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If you play Master difficulty and want to min max your character it seems that the best combo is using the alchemy / Smithing / Enchanting combo. With this you can buff your weapons and armor by 246%. Also from what I have read the best race choices are Breton (25% passive magic resist and Dragonskin) and Orc (Berserker Rage). Here are some notes that I found hope this helps you guys out...
Minimums required to make this work (perks) [skill]: - Enchanting (8) [100]: 5/5 Enchanter, Insightful, Corpus, Extra Effect - Alchemy (7) [100]: 5/5 Alchemist, Physician, Benefactor - Smithing (5) [100]: Steel. Dwarven, Orcish, Ebony, Daedric - Weapon Skill (5) [100]: 5/5 Armsman or 5/5 Barbarian (1h or 2h) - Armor Skill (5) [100]: 5/5 Juggernaut or 5/5 Agile Defender (optional, but makes mid-game easier) Using an Alchemy Enchanting loop, it is possible to make: +29% Fortify Enchanting enchantments +29% Fortify Smithing enchantments +32% Fortify Alchemy potions +130% Fortify Smithing potions Your process should look something like this: 1) Fortify Alchemy enchantments 25% x4 2) Fortify Enchantment potions 30% 3) Fortify Alchemy enchantments 28% x4 4) Fortify Enchantment potions 32% 5) Fortify Alchemy enchantments 29% x4 6) Fortify Smithing enchantments 29% x4 7) Fortify Smithing potions 130% This enables a total of +246% Weapon and Armor Improvement. Combined with 100 Smithing Skill, and appropriate perks, it is possible to make: - Any Armor Type with a final set armor rating in excess of 500. For weaker Armor, additional armor set perks may be required. - Daedric Weaponry with attack damage in excess of 500 - 100 Heavy Armor, No Perks, Fully Upgraded Legendary Daedric is 590 with shield, 475 without. Regarding the Armor Cap: - Experiments show that the Armor Cap is above 500, but less than 672. - It is impossible to get 100% Damage Reduction. - 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. - The UESP wiki lists the Armor Cap as 80%, at 567 Armor Rating. This means that any Armor Rating above 567 has no effect! Regarding Armor Perks: - Heavy Armor Damage Reflection does not decrease damage by 10%; it just reflects incoming damage - It is unknown if Heavy Armor Damage Reflection is before or after Damage Reduction. It appears to be after. - Testing on the Heavy Armor 50% Anti-Stagger perk has been inconclusive. It may not actually be working right now. Regarding short-term skill buffs: - Weapon Skill and Armor Skill potions work as intended - Archery Skill buff potion is bugged to give a buff to unrelated skills in addition to it's intended buff; expect a patch - Orc Berserking stacks with all other buffs - In extreme cases, a fully buffed player can hit for between 3k-6k damage without using a Sneak Attack. Ancient Dragons have 3.1k Hitpoints Regarding the Magic Resistance: - Magic Resistance Cap at 85% - Magic Resistance and Elemental Resistance stack multiplicatively (( Damage * (1 - MR)) * (1 - ER)) = Damage Taken - Elemental Resistance Cap is unknown, but appears to also be ~85% - Alteration MR Perk is a flat 30% MR added to current MR. - Block Perk: Elemental Protection is Elemental Resistance NOT Magic Resistance - Magic Absorption is applied before Magic Resist is calculated. It acts as a % chance that you will absorb the spell entirely. If it doesn't get absorbed, the MR and ER calc is used. Regarding Alchemy and Magic: - Fortify Destruction potion is a +% Damage potion, unlike the Destruction enchants which reduce spell cost. - Fortify Destruction potion caps at +162%. If you maximize an elemental perk, this will turn a 60 point spell into a 235 point spell - Weakness to Element poisons act on the entire damage, so the max 97% Weakness poison turns 235 into 463. - Multiple Weakness poisons stack additively, so 2x 97% Weakness poisons will give them a 194% Weakness (aka 690 damage) - Dual Casting is applied before Weakness, so the effects scale very quickly into the 1000's. Regarding Unarmed: - Unarmed only scales with Base Gauntlet Armor Rating of Heavy Gauntlets. - Unaffected by ANY perk except Fists of Steel - Unaffected by ANY enchant except Unarmed Damage enchant (Pugilist Gloves in Riften Ratway) - Untested using Shouts yet - Max Damage is 46 or 61 (+14 Fortify Unarmed x2, +18 Base Daedric Gauntlets Armor Rating, +15 for Khajiit (optional)) - For reference, max one-handed mace damage is 536. Alchemy Progression Chart: http://bit.ly/tXTbCk Notes: - One-handed Weapon Skill enchants don't work on Daggers, so it's damage is limited to 171. Although you can get a total x60 dagger-only backstab bonus. - Potion-based skill enhancements are time limited, in some cases to as little as 30 seconds. Be quick when crafting your items and enchantments. - No known enemy has Armor Ignore abilities, but we have not tested whether certain weapon types, such as Daedric, have inherent Armor Ignore. |
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