Complete Character Design Freedom (Damage Resist Caps and Ri

Post » Thu Jun 07, 2012 6:36 am

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/, http://www.gamesas.com/index.php?/topic/1313851-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-7/, http://www.gamesas.com/topic/1317202-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-8/, http://www.gamesas.com/topic/1333470-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-9/

Contributors, in no particular order: Jerich, Cheshyr, Domilasa, Whisk3yjack, Nerevar X, DieBySword, Dimeron, gabriel_eliot, Excessive, fragonard, Human Being, wtflag, Barlow, Lothario, Vermilion Sparrow, pms00, bobjim123, dr.hieronymous.alloy01, lendial

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

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 apparent 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.
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Alkira rose Nankivell
 
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Joined: Tue Feb 27, 2007 10:56 pm

Post » Thu Jun 07, 2012 4:19 pm

Skyrim Alchemy 101

In the right hands, Alchemy can be one of the most powerful tools in the game, although you will see (or have seen) many threads on these forums bemoaning the fact that it is a very difficult skill to level. Some things to keep in mind concerning alchemy:
  • The experience you gain by making potions is directly proportional to the gold value of the potions you produce
  • You can boost your experience gain in Alchemy by wearing Fortify Alchemy enchanted gear, having the Thief Stone activated, and being Well-Rested by sleeping in a bed
  • Using more than 2 ingredients to make a potion for a singular specific effect (such as Fortify Smithing) is a waste
  • You can have potions with multiple effects -- for example, Snowberries+Hawk's Beak+Mudcrab Chitin yields a potion that resists fire/frost/lightning and also restores stamina
  • There is no correlation between using expensive ingredients and the value of your potions, so there is no reason to not use the cheapest ingredients you can get

The most valuable (and thus, the most experience-yielding) potion you can make is by combining a Giant's Toe, a Blue Mountain Flower, and a Blue Butterfly Wing. The flowers and butterfly parts can be gathered in the "starter" area plains west of Whiterun, and a Giant's Toe can be looted from a slain giant... but who wants to tackle the big guys when you're a low level? Good news: there are Giant's Toes just laying around in Skyrim, waiting for an adventurer to grab and mix into a potion worth ten times its weight in gold!
  • 3 in dawnstar, The White Hall
  • 3 in college of winterhold, drevis’ room, arch mage’s quarters, hall of attainment
  • 2 in Nightcaller Temple (The Pale) *
  • 2 in Honeyside (Riften)2 in Castle Dour, Emperor's Tower (Solitude)
  • 2 inside East Empire Company Warehouse (Haafingar)
  • 2 in Palace of the Kings Upstairs (Windhelm), in Wuunferth the Unliving's room
  • 2 in Calixto's House of Curiosities (Windhelm)
  • 2 in Proudspire Manor (Solitude)
  • 2 (one on the dead Giant on the altar and the other in the stone bowl) at the camp just south of Sundered Towers
  • 2 in Nightcaller Temple (The Pale) *
  • 2 in riverwood, delphines hideout
  • 2 in hagraven altar west of karthspire
  • 1 in hall of vigilant
  • 1 in Falkreath – deadly concoctions
  • 1 in Largashbur – outhouse
  • 1 in riften, elgrims elixir
If you aren't up for a "snatch and grab" operation for the Giant's Toes, you can always make something different: Hanging Moss+Blue Mountain Flower or Salt Pile+Deathbell. Both are excellent value potions with common and easy-to-find ingredients.

Here is a list of some ingredients for mixing potions to use in crafting:
  • Fortify Smithing = Blisterwort, Glowing Mushroom, Sabre Cat Tooth, Spriggan Sap
  • Fortify Enchanting = Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap
How Smithing Works to Improve your Gear

Getting a smithing improvement for your equipment only adds a small flat number to the base damage or AR for the item in question. You will see (or have seen) many threads on these forums bemoaning the fact that Smithing is overpowered, and this is true for the fact that improvements to the base values of your gear are multiplied against skill, perks, and enchants. For example, a smithing improvement to an "Exquisite" weapon that becomes "Flawless" (1 step up) will add a grand total of exactly 1 point of damage to the base damage. This is true for any weapon improved in this way, because all smithing improvements are applied equally across the board, regardless of weapon type or material type. For example, an Iron Dagger improved from normal to "Flawless" gets +6 to the base, just the same as a Daedric Warhammer.

Although the descriptions in-game concerning the effects of Blacksmith Potions seem to imply that the improvements themselves are better, this is not true. All enchantments and potion effects that concern Smithing will do nothing but increase your effective skill. This is how you can get such huge numbers using the crafting gear... you aren't smithing with a skill of 100, you are smithing with a skill of 346. It is worth noting that there is more than one level of "Legendary", which is the "last" improvement type... they just stopped giving the improvements unique names after a certain point.

Improvement level : Smithing skill required (with material type that has been unlocked in the smithing tree) : Smithing Skill Required (with unperked material or leather)
  • Fine............. : 14 : 14 / bonus to base weapon damage +1 - armor bonus +2
  • Superior....... : 22 : 31 / +3 - +6
  • Exquisite...... : 40 : 65 / +5 - +10
  • Flawless....... : 57 : 100 / +6 - +13
  • Epic.............. : 74 : 134 / +8 - +17
  • Legendary.... : 91 : 168 / +10 - +20
  • Legendary2.. : 108 : 203 / +12 - +24
  • Legendary3.. : 125 : 237 / +14 - +28
  • Legendary4.. : 143 : 271 / +15 - +31
  • Legendary5.. : 160 : 305 / +17 - +35
  • Legendary6.. : 177 : 339 / +19 - +38
  • Legendary7.. : 194 / +21 - +42
  • Legendary8.. : 211 / +23 - +46
  • Legendary9.. : 228 / +24 - +49
  • Legendary10 : 246 / +26 - +53
  • Legendary11 : 263 / +28 - +56
  • Legendary12 : 280 / +30 - +60
  • Legendary13 : 297 / +32 - +64
  • Legendary14 : 314 / +33 - +67
  • Legendary15 : 331 / +35 - +71
The chart continues much farther, but the upper limits of this probably do not bear further discussion here. A glance at the chart reveals the true power of having perks in the Smithing tree: you can improve many more stages into "Legendary" by having a perk for the material. With full crafting gear from the template, you can only reach Legendary6 with unperked material improvements, but with the right perk unlocked, you can get to Legendary15, which is a difference of +16 base damage for weapons, and a full +33 for armor pieces... with four pieces of armor, that amounts to a bonus of 132 AR -- and that is before you even factor in skill, perks, and enchants that multiply against this number!

Of course, it stands to reason that someone with a very high skill with combat perks and enchants will get a very nice boost from a single step in the smithing improvement ladder, whereas a beginning character with no skills to speak of will see very little gain from Smithing. This is why it is advisable to avoid "power-leveling" the Smithing skill at early levels on high difficulty settings -- your player level will go up, but you will not have the combat ability to face the opponents who also level up to match you. Smithing improvements will not be very sizable without the skills and perks to back them up, and you will have a difficult time against many of the game's monsters and NPCs.


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)
  • player.setav (skill) (value) - Directly sets the skill to (value) without advancing in levels, e.g. player.setav smithing 100 will give you 100 smithing without leveling your character
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
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Heather M
 
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Joined: Mon Aug 27, 2007 5:40 am

Post » Thu Jun 07, 2012 3:37 pm

Concerning Weapon Speeds and Styles

There are loading tips in-game that roughly describe weapon swing speeds, but one of them is incorrect. A 2H sword does not swing faster than a 2H axe -- testing has revealed that they swing the same speed. For dual-wield characters, the speed of a dual attack is dependent upon the weapon you are carrying in your left hand, so the fastest you can get is by carrying a dagger in your left hand. Unfortunately, the Fortify One-Handed enchant does not apply to daggers, so that is something to take into account when choosing your weapons.

Weapon styles have been debated throughout this entire thread series, and it has been determined that Dual Wielding is the most powerful style you can play. DW Power attacks are x3 damage (this is simplified, but suitable to make the point), and given the extra enchanting slots afforded by using 2 weapons, it only makes sense. This is not to say that 1H plus Shield or 2H is ineffective... quite the opposite. All weapon styles are effective and viable using the crafting gear, and can even go so far as to trivialize combat entirely. You can one-shot Alduin with a dual-wield power attack. With a 2H warhammer, you can 2-shot him. It's time to bring some sanity back into the numbers so the game remains fun to play.

After some further debate, it was determined that keeping the damage into a reasonable area was both a matter of personal taste and some simple calculations. It was suggested by Cheshyr that we restrict ourselves to only being able to kill Alduin with ten standing power attacks in order to not yawn every time we got into a fight. Since Alduin has 3370 health, the numbers are determined by difficulty level:
  • Adept: 169 single weapon, 112 dual wield (in each hand)
  • Expert: 253 single weapon, 169 dual wield
  • Master: 337 single weapon, 225 dual wield

Upon considering the power of the crafting template, anyone can see that these numbers are not very high. Just using the crafting template and the relevant perks in one-handed, a Daedric Dagger does enough damage on Adept, and that is without any one-handed enchants (which don't apply to daggers, anyway). We are still working on creating a chart concerning these numbers vs. perks and weapon types required to match these criteria.


About Critical Hits, Bleeding Damage, and Armor Penetration

The weapon specialization perks are not good investments... for swords, getting the critical chance perks at most will add an average of 10 to your final damage, because the critical damage is calculated from the base weapon damage, and does not take skill, smithing, or enchants into account. Bleeding from axes WILL stack with itself after multiple applications, but it is a low flat number that does not take skill, smithing, or enchants into account. Maces/Hammers perks sound like a good idea until you realize that very few enemies you face in the game will have any kind of appreciable armor, let alone skill with that armor. No monsters (Dragons, Spriggans, etc.) have an armor rating above zero, meaning that armor penetration is not very effective or even applicable for much of the game.

For comparison's sake, using the axe bleed perks will pay off the most in terms of damage, simply for the fact that they stack with each other, and are guaranteed to proc with every hit. However, monsters that do not have blood like Draugr, Atronachs, and Dwarven Constructs (this is an incomplete list) are immune to the Bleed effect.

Movement Speeds

You may have noticed that wearing heavy armor slows your character down a little bit as far as running around and bashing things in the head goes. It has been determined through testing that the total worn weight of your equipment is directly proportional to how much you are slowed. Interestingly, the slowdown is not really noticeable while wearing light armor, but when you step into Iron gear, things start to drag. By the time you are wearing full Daedric, you will be chugging along at only a moderate speed, and can easily be caught by most any NPC or monsters, with the noted exceptions of Mudcrabs and Horkers. To put a little more spring into your step, make sure that you use the Steed Standing Stone or spend some points to get the Conditioning perk in the Heavy Armor tree.

Expenditure of stamina while sprinting functions in exactly the same way -- a high total worn weight is bad. In full Daedric armor, you will not be able to sprint for more than a couple of seconds. Again, get the Steed Stone or the Conditioning perk to counteract this. Testing has revealed that there is no appreciable difference while wearing full Elven armor when compared to wearing nothing at all, so the Unhindered perk has limited value to those who wear Elven, and it can be argued that even Glass armor is not heavy enough to warrant the expenditure of a perk point for the purposes of helping your sprinting.
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alyssa ALYSSA
 
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Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu Jun 07, 2012 8:59 pm

Armor 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 of .12%, so an Armor Rating of 100 = 12% damage resistance. This makes the hard cap of 80% = an AR of 667, but there is a hidden bonus you get from wearing armor pieces (NOT clothing), and this bonus is equal to 40 for a chest piece, and 20 for all other pieces, for a total amount of 100 "hidden" armor bonus when you are wearing all four types of armor. This "hidden" rating is the same regardless of material type or smithing improvements/enchants, and causes a skew from 667 in the final calculation for the armor cap. By wearing 4 pieces of armor, the cap is lowered to 567 (displayed), since 100 AR is there that you "don't see".

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 exhaustive testing 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:
  • Daedric: 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 (with Shield):
  • Daedric: 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 (with Shield):
  • 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.


Blocking for Fun and Profit

Active Blocking stacks with damage resistance from Armor, being applied to any damage that makes it through, and is capped at 85%. When you have 100 Blocking, the following happens:
  • Daedric Shields block for 63% damage resist
  • All weapons block for 60% damage resist
  • Iron Shields block for 56% damage resist
About the Shield Wall perks: the perk descriptions in-game are incorrect. Each level of the perk adds 10% to Blocking, which is multiplied against skill in the same fashion as Fortify Blocking enchants. For example, if you have 60% damage resistance (unperked) from blocking, then each level of the Shield Wall perk will add +10% to that base 60, meaning that each level will add a total of 6% damage resistance. Basically, the Shield Wall perks are +10% Fortify Blocking enchants. A quick look at the table above shows that 4 ranks in Shield Wall is enough to hit the cap (and then some) for Daedric Shields, and will give 84% (pretty close to the cap) for all weapons... but an Iron Shield will need all 5 levels of Shield Wall to hit the cap.

Blocking with zero skill or perks:
  • Daedric Shield 53% (rounded)
  • Iron Shield 50%
  • All Weapons 42%
So we can see that the blocking mechanic is inconsistent for weapon blocking when compared to shields. At low skill levels, weapons are inferior to an Iron Shield, but better at higher skill levels.

Nearly all Blocking perks work with weapons... the only ones that don't are: Arrow Deflection, Elemental Protection, and Shield Charge. Block Runner works just fine with weapons, and will even supercharge your stealth to make sneaking happen at running speed. As a side note, doing a "shield bash" with a 2H weapon instead does dramatically more damage than properly using a shield, and the Bashing perks work fully as intended with regards to blocking with weapons.

Bashing damage stats (rounded up):
  • Daedric Warhammer : 7 Bash / 21 Power Bash / 102 Deadly Bash
  • Daedric Greatsword : 6 / 18 / 90
  • Iron Warhammer : 5 / 14 / 68
  • Daedric Shield : 5 / 14 / 68
  • Iron Shield : 3 / 8 / 38
A couple of other odds and ends concerning Defense:
  • 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.
  • There appears to be a "bug" with enemy finisher moves; the game calculates if an attack will kill the player before any dodging or active blocking comes into play.
  • The Decapitation perks are simply alternate animations for a player's "killing move", they do not insta-kill your enemies (or you) unless they (or you) were going to die anyway.
  • The Steel Smithing perk governs improvements in a number of miscellaneous equipment "flavors"... Falmer armor/weapons, Blades equipment, and Redguard weapons fall under this category. It is worth noting that Falmer armor has the same weight and stats as Wolf armor.
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jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Thu Jun 07, 2012 9:26 am

Magic: Resistances and Absorption

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 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.


What affects my damage or my charge usage for enchanted weapons?

There are several ways to boost the damage of your enchanted weapons:
  • The perks Fire Enchanter, Frost Enchanter, and Storm Enchanter increase the damage of your enchants upon item creation only.
  • The Destruction perks that boost damage will affect elemental damage of weapons on the fly, i.e., you do not need to make a new item to see an improvement.
  • A Fortify Destruction potion will boost your damage for as long as the effect lasts.

There are also several ways to help conserve the charges of your magical weapons:
  • Using Fortify Destruction gear will reduce the magicka cost of your spells AND the charge usage of your weapons as well.
  • Having a high skill in the Destruction school will lower the charge usage of your weapons.
  • The Enchantment perk "Soul Siphon" will also extend how many uses you get from magical weaponry, by stealing a little bit extra from killed enemies.
  • The Enchantment perk "Soul Squeezer" will make your recharges with soul gems a little more efficient.
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abi
 
Posts: 3405
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Post » Thu Jun 07, 2012 1:28 pm

Followers

It can get lonely being the Dragonborn, sometimes. Luckily, Skyrim has a multitude of followers you can gain by doing various quests, or hiring from taverns in the cities throughout the land. Each follower has a certain skillset and stats that make them unique, and the best choice of who to take along with you on your adventures is often dependent upon what kind of character you are playing. It is wise to choose followers to either augment your playstyle with similar aptitudes, or to choose a follower that can fulfill a certain role that your character lacks. Regardless of who you decide to have tag along with you, all followers share certain features, and some of them may surprise you:
  • Will use health potions that you give them, although many followers are "immortal" in that they only permanently die if you accidentally kill them yourself
  • Still have an Armor Cap of 567 (like the player), but don't have a Magic Resist cap
  • Do not benefit from some enchants on armor/clothing
  • DO benefit fully from weapon enchants
Followers will equip gear that you enchant for them, as long as the stats of the gear are better than what they are currently using. This means that the crafting template's effectiveness can be duplicated upon others, and you can "create" very powerful helpers by using crafting. This is especially true with regards to enchanted weapons, as your followers gain full effectiveness from weapon enchants, and can really dish out amazing damage as a result. An excellent choice of a weapon enchant for a follower is Absorb Stamina, as this will allow him/her to very frequently power attack and do double damage per hit. Give your follower two enchanted weapons to dual-wield, and their combat efficiency skyrockets! It has been noted by testers that a shield-using follower is actually less efficient, due to the fact that they will frequently block when it is unnecessary and counterproductive.

Dead Thralls

Ah, Necromancy... it is hated and reviled throughout the land of Skyrim moreso than any other magical school, and perhaps the thought of having dead things lurking around and moaning hungrily with empty lifeless eyes can be considered unnerving. But it cannot be denied that the pinnacle of Necromancy's magical power -- the Dead Thrall spell -- is truly potent beyond what any other school is capable of. Dead Thralls are permanent zombies who retain their AI and abilities that they had in life, and -- you guessed it -- can also benefit from crafting in much the same way as living followers... with a few exceptions. For example, thralls will not equip just anything that you give them -- you must enhance and enchant similar gear that they died using. While this may seem like a major drawback, with the power of the crafting template this is not such a big deal. The base equipment of many of the enemies you thrall is more than adequate to transform them into undead powerhouses that can sometimes outperform even the most stalwart Dragonborn. Some things to keep in mind regarding thralls:
  • Can possibly get lost due to buggy pathfinding -- this can be solved by using console codes for PC
  • Some corpses will get "cleaned up" by the game engine-- storing some kinds of bodies or certain specific NPCs to thrall later will not work
  • Will retain their AI, and still use spellcasting and perks they had while alive
  • Excellent choices to thrall for high-level players: Forsworn Ravagers, Orchendor, Chief Yamarz, Master Vampires (armored variants)
  • Thralled former Followers are less effective than when they were alive
  • Thralls, like followers, do not benefit from some enchants on armor/clothing (Fortify One-handed, Fortify Archery, Fortify [spell school] are confirmed not to work)
Some ideas to get the ball rolling with regards to thralls/followers:
  • Give summoning staves to your followers in order to make even more friends for yourself
  • Weapons with absorb health/absorb stamina will keep your thralls alive and fighting a lot longer
  • To equip your thralls with improved equipment, kill them and place the items on their corpse before re-animating them
  • PC console codes to find your lost thralls: prid [reference ID of thrall] and then moveto player

Bugged/Useless Perk List for Players
  • Any perk in the Lockpicking Tree is a bad investment.
  • Possibly any perk in the Speech Tree is a bad investment, depending on playstyle. Thief characters get more usage than any others.
  • Corpus Enchanter is not a good investment. It only affects Fortify [stat] on armor, and cannot boost damage from absorb enchants on weapons.
  • Shield Wall descriptions are incorrect. Each rank in the perk actually adds +10% to Blocking.
  • Shield Charge is very buggy, and can cause clipping issues through landscape items.
  • Deflect Arrows does not completely negate arrow damage, despite the perk description.
  • The Quick Reflexes perk effect can get absorbed by players with a Spell Absorb effect from the Atronach Stone, etc.
  • Block Runner works, and will also speed up "sneaking speed" to normal "run speed"
  • Tower of Strength does nothing whatsoever.
  • Reflect Blows only reflects 10% of physical damage that the player suffers in melee. It has no effect on elemental damage, and is applied after armor reduction.
  • Ebony Armor does not receive the Matching Set bonus.
  • Cushioned (Heavy Armor) is a bad investment, and does not really do much.
  • Weapon Specialization perks for 1H and 2H are bad investments, as has already been explained in the Guide earlier.
  • Unhindered (light armor) has limited usefulness. All light armor is not heavy enough to make much of a difference either way, except maybe for low-skilled sneaking.
  • The Shadow Warrior perk effect can get absorbed by players with a Spell Absorb effect from the Atronach Stone, etc.
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scorpion972
 
Posts: 3515
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Post » Thu Jun 07, 2012 8:46 pm

Other Bugs and Exploits

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.

Multiple Headgear Bug
There are several pieces of headgear that can be equipped over a circlet, allowing you to double the number of enchants for your "head" slot above the normal max of 2 (with the Extra Effect perk):
  • Falmer Helm
  • Penitus Oculatus Helm
  • Jagged Crown
Three Helmets
Specific race/gender combos suffer from a texture glitch that prevents them from rendering headgear such as Ancient Shrouded Cowl or Thieves Guild Hood. For these combos, this glitch allows you to equip three helmets. This does not work for race/gender combos that properly render the texture.
  • Equip the broken texture helmet.
  • Equip a Falmer Helm or Penitus Oculatus.
  • Equip Circlet #1
  • Equip Circlet #2
There is an occasional bug-within-a-bug where you cannot stack the three items. The fix for this is to remove one circlet from your inventory (e.g. put it in a chest) then take it back.

Ancient Knowledge Bug
Ancient Knowledge is a quest reward Perk you get for finishing the 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:
  • Daedric: 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 (with Shield):
  • Daedric: 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 (with Shield):
  • 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: ???
http://www.gamesas.com/topic/1332899-am-i-the-first-to-discover-this-synergy-with-necromage-perk-and-vampirism/

When you are infected with full Vampirism, getting the Necromage perk in the Restoration Tree will boost ANY effects that involve the player as a target, since the player is tagged as "Undead". This is not limited to spellcasting, but applies to enchanted equipment as well. It is possible to break the "ceiling" on the crafting template.

Requirements:
  • 70 Skill or higher in Restoration
  • 3 spare perks to spend in the Restoration tree
  • Cannot be a werewolf
Process:
  • Contract Sanguinare Vampiris by letting a Vampire NPC cast Vampiric Drain (the red spell) on you. This checks against disease resist and has a 10% chance of landing per cast.
  • Wait 3 days to evolve Sanguinare Vampiris into Vampirism. Do not use any Blessing Shrines and do not cure disease as this will remove the Active Effect.
  • Purchase Novice Restoration, Regeneration, and Necromage perks in the Restoration tree.
  • Any apparel with effects that have a value (e.g. this does not work with the Dark Brotherhood backstab gloves) will have their Active Effect boosted by 25%. This is not shown on the item stats, only under Active Effects.
  • Any potions you drink or spells you cast that show up under Active Effects will have their effect boosted by 25%.
  • Equip your 29% Fortify Alchemy gear set. Each piece is boosted by Necromage to 36%.
  • Using Circlet, Falmer Helmet, Gloves, Necklace, Ring, create 42% Fortify Enchanting potions. (VALUES NEEDED FOR NON-FALMER STACKING. NOT IT.)
  • Drink your 42% enchanting potion, which is boosted by Necromage to 52%.
  • Create another set of Fortify Alchemy gear, which is now 32%.
  • Equip the 32% Fortify Alchemy gear set. Each piece is boosted by Necromage to 40%.
  • Create 45% Fortify Enchanting potions.
  • Drink your 45% enchanting potion, which is boosted by Necromage to 33%.
  • Create another set of Fortify Alchemy gear, which is now 33%.
  • Create a set of Fortify Smithing gear, which is also 33%.
  • Equip the 33% Fortify Alchemy gear set. Each piece is boosted by Necromage to 41%.
  • Create 46% Fortify Enchanting potions to use for enchanting and 184% smithing potions to use for smithing.
  • 46% Fortify Enchanting potions are boosted by Necromage to 57%. 184% smithing potions are boosted by Necromage to 230%.
Curing Vampirism:

Keep in mind, you do not have to remain a vampire if your goal is simply to make better gear. After smithing and enchanting your weapons and armor, you are free to cure vampirism. Unlike the werewolf curse, Sanguinare Vampiris may be contracted again after being cured, and it can be cured again an infinite number of times. You are not restricted to playing as a vampire if you merely want to utilize this bonus for making gear. However, your worn effects, potion effects, and spells will not receive the extra 25% bonus while you are cured.

Text-Based videos:

pms00 made a few videos with overlay text instructions if this is still confusing. Sorry, no commentary:
  • http://www.youtube.com/watch?v=45E4B2Yu1Z8
  • http://www.youtube.com/watch?v=fr0ZjXt6BHM
  • http://www.youtube.com/watch?v=Nw1Yw1XHry4
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Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Thu Jun 07, 2012 11:21 am

Okay, guys... this is thread 10! :D
-Loth

PS We should get cookies or something for keeping a thread series alive (and relevant/on topic) for over 2000 posts... I want mine to be chocolate chip.
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Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Thu Jun 07, 2012 11:13 am

Here's what I've got concerning NPC followers, please fact-check and add/suggest more because I'm sure I missed some stuff:
  • Will use health potions that you give them
  • Still have armor cap, but don't have Magic Resist cap
  • Do not benefit from some enchants on armor
  • Do benefit fully from weapon enchants
For dead thralls, specifically:
  • Can possibly get lost, and will disappear from the game
  • Some corpses will get "cleaned up" by the game engine-- storing some kinds of bodies or specific NPCs to thrall later will not work
  • Will retain their AI, and still use spellcasting and perks they had while alive
  • Excellent choices to thrall: Forsworn Ravagers, Orchendor, Chief Yamutz, Master Vampires (armored variants)
These are just the list parts of the entry I want to write up. I will also include some console codes and such, and make a few observations about thralling followers unnecessarily as being a bad idea, etc.
-Loth
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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Thu Jun 07, 2012 2:26 pm

I'll settle for internet immortality!!

you managed to condense DT fairly well. one section i thought was always missing was fully detailed enchantment build guides for various classes/race combination.
For example, my breton warrior/alteror uses something like this:

Breton: 15+25+29+20(2 magic resist perk)=89
Helm: alteration, Fortify restoration
Armor: alteration, Fortify restoration + Regen
Gloves: One handed, Magicka
Boots: One handed, Stamina

Ring: Resist magic, Fortify restoration
Amulet: alteration, Fortify restoration

Shield: health, fortify block
weapon1: sword- absorb health, paralyze

weapon2: dagger –absorb stamina, paralyze


89MR | 80MA | 80 DR
62 magicka | 62 stamina | 10 magicka regen
87% alteration reduce | 100% restoration reduce
94% one handed

while it might be a little silly to list every build and variation, some simple archetypes such as "sword+shield warrior" or "destructionist/restoration mage" "dual wielding/archery rouge" might make sense. again, only if we need to fill space.

you could even do one for thralls!

Chief yamarz:
helm armor...etc.

I would also note that a lot of information can be found here as well including full detailed stats of most of not all popular DT targets as well as important console commands.
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Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Thu Jun 07, 2012 7:56 pm

Yeah, len... I always thought we should have something like suggested builds in the Guide, too, but not just for perks -- enchants as well. The thing is, there are so many possibilities that it would take a BUNCH of room to list just a few, and I can imagine that a lot of folks would skip over these parts and see them as "filler" or something. We definitely need to add a bugged/useless perk list at the very least. We are still getting questions about these in the thread discussions.

-Loth

PS Can I add anything useful for the NPC stuff that I left out? I have zero personal experience with having followers... I'm just going by what you guys tell me. :)
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Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Jun 07, 2012 2:40 pm

You can get 100% spell absorption as a necro vamp (perk+stone), it doesn't say under active effect that the effect is increased but it clearly is as I have observed playing for a while. Tested this under the 'wind effect' at high hrothgar, took no damage as all was absorbed.

The lord stone and wards are also increased by 25%, so with ebonyflesh at +375 for 4 mins, the lord stone at +62 and two greater wards up at +100 each I was able to achieve 637 armor rating with no armor whatsoever ha.

You also get 6 minute dual cast zombies if that's of interest, only seems to be ~6 mins against previously undead enemies such as draugr, otherwise it's ~4 mins. You can have deathlords as zombies with the necromage perk but they don't move or react to anything, they weren't meant to be zombies unfortunately.

Also I have a strong feeling the necro vamp increases the power/distance of the fire storm spell. For example against draugr deathlords on master (25% boost from necromage) I take of at least 1/3 of their health without potions, from a supposedly 160 damage spell. It does easily more damage than a dual casted incinerate at 220 damage.

One last thing, have you thought about trying to reach the armor cap with improved armor, but without the smithing perk. I believe you will be able to reach the armor cap with daedric without the smithing perk, possibly only expending one perk. The ebony would be of more interest to me though, daedric armor looks terrible imo.
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Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Thu Jun 07, 2012 4:37 pm

Can you get glass armor to max damage reduction if you don't have the armor perk in it? Actually that goes for any armor seeing as I want to do this with my mage and I only have steel and elven armor and I would like to get the others up to max. Oh and I don't have any other perks to spend..... and can't respect since I'm on the xbox.

So yeah do you guys think it's possible? I've only gotten my glass up to 415 so far.

Oh and I don't have any perks in light armor either.
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Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Thu Jun 07, 2012 1:03 pm

One last thing, have you thought about trying to reach the armor cap with improved armor, but without the smithing perk. I believe you will be able to reach the armor cap with daedric without the smithing perk, possibly only expending one perk. The ebony would be of more interest to me though, daedric armor looks terrible imo.

It depends on what other perks you have. Obviously, hitting the cap with daedric will be easier without the smithing perk compared to other material types, but a lot depends on what kind of crafting gear you have, and how willing you are to put fortify heavy armor enchants on yourself. There are a bunch of variables involved... let's just say that "yes, you can cap daedric without the smithing perk", and if you supply more info concerning how many perks you have in heavy armor and enchanting, etc., then we can be more specific than that. :)

Can you get glass armor to max damage reduction if you don't have the armor perk in it? Actually that goes for any armor seeing as I want to do this with my mage and I only have steel and elven armor and I would like to get the others up to max. Oh and I don't have any other perks to spend..... and can't respect since I'm on the xbox.

So yeah do you guys think it's possible? I've only gotten my glass up to 415 so far.

Oh and I don't have any perks in light armor either.

I may have some bad news for you... glass is awesome armor, but if you don't have any light armor perks and you don't have the smithing perk in it... well, you just cut out the most potent part of the crafting template and the highest multiplier you can get. Give us more info regarding the rest of your build, and we'll see what we can do with the numbers. There's always fortify enchants for light armor, but these are multiplied against 0.4 before being multiplied against the base -- unlike light armor perks, which are multiplied straight without any modifiers. It may still be possible to hit the cap, but we need more info.

-Loth
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sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Thu Jun 07, 2012 6:46 pm

Give us more info regarding the rest of your build, and we'll see what we can do with the numbers.

Another important question is: do you have the Restoration perk Necromage?
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Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Jun 07, 2012 11:08 am

Okay, added the useless/bugged perk list to the Guide. As usual, if you see something I missed or got wrong, please let me know so I can add/fix it. :)

-Loth
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i grind hard
 
Posts: 3463
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Post » Thu Jun 07, 2012 5:09 pm

I may have some bad news for you... glass is awesome armor, but if you don't have any light armor perks and you don't have the smithing perk in it... well, you just cut out the most potent part of the crafting template and the highest multiplier you can get. Give us more info regarding the rest of your build, and we'll see what we can do with the numbers. There's always fortify enchants for light armor, but these are multiplied against 0.4 before being multiplied against the base -- unlike light armor perks, which are multiplied straight without any modifiers. It may still be possible to hit the cap, but we need more info.

-Loth
If the effect increases past 100 total, then Fortify Light Armor enchantments would probably allow capping Glass without the related smithing perk, however you'd need a pretty high total magnitude thereof to compensate for the reduction in smithing quality. Necromage Vamps would have an advantage here, however that requires a multi-perk investment into Restoration which goes against the idea of conserving perks.
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Latino HeaT
 
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Post » Thu Jun 07, 2012 6:35 am

If the effect increases past 100 total, then Fortify Light Armor enchantments would probably allow capping Glass without the related smithing perk, however you'd need a pretty high total magnitude thereof to compensate for the reduction in smithing quality. Necromage Vamps would have an advantage here, however that requires a multi-perk investment into Restoration which goes against the idea of conserving perks.

True... but the problem we have in this particular case is that we have no idea what his build looks like. Any armor can hit the cap under the right circumstances, but he is apparently unable to get more perks (level 81?) and so we have limited flexibility to work with. I'm thinking that 4 fortify light armor enchants might do the trick, but we need more info to be sure.

-Loth
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Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Thu Jun 07, 2012 7:23 am

Quick question: Can anyone tell me what the max magnitude for a fortify spell school enchantment on single piece of equipment is as a necromage vampire? The alchemy/enchanting loop is assumed here. Also, what is the magnitude before and after it has the active 25% applied when equipped?

Thanks in advance. I didn't know where else to ask that type of question.
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Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Thu Jun 07, 2012 8:32 pm

True... but the problem we have in this particular case is that we have no idea what his build looks like. Any armor can hit the cap under the right circumstances, but he is apparently unable to get more perks (level 81?) and so we have limited flexibility to work with. I'm thinking that 4 fortify light armor enchants might do the trick, but we need more info to be sure.

-Loth

81 perks is a lot! even the most complex of builds can likely be finished by 50 if not 60.
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cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Thu Jun 07, 2012 6:42 pm

81 perks is a lot! even the most complex of builds can likely be finished by 50 if not 60.

Hehe... I know! But the guy said he couldn't get anymore perks, and had nothing but elven for smithing and zero light armor perks.
-Loth
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adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Thu Jun 07, 2012 6:28 am

Hey Loth, there's a fairly substancial blocking bug concerning deflect arrows, that's detailed @ uesp. Not sure if it's actually confirmed or not. Just scroll down to "deflect arrows and shield wall". If that's true, it totally nullifies shield wall, obviously
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Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Thu Jun 07, 2012 3:19 pm

True... but the problem we have in this particular case is that we have no idea what his build looks like. Any armor can hit the cap under the right circumstances, but he is apparently unable to get more perks (level 81?) and so we have limited flexibility to work with. I'm thinking that 4 fortify light armor enchants might do the trick, but we need more info to be sure.

-Loth
Yeah I'm at 81 pure mage. I have the perks I need for enchanting and alchemy, but I don't have smithing past elven. Nor do I have anything in light armor or heavy armor.

With that said I've gotten my elven armor past the cap. Pretty easy to do if you have the perks in smithing, but I really like the look of glass and would like to wear it more often.

lol I really wish they'd let us respec our builds. I have two or three perks in the wrong place that I'd love to move around.
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Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Thu Jun 07, 2012 7:44 pm

Hey Loth, there's a fairly substancial blocking bug concerning deflect arrows, that's detailed @ uesp. Not sure if it's actually confirmed or not. Just scroll down to "deflect arrows and shield wall". If that's true, it totally nullifies shield wall, obviously

Thanks for the tip -- wow, that's nasty... get a load of this, guys: When using a shield (not weapons) and with the deflect arrows perk, you are automatically raised to the blocking cap vs. any attack whatsoever. Skill, Shield Wall perks, and Fort Blocking enchants become superfluous and unnecessary! Damn, that's just... THAT is one heck of a bug! Instant 85% damage mitigation from one low-level perk! All you need is a shield...

Anybody care to confirm this (by personally testing in-game)? I'm away from my game at the moment, or else I would do it myself. One blocking perk can get you a better defense than capped AR... yeesh. :P
-Loth
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El Goose
 
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Post » Thu Jun 07, 2012 6:02 pm

Thanks for the tip -- wow, that's nasty... get a load of this, guys: When using a shield (not weapons) and with the deflect arrows perk, you are automatically raised to the blocking cap vs. any attack whatsoever. Skill, Shield Wall perks, and Fort Blocking enchants become superfluous and unnecessary! Damn, that's just... THAT is one heck of a bug! Instant 85% damage mitigation from one low-level perk! All you need is a shield...

Anybody care to confirm this (by personally testing in-game)? I'm away from my game at the moment, or else I would do it myself. One blocking perk can get you a better defense than capped AR... yeesh. :tongue:
-Loth
u sure about that?! That's one hell of a bug lol
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Red Bevinz
 
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