Alchemy/Enchant loop behavior...
Posted: Fri Aug 24, 2012 4:49 am
I was curious to see just how high this could go without using the Fortify Restoration bug.
My reasoning went like this:
With Alchemy and Enchanting maxed, with all relevant perks and before any other shenanigans...
Best Fortify Enchant potion you can make: +15% (Enchanter's Elixirs give +25%)
Best Fortify Alchemy gear you can make : +20% (Peerless gives +25%)
Further, with an Enchanter's Elixir you're still only getting +22% to Alchemy. So self-made equipment isn't as good as the best stuff that can be found. But with no Fortify Alchemy rings and if using a Falmer Helmet, you're going to have to self-make those. To maximize that aspect, one would need to consume an Enchanter's Elixir while a vampire with Necromage... this makes the Elixir functionally +31%, which in turn allows the ring/helmet to be enchanted to +23% Alchemy.
I pick up some Peerless equipment, and with Necromage the +25% becomes +31%. I think to myself "Huh. I heard that Fortify Alchemy caps at +29%, and I think those people were talking base effect, not under active effects with Necromage... so maybe it can go even higher..."
From the Making_Money page...
For the curious, the best I was able to do was 5x +25% Fortify Alchemy items, which with Necromage is effectively +155% total. With that, I could make a +38% (+47% with Necromage) Fortify Enchanting potion. But since I wasn't able to hit +29% base, I can only assume that it's entirely possible to do better.
It's not that I'm all that interested in having an unstoppable killing machine.
I'm just curious what is actually possible and/or why this particular approach failed in the way it did.
My reasoning went like this:
With Alchemy and Enchanting maxed, with all relevant perks and before any other shenanigans...
Best Fortify Enchant potion you can make: +15% (Enchanter's Elixirs give +25%)
Best Fortify Alchemy gear you can make : +20% (Peerless gives +25%)
Further, with an Enchanter's Elixir you're still only getting +22% to Alchemy. So self-made equipment isn't as good as the best stuff that can be found. But with no Fortify Alchemy rings and if using a Falmer Helmet, you're going to have to self-make those. To maximize that aspect, one would need to consume an Enchanter's Elixir while a vampire with Necromage... this makes the Elixir functionally +31%, which in turn allows the ring/helmet to be enchanted to +23% Alchemy.
I pick up some Peerless equipment, and with Necromage the +25% becomes +31%. I think to myself "Huh. I heard that Fortify Alchemy caps at +29%, and I think those people were talking base effect, not under active effects with Necromage... so maybe it can go even higher..."
From the Making_Money page...
Thing is, with Necromage, a couple of Peerless items, and the other slots filled with self-made +23% items, my total Fortify Alchemy gets up to +146%. With that gear, the Fortify Enchanting potion I can make is +37% (which acts as +46% with Necromage). What's bizarre about this is that, from that point onward, the best Fortify Alchemy equipment I can make is +25% base. It's as if Necromage is making you hit some kind of cap prematurely... Although maybe using the Falmer Helmet plays some role?When the process is complete, you should have Fortify Alchemy and Fortify Smithing enchanted clothing items = 29% each, Fortify Enchanting potions = 32%, and Fortify Smithing potions = 130%.
For the curious, the best I was able to do was 5x +25% Fortify Alchemy items, which with Necromage is effectively +155% total. With that, I could make a +38% (+47% with Necromage) Fortify Enchanting potion. But since I wasn't able to hit +29% base, I can only assume that it's entirely possible to do better.
It's not that I'm all that interested in having an unstoppable killing machine.
I'm just curious what is actually possible and/or why this particular approach failed in the way it did.