Math

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Talamare
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Math

Post by Talamare »

Anyone know why Bethesda hasnt switched to a percentage multiplication system

Many of the exploits in Skyrim stem from the fact that their percentages are still additive

Damage reduction provided by Armor is done by multiplying your Armor by 0.12, which implies that at 834 armor you will be immune to physical damage, it also means that at extremely high armor amounts your effective health is multiplied by massive amounts, while at low amounts its barely affected

What they should have done is (Armor / [100 + Armor]) = Damage Reduced, this system provides a linear effect to effective health

An even bigger issue comes in when you stack percentages for Mana Cost reduction, as its being quickly displayed that its incredibly easy to reach 100% mana reduction

or Stacking Magic Resist that allows you to reach 100% Magic Resist and be completely immune to Magic
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Re: Math

Post by fabittar »

So you do know what I'm complaining about. Technically, when you do these things, you're not cheating. This is all a part of the system; unfortunately taking advange of these things effectively kill the game.
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Re: Math

Post by Wolfie »

There is no way to get 100% free mana with out usin Enchant as far as I can tell...

I've never found any real high mana cost things really how ever... which is wierd
As for amour rating, again I think that you HAVE to use smith to do this right?
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Re: Math

Post by ArotosMarkos »

It's true. I was able to tear through most of the game with a set of that gave me 100% resistance to each element. Then again, I suppose the potential for omnipotence has always been one of the quirks of TES series that made it so much fun for me. Largely, I think the Enchanting system wasn't as fleshed out as they could have hoped. One must always account for the tendency of individuals to exploit any system they can.
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Re: Math

Post by Talamare »

Wolfie wrote:There is no way to get 100% free mana with out usin Enchant as far as I can tell...

I've never found any real high mana cost things really how ever... which is wierd
As for amour rating, again I think that you HAVE to use smith to do this right?
Its probably impossible to reach that Armor number, but when youre at high armor levels your EHP will be multiplied by a massive amount

at 200 armor you will have 24% damage reduction which means your EHP will be 1.31x
at 400 armor you will have 48% damage reduction which means your EHP will be 1.92x
at 600 armor you will have 72% damage reduction which means your EHP will be 3.57x
at 650 armor you will have 78% damage reduction which means your EHP will be 4.54x
at 700 armor you will have 84% damage reduction which means your EHP will be 6.25x
at 716 armor you will have 86% damage reduction which means your EHP will be 7.14x

at 700 Armor, getting 16! more armor will increase your toughness as if you had gained 400 armor starting from 0

This means that late game, Smithing your Armor to Legendary Quality (to increase the armor it provides by a small amount) provides an absolutely insane increase to defenses
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Re: Math

Post by Wolfie »

Yes using smithing,

Kind of like how in morowind you could use spell making to make your self unbeatble, or alhcemy
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Re: Math

Post by azuarc »

Interesting, and here I hadn't been putting that much effort in my AC until now. While I don't need to get to 700+, maybe I should work on this a little more. I certainly hadn't touched Smithing til now.

And I agree, it is a poor system to use if it is a purely additive effect. You'll get the people complaining that going from 200 to 400 is less meaningful than 0 to 200, without realizing that it's basically the same increase to survivability, but that's really the only downside.
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