looking for 100% Fortify Illusion, and Elemental Resist Cap, Armor Cap and Magic Resist Cap.

is this possible?

Magic Resistance does include Elemental Resistance but as far as we know there are three different types of Resistance in the game stacking multiplicatively. Magic Resistance (capped at 85%), Elemental Resistance (capped at 85%) and "chance to avoid effect" from Atronach Stone and Alteration Perk capped at 80%.

This is important if you're mixing Effects. Let's say you are Breton and finish the Mara Quest giving you a total of 40% Magic Resistance. Now you decide to enchant Fire, Frost and Shock Resistance - 54% each. Since Magic Resistance includes Fire, Frost and Shock you should think you'd have hit the 85% cap right now.

But in fact you only got 1-(1-0.4)*(1-0.54)=0.72=72% Resistance against Frost, Fire and Shock.

It's also important that the Atronach Stone and Alteration Perk seem to be a binary effect: Either you resist the entire spell (and all secondary effects) or nothing.
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Amy Melissa
 
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