Complete Character Design Freedom (Damage Resist Caps and Ri

Post » Sat Jun 02, 2012 1:19 pm

Double check that you have the full 5 ranks in the first perks for both enchanting and alchemy.
5/5 enchant, insightful, corpus, extra
5/5 alchemy, physician, benefactor

not sure why it's not working
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Jeff Turner
 
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Post » Sat Jun 02, 2012 4:07 pm

5/5 enchant, insightful, corpus, extra
5/5 alchemy, physician, benefactor

not sure why it's not working

Have you actually ... loop ... it once or twice?
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Syaza Ramali
 
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Post » Sat Jun 02, 2012 12:29 pm

If you've got 100 Enchanting, 5/5 Enchanter and Insightful enchanter but your Fortify Alchemy enchant is only 20% it sounds like your game is bugged.

Check your active effects and make sure you don't have anything negative in there, if not then you're screwed :P

Cheshyr, smithing is driving me insane. Save me!
This works perfectly for armor skill ups with the correct perk;

ROUNDDOWN((SKILL-5)/(103/6))*3.6+2

But I can't for the life of me get a calculation to work with not having the perk.

Edit; Okay, I got this working;

ROUNDDOWN((SKILL+11/3)/(103/3))*3.6+2

I still don't like them, but I'll work with what I can get >.>
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Kelsey Anna Farley
 
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Post » Sat Jun 02, 2012 5:41 pm

Have you actually ... loop ... it once or twice?
yes several times. without it increasing from those caps.

and there is nothing wrong in my active effects. Sigh :( I had a feeling it was bugged.
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Scotties Hottie
 
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Post » Sat Jun 02, 2012 9:43 pm

If you're on the PC, open the console and type 'player.removeperk 58f7d' and see if that has any effect on the number. Some people have reported that perk broken so some verification would be good.
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LittleMiss
 
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Post » Sat Jun 02, 2012 10:16 pm

I just made a new character and just power leveled alch, smith, enchant by using console commands for the items needed. Exactly same thing happens. enchants are capped at 22% and pots are capped at 28%. arrrr this is frustrating
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Cagla Cali
 
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Post » Sat Jun 02, 2012 12:01 pm

If you're on the PC, open the console and type 'player.removeperk 58f7d' and see if that has any effect on the number. Some people have reported that perk broken so some verification would be good.
tried that. No effect. With or without that perk it is exactly the same.
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Roisan Sweeney
 
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Post » Sat Jun 02, 2012 10:59 am

Cheshyr, smithing is driving me insane. Save me!
This works perfectly for armor skill ups with the correct perk;

ROUNDDOWN((SKILL-5)/(103/6))*3.6+2

But I can't for the life of me get a calculation to work with not having the perk.

Edit; Okay, I got this working;

ROUNDDOWN((SKILL+11/3)/(103/3))*3.6+2

I still don't like them, but I'll work with what I can get >.>
You and I have arrived at the same spot, and I'm not happy with it either, which is why I didn't post it.

Major problems I've having:
  • Smithing Improvement seems to be normalized around Perked skill, not Unperked.
  • Where do all these magic numbers come from? (103, 6, 5, 3.6, +2???) [I get similar numbers, but they should be variables, not magic numbers]
  • Are our numbers being influenced by the reported 100-skill bug introduced in v1.3?
I'm going to have to put the problem down for a bit, and come back to it.

@ChooseADisplayName
Your problem has happened to a ton of people. For some, completely reinstalling fixed it. For some, tweaking mods fixed it. For some, buying a legit version fixed it. I'm not calling you a pirate; I'm just listing the solutions I've seen. I would suggest reinstalling, and if that doesn't fix it, assume you're stuck with it until they patch it in the next few months.
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Eddie Howe
 
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Post » Sat Jun 02, 2012 10:44 am

[*]Where do all these magic numbers come from? (103, 6, 5, 3.6, +2???) [I get similar numbers, but they should be variables, not magic numbers]
(103/3) is (34+1/3) which is the jump between unperked skill steps 34, 34, 35. For perked steps it is (103/6), or (17+1/6), 17, 17, 17, 17, 17, 18
3.6 is the amount smithing increases each step
-5 is because 22-17=5, so your skill is 5 points off,
11/3 is 3+2/3, which is because 31-34+2/3 = -3+2/3, so again your skill is off.
+2 is some random modifier that makes it all work

Where did they actually come from? I have no idea. I would guess that 3.6 and (103/3) are just arbritary numbers they decided to use because they had to use something, Why they didn't start the calculations at 0 I don't know.
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Taylor Thompson
 
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Post » Sat Jun 02, 2012 1:36 pm

can't decide if I should keep illusion or not.. 2 dremora lords are more than enough, and there will be 3 once I get a follower/companion. Illusion seems interesting, but pointless in my case.
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Charlotte Buckley
 
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Post » Sat Jun 02, 2012 10:42 am

Just in case you didn't see it, I posted this quick summary at the end of the last thread;


So I think the main thing to take away from all of this is;

Pure burst damage; Dual Maces
Best DPS; Sword in left hand, mace in right hand
Good damage with blocking; Two handed Waraxe (For bleed damage while blocking)
Gimping yourself; Anything with a shield, dagger especially

Dual weapons can one shot Alduin, even with Elven/Nord Hero, maybe even steel.
Two handed can two Shot Alduin, only tested with Daedric Warhammer, and it was close. Lower weapons might not manage it.
Weapon and shield hasn't been tested against alduin but my calculations spreadsheet says it will be a three shot with a Daedric Waraxe.
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Milagros Osorio
 
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Post » Sat Jun 02, 2012 6:23 pm

can't decide if I should keep illusion or not.. 2 dremora lords are more than enough, and there will be 3 once I get a follower/companion. Illusion seems interesting, but pointless in my case.

I wouldn't recommend it. Illusion and Conjuration fulfill the exact same purpose in combat; crowd control. Perking both is overkill.
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Sarah Kim
 
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Post » Sat Jun 02, 2012 7:52 pm

Just in case you didn't see it, I posted this quick summary at the end of the last thread;

Thanks for reposting that. It kills me when I miss this stuff.

I'm leaning strongly toward Two-Handed Axes, simply for the interactivity and increased mitigation of blocking. Is Limbsplitter worth 3 points in your experience? My conclusion from all our One-Handed weapon spec number crunching was that they're all pretty weak.

I assume we won't be able to produce a crafting template for how to optimize each weapon type for Alduin (10 standing power attacks on normal) until after you and Cheshyr finish your heroic mathing?
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stevie critchley
 
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Post » Sat Jun 02, 2012 7:54 pm

Been working on it for a couple of days;
https://docs.google.com/spreadsheet/ccc?key=0Auz-AA0GFObBdDFWS3BtTmw1aFRwcjJaWHBRZWxEQnc&hl=en_US#gid=0
If you want you can PM me your gmail address if you have one and I can give you editing rights to play about with it.

The smithing mathing is done far enough that we know 'how' it works, we just don't understand 'why', which is enough for a spreadsheet :P

Edit: I love seeing all the anonymous people popping in and out :D
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Greg Cavaliere
 
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Post » Sat Jun 02, 2012 9:26 am

(103/3) is (34+1/3) which is the jump between unperked skill steps 34, 34, 35. For perked steps it is (103/6), or (17+1/6), 17, 17, 17, 17, 17, 18
3.6 is the amount smithing increases each step
-5 is because 22-17=5, so your skill is 5 points off,
11/3 is 3+2/3, which is because 31-34+2/3 = -3+2/3, so again your skill is off.
+2 is some random modifier that makes it all work

Where did they actually come from? I have no idea. I would guess that 3.6 and (103/3) are just arbritary numbers they decided to use because they had to use something, Why they didn't start the calculations at 0 I don't know.
I wasn't questioning your math. We literally arrived at almost identical equations. It was the 2nd part that bugs me... you don't just have that many arbitrary numbers in coherent systems. That may be my faulty assumption (coherent). But it should make sense, once we pin down where these magic numbers come from.
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Javier Borjas
 
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Post » Sat Jun 02, 2012 7:11 pm

Edit: I love seeing all the anonymous people popping in and out :D

All those numbers scared me off :ahhh:
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OTTO
 
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Post » Sat Jun 02, 2012 10:18 pm

All those numbers scared me off :ahhh:
Haha, the first two pages are all that would be played about with if it was a working sheet. The calculations are what makes everything tick behind the scenes, though some of them are just annoying to work out.
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Hearts
 
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Post » Sat Jun 02, 2012 5:34 pm

Just a quick point, as some people have noted above.

A contender for the maximized perks includes removing corpus enchanter, adding the elemental enchants, and adding destruction 2/2 in your element of choice.

This way your magic resists are higher, your damage from enchanted weapons is much higher. Along with the fact that shock weapons will send your opponents flying across the room with killing blows trololol.

Also, i think elemental damage on the weapon + fiery soul trap, along with fortify destruction enchants, is really really good as the weapon stays charged forever. Plus you really don't need the stamina weapon enchant, if your stamina goes down to 0, you do have 100 alchemy, drink a restore stamina potion that you made, they are super easy to make.

just my two cents, really like this thread series, especially now that destruction is viable for me again!!
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Melanie Steinberg
 
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Post » Sat Jun 02, 2012 4:06 pm

I am currently play a Khajiit monk and was wondering about whether or not I will be able to hit armor cap using my flavor armor-set... which doesn't include a helm or (heavy armor) chest...

Here's what I plan to use at end game:

Dragonbone Gauntlets/Boots
Ragged Pants
Ring/Amulet
Smithing/Enchanting 100 (perked) and Enchanter 5/5
Ebony Flesh via Alteration
Juggernaut 5/5

So, if I smith Dragonbone gauntlets and boots to Legendary 200% with Smithing enchants and uses Fortify Heavy Armor enchants on my gear with 5/5 Juggernaut will I be able to hit the cap? I won't mind needing to cast Ebony Flesh to do so. The build will use the Atronach Stone at end game so I would prefer not needing to use the Lord Stone if I have to.
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REVLUTIN
 
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Post » Sat Jun 02, 2012 9:23 pm

My spreadsheet says with Dragonplate Gauntlets and Boots, with 5/5 Juggernaut, 4 x 29% Heavy armor enchants and the top alteration spell, you'll be at 570 armor, but since you're missing two pieces of armor you only get +50 from the hidden bonus putting you at 620 Armor, which is 74% mitigation. So it's close, but you wont hit the cap. Lord stone will put you at the cap if you really want it.
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brandon frier
 
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Post » Sun Jun 03, 2012 12:57 am

My spreadsheet says with Dragonplate Gauntlets and Boots, with 5/5 Juggernaut, 4 x 29% Heavy armor enchants and the top alteration spell, you'll be at 570 armor, but since you're missing two pieces of armor you only get +50 from the hidden bonus putting you at 620 Armor, which is 74% mitigation. So it's close, but you can't hit the cap. Lord stone will put you at the cap if you really want it.
Thanks for that! Honestly that's high enough for me considering how low my armor has been so far (running around with Superior Wolf Armor at level 26) I have leveled the [censored] out of restoration. End game I am looking at roughly 70% physical damage mitigation, 65% magic resist and 80% spell absorption on-top of high level restoration. Not bad for only wearing two pieces of armor. Going to need all this protection when my unarmed damage caps at 68 :P
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Rachyroo
 
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Post » Sat Jun 02, 2012 11:58 am

Make sure you've got your +29% smithing and alchemy sets and your 32% enchanting and 130% smithing potions ready to go by the time you get those armor pieces :P

I totally forgot about unarmed damage as well, I'll have to start looking at that and put it into my sheet.
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Trish
 
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Post » Sat Jun 02, 2012 5:17 pm

looks like restoration might be more useful and I can use it without having to spend a single perk unlike illusion which requires lots of perk points to become useful. Though using only 2 perk points, I could get the perk to regenerate stamina, and eliminate the need for a 'fortify stamina regen' enchant, which I had on my boots, freeing that up for something else, like muffle. :) I want 2 schools, just to make things interesting. There's no other enchantments I really 'need' .. I don't need 400 base damage on weapons, 200 is enough. I don't 'need' waterbreathing, and don't really need to max out magic resistance having the spellbreaker which seems to absorb damn near all magic and using conjuration with 2 dremoras well that's powerful enough in itself. Looks like a better approach. :)
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Kay O'Hara
 
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Post » Sat Jun 02, 2012 3:32 pm

Make sure you've got your +29% smithing and alchemy sets and your 32% enchanting and 130% smithing potions ready to go by the time you get those armor pieces :P

I totally forgot about unarmed damage as well, I'll have to start looking at that and put it into my sheet.
http://www.uesp.net/wiki/Skyrim:Combat

Pretty much the unarmed bible right there. Unfortunately there isn't much number crunching to do as the math is pretty straight forward. Good for me though considering I svck at math :D
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Cool Man Sam
 
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Post » Sat Jun 02, 2012 2:02 pm

Domilasa:

Is TtBAt0 "Total Time to Bring Alduin to Zero"? If so, I assume the displayed value is seconds. I'm not sure how long the Alduin fight should last for it to be considered non-trivial. =/
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Beulah Bell
 
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