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 Post subject: Re: Destruction spells too weak!
PostPosted: Sat Oct 31, 2009 2:42 am 
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Reaper67 wrote:
Last I checked, 0 wasn't an option in magnitude. Like I said before, it's been a while so I could be wrong.

On the PC, at least, "0" is an option for Weakness and Damage type effects, among others.

But, that wasn't the point I was trying to make. 50 to 1, or 50 to 0, is rarely going to deliver 50 pts of damage. Both configurations will result in a wildly variable magnitude from one cast to the next.

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 Post subject: Re: Destruction spells too weak!
PostPosted: Mon Nov 02, 2009 9:15 am 
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Hm, so I guess the only option is to cheat your way to greatness. If you're hell bound on using spells, that is.

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 Post subject: Re: Destruction spells too weak!
PostPosted: Mon Nov 02, 2009 6:14 pm 
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Use potions.

Join the mages' guild, go around all the supply chests, take all the restore magicka potions. I always did this, and I always thought magic was overpowered, so I suppose the two are related.

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 Post subject: Re: Destruction spells too weak!
PostPosted: Tue Nov 03, 2009 4:49 pm 
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ES Games: Daggerfall, Morrowind, Oblivion
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BloodMountain wrote:
ah ok. so there is really no way to increase your spell damage other than buying more powerful spells (/making uber enchanted items) and increasing max magicka to compensate (using fortify intelligence CE items)

BloodMountain wrote:
...ah well, im about to make a fortify intelligence suit anyway :)


Reaper67, given the solution BloodMountain has chosen to increase his max magicka, your Reverse Variable Magnitude (RVM) suggestion for spells could be more appropriately applied to his CE enchantments. http://www.uesp.net/wiki/User:Benould/BMW

Rather than enchanting an exquisite shirt/skirt/pants (60 EP) with a flat 12 pts of fortify intelligence, an RVM (23 - 1) could be used to yield 23 pts. A regular variable magnitude (1 - 23) will only yield a maximum of 22.

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