WingedKagouti on 1/4/2006 at 17:17
1) Alchemy & Intelligence: As opposed to Morrowind, your Intelligence is completely unrelated to the power of your created potions.
2) In fact, high Intelligence seems to only offer increased Magicka reserves making this a rather unimportant attribute to increase, as long as you have a decent base Magicka pool. Since 1 Intelligence = 2 max Magicka, Fortify Magicka enchantments become just as useful if not more than Fortify Intelligence. The Fortify Magicka Sigil Stones will provide about 2 times as much Magicka as the Fortify Intelligence versions. The Transcendent stones give 50 Magicka or 12 Intelligence (24 Magicka), not a hard choice for me.
3) Items are unequipped while you level up, so Endurance buffs from equipment are not as useful as Fortify Health/Fatigute items. This is also how it worked in Morrowind.
4) Willpower grants 1/10th Magicka/second recovery. Seems to work correctly with enchanted items and above 100.
5) No skill increase above 100 will help any of the Magic skills. If you hit 100 skill then you won't have any use for any kind of Fortify Skill equipment/spells for that skill. It is likely that this also goes for the Combat and Stealth skills.
6) Mysticism, while a very important school in Morrowind, is largely irrelevant in Oblivion. Absorb Health was moved to Restoration and the teleport spells removed. Additionally the Reflect and Spell Absorption effects have been flagged as Not for Enchantment, making Soul Trap the only reason to use Mysticism.
7) The important spells from Illusion (except Charm) can be easily cloned through Alchemy, not a worthwhile school to invest in for anything but roleplaying purposes.
Tuco on 1/4/2006 at 18:45
Quote:
4) Willpower grants 1/10th Magicka/second recovery. Seems to work correctly with enchanted items and above 100.
I've found with observation that magicka regen goes up by percentages. I'll have to test that, but it seems like improving your mana pool increases your mana regened per second.
Let me test that and get back to you.
Otherwise, I agree with your points(Though I think +Blade/blunt helps your melee)
RarRar on 1/4/2006 at 19:40
Quote Posted by WingedKagouti
4) Willpower grants 1/10th Magicka/second recovery. Seems to work correctly with enchanted items and above 100.
Seems like Willpower is completely useless for the Atronach sign (can't regenerate Magicka). This sucks if you have Destruction as a Major. Any other things Willpower is good for besides Magicka regeneration? In Morrowind I believe Willpower affected your ability to resist or reflect spells.
This is a useful thread. If only I'd known all of this before I chose my character.
Tuco on 1/4/2006 at 19:42
According to the loading screen tips, willpower can have you resist spells.
How this works, I don't know. It'd be nice if you got 1% of magicka resistance for every 10 points of willpower, though.
GRRRR on 2/4/2006 at 02:26
Read some tip too about high Agility preventing you from staggering or being knocked back.
As for number crunching : 1 Strength = 5 Carrying capacity, but thats probably obvious :p
Also i noticed Max Armor with Heavy Armor (cant speak for Light, dont use it :b ) cant raise above 85 for some reason, even if you use additional Shield enchantments/spells or fortify Heavy. For example, when having full deadric ("repaired" to 125) equipped, a Shield enchantment ring (etc) doesnt raise it more. "Spare" shield enchants/spells do however "replace" Armor Rating lost due to damage to armor, means in drawn out fights you could use additional enchants to keep your defence up.
WingedKagouti on 12/5/2006 at 11:28
This post will likely make the Mages Guild a bit angry due to their stance on Necromancy. :p
1) Willpower is definately a percentage regeneration as opposed to my OP, not that I ever notice the effect on my non-test characters (Atronarch rules).
2) In the editor there's a variable called fMagicResistTargetWillpowerMult with a default value of 0.005, or 0.5%, this could be the resistance per point of Willpower modifier. Another variable called fMagicResistTargetWillpowerBase has a default value of 0, this could be the default value for Willpower Magic Resistance. I have not tested this yet.
3) Some notes on spell costs:
Code:
Test spell cost: 100000 (Master) & 500 (Novice)
Skill Master Novice %
0 140000 700 140%
5 134000 670 134%
10 128000 640 128%
20 116000 580 116%
25 110000 550 110%
30 104000 520 104%
33 100400 502 100.4%
34 99200 496 99.2%
35 98000 490 98%
40 92000 460 92%
50 80000 400 80%
60 68000 340 68%
70 56000 280 56%
75 50000 250 50%
80 44000 220 44%
90 32000 160 32%
95 26000 130 26%
100 20000 100 20%
Level 25 Finger of the Mountain,
base cost listed in CS (with Auto-Calculate cost checked): 1547
Skill Cost %
0 2166 140.01%
10 1980 127.99%
20 1794 115.97%
25 1702 110.02%
30 1609 104.01%
33 1553 100.39%
34 1534 99.16%
40 1423 91.98%
50 1237 79.96%
60 1052 68%
70 866 55.98%
75 773 49.97%
80 680 43.96%
90 495 32%
95 402 25.99%
100 309 19.97%
5 skill = 6% Cheaper spell, 0 skill = 140% of base cost listed in editor. 33 1/3 skill seems to be the skill needed to get the base cost.
This is potentially controlled by the variables fMagicCasterSkillCostBase and fMagicCasterSkillCostMult
Navyhacker006 on 12/5/2006 at 14:52
Quote Posted by WingedKagouti
This post will likely make the Mages Guild a bit angry due to their stance on Necromancy. :p
Bah. Soon as I started, I saw all those rumors and loading zones talking about Traven and his stance on Necromancy... gave me a tiny hope that I could focus the Mages Guild when I got to be Arch Mage. You know, have them focus their efforts on making better Destruction spells. Or reversing Traven's stance and making Necromancy both legal and useable. Maybe in TES: 6?