Complete Character Design Freedom (Damage Resist Caps and Ri

Post » Sat Jun 02, 2012 1:27 pm

Purpose of this thread:
This series of threads are dedicated to exploring mechanic interactions, build optimizations, and novel aspects of the game engine, in an attempt to find their outer limits. By knowing these limits, individual players can make an educated decision on how to play the game, in an effort to play in the way they find the most enjoyable.

Previous Threads:
http://www.gamesas.com/index.php?/topic/1266212-2469-armor-3199-damage-using-smithing-alchemy-enchanting-only-31-perks/, http://www.gamesas.com/index.php?/topic/1275179-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs/, http://www.gamesas.com/index.php?/topic/1279078-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-3/, http://www.gamesas.com/index.php?/topic/1289727-2419-armor-6399-damage-using-smithing-alchemy-enchanting-only-33-perks-329k-backstabs-post-4/, http://www.gamesas.com/index.php?/topic/1300996-armor-cap-ridiculous-damage-enchanting-alchemy-smithing-only-21-perks-thread-5/
http://www.gamesas.com/index.php?/topic/1310006-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-6/

Contributors, in no particular order:
Jerich, Domilasa, Whisk3yjack, Nerevar X, DieBySword, Dimeron, gabriel_eliot, Excessive, fragonard, Human Being, wtflag, Barlow, Lothario

tl;dr summary:
  • Any Armor can reach the Armor Cap of 567, which is 80% Physical Damage Reduction
  • Magic and Elemental Resist stack, and cap at 85%, which is 97.75% Magical Damage Reduction
  • All weapons can do obscene damage with the proper perks and crafting skills
  • Destruction spells can do obscene damage with the proper perks and crafting skills
  • You can use any weapons and any armor, and still have a viable character
Table of Contents:
  • Base Character Template, Crafting Gear (see below)
  • http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19755452
  • http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19755468
  • http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19755484
  • http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/page__view__findpost__p__19755499


Base Character Template, Crafting Gear

The original discussion assumed melee combat, and a desire to maximize Armor Rating, Magic Resistance, and Weapon Damage. As such, Daedric Crafting was assumed, and a either One-handed or Two-Handed was incorporated into the baseline.

The result was the following template:
  • Enchanting (8) [100]: 5/5 Enchanter, Insightful, Corpus, Extra Effect
  • Alchemy (7) [100]: 5/5 Alchemist, Physician, Benefactor
  • Smithing (5): Up to Daedric
  • {Weapon Skill} (5): 5/5 Armsman or 5/5 Barbarian
  • Heavy Armor (1): 1/5 Juggernaut
These perks enabled:
  • 29% Fortify Enchanting enchantments
  • 29% Fortify Smithing enchantments
  • 32% Fortify Alchemy potions
  • 130% Fortify Smithing potions
Your process should look something like this:
  • Purchase and Drink a Fortify Enchantment potion (>=25%)
  • Fortify Alchemy enchantments 28% x4
  • Fortify Enchantment potions 32%
  • Fortify Alchemy enchantments 29% x4
  • Fortify Smithing enchantments 29% x4
  • Fortify Smithing potions 130%
This enables a total of +246% Weapon and Armor Improvement. It may be wise to make multiple of the potions during the process, just in case your spend too much time in the enchanting screen.

When the above crafting equipment and potions are used to craft and enchant your gear, you end up with some astonishing results:
  • Full Daedric Armor: 2125 Armor
  • Daedric Bow: 562 Damage
  • Daedric Dagger: 171 Damage
  • Daedric Two Handed Sword: 605 Damage
  • Daedric One Handed Sword: 518 Damage
These values assume 4x Fortify Weapon Skill enchants, and 4x Fortify Armor Skill enchants.

It was disappointing that the Fortify One-Handed enchant didn't apply to daggers, but the cumulative 30x multiplier from Sneak perks and Dark Brotherhood gear made it apparant why this was the case. These numbers are fairly extreme overkill regardless of game difficulty setting. 1500 Armor Rating was wasted due to the Armor Cap, and Dual Wield Sneak Attacks hit for over 32k after additional buffs from potions and racial abilities! In addition, it was fairly simple to hit the Magic Resistance Cap. Given that Ancient Dragons only have 3.1k HP, their melee attacks could be reduced to as low as 60 damage (lower with shield), and we could now stand in their flamebreath without noticing or caring... it was time to bend our efforts towards enabling player flexibility through optimization.

Crafting Console Commands:

Raising Skills:
  • player.advskill (skill) (uses) - Simulates using the skill x times. You can change the skill name and the number to level up naturally (doesn't screw up stats)
Smithing:
  • player.additem f 10000 - 10k septims
  • player.additem 2e4ff 10 - 10 Grand Soulgems (filled with Grand souls)
  • player.additem 3ad5b 10 - 10 Daedra Hearts
  • player.additem 5ad9d 10 - 10 Ebony Ingots
  • player.additem 877c9 1 - Gold Diamond Ring
  • player.additem 877f1 1 - Gold Diamond Necklace
  • player.additem db5d2 5 - 5 Leather
Alchemy:
  • player.additem 63b5f 10 - 10 Spriggan Sap
  • player.additem 1b3bd 10 - 10 Snowberies
  • player.additem 7ee01 10 - 10 Glowing Mushrooms
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Sat Jun 02, 2012 9:23 pm

Armor, Block, and Physical Damage Resistance

Physical Damage Resistance is fairly straight-forward. The higher your Armor Rating, the larger the incoming damage reduction. The graph of percentages is linear; one point increases it by a fixed percentage. The http://www.uesp.net/wiki/Skyrim:Armor shows an exponential graph, but they're plotting relative durability, which is a metric derived from the underlying damage reduction equation. It isn't wrong, but it isn't very useful for making decisions regarding your characters armor.

It turns out, with an Armor Cap as low as 567, there is a TON of flexibility in how you armor your character.

A brief summary:
  • Steel Smithing requires the least perks; Wolf Armor is the lightest Steel Armor
  • Elven Smithing requires an additional perk, but is the absolute lightest basic armor
Domilasa took the time to do 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 on all the Armor Types to determine the number of perks required to improve armor to the Armor Cap.

Assumed: NO Ancient Knowledge perk! This perk is bugged; check the bugs section for the appropriate chart.
The chart below is read: {Type}: Perk Count / Armor without Shield | Armor Perk Details | Crafting Perk Details

Heavy:
  • Deadric: 6 / 570 | 1/5 Juggernaut | Daedric Smithing
  • Dragonplate: 8 / 702 | 1/5 Juggernaut, 1/1 Well Fitted | Dragon Armor (from Heavy Armor Side)
  • Dragonplate: 7 / 702 | 1/5 Juggernaut, 1/1 Well Fitted | Dragon Armor (from Light Armor Side)
  • Ebony: 6 / 685 | 1/5 Juggernaut, 1/1 Well Fitted | Ebony Smithing
  • Orcish: 5 / 675 | 1/5 Juggernaut, 1/1 Well Fitted | Orcish Smithing
  • Steel Plate: 5 / 666 | 1/5 Juggernaut, 1/1 Well Fitted | Advanced Armors
  • Dwarven: 4 / 649 | 1/5 Juggernaut, 1/1 Well Fitted | Dwarven Smithing
  • Steel: 3 / 639 | 1/5 Juggernaut, 1/1 Well Fitted | Steel Smithing
  • Iron: 5 / 580 | 4/5 Juggernaut, 1/1 Well Fitted | None
Light:
  • Dragonscale: 8 / 660 | 1/5 Agile Defender, 1/1 Custom Fit | Dragon Armor (from Heavy Armor Side)
  • Dragonscale: 7 / 660 | 1/5 Agile Defender, 1/1 Custom Fit | Dragon Armor (from Light Armor Side)
  • Glass: 6 / 643 | 1/5 Agile Defender, 1/1 Custom Fit | Glass Armor
  • Scaled: 5 / 618 | 1/5 Agile Defender, 1/1 Custom Fit | Advanced Armors
  • Elven: 4 / 607 | 1/5 Agile Defender, 1/1 Custom Fit | Elven Armor
  • Leather: 5 / 585 | 3/5 Agile Defender, 1/1 Custom Fit, 1/1 Matching Set | None
This shows us that any Armor can reach the Armor Cap. It also pointed out that Steel and Elven require very few Perks to reach this cap. The choice between approaching Dragon Armor from the Light Armor side or the Heavy Armor side is based on your weapon material preferences (see next post for more details). It's possible to save an additional perk or two if you choose to use a shield:

Heavy:
  • Deadric: 5 / 590 | None | Daedric Smithing
  • Dragonplate: 6 / 673 | None | Dragon Armor (from Heavy Armor Side)
  • Dragonplate: 5 / 717 | None | Dragon Armor (from Light Armor Side)
  • Ebony: 4 / 567 | None | Ebony Smithing
  • Orcish: 4 / 647 | 1/5 Juggernaut | Orcish Smithing
  • Steel Plate: 4 / 630 | 1/5 Juggernaut | Advanced Armors
  • Dwarven: 3 / 620 | 1/5 Juggernaut | Dwarven Smithing
  • Steel: 2 / 609 | 1/5 Juggernaut | Steel Smithing
  • Iron: 4 / 594 | 3/5 Juggernaut, 1/1 Well Fitted | None
Light:
  • Dragonscale: 7 / 633 | 1/5 Agile Defender | Dragon Armor (from Heavy Armor Side)
  • Dragonscale: 6 / 633 | 1/5 Agile Defender | Dragon Armor (from Light Armor Side)
  • Glass: 5 / 617 | 1/5 Agile Defender| Glass Armor
  • Scaled: ???
  • Elven: 3 / 580 | 1/5 Agile Defender | Elven Armor
  • Leather: ???

Amazingly, you can reach the Armor cap using basic Steel Armor and only 1 Armor Perk! You pay for that frugality in Weight. A full set of Steel armor weighs 64 (generic weight units). However, Wolf Armor, which is just another variant of Steel Armor, only weighs 32.5 (generic weight units). If you're going Heavy Armor, and you're tight on Perks, Wolf is definitely the way to go. For Light Armor, the answer is much simpler: Elven is the cheapest and lightest. It's also worth noting that Ebony Armor with Shield and No Armor Perks provides exactly 567 Armor Rating.

It's interesting to note that all of these numbers were achieved without ANY Fortify Armor enchants. As long as you get the core crafting perks from the Base Template, you can customize and improve your armor and enchantments without worry.

Block:
There is quite a bit of info on Block, but I have yet to consolidate it. ETA TBD.

A couple other odds and ends:
  • No known enemy has Armor Ignore abilities, even though the player has access to 75% Armor Ignore.
  • Lord Stone is a flat 50 Armor Rating added to your final Armor value after all other effects have been calculated.
  • Heavy Armor Damage Reflection does not decrease damage by 10%; it just reflects incoming damage
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat Jun 02, 2012 6:25 pm

Magic: Resistances, Absorption, and Support Gear

Magic Resistance is actually a lot simpler than most people make it out to be.

  • Magic Absorption is applied first, and is a hit-or-miss chance to completely negate all the effects of a spell.
  • Magic Absorption has an 80% Soft Cap; Bretons can get it to 100% once per day.
  • Magic Resistance is applied next. Incoming damage is reduced by the Magic Resistance percentage.
  • Magic Resistance caps at 85%.
  • Elemental Resistance is applied to the remaining damage. Remaining damage is reduced by the Elemental Resistance percentage.
  • Elemental Resistance caps at 85%.
Magic Absorption applies to all effects, including damage, stamina drain, mana drain, slows, burning, Dragon Shouts, weapon enchants, and poisons. Notably, it also effects Conjurations, which actually makes it possible to fail a summon due to this effect.

There are only a couple sources of Magic Absorption:
  • The Atronach Stone: 50% - South of Windhelm
  • Alteration Tree: 30% - Atronach perk
  • Breton: 50% - 60 second racial ability
There are a number of sources of Magic Resistance:
  • Breton: 25%
  • Lord's Stone: 25% - Southwest of Dawnstar.
  • Agent Of Mara: 15% - Quest starts in the Temple of Mara at Riften
  • Alteration Tree: 30% - Magic Resistance perks
  • Enchant a Ring, Necklace, or Shield: 23% each
  • Savior's Hide Armor: 15%
  • Shield of Solitude: 10-30% (leveled) - Quest reward for http://www.uesp.net/wiki/Skyrim:The_Wolf_Queen_Awakened
  • Potion of Resist Magic: 32% each
Likewise, there are an abundant number of sources of Elemental Resistance:
  • Dunmer: 50% Resist Fire passive
  • Nord: 50% Resist Frost passive
  • Block Tree: 50% - Elemental Protection perk
  • Otar: 30% to all 3 elements - Dragon Priest mask, Heavy Armor
  • Enchant a Ring, Necklace, Boots, or Shield: 43% each
  • Potion of Resist {element}: ???%
If you're willing to spend a few extra perks in enchanting, the Fire Enchanter, Frost Enchanter and Shock Enchanter perks can give you an additional 11% effectiveness when creating Elemental Resistance enchants. Combined with Otar, this would mean you only need one of each to reach the Elemental Resist cap. This also has a side effect of better weapon enchants if you choose to go elemental on them.

Becoming a Better Mage through Support Gear:

It turns out, there's a lot you can do with crafting to benefit a Mage. There are really 3 major mechanics for this:
  • Reduce the Mana Cost of a Spell School using an Enchantment
  • Increase Damage / Duration / Effectiveness of a Spell School using a Potion
  • Make the enemy more susceptible to your magic with a Poison
The most commonly known mechanic is to use enchanting to reduce the Mana Cost of a Spell School to 0%, thereby making spells from that school free. This enchant can be placed on Headgear, Necklaces, Rings, and Armors (including Robes), and each one can exceed 25% mana cost reduction. There is no benefit to exceeding 100% mana cost reduction (I tried; I was sad I couldn't regen mana by casting spells. :-p). With the Extra Effect perk, you can actually reduce 2 schools to 0% Mana Cost. Not too shabby.

The other two improvements are through Alchemy. In Enchanting, Fortify {Spell School} reduces mana cost. In Alchemy, Fortify {Spell School} improves their relative effects:
  • Fortify Alteration: Increases Duration of Spells
  • Fortify Conjuration: Increases Duration of Spells
  • Fortify Destruction: Increases Damage of Spells
  • Fortify Illusion: Increases Level of Spells
  • Fortify Restoration: Increases Strength of Spells (bugged)
My favorite part of this list is the Fortify Destruction potion. +162% Spell Damage! So an appropriately perked destruction mage can throw around 235 point DualCast Thunderbolts regularly, and boost that to over 615 points for 60 seconds with a potion... all without spending any mana! That sounds pretty effective to me. But it get's better.

Alchemy also provides poisons like Weakness to Magic, Weakness to {Element}, and Weakness to Poison.
  • Weakness to Magic: Magic Damage taken after the poison is applied is increased. Max is 100% from Vendor (???), 65% crafted.
  • Weakness to {Element}: Elemental Damage taken after the poison is applied is increased. Stacks with Weakness to Magic. Max is 97% crafted.
  • Weakness to Poison: Poison Effects applied after THIS poison is applied are increased. Stacks with any unique poison effect-list. Max is 65% crafted.
While we still need to do more controlled testing, the numbers seem to indicate the ability to two-shot an Ancient Dragon (Roughly a 2.5k Dualcast Thunderbolt). Hit them with an arrow coated in Weakness to Poison / Weakness to Element combo. Hit them with another arrow coated with Weakness to Magic. Drink your Fortify Destruction potion, and call down wrath from the heavens. This is even more exciting if you're a Shock Mage with the Disintegrate Perk.

While it's a bit of a juggling act at first, and it requires quite a bit of preparation... you don't need to use it all. Just carrying around a few Fortify Destruction potions should make your Evoker a lot more fun to play. You can also go the other direction, and make a number of unique Weakness to Poison variants, and they will all stack, so you can create some truly epic damage numbers... if your target lives that long.

As a last aside, Destruction Damage Increase perks, and Fortify Destruction potions, also improve the damage of your Elemental Enchants.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sat Jun 02, 2012 1:43 pm

Damage, Weapon Styles, Weapon Enchants
in progress...

Short Version: While Dual Wielding, you can one-shot Alduin on any difficulty. Weapon Type is a matter of preference, but Dual Maces is a bad idea. I could post more details, they are still changing quite rapidly, so I'd rather wait until we have some results.

More anon.
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Sun Jun 03, 2012 12:12 am

Bugs and Exploits, Other

Marksmanship Potion
It appears that the Marksmanship potions increases damage from ALL weapons, not just bows.

http://www.gamefaqs.com/boards/615803-the-elder-scrolls-v-skyrim/61142033
Using this, you can stack multiple piece of enchanted armor, thereby increasing your alchemy or smithing effectiveness.

Restoration Loop
Reminiscent of the Morrowind Alchemy glitch, restoration potions enhance the effectiveness of equipped enchants. Effectively gives you unlimited power. A number of people have used this to roll over from 2147483648 to negative values... which indicates Skyrim uses Signed 32-bit Integers for storing certain values.

Ancient Knowledge bug
Ancient Knowledge is a quest reward Perk you get for finishing the http://www.uesp.net/wiki/Skyrim:Unfathomable_Depths quest. It is supposed to give you a bonus to armor rating when wearing Dwarven Armor, and make it so you learn Smithing 15% faster. Instead, it appears to boost the Improve Smithing effectiveness, and it stacks with all the other crafting synergies we've created thus far. It may also be impacting other skills.

Below is the Armor Value chart when you have the Ancient Knowledge perk bug.
The chart below is read: {Type}: Perk Count / Armor without Shield | Armor Perk Details | Crafting Perk Details

Heavy:
  • Deadric: 5 / 589 | None | Daedric Smithing
  • Dragonplate: 6 / 579 | None | Dragon Armor (from Heavy Armor Side)
  • Dragonplate: 5 / 579 | None | Dragon Armor (from Light Armor Side)
  • Ebony: 4 / 570 | None | Ebony Smithing
  • Orcish: 4 / 670 | 1/5 Juggernaut | Orcish Smithing
  • Steel Plate: 4 / 664 | 1/5 Juggernaut | Advanced Armors
  • Dwarven: 3 / 648 | 1/5 Juggernaut | Dwarven Smithing
  • Steel: 2 / 634 | 1/5 Juggernaut | Steel Smithing
  • Iron: 4 / 604 | 3/5 Juggernaut, 1/1 Well Fitted | None
Light:
  • Dragonscale: 7 / 655 | 1/5 Agile Defender | Dragon Armor (from Heavy Armor Side)
  • Dragonscale: 6 / 655 | 1/5 Agile Defender | Dragon Armor (from Light Armor Side)
  • Glass: 5 / 643 | 1/5 Agile Defender | Glass Armor
  • Scaled: 4 / 619 | 1/5 Agile Defender | Advanced Armors
  • Elven: 3 / 609 | 1/5 Agile Defender | Elven Armor
  • Leather: 4 / 606 | 2/5 Agile Defender, 1/1 Custom Fit, 1/1 Matching Set | None
The chart below is read: {Type}: Perk Count / Armor with Shield | Armor Perk Details | Crafting Perk Details

Heavy:
  • Deadric: 5 / 731 | None | Daedric Smithing
  • Dragonplate: 6 / 717 | None | Dragon Armor (from Heavy Armor Side)
  • Dragonplate: 5 / 717 | None | Dragon Armor (from Light Armor Side)
  • Ebony: 4 / 705 | None | Ebony Smithing
  • Orcish: 3 / 691 | None | Orcish Smithing
  • Steel Plate: 3 / 686 | None | Advanced Armors
  • Dwarven: 2 / 665 | None | Dwarven Smithing
  • Steel: 1 / 651 | None | Steel Smithing
  • Iron: 3 / 621 | 2/5 Juggernaut, 1/1 Well Fitted | None
Light:
  • Dragonscale: 6 / 676 | None | Dragon Armor (from Heavy Armor Side)
  • Dragonscale: 5 / 676 | None | Dragon Armor (from Light Armor Side)
  • Glass: 4 / 663 | None | Glass Armor
  • Scaled: ???
  • Elven: 2 / 625 | None | Elven Armor
  • Leather: ???
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Sat Jun 02, 2012 10:13 pm

This is even more exciting if you're a Fire Mage with the Disintegrate Perk.

Should be shock :whistling: and weakness to magic crafted pots are only 67% the same as weakness to poison.
Vendor/looted pots hit 100% on magic/poison weakness pots.
Destro pots make enchanted weapons effect get the buff from the pot too :P So a 60 dmg shock enchant on a sword with the 50% more dmg from shock perk and destro pot 162% dmg goes up to 235 dmg a hit and if you got 0 mana destro gear it dosnt drain your enchant power (dunno whats it called)
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Sat Jun 02, 2012 11:47 am

Should be shock :whistling: and weakness to magic crafted pots are only 67% the same as weakness to poison. Vendor/looted pots hit 100% on magic/poison weakness pots.
I meant shock. :-p fixed.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sat Jun 02, 2012 6:18 pm

With 4 x 29% Alchemy Enchants, 5/5 Alchemist, Physician and Poisoner I get 65% Weakness to Magic
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Sun Jun 03, 2012 12:01 am

Maybe adding a synergy post would be a nice addition to the guide :D We could get all the synergies betwen perks in one pots like:

1) Destro damage perks make any destro enchant stronger (meele/bows/staff)
2) Using two destro enchants on one weapon gives them a bonus to strenght.
3) Mana reduction perks works for enchanted weapons, so we can use them for longer intervals.
4) Alteration and Conjuration perks make the apropriate enchants last longer and maybe stronger/sucess more often.
5) Slow down time from the block perk works while blocking with weapons and shields.
...

With 4 x 29% Alchemy Enchants, 5/5 Alchemist, Physician and Poisoner I get 65% Weakness to Magic

Looked up my orginal post and your right weakness to magic/poison are both 65%
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Sat Jun 02, 2012 6:21 pm

Now I'm confused. Didn't Fire generally deal more damage than Shock? Work on timing the switch to still utilise Disintegrate. (Though I really wish specialty corpses would have the same duration as their respective standard counterparts.)

What I want to know about blocking is if you can http://v.cdn.nuklearpower.com/comics/8-bit-theater/090908.jpg.
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sat Jun 02, 2012 8:32 am

You cannot block the ground. You lower your shield when you're in free fall :(
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Sat Jun 02, 2012 9:19 am

When the CK comes out, I'll mod ground blocking in... no worries. :)

-Loth
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sat Jun 02, 2012 10:56 am

Got to 100 Enchant (5/5, Corp, Insight, Double) and wanted to just run a basic filler set until I can get Alch up. I have store bought potions of Enchanting that give +25%. Still, my enchant numbers look totally different than what I've seen before in this thread.

Can anyone provide details about their Enchant numbers for me? I'm looking specifically for a character with 100 Enchanting, the usual perks there, but not augmenting with Alchemy. I do have the Ancient Knowledge perk from the quest, if it matters. What are other people seeing for the Fortify skills? What about Fortify One Handed/Archery? The Magic/Fire/Shock/Frost resists? And the reductions on Spell Schools?

I think something is wonky with my game. :(
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Jun 02, 2012 8:46 pm

Got to 100 Enchant (5/5, Corp, Insight, Double) and wanted to just run a basic filler set until I can get Alch up. I have store bought potions of Enchanting that give +25%. Still, my enchant numbers look totally different than what I've seen before in this thread.

Can anyone provide details about their Enchant numbers for me? I'm looking specifically for a character with 100 Enchanting, the usual perks there, but not augmenting with Alchemy. I do have the Ancient Knowledge perk from the quest, if it matters. What are other people seeing for the Fortify skills? What about Fortify One Handed/Archery? The Magic/Fire/Shock/Frost resists? And the reductions on Spell Schools?

I think something is wonky with my game. :(
Ancient Knowledge perk will make things wonky. It's bugged to mess with all sorts of stuff. Also, any Fortify Restoration stuff you have on will give you strange numbers. You should be seeing between 20% and 28% for Fortify Alchemy, depending on how bugged your game is, and in what way.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Sat Jun 02, 2012 1:04 pm

great post mate

cheerz!!!!! :foodndrink:
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat Jun 02, 2012 12:57 pm

depending on how bugged your game is, and in what way.
sigh... the sad truth about the current state of the game.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Sat Jun 02, 2012 11:45 am

Okay, so to fill in some missing pieces of the guide where Blocking is concerned:

Block is capped at 85%, just like armor. All weapons block for the same amount, which is about 40% damage mitigation at 100 skill. Blocking with weapons is affected by the following perks: Shield Wall, Quick Reflexes, Power Bash, Deadly Bash, Block Runner, and Disarming Bash. To hit the blocking cap with a weapon (given a 100 skill) , you need 4 levels of Shield Wall OR one level of Shield Wall and a +20% Block Enchant OR +40% Block from enchants -- if you don't want to spend any perks in the blocking tree. I think that about does it, yes? Did I miss anything?

-Loth

Edit: Might also want to mention that Blocking mitigation stacks with Armor mitigation, but it might be overkill to cap both of them.
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Sat Jun 02, 2012 5:41 pm

Female Nord
Elven Armor, Elven Battleaxe
Lord Stone, Agent of Mara, Three Alteration perks
Necklace; Resist Frost, Resist Fire
Ring; Resist Shock, Fortify Two Handed
Helm; Fortify Restoration; Waterbreathing
Chest; Resist Disease, Resist Poison
Gloves; Fortify Block, Fortify Two Handed
Shoes; Resist Shock, Resist Fire

DR; 80%
Block; 85%
MR; 70%
Frost; 85%
Fire; 85%
Shock; 85%
Poison; 40%
Disease; 67%

Approximate TtBAt0; 4

Can't touch this!
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Sun Jun 03, 2012 12:11 am

Jeez, Dom... pwn much? :)

I'm playtesting a 2H female Nord too... having a blast so far, using block a lot with no magic/pots/poisons, just me and the steel. Good times.

-Loth
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Sat Jun 02, 2012 11:47 pm

2h female nord here too :wave:

One of the loadscreen tips states that 1handers are better at blocking than 2handers, but shields trumps both. This is incorrect then?
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat Jun 02, 2012 9:18 am

Yes, Fleapants... in-game testing has revealed that all weapons block the same. Apparently the loadtip about 1H and 2H swords swinging faster than axes is also incorrect... swords and axes swing the same speed, which is slightly faster than maces/warhammers.

-Loth

Edit: Also, weapons block better than hide shields, but higher-tier shields block a little or a lot better than weapons, depending on material quality.
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Sat Jun 02, 2012 8:55 am

Yes, Fleapants... in-game testing has revealed that all weapons block the same. Apparently the loadtip about 1H and 2H swords swinging faster than axes is also incorrect... swords and axes swing the same speed, which is slightly faster than maces/warhammers.

-Loth

Edit: Also, weapons block better than hide shields, but higher-tier shields block a little better than weapons.
Not to put a downer on you, but I haven't actually tested one handed weapons yet if you're using my info there. Swords and axes are only the same speed for two handers, with one handers swords are faster and weapons block less than a hide shield, you must have missed my second post were I said my first set of numbers were wrong :P

Edit: A quick test shows that one handed weapons also block 40%. Rejoice! But, why are you running around with only one weapon? >.>
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Sat Jun 02, 2012 11:36 pm

Ah! I missed that! Disregard, then. :P

-Loth
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Sat Jun 02, 2012 3:00 pm

Female Nord
Elven Armor, Elven Battleaxe
Lord Stone, Agent of Mara, Two Alteration perks
Necklace; Resist Frost, Resist Fire
Ring; Resist Shock, Fortify Two Handed
Helm; Fortify Restoration; Waterbreathing
Chest; Resist Disease, Resist Poison
Gloves; Fortify Block, Fortify Two Handed
Shoes; Resist Shock, Resist Fire

DR; 80%
Block; 85%
MR; 85%
Frost; 85%
Fire; 85%
Shock; 85%
Poison; 40%
Disease; 67%

Approximate TtBAt0; 4

Can't touch this!


Link your perk build!
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Sat Jun 02, 2012 10:42 pm

Interesting information here, I have a few question. Does this mean with this character optimization strategy one can:
1) Have max armor and max block without a shield?
2) If "Yes" to Q1, then will it be possible to have a one-handed sword in one hand and a spell in the other and optimize both? This means that I can engage the enemy at range using uber-spells or hack-and-slash them at close range using the weapon. And since max armor and max block is reached, I will be virtually untouchable!
3) Are there any optimizations for "unlimited stamina", so that I can sprint indefinitely.
4) Given that damage can be increased so much, do power attacks matter anymore? If not, then I guess the only use for stamina is for sprinting.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Next

Return to V - Skyrim