Question about mage armor..

Post » Wed Dec 14, 2011 2:40 am

So I just got the perk that allows me to get a higher armor rating from spells like stoneflesh if I don't have any armor equipped and if I dual cast the spell. However, I am not sure if it is working or not. I expected to see the higher armor rating reflected under active effects but it just says an extra 60 armor. Does it always just show the default armor rating you get from the spell or is my perk not doing anything and I am still getting the same armor boost that I was getting before?
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mollypop
 
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Post » Wed Dec 14, 2011 1:12 am

always the tooltip neer changes. Go to inventory and hover over any apparel item, you'll see your actual AR.
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OJY
 
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Post » Wed Dec 14, 2011 12:52 pm

So if I hover over say my robes for instance,.. it will give me my full armor rating even though the robes don't originally have an armor rating? I'll have to try that. You would think it would give you an accurate rating under active effects...
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Project
 
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Post » Wed Dec 14, 2011 12:52 pm

it's at the bottom of your screen when you're in the apparel menu
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Sophh
 
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Post » Wed Dec 14, 2011 7:30 am

Oh ok, must have missed that. Thanks.
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Jessica Stokes
 
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Post » Wed Dec 14, 2011 1:31 pm

So I just got the perk that allows me to get a higher armor rating from spells like stoneflesh if I don't have any armor equipped and if I dual cast the spell. However, I am not sure if it is working or not. I expected to see the higher armor rating reflected under active effects but it just says an extra 60 armor. Does it always just show the default armor rating you get from the spell or is my perk not doing anything and I am still getting the same armor boost that I was getting before?

Pretty sure dual casting alteration flesh spells increases duration not armor gained.
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Soku Nyorah
 
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Post » Wed Dec 14, 2011 4:36 pm

Slightly off topic, but wouldn't the armor spell have to have a higher armor rating than the armor you could equip in order to make the perk point worth it?
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Margarita Diaz
 
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Post » Wed Dec 14, 2011 4:09 pm

Pretty sure dual casting alteration flesh spells increases duration not armor gained.

Yup. Not stronger AR effect, just duration.
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jess hughes
 
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Post » Wed Dec 14, 2011 3:47 pm

Pretty sure dual casting alteration flesh spells increases duration not armor gained.


He's talking about the perk "Mage Armor"

3 ranks...

Rank 1: Flesh spells are 2x as effective if not wearing ANY light/heavy armor
Rank 2: Increased to 2.5x
Rank 3: Increased to 3x

Dual-Casting Alteration makes spells last MORE than twice as long (default 1 minute. Dualcast 2 minutes 13 seconds)

There is another 1 rank perk, "Stability", that also increases the duration of Alteration spells... by reportedly 50%

So a dual-cast flesh spell with "Stability" will last for about 3 minutes and 20 seconds...

With 3/3 Mage Armor.... EbonyFlesh provides 300 Armor.

There is another Alteration spell worth noting... Dragonhide.... that reduce melee damage by 80% for 30 seconds. This can be increased to 1:15 dual-cast with stability. Coupled with EbonySkin.... this could make you nearly immune to melee damage for a limited time.

I have a spell-sword who relies on Alteration for armor... no armor perks... all cloth. He's actually holding up pretty good so long as my Flesh spell doesn't expire at the most inopportune time (like right before a 2hand cleaves me in 2 while I'm unarmored lmfao)
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naomi
 
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Post » Wed Dec 14, 2011 12:18 pm

Yup. Not stronger AR effect, just duration.


So just to clarify, dual casting increases the duration and the perk effects the armor rating despite whether or not you dual cast or not? However, the perk requires that you are not wearing any armor of any sort, correct?
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Jerry Cox
 
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Post » Wed Dec 14, 2011 4:12 am

So just to clarify, dual casting increases the duration and the perk effects the armor rating despite whether or not you dual cast or not? However, the perk requires that you are not wearing any armor of any sort, correct?


Correct
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Haley Cooper
 
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Post » Wed Dec 14, 2011 3:12 pm

He's talking about the perk "Mage Armor"

3 ranks...

Rank 1: Flesh spells are 2x as effective if not wearing ANY light/heavy armor
Rank 2: Increased to 2.5x
Rank 3: Increased to 3x

Dual-Casting Alteration makes spells last MORE than twice as long (default 1 minute. Dualcast 2 minutes 13 seconds)

There is another 1 rank perk, "Stability", that also increases the duration of Alteration spells... by reportedly 50%

So a dual-cast flesh spell with "Stability" will last for about 3 minutes and 20 seconds...

With 3/3 Mage Armor.... EbonyFlesh provides 300 Armor.

There is another Alteration spell worth noting... Dragonhide.... that reduce melee damage by 80% for 30 seconds. This can be increased to 1:15 dual-cast with stability. Coupled with EbonySkin.... this could make you nearly immune to melee damage for a limited time.

I have a spell-sword who relies on Alteration for armor... no armor perks... all cloth. He's actually holding up pretty good so long as my Flesh spell doesn't expire at the most inopportune time (like right before a 2hand cleaves me in 2 while I'm unarmored lmfao)


Thank you, that explains it all very well. Hey, 300 armor isn't too bad. :) Like you said you want to make sure it doesn't run out at an inopportune moment. If I know it will be a tough battle I will save my slow time shout for a moment when I can use a minute to get myself situated. Or you could also use whirlwind sprint to get to a safe place and hopefully gain enough time to recast your armor spell.
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Matthew Warren
 
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