This didn't occur for me. I got the sword at a low level, and at level 26 I still have the very early variant. Maybe I'm running too many mods and one is interfering with the script.
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
yalborap on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
You know those swords they sell in magazines that have the massive overdecorated gnarly hilt, and usually come with a poster with a chick in a chainmail bikini stabbing a demon with said sword?
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
You know those swords they sell in magazines that have the massive overdecorated gnarly hilt, and usually come with a poster with a chick in a chainmail bikini stabbing a demon with said sword?
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
I'm still trying to decide what to do with that monster. I was hauling it around for a while but I dropped it off at Frostcraig Spire during my last session until I could figure out what to do with it. My new character is strictly blunt, so I'm using hammers and axes. Where'd you sell it? I was thinking of seeing if the Museum of Oddities might be a good home for it.
NexusSix on
REASON - Version 1.0B7 Gatling type 3 mm hypervelocity railgun system
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
I'm still trying to decide what to do with that monster. I was hauling it around for a while but I dropped it off at Frostcraig Spire during my last session until I could figure out what to do with it. My new character is strictly blunt, so I'm using hammers and axes. Where'd you sell it? I was thinking of seeing if the Museum of Oddities might be a good home for it.
I'd forgot about the Museum of Oddities, see what you can get for it there.
I sold mine in the Imperial city I believe. Though I wouldn't advise selling it as it was worth something like 80 coins.
D00M on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited April 2007
Eh. Put it in a weapon case or something.
I just got Shadowrend. That sword is a battlemage's best friend.
Stats:
28 damage (same as Umbra!), 30 damage to health, 15% decrease in magic resistance on strike.
Does anyone know of any good house mods that either adds new houses or improves the existing ones such as the buyable ones and Frostcraig Spire.
There's a mod that expands heavily on Frostcraig. It's somewhere on tessource.
And there are plenty of houses and such. Just search in any of the mod places and check out some of the most downloaded ones- they actually do tend to be the best.
@bows: Ruin's Edge is a bow that does a random status effect on the target. It's fun stuff.
I just got Shadowrend. That sword is a battlemage's best friend.
Stats:
28 damage (same as Umbra!), 30 damage to health, 15% decrease in magic resistance on strike.
Yeah baby!
Nice.
There any fine new bows? Can we start enchanting arrows? New alchemical effects from the new ingredients?
Yeah, worst case scenario, I'll get it on display in Frostcraig--set it up so it looks like a cool Molly Hatchet album cover.
There are a TON of new ingredients for alchemy fans--as far as brand new FX that weren't in Oblivion? Not sure, but I don't think so. I can't speak to bows or enchanting arrows as I just got started in S.I. myself and am also working on a bunch of content I never got around to with my first Oblivion character: mages and fighters guild, knights of the nine, frostcraig and some other miscellaneous stuff.
NexusSix on
REASON - Version 1.0B7 Gatling type 3 mm hypervelocity railgun system
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
Man, alchemy is my favorite skill. I wish I made this character with that.
Is there a way to change my skills with a console command?
Also, what is the fastest way to raise alchemy? Does it go faster with more alchemy tools and ingredients?
Restore Fatigue potions are your friend--just grind those out as fast as you can since you can find a shit-ton of restore fatigue ingredients, then you can sell your excess potions for easy gold. My original character was an assassin and I never messed around with alchemy until a friend told me about the awesome poisons you could coat your weapons with, so I started mass production on the Restore Fatigues and I managed to get my alchemy from below 5 to over 75 in a few game sessions by just cranking those potions out.
Outside of making more potent potions, I don't think your alchemic equipment is a factor, but I'll punt. Anybody else know about this?
Edit: I'm on the 360 so can't answer the console command question.
NexusSix on
REASON - Version 1.0B7 Gatling type 3 mm hypervelocity railgun system
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
I just got Shadowrend. That sword is a battlemage's best friend.
Stats:
28 damage (same as Umbra!), 30 damage to health, 15% decrease in magic resistance on strike.
Yeah baby!
Nice.
There any fine new bows? Can we start enchanting arrows? New alchemical effects from the new ingredients?
Yeah, worst case scenario, I'll get it on display in Frostcraig--set it up so it looks like a cool Molly Hatchet album cover.
There are a TON of new ingredients for alchemy fans--as far as brand new FX that weren't in Oblivion? Not sure, but I don't think so. I can't speak to bows or enchanting arrows as I just got started in S.I. myself and am also working on a bunch of content I never got around to with my first Oblivion character: mages and fighters guild, knights of the nine, frostcraig and some other miscellaneous stuff.
Well, that does sound nice...I could use some fortify speed alchemical ingredients.
Don't bother with Alchemy as a major skill, you can raise it way too easily for it to be a good major. Just go to inns and buy all their food. 90% of the food from them makes restore fatigue potions. You'll always break even / profit from doing this, since potions sell for a hellsalot.
Also, I'm trying to decide the best way to make a custom class. I kind of don't like how most my minor skills are more leveled than my majors since I'm so cauctious to use the majors in fear of leveling with +5 stat bonuses. Thinking of making a character with 7 useless majors, and just playing all my minors anyway I want to.
I can't really decide if that is a good idea or not. But I have such problems making a new character because of the fucking stats per level thing.
blinke on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited April 2007
Alchemy:
* A Novice (alchemy < 25) recognizes one of four potential alchemical properties of an ingredient.
* An Apprentice (alchemy 25-49) recognizes two of four potential alchemical properties of an ingredient.
* A Journeyman (alchemy 50-74) recognizes three of four potential alchemical properties of an ingredient.
* An Expert (alchemy 75-99) recognizes all four potential alchemical properties of an ingredient.
* A Master (alchemy 100) can make potions from a single ingredient. Only the first effect of the chosen ingredient gets added into the potion.
Apparatus
The qualities of the different apparatus are: Novice, Apprentice, Journeyman, Expert and Master.
Mortar & Pestle
This is the basic apparatus you need to combine two or more ingredients to create a potion; it is the only required apparatus.
* The effect of the Mortar and Pestle is to effectively add to your alchemy skill, anywhere from 2.5 points (Novice equipment) to 25 points (Master equipment).
* Therefore, improving the quality of your Mortar and Pestle increases the prices of potions and causes small increases in the magnitude and duration of all effects of both potions and poisons.
Retort
The Retort increases the magnitude and duration of all positive effects of the potion.
* A Retort will typically increase the magnitudes of all positive effects by 5% (Novice equipment) to 50% (Master equipment); durations are increased by 10% (Novice equipment) to 100% (Master equipment).
* A Retort never has any effect on a poison, or on the negative effects of a potion.
Calcinator
The Calcinator increases the magnitude and duration of ALL effects, both positive and negative.
* A Calcinator alone typically increases both the magnitude and duration by 3.5% (Novice equipment) to 35% (Master equipment)
* If a Calcinator is used in combination with a Retort, the Calcinator will typically increase the magnitude of positive effects by 14% (Novice equipment) to 140% (Master equipment).
Alembic
The purpose of the Alembic is to decrease the magnitude and duration of negative side-effects in potions (not in poisons). However, there are some quirks about how Alembics actually work (see Calculating Potion Strengths for details).
* An Alembic is supposed to decrease both the magnitude and duration of negative side-effects by 20% (Novice equipment) to 200% (Master equipment).
* In reality, a Novice Alembic may increase the magnitude and duration of negative side-effects by as much as 15%
* Apprentice and higher quality Alembics will always decrease negative side-effects, however, the magnitude and duration are never decreased below 1.
* An Expert quality Alembic is sufficient to ensure that all negative side-effects always have magnitude and duration of 1; upgrading to a Master quality Alembic causes no further improvement.
* Although Alembics are not supposed to, they will typically increase both the magnitude and duration of poisons (this effect is not dependent upon the quality of the Alembic; see Calculating Potion Strengths for details).
The above statements about the quantitative impact of the various apparatus are for typical cases; however, as discussed in Calculating Potion Strengths, the exact impact depends upon several factors.
Zen Vulgarity on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited April 2007
Stengths:
Calculating Potion Strengths
The equations to determine potion strengths are based on the same equations used to determine the magicka costs of custom spells, using the same effect Base Costs provided on the Spell Effects page. For all potions and poisons made using only a Mortar and Pestle, the magicka cost (i.e., the amount of magicka that would be required to cast an equivalent spell) is simply:
The Effective_Alchemy is set by the character's base levels of Alchemy Skill and Luck (i.e., completely ignoring any active Fortify, Damage or Drain effects), and has a maximum value of 100. (The only Fortify Alchemy alchemy effect that will make a difference is the Alchemical Brilliance spell of Frostcrag Spire's Altar of Alchemy; even with the altar, however, your maximum Effective_Alchemy is still capped at 100). Note that attributes such as Intelligence do not have any effect.
It seems that Bethesda intended to use this simple equation to determine a base magnitude (Base_Mag) and base duration (Base_Dur) for any effect; these base values would be applicable for a given Effective_Alchemy and quality of Mortar and Pestle. Then a set of Master Equations would be used to add in the effects of all the other apparatus (Retort, Alembic, and Calcinator). However, in implementing this system Bethesda seems of have made a few mistakes, so in fact the system is overly complex, with several exceptions that crop up in various situations.
To start with, there are several different equations for the base magnitudes and base durations. Some effects (Duration-Only Effects) only have a Duration (Magnitude=1 always). Other effects (Magnitude-Only Effects) only have a Magnitude (Duration=1). For the remaining effects, the base duration is defined to be four times the base magnitude. Subsequent sections detail the exact equations used to determine the base magnitudes and base durations for each of these situations. These equations have all been incorporated into the Alchemy Calculator, if you would like an easier way to figure out a given effect's magnitude and duration.
Caveat: The following equations have not yet been tested on a Master-quality Calcinator (they have been thoroughly tested for all other 19 pieces of alchemy equipment). However, there is no reason to believe that they should not apply equally to a Master Calcinator.
[edit]
Master Equations
Taking the base durations and magnitudes (as provided in subsequent sections), the master equations are then:
The Ret_Mag_Fac and Ret_Dur_Fac factors are always zero for negative effects; the Alem_Fac factor is zero for all positive effects and for all poisons (it only affects negative side-effects in potions). However, as detailed below, there are multiple exceptions to these equations.
In all cases, the final magnitudes and durations are rounded such that 4.5 is rounded up to 5; 4.49 is rounded down to 4. The minimum values for the duration and magnitude are always 1.
The following table provides the factors to use in this equation.
Most Effects Duration-Only Magnitude-Only
Calc_Fac 0.35 0.25 0.3
Ret_Dur_Fac 1 0.35 N/A
Ret_Mag_Fac 0.5 N/A 0.5
Alem_Fac 2 2 2
[edit]
Most Effects
This section provides the equations for effects where both the magnitude and duration are variable (which are the vast majority of available effects).
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base magnitude and duration are determined from:
The Master Equations are only applicable when using just a Mortar and Pestle and Calcinator. (Pieces of equipment with no effect can also be added without invalidating the Master Equations, i.e. a Retort for calculating negative effects or an Alembic for calculating positive effects)
However, for positive effects, using a Retort requires the special factor Calc_Mag_Fac=1.4 to be used, in a slightly modified pair of equations (these equations can not be used with Retort_Strength=0):
For negative effects, using an Alembic requires modified equations. Poisons are affected by adding an Alembic (the quality of the Alembic does not matter, just that you have it in your inventory): the calcinator effect is squared. For negative effects in potions (i.e., unwanted side effects), there is yet another modification: there is an unusual extra calcinator-dependent factor that comes in to play. So, the equations (which can not be used with Alembic_Strength=0) become:
Some implications of these equations for the negative side-effects of potions:
* A potion made with a Novice Alembic can actually have stronger negative side-effects than a potion made with no Alembic at all (if you are using an Expert-quality or Master-quality Calcinator).
* Using an Expert-quality Alembic will always cause a 100% reduction in the magnitude and duration of side-effects; therefore, the magnitude and duration of all side-effects will be 1 (reductions past 1 are never possible).
* A Master-quality Alembic is no better than an Expert-quality Alembic (both cause all side-effects to be 1).
[edit]
Duration-Only Effects
For several effects only the Duration is variable (i.e., Magnitude is always 1). These effects are Invisibility, Night-Eye, Paralyze, Silence, Water Breathing, Water Walking.
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base duration is determined from:
For Duration-Only Effects, the master equation works exactly as advertised.
In other words, the Alembic quirks mentioned under Most Effects for negative effects do not apply to Paralyze and Silence effects. For these two negative effects, adding an Alembic has no effect on poisons. Furthermore, an Alembic will always decrease the strength of any negative side-effects in potions.
[edit]
Magnitude-Only Effects
For one solitary effect, Dispel, only the Magnitude is variable (i.e., its Duration is always 1). Just to guarantee confusion, this one effect has its own set of governing equations.
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base magnitude is determined from:
The master equations work for Dispel as long as a Calcinator and Retort are not used simultaneously. But if using both a Calcinator and Retort, a modified equation is required (this equation can not be used with Retort_Strength=0 or with Calcinator_Strength=0):
Yes, the effects of the Retort and Calcinator are multiplied together here, not added. Although this is probably a mistake on Bethesda's part, this is the equation that governs Dispel potions. Therefore, the strongest Dispel potions are actually made using a Retort alone; adding a Calcinator weakens the Dispel effect.
I sold Dusk/Dawnfang.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
I'm still trying to decide what to do with that monster. I was hauling it around for a while but I dropped it off at Frostcraig Spire during my last session until I could figure out what to do with it. My new character is strictly blunt, so I'm using hammers and axes. Where'd you sell it? I was thinking of seeing if the Museum of Oddities might be a good home for it.
Really you can just sell it. Since you're sticking with blunt you'll want Syl's nerver shatterer. Which is rad as hell looking.
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited April 2007
Woah, I'm looking around that site linked with the spell mod and came across one of my own mods.
Don't know why it's in the cheat mod section, though. I don't really see being able to change the weather as cheating.
Though it sucks that my great idea for a mod was rendered useless by the awesome Natural Environments mod. It added so many weather types, the menu would be ridiculous.
People really think the Duskfang and Dawnfang looks ridiculous? O.o
I mean, the jewel on the hilt is a bit absurd but otherwise they look like an average fantasy sword.
If it was two-handed, then yeah...
But as a one-hand, it's too much. It's like they didn't really put much thought into it, just made some wacky clumpy big ol cross-hilt with a purty gem in it...which is a shame as the blade is cool
I think he means Shivering Isles, not the main game.
Couscous on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited April 2007
Well, I just finished SI (the main story anyway). Holy crap. It definitely blows the main story out of the water. I've still got most of the side quests to do, but I've probably put about 15-20 hours into it already, and that's with fast traveling everywhere. Definitely worth the price of admission and reaffirms my faith that Bethesda can tell a good story.
Posts
This didn't occur for me. I got the sword at a low level, and at level 26 I still have the very early variant. Maybe I'm running too many mods and one is interfering with the script.
The blade was v.nice but that oversized cross hilt was fuckin ridiculous.
( I unfortunately use swords based on their looks, not powers O_o )
Anyone got a screenshot? I don't have SI yet, but dammit you have me curious.
It's like that, but bigger.
I'm not sure whether that's stupid or awesome.
I'm sticking with stupidawesome.
Looks a bit gaudy but I guess it does the job well enough.
I gotta admit, I like it. It's gaudy and over-the-top, but it sure as hell works.
I need to get SI...Anyone know if they've fixed that game breaking glitch yet or not?
I'm still trying to decide what to do with that monster. I was hauling it around for a while but I dropped it off at Frostcraig Spire during my last session until I could figure out what to do with it. My new character is strictly blunt, so I'm using hammers and axes. Where'd you sell it? I was thinking of seeing if the Museum of Oddities might be a good home for it.
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
I'd forgot about the Museum of Oddities, see what you can get for it there.
I sold mine in the Imperial city I believe. Though I wouldn't advise selling it as it was worth something like 80 coins.
I just got Shadowrend. That sword is a battlemage's best friend.
Stats:
28 damage (same as Umbra!), 30 damage to health, 15% decrease in magic resistance on strike.
Yeah baby!
Nice.
There any fine new bows? Can we start enchanting arrows? New alchemical effects from the new ingredients?
There's a mod that expands heavily on Frostcraig. It's somewhere on tessource.
And there are plenty of houses and such. Just search in any of the mod places and check out some of the most downloaded ones- they actually do tend to be the best.
@bows: Ruin's Edge is a bow that does a random status effect on the target. It's fun stuff.
Couldn't you always enchant arrows? o.O
There is a new bow with random enchants for every arrow fired. Pretty cool.
Also there are new alchemical effects, but they are specific to a quest.
Is there a way to change my skills with a console command?
Also, what is the fastest way to raise alchemy? Does it go faster with more alchemy tools and ingredients?
As in they only work for the quest or to get the supplies you need to finish a quest?
Yeah, worst case scenario, I'll get it on display in Frostcraig--set it up so it looks like a cool Molly Hatchet album cover.
There are a TON of new ingredients for alchemy fans--as far as brand new FX that weren't in Oblivion? Not sure, but I don't think so. I can't speak to bows or enchanting arrows as I just got started in S.I. myself and am also working on a bunch of content I never got around to with my first Oblivion character: mages and fighters guild, knights of the nine, frostcraig and some other miscellaneous stuff.
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
Restore Fatigue potions are your friend--just grind those out as fast as you can since you can find a shit-ton of restore fatigue ingredients, then you can sell your excess potions for easy gold. My original character was an assassin and I never messed around with alchemy until a friend told me about the awesome poisons you could coat your weapons with, so I started mass production on the Restore Fatigues and I managed to get my alchemy from below 5 to over 75 in a few game sessions by just cranking those potions out.
Outside of making more potent potions, I don't think your alchemic equipment is a factor, but I'll punt. Anybody else know about this?
Edit: I'm on the 360 so can't answer the console command question.
Ng Security Industries, Inc.
PRERELEASE VERSION-NOT FOR FIELD USE - DO NOT TEST IN A POPULATED AREA
-ULTIMA RATIO REGUM-
Well, that does sound nice...I could use some fortify speed alchemical ingredients.
Don't bother with Alchemy as a major skill, you can raise it way too easily for it to be a good major. Just go to inns and buy all their food. 90% of the food from them makes restore fatigue potions. You'll always break even / profit from doing this, since potions sell for a hellsalot.
Also, I'm trying to decide the best way to make a custom class. I kind of don't like how most my minor skills are more leveled than my majors since I'm so cauctious to use the majors in fear of leveling with +5 stat bonuses. Thinking of making a character with 7 useless majors, and just playing all my minors anyway I want to.
I can't really decide if that is a good idea or not. But I have such problems making a new character because of the fucking stats per level thing.
* A Novice (alchemy < 25) recognizes one of four potential alchemical properties of an ingredient.
* An Apprentice (alchemy 25-49) recognizes two of four potential alchemical properties of an ingredient.
* A Journeyman (alchemy 50-74) recognizes three of four potential alchemical properties of an ingredient.
* An Expert (alchemy 75-99) recognizes all four potential alchemical properties of an ingredient.
* A Master (alchemy 100) can make potions from a single ingredient. Only the first effect of the chosen ingredient gets added into the potion.
Apparatus
The qualities of the different apparatus are: Novice, Apprentice, Journeyman, Expert and Master.
Mortar & Pestle
This is the basic apparatus you need to combine two or more ingredients to create a potion; it is the only required apparatus.
* The effect of the Mortar and Pestle is to effectively add to your alchemy skill, anywhere from 2.5 points (Novice equipment) to 25 points (Master equipment).
* Therefore, improving the quality of your Mortar and Pestle increases the prices of potions and causes small increases in the magnitude and duration of all effects of both potions and poisons.
Retort
The Retort increases the magnitude and duration of all positive effects of the potion.
* A Retort will typically increase the magnitudes of all positive effects by 5% (Novice equipment) to 50% (Master equipment); durations are increased by 10% (Novice equipment) to 100% (Master equipment).
* A Retort never has any effect on a poison, or on the negative effects of a potion.
Calcinator
The Calcinator increases the magnitude and duration of ALL effects, both positive and negative.
* A Calcinator alone typically increases both the magnitude and duration by 3.5% (Novice equipment) to 35% (Master equipment)
* If a Calcinator is used in combination with a Retort, the Calcinator will typically increase the magnitude of positive effects by 14% (Novice equipment) to 140% (Master equipment).
Alembic
The purpose of the Alembic is to decrease the magnitude and duration of negative side-effects in potions (not in poisons). However, there are some quirks about how Alembics actually work (see Calculating Potion Strengths for details).
* An Alembic is supposed to decrease both the magnitude and duration of negative side-effects by 20% (Novice equipment) to 200% (Master equipment).
* In reality, a Novice Alembic may increase the magnitude and duration of negative side-effects by as much as 15%
* Apprentice and higher quality Alembics will always decrease negative side-effects, however, the magnitude and duration are never decreased below 1.
* An Expert quality Alembic is sufficient to ensure that all negative side-effects always have magnitude and duration of 1; upgrading to a Master quality Alembic causes no further improvement.
* Although Alembics are not supposed to, they will typically increase both the magnitude and duration of poisons (this effect is not dependent upon the quality of the Alembic; see Calculating Potion Strengths for details).
The above statements about the quantitative impact of the various apparatus are for typical cases; however, as discussed in Calculating Potion Strengths, the exact impact depends upon several factors.
Calculating Potion Strengths
The equations to determine potion strengths are based on the same equations used to determine the magicka costs of custom spells, using the same effect Base Costs provided on the Spell Effects page. For all potions and poisons made using only a Mortar and Pestle, the magicka cost (i.e., the amount of magicka that would be required to cast an equivalent spell) is simply:
Magicka_Cost = Effective_Alchemy + MortarPestle_Strength*25
where:
Effective_Alchemy = Alchemy_Skill_Level + 0.4*Luck_Level
The Effective_Alchemy is set by the character's base levels of Alchemy Skill and Luck (i.e., completely ignoring any active Fortify, Damage or Drain effects), and has a maximum value of 100. (The only Fortify Alchemy alchemy effect that will make a difference is the Alchemical Brilliance spell of Frostcrag Spire's Altar of Alchemy; even with the altar, however, your maximum Effective_Alchemy is still capped at 100). Note that attributes such as Intelligence do not have any effect.
It seems that Bethesda intended to use this simple equation to determine a base magnitude (Base_Mag) and base duration (Base_Dur) for any effect; these base values would be applicable for a given Effective_Alchemy and quality of Mortar and Pestle. Then a set of Master Equations would be used to add in the effects of all the other apparatus (Retort, Alembic, and Calcinator). However, in implementing this system Bethesda seems of have made a few mistakes, so in fact the system is overly complex, with several exceptions that crop up in various situations.
To start with, there are several different equations for the base magnitudes and base durations. Some effects (Duration-Only Effects) only have a Duration (Magnitude=1 always). Other effects (Magnitude-Only Effects) only have a Magnitude (Duration=1). For the remaining effects, the base duration is defined to be four times the base magnitude. Subsequent sections detail the exact equations used to determine the base magnitudes and base durations for each of these situations. These equations have all been incorporated into the Alchemy Calculator, if you would like an easier way to figure out a given effect's magnitude and duration.
Caveat: The following equations have not yet been tested on a Master-quality Calcinator (they have been thoroughly tested for all other 19 pieces of alchemy equipment). However, there is no reason to believe that they should not apply equally to a Master Calcinator.
[edit]
Master Equations
Taking the base durations and magnitudes (as provided in subsequent sections), the master equations are then:
Magnitude = Base_Mag * (1 + Calc_Fac*Calcinator_Strength
+ Ret_Mag_Fac*Retort_Strength
- Alem_Fac*Alembic_Strength)
Duration = Base_Dur * (1 + Calc_Fac*Calcinator_Strength
+ Ret_Dur_Fac*Retort_Strength
- Alem_Fac*Alembic_Strength)
The Ret_Mag_Fac and Ret_Dur_Fac factors are always zero for negative effects; the Alem_Fac factor is zero for all positive effects and for all poisons (it only affects negative side-effects in potions). However, as detailed below, there are multiple exceptions to these equations.
In all cases, the final magnitudes and durations are rounded such that 4.5 is rounded up to 5; 4.49 is rounded down to 4. The minimum values for the duration and magnitude are always 1.
The following table provides the factors to use in this equation.
Most Effects Duration-Only Magnitude-Only
Calc_Fac 0.35 0.25 0.3
Ret_Dur_Fac 1 0.35 N/A
Ret_Mag_Fac 0.5 N/A 0.5
Alem_Fac 2 2 2
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Most Effects
This section provides the equations for effects where both the magnitude and duration are variable (which are the vast majority of available effects).
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base magnitude and duration are determined from:
Base_Mag = [ (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/10 * 4) ] ^ (1/2.28)
Base_Dur = 4 * Base_Mag
The Master Equations are only applicable when using just a Mortar and Pestle and Calcinator. (Pieces of equipment with no effect can also be added without invalidating the Master Equations, i.e. a Retort for calculating negative effects or an Alembic for calculating positive effects)
However, for positive effects, using a Retort requires the special factor Calc_Mag_Fac=1.4 to be used, in a slightly modified pair of equations (these equations can not be used with Retort_Strength=0):
Magnitude = Base_Mag * (1 + Calc_Mag_Fac*Calcinator_Strength
+ Ret_Mag_Fac*Retort_Strength)
Duration = Base_Dur * (1 + Calc_Fac*Calcinator_Strength
+ Ret_Dur_Fac*Retort_Strength)
For negative effects, using an Alembic requires modified equations. Poisons are affected by adding an Alembic (the quality of the Alembic does not matter, just that you have it in your inventory): the calcinator effect is squared. For negative effects in potions (i.e., unwanted side effects), there is yet another modification: there is an unusual extra calcinator-dependent factor that comes in to play. So, the equations (which can not be used with Alembic_Strength=0) become:
Magnitude = Base_Mag * (1 + Calc_Fac*Calcinator_Strength)
* (1 + Calc_Fac*Calcinator_Strength
- Alem_Fac*Alembic_Strength)
Duration = Base_Dur * (1 + Calc_Fac*Calcinator_Strength)
* (1 + Calc_Fac*Calcinator_Strength
- Alem_Fac*Alembic_Strength)
Some implications of these equations for the negative side-effects of potions:
* A potion made with a Novice Alembic can actually have stronger negative side-effects than a potion made with no Alembic at all (if you are using an Expert-quality or Master-quality Calcinator).
* Using an Expert-quality Alembic will always cause a 100% reduction in the magnitude and duration of side-effects; therefore, the magnitude and duration of all side-effects will be 1 (reductions past 1 are never possible).
* A Master-quality Alembic is no better than an Expert-quality Alembic (both cause all side-effects to be 1).
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Duration-Only Effects
For several effects only the Duration is variable (i.e., Magnitude is always 1). These effects are Invisibility, Night-Eye, Paralyze, Silence, Water Breathing, Water Walking.
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base duration is determined from:
Base_Dur = (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/10)
For Duration-Only Effects, the master equation works exactly as advertised.
In other words, the Alembic quirks mentioned under Most Effects for negative effects do not apply to Paralyze and Silence effects. For these two negative effects, adding an Alembic has no effect on poisons. Furthermore, an Alembic will always decrease the strength of any negative side-effects in potions.
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Magnitude-Only Effects
For one solitary effect, Dispel, only the Magnitude is variable (i.e., its Duration is always 1). Just to guarantee confusion, this one effect has its own set of governing equations.
For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base magnitude is determined from:
Base_Mag = [ (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/10) ] ^ (1/1.28)
The master equations work for Dispel as long as a Calcinator and Retort are not used simultaneously. But if using both a Calcinator and Retort, a modified equation is required (this equation can not be used with Retort_Strength=0 or with Calcinator_Strength=0):
Magnitude = Base_Mag * (1 + Calc_Fac*Calcinator_Strength
* Ret_Mag_Fac*Retort_Strength)
Yes, the effects of the Retort and Calcinator are multiplied together here, not added. Although this is probably a mistake on Bethesda's part, this is the equation that governs Dispel potions. Therefore, the strongest Dispel potions are actually made using a Retort alone; adding a Calcinator weakens the Dispel effect.
I mean, the jewel on the hilt is a bit absurd but otherwise they look like an average fantasy sword.
Really you can just sell it. Since you're sticking with blunt you'll want Syl's nerver shatterer. Which is rad as hell looking.
I am not sure why I bother keeping another sword around, anyway.
So what are you so afraid of?
Steam Support is the worst. Seriously, the worst
Don't know why it's in the cheat mod section, though. I don't really see being able to change the weather as cheating.
Though it sucks that my great idea for a mod was rendered useless by the awesome Natural Environments mod. It added so many weather types, the menu would be ridiculous.
Steam Support is the worst. Seriously, the worst
If it was two-handed, then yeah...
But as a one-hand, it's too much. It's like they didn't really put much thought into it, just made some wacky clumpy big ol cross-hilt with a purty gem in it...which is a shame as the blade is cool
I think he means Shivering Isles, not the main game.
Steam Support is the worst. Seriously, the worst
1UP says that it should've come out March 13, 2007 (here) for the PS3. I don't think it's out yet, though, nor do I know why it isn't out yet.