Two Quests: Heals and Luck?

Post » Sat Dec 12, 2009 8:55 pm

edit: Ack! The title of this thread was supposed to be Two Questions: Heals and Luck??? Not Two Quests :facepalm: I'm looking but I don't see how I can edit the thread Title. Many apologies.

Question #1
I'm trying to design a melee type character who only uses healing magic ie. just Restoration heals, and no custom spells. I would like to be able to spam heals without using gear, or a Birthsign, that adds Magicka.

This character...
- Would be capped at level 30.
- Will be wearing Heavy Armor.
- Is an Orc with maxed Endurance ie. starts at 65 and adds +5 Endurance every level until it reaches 100.
- Will have a maxed Willpower.
- Will only be able to get Intelligence to 75.
- Will reach 100 Restoration.

So, will I be able to spam the top level heals, or will it just not be possible wearing Heavy Armor, only getting Intelligence to 75 and not having any gear that adds to Magicka or Intelligence for that matter? Will I be able to use Heal Legendary Wounds at all?


Question #2
Does Luck effect Melee or Bow damage if all other appropriate Attributes/Skills are maxed?

I found this on the Wiki, under the Complete Damage Formula.

ModifiedSkill is your skill (Blade, Blunt, or Marksman) modified according to Luck. The equation is ModifiedSkill = Skill + 0.4 * (Luck - 50)). Skill includes any skill-altering magical effects (Fortify, Damage, Absorb, etc; in the form of spells, potions, enchantments, abilities, etc). Luck also takes into account any magical effects.

I'm horrible with these equations. Let's say I'm attacking with a Blade weapon, and both my Blade Skill and my Strength Attribute are 100. Would Luck still effect my damage?
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Miguel
 
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Post » Sat Dec 12, 2009 10:19 pm

I'm horrible with these equations. Let's say I'm attacking with a Blade weapon, and both my Blade Skill and my Strength Attribute are 100. Would Luck still effect my damage?


Let me just take on this one question. The answer is no. :)

Luck will have no effect at all on your attributes. Luck above 50 can provide a hidden boost to all skills - but only until those skills reach 100. I always ignore luck for this and several other reasons.
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Juan Cerda
 
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Post » Sat Dec 12, 2009 2:41 pm

Let me just take on this one question. The answer is no. :)

Luck will have no effect at all on your attributes. Luck above 50 can provide a hidden boost to all skills - but only until those skills reach 100. I always ignore luck for this and several other reasons.


That's what I had believed Acadian, but that formula freaked me out. Thanks for clearing it up, I'm quite happy not putting any points into Luck but I did want to max out my new melee character's slashy and smashy damage :)
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Makenna Nomad
 
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Post » Sat Dec 12, 2009 12:06 pm

With Restoration at 100 Heal Legendary Wounds costs 93 magicka. With an INT of 75 your orc's magicka will be 150. So he'll be able to cast it once. Even with Willpower at 100 he won't be breaking any regen records so I'm not sure he'd be able to cast it again in 6 seconds (that's the duration on HLW) unless you feed him some magicka restore potions. Wearing heavy armor would probably shorten the spell duration to 5 seconds. Otoh, the spell heals 30 points per second for 6 secs for a total of 180, which given the amount of health he'll have is, well, not exactly legendary... So, no, your orc as planned is not going to be a legendary healer. You'd probably do better to make him a master alchemist.

Mara
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Quick draw II
 
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Post » Sat Dec 12, 2009 8:18 pm

It wouldn't hurt anything to master Restoration, but learn to brew potions as well. Just don't take Alchemy as a major or anything. That would be a mistake. It levels way too fast.

In fact, yes, use both. Take Restoration as a major skill and level Alchemy as a minor. Being able to cast Heal Legendary Wounds even once could be a life saver during a hard fight, and there's really no downside to having that to use. I wouldn't consider it a wasted skill slot for a melee character. It's certainly better than wasting one on another weapon skill.
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Lisa Robb
 
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Post » Sat Dec 12, 2009 8:00 pm

Good points about alchemy for healing. A master with top gear can make a healing potion that gives him 13 hp/sec for 43 sec. You can pop up to 4 at once - that is over 50 hp every second for 43 seconds. You can even pop the potions right before the fight starts. Alternatively, you can achieve even more spectacular results with 4 restore magicka potions on board (can you say 96 magicka every second for 78 seconds?); Such a character so juiced up could surely cast nonstop healing spells as required!
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Alan Cutler
 
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Post » Sat Dec 12, 2009 4:56 pm

Thanks for the info guys. Too bad on the healing, but I was planning on working on Alchemy also so this should still work out.
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KiiSsez jdgaf Benzler
 
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Post » Sat Dec 12, 2009 8:30 am

Yeah, the Alchemy thing will help alot, and in fact you can use it entirely. I am playing a character now that is a preset Assassin, and I decided to make her completely non spell casting, like D&D Assassins. She has been fine with restore health potions, even with Alchemy as a major. Once you get to 50 Alchemy you can make restore health potions out of Fly Amanita and Lavender which are readily available. So point is you can use Restoration too, but it is actually quite possible to do all the healing with Alchemy, and maybe hit the Ritual Birthstone.
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Hot
 
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Post » Sat Dec 12, 2009 5:05 pm

Good points about alchemy for healing. A master with top gear can make a healing potion that gives him 13 hp/sec for 43 sec. You can pop up to 4 at once - that is over 50 hp every second for 43 seconds. You can even pop the potions right before the fight starts. Alternatively, you can achieve even more spectacular results with 4 restore magicka potions on board (can you say 96 magicka every second for 78 seconds?); Such a character so juiced up could surely cast nonstop healing spells as required!

One danger with drinking four potions is that you can not drink others before the effect times out, worst you want to drink a dispel potions to remove a silence effect and have to wait 40 seconds.

However it’s exist a workaround for this to if you are good and have good equipment, add a harmless negative effect, burden is nice and common. As master with decent equipment you get restore health 13 hp/sec for 43 sec+ burden 1 for 1 sec, the four potions count only count potions where all effects is active, essential on feather portions as they last 10 minutes and you often want to drink multiple.
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Princess Johnson
 
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Post » Sat Dec 12, 2009 11:25 pm

Hmm, all this potion talk has me considering a non-spell caster. I didn't realize Alchemy could be so powerful.

Let's see, if I wasn't going to do any casting I wouldn't need to worry about adding to Intelligence at all right? I already skip Luck, so that's two Attributes I could simply not have to worry about. I could also take the Atronach Birthsign, which would be pretty powerful, especially if I stuck it on an Orc or Breton character? Then I wouldn't have to worry about Willpower either!
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Rebekah Rebekah Nicole
 
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