Why do you think they level too fast? I've certainly never gotten that impression even though I only use a few of those skills. I guess I'll be making a plugin to reset those to normal.
Compared to the other skills, combat skills *do* raise too quickly. Count how many times you hit someone or get hit during a typical dungeon crawl and compare it to how many potions you brew, how many spells you cast, or how many locks you pick.
IIRC, you're using the alternate version of my "Settings" plugin, so I understand that this may be more of a nonissue for you. Though, personally, I found this problem to be even *worse* before I restricted growth through use to just your majors and minors.
Marksman was already irritating enough to level with considering how many times I missed at low level. Marksman had the higher multiplier for experience because each hit does more damage at least compared to something like short blade.
I actually thought this, too, which is why marksman was originally the one combat skill whose growth rate I *increased*. But after playing a character with both axe and marksman as major skills, I see that the latter is tending to level up much faster as a result, even taking my combat specialization into account.
It's also really hard to take average damage output of the weapon into question when setting these rates because of the large variety of different weapons for each type. My axe skill levels slow, for example, because of my use of two-handed axes that tend to one-shot most enemies. But the same could also be said of warhammers. The only two weapon skills that seem to specifically demand different rates are short blade and hand to hand, because both do far less damage across the board.
Also, I'm glad you raised the fElementalShieldMult, I didn't even know it was as high as 0.5, or I might have been using those spells more often.
Yeah, I'm beginning to wonder if this wasn't what the developers had originally intended to set that value to.
Impressive work BTB. I'm following all changes and I generally agree with your choices.
Hey, look, it's my favorite fan.
I'm still using that list of alchemy effects for grandmaster equipment you posted way back when as a reference for my changes. In fact, I was wondering if you might try out a few more settings if you're not too busy.
In this update, I'm looking to adjust the effect costs of jump, levitate, slowfall, water breathing, and water walking for alchemy balance. I have some values in mind, but I'm not sure about them yet.
Jump - 2.00 (possibly too high?)
Levitate - 2.00 (I'm pretty confident on this one)
Slowfall - 1.00 (I'm concerned with duration, as magnitude is meaningless, so this may still be too high)
Water Breathing/Walking - 1.00 (I'm quite curious to see how these will differ from slowfall)
I agree Marksman gain shouldn't be that low as, compared to close combat weapons:
- It has a very low attack speed rate
- It's easier to miss the target as you have to take into account the distance and arrow curve trajectory.
I think it levels approx. half the speed of other weapons and so should get approx. twice their gain (with the new values: 2 * 0.50 = 1.0)
I may meet y'all halfway and set the growth rate up to 0.75, but I'll have to think about it. Consider the point I made above about how my marksman skill grows faster than my axe skill, and that's with marksman at a rate of 1.20 and axe at 1.00, which is only a 20% difference as opposed to a 50% difference.
By the way, I noticed that the top level elemental shield spells were added to Ervona Barys, who, according to the wiki, only allows you to buy spells if you're a Champion in the Imperial Legion. Why is this?
There's no rhyme or reason to it. The only criteria I used to pick the random NPCs that I added spells to were that they did not provide any unique information or quests and that they already sold a spell or spells that were at least somewhat related to the ones I was adding to them.
If this is an issue, I suppose I could look around and try to find someone else.
I think Marksman can afford to level slow because often is the case if you position yourself right you can fire off enough shots to kill an enemy before they get to you. There isn't as much danger as with melee combat. Also, in general, you don't need to move as much distance to attack so you can cover half the ground but hit just as many enemies as with an axe for example. You can just stride through the forest shooting at everything. Misses aren't a HUGE problem unless you don't manage fatigue well or simply don't have a certain minimum level in Marksman.
I think this accurately states a lot of my thoughts on the marksman skill quite well. It may be a bigger pain in the ass to level up, but my experience with it is that it's a lot safer bet than melee weapons... which is why I tend to use it more, which is probably why it levels up so damn fast.
On the subject of Elemental Shields, are the resist spells still balanced in proportion?
Yes. Elemental shield base cost is 1.00 versus 0.80 for resist elements. Had both effects belonged to the same school of magicka, the difference would need to be much greater, but this is sufficient for two effects from different schools.
Just because you can stride through the forest shooting at everything doesn't mean that such behavior should be considered when balancing the experience rate. You're kind of implying that just striding through the forest shooting at everything is a bad thing somehow, yet this would just encourage more of that. Anyhow, weapons that hit slower but do more damage per hit should gain more experience per hit than faster weapons. I don't think that idea should be discarded when it comes to Marksman.
I don't think we're trying to imply that relying on Marksman as a primary weapon skill is a bad thing, even though we tend to automatically think of it as a secondary one. Hell, if you're a Wood Elf, using a bow and arrow is probably your one hope for survival.
But anyhoo, y'all have given me a lot to digest. I'll think this over a nice hot cup of coffee and a Swedish redhead and get back with you with an answer.