Phatose on 13/4/2006 at 17:53
So, I've beaten the game, modded it to my liking, but I'm still unclear on the details of skill gains in general. I know a skill needs to actually do something to gain points, but I'm not sure what exactly determines how much you gain.
I've noticed, for example, that I seem to gain acrobatics faster by jumping off of cliffs then I do jumping on to things.
But what about the other skills? General idea of things I'm looking for:
Combat skills: Are these on a per-swing basis, a per-damage basis, or what? Are you better off training with a dinky little dagger or a huge magic broadsword of absolute doom?
Mercantile: Is it quantity or value sold/bought that matters?
Armor: Is it how often you're hit, how much damage you take, how much damage your armor takes or what?
Fig455 on 13/4/2006 at 19:19
I, too, would like to know.
WingedKagouti on 13/4/2006 at 19:32
If you try to edit a skill in the CS you can see what actions will increase it and by how much.
Weapon skills are per hit, armor skills are for each hit taken, spells are per successful cast.
Letting a rat pound you will level your armor skill just as fast as letting a high level Daedra hit you for several times the damage. Assuming that they hit at the same speed.
Hitting something with a 1 damage weapon will raise your weapon skill as fast as hitting it with a 20 damage weapon. With the higher damage weapon you just run out of target faster. A fast, low damage weapon is preferred if you are looking to improve your weapon skill.
I'm not 100% certain about Mercantile though, haven't bothered looking too much at it. I just know that a Fortify Mercantile 100/2 seconds spell is great when I want to trade.
Phatose on 13/4/2006 at 20:27
I didn't realize you could edit skills in the CS. Have to find that one. Actually, been meaning to take a good look into that anyway - want to see if I can find a way to make a speedbook type thing, switches through different spells when you 'equip' it, to help deal with the lack of hotkeys.
Ah, well, good to know. Guess I'll have to find myself a light dagger and go daedra hunting.
WingedKagouti on 13/4/2006 at 20:36
Well, you can't edit too much about them in the CS, but you can still change a few interesting variables.
RarRar on 13/4/2006 at 23:46
Quote Posted by WingedKagouti
Letting a rat pound you will level your armor skill just as fast as letting a high level Daedra hit you for several times the damage.
If I want to buff my Endurance attribute and Restoration skill a bit I put on the heavy armor and let a goblin whale away at me for awhile. I used to go find some mudcrabs but the little bastards do a surprisingly large amount of damage. Rats too. Plus you'll inevitably get a disease. For some reason I can just stand there and let a goblin go at it for a long time before I heal myself. Good to know my endurance is getting the same kind of workout as with a mudcrab.
Azekiel on 14/4/2006 at 00:01
Quote Posted by Phatose
I didn't realize you could edit skills in the CS. Have to find that one. Actually, been meaning to take a good look into that anyway - want to see if I can find a way to make a speedbook type thing, switches through different spells when you 'equip' it, to help deal with the lack of hotkeys.
Ah, well, good to know. Guess I'll have to find myself a light dagger and go daedra hunting.
you do know you have ten hotkeys, right? hold down the number key then click on the item/spell in the Tab menu to add it. granted i'm only Lvl22 and not much of a caster at present, but i've never yet needed more than ten.
PeeperStorm on 14/4/2006 at 01:31
That must be the new fangled version that was released on Mars, 'cuz my game only has 8 hotkeys.
Phatose on 14/4/2006 at 01:33
Yeah, I know them and use them. Wouldn't be able to do what I want to do if I didn't - the idea was to make the item on a hotkey.
But I've got a lot of things I want to hotkey. Different weapons, a vast variety of different spells, my repair hammer, the azuras star, occasionally potions, the night vision ring I made. Lots of stuff. I've got dozens of spells, it's impossible to erase them and the interface leaves a lot to be desired anyway.
Being able to make one key cycle through a whole group of spells would be very helpful. If I can manage to figure this out, ideally I'd also like something that's a fast switch of an entire equipment setup - for switching between archer/caster/cutter/social modes, for instance.
Really, an interface overhaul is what's in order, but for the time being, I'm going for 'as close as I can get', since I'm not at all certain the interface will ever be fixed.
Pisces on 14/4/2006 at 05:00
I haven't actaully looked at the skill mechanics in OB. In MW the % haggling you have done affects how much mercentile skill you gain. I can't imagine they would have simplified it. As for spells in MW it didn't matter if your spell affected something or not nor the spell cost; I don't know if thats changed in OB.