Say your character is a fighter and has a base strength of 90 and base Blade skill of 95.
Now you got a new full set of deadric armor and want to enchant it using Altar of enchanting.
Do you get eny advantage on putting +10 strength on 3 items for a total of +30 (making it a final 120 when toping on your base 90) ?
or even putting +10 blade skill on said items making a total of +30 Blade skill on top of your base 95 blade skill points making a final 125 ?
More. are you better off, regarding blade damage, with adding +30 to blade skill or adding +30 to strength ?
thanks in advance : )
enchanting skill and Atributes past 100. yes or No ?
In the vanilla game the only advantage in taking strength above 100 is that it increases your carrying capacity. I'm not sure if taking blade above 100 adds anything, I suspect not, never bothered trying. The best way to find out is to save and experiment; take your blade to 120 and see if your weapons do any more damage, same with strength. It would be interesting if you did and posted your findings here.
If you're playing on a PC then there is a mod out there that over-rides the default cap
which you can find here, there are a couple of other mods that work well with is too, such as Grandmaster of Alchemy and Legendary Mastery.
If you're playing on a PC then there is a mod out there that over-rides the default cap
which you can find here, there are a couple of other mods that work well with is too, such as Grandmaster of Alchemy and Legendary Mastery.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
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Excellent choice of mods. They really add flavor to the game, and make it a worthwhile goal to pursue longterm.galraen wrote:If you're playing on a PC then there is a mod out there that over-rides the default cap
which you can find here, there are a couple of other mods that work well with is too, such as Grandmaster of Alchemy and Legendary Mastery.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
did some testing and checking.
Assuming the damage tab on inventory tells the truth, you cannot gain advantage from >100 strength except for cargo capacity.
As for adding blade skill to items, if you are already at 100, dont bother cause it adds nothing.
So as soon as your character reaches 100 strength and 100 blade, it stops getting damage bonus when it levels up. In most of cases this could happen around level 30, meaning the game will only get harder since the opponents are growing each time you level while you are Not, concerning damage. This being correct, its a fail game mechanism.
We have 9 slots we can enchant else than weapon:
Helmet, cuirass, greaves, gloves, boots, ring 1, ring 2, Amulet, shield.
So once you reach 100 on atributes/skills, you can as welll enchant Shield % to leather/iron armor and be permanent 85 on defence regardless your armor items condition - another fail machanism ? -
Its pretty much like you re better off choosing as primary skills the ones you use the less, so you can enjoy balanced fights/opponents for longer.
And considering Not sleeping at all once you top your atttributes/skills seams also a valid option.
Assuming the damage tab on inventory tells the truth, you cannot gain advantage from >100 strength except for cargo capacity.
As for adding blade skill to items, if you are already at 100, dont bother cause it adds nothing.
So as soon as your character reaches 100 strength and 100 blade, it stops getting damage bonus when it levels up. In most of cases this could happen around level 30, meaning the game will only get harder since the opponents are growing each time you level while you are Not, concerning damage. This being correct, its a fail game mechanism.
We have 9 slots we can enchant else than weapon:
Helmet, cuirass, greaves, gloves, boots, ring 1, ring 2, Amulet, shield.
So once you reach 100 on atributes/skills, you can as welll enchant Shield % to leather/iron armor and be permanent 85 on defence regardless your armor items condition - another fail machanism ? -
Its pretty much like you re better off choosing as primary skills the ones you use the less, so you can enjoy balanced fights/opponents for longer.
And considering Not sleeping at all once you top your atttributes/skills seams also a valid option.
welcome to the reality of vanilla Oblivion, sad but that is the reality of the un-modded game, unfortunately nearly all the original reviewers were too busy counting the income from Bethesda's advertising to bother writing an honest review.Nabiah wrote: Its pretty much like you re better off choosing as primary skills the ones you use the less, so you can enjoy balanced fights/opponents for longer.
If you are fortunate enough to have bought the game fo the PC then the fan made mods (as opposed to the 'official' plugins) have done much to correct the major faults of the game, and turn it from a disappointing mediocre game into, IMHO, a vry good game.
If you're unfortunate enough to have bought the game for a console, commiserations, the only thing I can suggest is to look out for a cheap PC copy. Assuming of course you have a viable PC, and any PC bought in the last two to three years should be viable.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
Instaled Legendary_Mastery.
works good so far. Allows for main weapon progression. the damage increase ratio over skill points and attributes seams well balanced.
the perks from skill level look smart ( camaleon on sneak mode )
Every 4 points of weapon skill above 100: 1 damage increase
Every 5 points of strength above 100: 1 damage increase
Every 5 points of agility above 100: 1 damage increase
Every 6 points of armourer above 100: 1 damage increase
(weapon skills are blade, blunt, marksman, hand to hand)
Every 3 points of armour skills above 100: 1 AC increase
Every 5 points of speed above 100: 1 AC increase
Every 5 points of endurance above 100: 1 AC increase
Every 5 points of armourer above 100: 1 AC increase
(armour skills are light armour, heavy armour)
Every 5 points of athletics above 100: +1 fatigue regeneration
Every 5 points of endurance above 100: +1 fatigue regeneration
Every 1 point of magical skill above 100: 2% Magicka increase
Every 1 point of will above 100: 1% Magicka increase
Every 1 point of personality above 100: 1% Magicka increase
(magical skills are restoration, illusion, destruction, alteration, mysticism, conjuration)
Every 3 points of sneak above 100: 1% chameleon
Every 3 points of security above 100: 1% chameleon
Every 5 points of agility above 100: 1% chameleon
(These only take effect whilst sneaking, optional, see below)
Every 3 points of acrobatics above 100: 1% reflect damage.
Every 3 points of block above 100: 1% reflect damage
-------------
Alchemy: A lesser power is added. Use this to enable your Legendary Alchemy powers. At alchemy 140, your potions will be around 2.0x better than at alchemy 100, with roughly even scaling in between and above. Alchemy does not increase further above 160.
Using a "Fortify Alchemy 100 points for 1 second" spell WILL NOT HELP YOU. Only long-term (greater than 5 second) buffs will affect your abilities.
At below 105 alchemy, you will still need a full set of equipment. Beyond 105 alchemy, you can create potions through conjured apparatus, and no longer need to carry any equipment.
--------------
NOTES:
You have the option of having sneak give you chameleon bonuses whilst sneaking- this will leave you slightly transparent whilst sneaking, and is optional. If you decide not to, you will gain no benefit from sneak/security above 100. Levelling skills and attributes to above 100 is optional too.
These values include fractions, for the most part, so for example having 102 blade (+0.5) and 103 strength (+0.6) will give you +1 damage.
Weapon damage increase applies on ALL weapons, of ANY type. A 120 Blade skilled character will deal an extra 5 points of damage with a bow, for example. Likewise, armour bonuses apply on any and all types of armour, or even unarmoured.
Maximum magicka increases are put in as altering spell costs above 100 is impossible. Extra magicka has a similar effect.
works good so far. Allows for main weapon progression. the damage increase ratio over skill points and attributes seams well balanced.
the perks from skill level look smart ( camaleon on sneak mode )
Every 4 points of weapon skill above 100: 1 damage increase
Every 5 points of strength above 100: 1 damage increase
Every 5 points of agility above 100: 1 damage increase
Every 6 points of armourer above 100: 1 damage increase
(weapon skills are blade, blunt, marksman, hand to hand)
Every 3 points of armour skills above 100: 1 AC increase
Every 5 points of speed above 100: 1 AC increase
Every 5 points of endurance above 100: 1 AC increase
Every 5 points of armourer above 100: 1 AC increase
(armour skills are light armour, heavy armour)
Every 5 points of athletics above 100: +1 fatigue regeneration
Every 5 points of endurance above 100: +1 fatigue regeneration
Every 1 point of magical skill above 100: 2% Magicka increase
Every 1 point of will above 100: 1% Magicka increase
Every 1 point of personality above 100: 1% Magicka increase
(magical skills are restoration, illusion, destruction, alteration, mysticism, conjuration)
Every 3 points of sneak above 100: 1% chameleon
Every 3 points of security above 100: 1% chameleon
Every 5 points of agility above 100: 1% chameleon
(These only take effect whilst sneaking, optional, see below)
Every 3 points of acrobatics above 100: 1% reflect damage.
Every 3 points of block above 100: 1% reflect damage
-------------
Alchemy: A lesser power is added. Use this to enable your Legendary Alchemy powers. At alchemy 140, your potions will be around 2.0x better than at alchemy 100, with roughly even scaling in between and above. Alchemy does not increase further above 160.
Using a "Fortify Alchemy 100 points for 1 second" spell WILL NOT HELP YOU. Only long-term (greater than 5 second) buffs will affect your abilities.
At below 105 alchemy, you will still need a full set of equipment. Beyond 105 alchemy, you can create potions through conjured apparatus, and no longer need to carry any equipment.
--------------
NOTES:
You have the option of having sneak give you chameleon bonuses whilst sneaking- this will leave you slightly transparent whilst sneaking, and is optional. If you decide not to, you will gain no benefit from sneak/security above 100. Levelling skills and attributes to above 100 is optional too.
These values include fractions, for the most part, so for example having 102 blade (+0.5) and 103 strength (+0.6) will give you +1 damage.
Weapon damage increase applies on ALL weapons, of ANY type. A 120 Blade skilled character will deal an extra 5 points of damage with a bow, for example. Likewise, armour bonuses apply on any and all types of armour, or even unarmoured.
Maximum magicka increases are put in as altering spell costs above 100 is impossible. Extra magicka has a similar effect.