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| The Elder Scrolls 5: Skyrim For posts concerning Bethesda Softworks' The Elder Scrolls V: Skyrim, its expansions and various DLC. |
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#1 |
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I speak maths and logic, not stupid
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Heya!
I have grave news indeed: I haven't even touched the game in over a month. Partly because my unintentional powergaming forays have rendered my character a nigh untouchable machine of destruction, but also because I've spoiled the experience by succumbing into cheap powerleveling techniques by f.ex. casting the same buffs over and over. As comparison, anyone that has gone overboard with level-squatting and muling in Icewind Dale 2 knows what I'm talking about.However, I'm also waiting for a mod or a compilation of mods that would fix at least some of the major problems in the game before starting a new character. I was pleased to know that the patently stupid "500 Iron Daggers to max Smithing" thingy was patched in, and I've read a lot about SkyUI and some of the mods that make the world map usable. Improved graphics mods are superfluous as my gaming rig is kneeling as it is. So.. any recommendations for no-nonsense mods that would address the borked dps model of magics (no damage improvement from skill, barely any from perks either), eliminate or at least tone down the holy trinity of alchemy/enchant/smithing overpoweredness or such? |
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#2 | |||
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Mod Reviewer
Armed with My Mallet O' Thinking |
Well, I play on XBox, so I don't even look at mods. However I did want to bring this up:
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Sure, a set of ebony armor will give as much experience as crafting 10 iron daggers, but it costs way more than 10 times as much money to buy the raw materials. I have found that jewelry seems to award a huge amount of experience per craft. So the easiest means of leveling smithing (assuming you have access to a smelter) is to buy any iron ore you find, transmute to gold, smelt it, make rings/amulets. The advantages are many: 1. Even before you add in the cost increase from enchanting, a regular gold ring/amulet sells for more than what you paid for the base materials. So it requires no working capital. 2. As stated above, it seems like a gold craft is worth about 3-4 times as much smithing experience as doing an iron dagger. At lower levels 2-3 gold amulets will bump you to the next level. 3. You also get additional experience for leveling alteration for free. Granted, my current character has the mage stone active, but the alteration skill is in the 40s, and that's the only alteration spell I use. That said, there are two downsides (other than needing to find/purchase the transmute spell): 1. Obviously, you need a smelter. If you're going to do this, you want to buy every piece of iron ore you can get your hands on, which means if your home base is somewhere like Riften or Solitude, you won't have access to a smelter, and will have to transport your ore to use it. 2. It is a magicka intensive process. Each casting of transmute requires 80 magicka, and you need to cast it twice to convert one piece of iron ore into gold ore. (The first casting ups it from iron to silver.) If you're playing a character with a small magicka pool, it is possible that you'll only be able to cast transmute once before waiting for you magicka to replenish. Therefore, this obviously becomes a time consuming process. I have found the easiest thing to do is to buy all my iron ore at the beginning of my trip to town, and then just cast transmute between doing all the other stuff I have to do in town. So my first stop and last stop is the blacksmith. (Unless you're playing an Altmer. With their ability to regenerate magicka at 10 times the normal rate for a full minute, you'll be able to convert pretty much all that you have by activating that skills.) Quote:
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Because right now, that's the only cost of the crafting skills. All three will make you more money than what it costs to purchase the base materials, and so the only limiting factor is the available supply of purchasable raw materials from merchants. If you envision a mythical world in which alchemy reagents, iron ore, and soul gems were available for purchase in unlimited supply, it would be possible to level enchanting, alchemy, and smithing to 100 as soon as you got to Whiterun. |
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__________________
"I do not fear death. I had been dead for billions and billions of years before I was born, and had not suffered the slightest inconvenience from it." - Mark Twain Last edited by Aldeth the Foppish Idiot; Mon, 7th May '12 at 2:34pm. |
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#3 | ||||||
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I speak maths and logic, not stupid
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Creating new item: 25+3*cost^0.65 base exp Improving an existing item: 25+8*cost^0.6 base exp In other words, anything costing about 25 about doubles the creation exp (compared to just base 25), 150 gives four times as much, 750 about ten times and so forth. But the real dough seems to come from improving the items, with the extremely low cost of just +1 ingot. Quote:
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1) Improve all base items a bit, and a bit more for the top level stuff. This makes the base items more differentiated AND gives you a slight boost even if you decide to skip smithing altogether, a.k.a willfully gimp yourself as it is now. ![]() 2) Tone DOWN the amount improved by smithing a notch or two. Maybe +6/+12 for Legendary instead of +10/+20. This together with 1) keeps the balance for smithing alone pretty much where it is now. 3) Nerf +smith enchants and +smith potions heavily, at least by half. Sure you still get benefits by having all three, but not ridiculously so. |
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#4 | ||||
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Mod Reviewer
Armed with My Mallet O' Thinking |
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That, or I would make the bonuses from potions and smithing non-stackable. Therefore, potions would be the way to go early on, but smithing would take over later. That way, you wouldn't have to tone down the potions at all, especially if the bonus for smithing was reduced. |
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__________________
"I do not fear death. I had been dead for billions and billions of years before I was born, and had not suffered the slightest inconvenience from it." - Mark Twain |
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