Magic skill level proportional to damage?

Post » Wed Oct 05, 2011 1:29 am

Forgive the lazy topic, but I'm starting to hear conflicting rumors about spell power in Skyrim and as I trawl Google looking for confirmation I keep coming up empty. I've assumed based on what I've heard for a long time that your spell potency is directly linked to your level in the appropriate skill but now I'm hearing some people say that this is not the case. Anyone care to link me to info that confirms or denies this, or do I have to wait for somebody to bug the crap out of Pete Hines on Twitter for this info?
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Rozlyn Robinson
 
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Post » Tue Oct 04, 2011 5:13 pm

I don't know the real answer, but personally I think it would be great if it is. Without spell making, this would help prevent useless spells filling your spell book, and it would also mean 80 unique spells without several versions of the same spell, just some more powerful.

It would also link spell effects to spell skill rather than just spell intensity/duration. For example if invisibility requires high illusion skill, it's much less likely to be used too much early on. I don't mind if it is possible to either way, but I know that's a problem for some people.
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Agnieszka Bak
 
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Post » Wed Oct 05, 2011 12:13 am

It seems like a no-brainer to me. The giant numbers on the magic descriptions lead me to believe that those will change dependent not only on your perks but also your skill level.

If not, the fact that they're dynamic to begin with means it would be a pretty easy mod to implement, if the scripting they're bragging about is as good as they imply. Still, I hope they implement it. Could someone with a Twitter account ask Pete Hines? (Nicely!)
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Bethany Watkin
 
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Post » Tue Oct 04, 2011 6:47 pm

I don't care, perks and spell levels (novice to master) will allow enough damage variation, what I would like to see is the ability to cast multiple spell effects together again, ala the spell maker.

It should be easy enough to code, just allow multiple spells of varying levels to be "loaded" into each hand, then when you use that hand you fire all spells loaded into it at once, and it costs the cumulative mana total of all spells.
All spell's with a 'hold' mode where you maintain it would be maintained, for the cumulative total mana drain, and instant spells would be fired on trigger only.
Allow the spell combos to be saved and there you have fully functional spell-making within the new system.

It could be GUI'ed by showing an open hand with spells being drag-droped onto fingers, thus avoiding any "spreadsheety" feel that some dread, and giving a combo cap (4/5 spells only, 1 per finger/thumb).

Such a system would be balanced around mana use obviously, which seems like the intent given the perks for improving mana efficiency.
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Alexander Horton
 
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Post » Tue Oct 04, 2011 11:23 pm

I don't think there's been any confirmation of this, but the more I think about it the more convinced I am that spell damage will scale according to the relevant skill level.
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Rowena
 
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Post » Wed Oct 05, 2011 2:47 am

Now we have perks to increase damage, and to reduce magicka, could be anything. Personally, with several ranks of damage boost, I would prefer the old system of reduced magicka. That's just my opinion, though.
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Spaceman
 
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Post » Wed Oct 05, 2011 12:12 am

Now we have perks to increase damage, and to reduce magicka, could be anything. Personally, with several ranks of damage boost, I would prefer the old system of reduced magicka. That's just my opinion, though.


There are perks that reduce magicka usage so it'd be kinda redundant. I'm more concerned about stuff like bound items lasting longer, fire spells increasing damage incrementally, stuff like that.
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Sarah Evason
 
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