Enchatments losing power as weapon/armor is used?

Post » Thu Mar 10, 2011 9:57 am

If armors have a shield, 10 pts, enchantment and it's durability is down to 10% it could effect shield enchantment and make it something less than 10 pts, either 1 point or perhaps 3, maybe 5. Same for weapons, if a weapon would do 30 fire damage on strike and it's down to 20% durability, it could effect the fire enchantment and only give away 10-20 damage instead of the 30. If the weapons/armors are repaired the enchantment is back at full effect, given that it has power left of course.

One big difference this would make is the choice of enchanting cloths or armor, mages that use no armor would have a full effect enchantment all the time while warriors would start losing power in longer fights. If repairing can only be done at workshops it might also effect them in a bigger way, giving a different type of advantage to mages compared to warriors who use armor.

I can however see many in-game problems with this such as slowing the game down, having to go back and forth for repairs and such, but I'd like to see what good/bad sides about a similar system you can find, more than making an obvious difference between cloths/armors?

Same applies to weapons, higher quality weapons do not have to be so much better than normal if their durability effects the enchantment.

Discuss and tell me asap if there is an option that could be added to the poll.
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Leilene Nessel
 
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Post » Thu Mar 10, 2011 4:02 pm

If armors have a shield, 10 pts, enchantment and it's durability is down to 10% it could effect shield enchantment and make it something less than 10 pts, either 1 point or perhaps 3, maybe 5. Same for weapons, if a weapon would do 30 fire damage on strike and it's down to 20% durability, it could effect the fire enchantment and only give away 10-20 damage instead of the 30. If the weapons/armors are repaired the enchantment is back at full effect, given that it has power left of course.

One big difference this would make is the choice of enchanting cloths or armor, mages that use no armor would have a full effect enchantment all the time while warriors would start losing power in longer fights. If repairing can only be done at workshops it might also effect them in a bigger way, giving a different type of advantage to mages compared to warriors who use armor.

I can however see many in-game problems with this such as slowing the game down, having to go back and forth for repairs and such, but I'd like to see what good/bad sides about a similar system you can find, more than making an obvious difference between cloths/armors?

Same applies to weapons, higher quality weapons do not have to be so much better than normal if their durability effects the enchantment.

Discuss and tell me asap if there is an option that could be added to the poll.


Nononononono. This would discourage me from using enchantments.
I'm pretty confident it will be like in oblivion.
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sarah
 
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Post » Thu Mar 10, 2011 1:29 pm

Nononononono. This would discourage me from using enchantments.
I'm pretty confident it will be like in oblivion.

They would still add much to the weapons, now that enchanting is a skill perhaps it could be used to reduce the ratio of how much diminished effect weapons/armors get?
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Krista Belle Davis
 
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Post » Thu Mar 10, 2011 10:39 pm

Personally I'm hoping that they completely remove constant effect enchants.
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Brittany Abner
 
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Post » Thu Mar 10, 2011 10:08 pm

They would still add much to the weapons, now that enchanting is a skill perhaps it could be used to reduce the ratio of how much diminished effect weapons/armors get?


^This. And I had no idea enchanting was back :S
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Stacey Mason
 
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Post » Thu Mar 10, 2011 3:36 pm

Well enchanted clothes indestructible, thats come to absurd sometimes when Archimage wear instead of his fancy robe enchanted lower class shirt with pants and prison irons (only one clothing type bracer/glove in Oblivion) thats can be enchanted to provide more protection then Daedric armor give but also have full elemental resistance or reflect damage/spell, absorb or chameleon 100%.
But
In Daggrefall enchanted items lose part of their durability when used
Personally I'd like to see improved combination of Daggerfall and Morrowind enchanting with additional new features some of them can found in Oblivion.
Interesting features in Daggerfall system:
All items have different amount of enchanting room,
There is can be enchanted miscellaneous items,
Named Soulgems
Soul gems have info about souls of what creature trapped inside of it, good for collections
Enchanting limited to guilds so the are more important, enchanting take much gold.

There is advantages and disadvantages effects like:
Spoiler
Advantages
Cast when Used effects
are used much like spell-casting, except they use the item's power instead of the character's magicka. When a spell effect is aborted (Destruction-based effects and targeted effects), the aborted points go into the characters magicka, so these items can also be used to refill depleted magicka.

Repair Items
will repair any damaged items in the character's inventory by one condition level after every 8 hours of rest. This includes other enchanted items and artifacts

Increased Weight Allowance
is exactly what it says on the tin. This effect does not stack with other items that have the "Increased Weight Allowance" effect.
Feather Weight
sets the weight of the item enchanted with this power to 0.25 kilograms, regardless of how heavy it was before enchanting.

Potent vs.
allows a weapon to do more damage to a specific kind of creature per successful strike.

Good Reputation with
improves your reputation with a specific group (scholars, commoners, etc.) when equipped.

Disadvantages
Soul Bound
Bound Souls are technical disadvantages caused by having the item be bound to a creature. The more powerful of a creature, the more powerful the item can be. Certain creatures have extra advantages and disadvantages forced upon you for using them to enchant your items. If your item breaks, then the creature is released, and will attack you.
Table of souls and their side effects thats applied with Soul Bound
Spoiler
Soul Name	GP Cost	EP Value	Advantages	DisAdvantagesAir or Flesh Atronach	35,000	300	Cast when held: SlowfallingFeather Weight	Item deteriorates in sunlightAncient Lich	250,000	2,500	None	NoneAncient Vampire	100,000	1000	None	NoneCentaur	8,000	30	None	NoneDaedra Lordv1.04.191	800,000	8,000	Potent vs. Daedra	User takes damge in holy placesExtra WeightDaedra Seducer	155,000	1,500	Good Rep with All	Item Deteriorates in SunlightUser takes damage in Holy PlacesHealth leech unless used weeklyBad reactions from animalsDaedroth, or Lesser Daedra	105,000	100	None	Low Damage vs DaedraBad Reactions from DaedraItem Deteroriates in Holy PlacesDragonling	505,000	5,000	NoneNOTE: The only trappable dragonlings souls are quest to kill dragonlings obtained from any knights guild.	NoneDreugh	15,000	100	None	NoneEarth Atronach	35,000	300	Strengthen Armour	Extra WeightFire Atronach	35,000	300	Cast when used-Resist fire	NoneFire Daedra	55,000	500	Enhance Skill DaedricCast when used: Resist Fire	Bad rections from animalsFrost Daedra	55,000	500	Enhance Skill DaedricCast when used: Resist Frost	Item Deteriorates in Holy PlacesGargoyle	8,000	30	None	NoneGiant	6,000	30	None	NoneGiant Bat	5,000	0	None	NoneGiant Rat	5,000	0	None	NoneGiant Scorpion	5,000	0	None	NoneGiant Spider	5,000	0	None	NoneGhost	35,000	300	Feather Light	Item deteriorates in Holy PlacesReduced damage vs. undeadGrizzley Bear	5,000	0	None	NoneHarpy	8,000	30	None	NoneIce or Water Atronach	35,000	300	Cast when used: Resist FireCast when used: Ice StormCast when held: Resist ColdStrengthens armour	NoneImp	6,000	10	None	NoneLamia	15,000	100	None	NoneLich	105,000	1000	Enhances Skill Destruction	Item Deteriorates in SunlightLow damage vs. UndeadMummy	15,000	100	None	NoneNymph	15,000	100	None	NoneOrc	6,000	10	None	NoneOrc Sergeant	6,000	10	None	NoneOrc Shaman	8,000	30	None	NoneOrc Warlord	6,000	10	None	NoneSkeletal Warrior	5,000	0	None	NoneSlaughterfish (Giant Eel)	5,000	0	None	NoneSpriggan	6,000	20	N/A	N/ATiger	5000	0	None	NoneWereboar	6000	140	None	NoneWerewolf	6,000	90	None	NoneWraith	35,000	300	Regen in darkness	Deteriorates in holy placesLow damage vs undeadVampire	75,000	700	None	NoneZombie	5,000	0	None	None



More there
http://www.uesp.net/wiki/Daggerfall:Enchantment_Power#Soul_Bound_Items

In Morrowind also some nice features can be found
For first enchanting can be done by self without need of additional altar or NPC, but there is chance of failure during enchanting, NPC service cost money but doesn't have failures

Charge usage depend on enchanting skill level

Charges slowly restores overtime

Items have different enchanting limit so thats make valuable items actually important as base for better enchanting

Soul gems have different look

Constant effect is hard to achieve due money cost and soul requirements

Oblivion
Well mostly enchanting become too simplified in Oblivion, but some interesting features can still be found
Magic Staffs have on target enchant thats good idea was but need some tweaks, for first thats must be option for them not main and sole purpose, there is must more options as same as on strike enchant was in Morrowind not a sole one, so staffs will not just "magical guns", unenchanted staff can work as pole weapon as well since we can block with them, more staves must be present in game as well as blank ones.

Sigil Stones Varla Stones Black Soul Gems Was good ideas nice to see at last Black Soul Gems in Skyrim.
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CHangohh BOyy
 
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Post » Thu Mar 10, 2011 3:01 pm

Personally I'm hoping that they completely remove constant effect enchants.

Not sure how that would work in the new system, I'd hate to have to wield a sword and in my off hand tug on my shirt of fortify blade.
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Roanne Bardsley
 
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Post » Thu Mar 10, 2011 7:23 am

The power an enchanted item has is within the item itself and has nothing to do the items condition, so lore wise this won't make much sense. Also I noticed that in OB that your weapons ran out of charge way before they broke. That's pretty much how they balance that.
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renee Duhamel
 
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Post » Thu Mar 10, 2011 9:20 pm

Personally I'm hoping that they completely remove constant effect enchants.



Then what would be the point of enchanting armor in the first place? Here's something to all you people who think enchanting is evil and over-powered. . . IT'S A SKILL! In order to make good constant effect enchantments you have to be very good at the enchanting skill. I don't see why they need anymore balancing then that.
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Madison Poo
 
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Post » Thu Mar 10, 2011 10:30 am

Yeah it was hard in Morrowind with the % system, I wonder how it will be in Skyrim, we simply cannot create too powerful things? I also hope we can reenchant a weapon or armor with either a more powerful version of the old one, a totally new one or a mix of two things.

Perhaps instead of balancing the armors and clothes of warriors and mages, maybe we coudl simply add more enchantability to the robes?

Come to think of it, I think it would be pretty neat to have a spell effect that drains the opponents magical items charge, could be useful and not too over powerful either.
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naome duncan
 
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Post » Thu Mar 10, 2011 8:12 pm

If constant effects didn't stack with the same effects *such as a ring with 25% reflect and a shirt with 10% lets say* then it would be MUCH harder for anyone to make truly broken enchanted items.

Also @Gorbad

Definetely like the idea of being able to drain and/or damage other's enchantments possibly with either an alteration spell, or even possibly enchantment having spells of it's own, which could include the now displaced soul trap. Alchemy can be spammed with randomly found ingredients, armoring with repairs, but enchanting *besides using enchated items?* would be much harder a skill to raise.

Just some ideas.
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CORY
 
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Post » Thu Mar 10, 2011 8:46 pm

It wouldn't really bother me anyway, but I think it would be an interesting change.

I rarely ever use constant affect enchants. Usually the most I ever have are some on use scrolls/rings/necklace and an on strike weapon.
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Daddy Cool!
 
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