» Sun Jun 03, 2012 8:54 pm
The way leveling works... (Not exact, but this is how it works.)
- Leveling your first 2 things to 100 will yield about 20 perks (You are level 20 now.)
- After that... Leveling the next two things will only yield about 10 perks (You are now level 30, not 40... Though you have 4 things at 100.)
- After that... Leveling the next two things will only yield about 2 perk... (You are now level 32, not 60... Though you have 6 things at 100.)
- After that... you need to level four things to get a perk... (You are level 33, not 100... Though you now have 10 things at 100.)
It is best to level the hardest things to level, that you will actually use... early on. Once you level above 32, (the soft cap), skills become a LOT harder to level-up.
The exceptions are for non-battle skills... Those tend to level fast, though still slower with each level-up.
EG...
- From level 1... you can smith 200 daggers to raise the skill from 10 to 100.
- From level 32... you can smith 400 daggers to raise the skill from 10 to 100. (Takes longer 2x, since other skills raised your level. Something you want to save until later-on.)
On the opposite end... fighting skills...
- From level 1... you can hit a creature 3,000 times to raise one-handed from 10 to 100
- From level 32... You have to hit a creature 30,000 to raise one-handed from 10 to 100 (See, harder to gain levels x10. Thus, something you want to raise early-on.)
However... Due to bad use of perks... You actually gain from maxing ONE non-battle skill, since those give you god-like items. Like smithing, sneaking, alchemy, enchant.
Useless skills to raise early, are...
- Speach-craft... You can't talk your way out of a fight. (But creatures still get harder.)
- Pick-pocket... You can't pick-pocket magic or shouts from mages, dragons, and draugr-lords.
- Light-armor... It is already light, and most damage seems to go through it, no matter what the rating is.
- Two-handed... Eventually, you will need real ability to block, and be able to swing more than once per 3 seconds, to kill 5 things.
- Conjuration... Unless that is your ONE thing you intend to max early-on, for disposable companion masters of battle.
- Alteration... Oh, lights... but it is already bright at midnight, and in unlit dungeons, and well... everywhere... Shields are neat, but a waste of magica.
The above are not truly useless... but it is better to raise them later... Since they are easy, or not truly needed, once the other unlisted skills are raised to max. By then, you are already a 4x God, and can fight naked, unarmed, blind-folded, like Chuck Norris!