Question to all Forumers

Post » Tue Mar 29, 2011 10:19 pm

I'm making a mod that gives your character perks for levels above 100. But I'd like some input from people about what would be some good, worthwhile perks.

I have heavy armor taken care of. Suggestions are welcome, but I may not use them.

So, what do people think would be good for levels 125, 150, 175 and 200 for each skill?
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quinnnn
 
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Post » Tue Mar 29, 2011 9:25 pm

Might be worth pointing out the current Perks for starters:

Strength
Spoiler
Blade and Blunt
Novice: Basic Power Attack with a damage bonus in all directions
Apprentice: Gain damage bonuses with a Mastery Standing Power Attack
Journeyman: Gain Mastery Left and Right Power Attacks, which have a chance to disarm
Expert: Gain Mastery Backwards Power Attack, which has a chance of knockdown
Master: Gain Mastery Forward Power Attack, with a chance to paralyze

Hand To Hand
Novice: Basic power attack with a damage bonus in all directions.
Apprentice: Damage bonus with mastery standing power attack.
Journeyman: Mastery left and right power attack, has a chance to disarm. Your attacks can now also damage ghosts and similar creatures.
Expert: Mastery backwards power attack, chance of knockdown and, when blocking, has a chance of knockback.
Master: Mastery forward power attack, chance to paralyze and, when blocking, has a chance of disarm on knockback.


Endurance
Spoiler
Armorer
Novice: Cannot repair magic items
Apprentice: Repair hammers last twice as long
Journeyman: Can now repair magic items
Expert: Can repair items beyond their highest condition (up to 125%). These weapons and armor do extra damage or give extra defense
Master: Repair hammers never break; one hammer lasts a lifetime

Block
Novice (0-24): No skill perks, but a successful block drains fatigue and hand to hand blocking does nothing against weapons
Apprentice (25-49): No fatigue loss upon blocking an attack
Journeyman (50-74): Shield or weapon is no longer damaged when used to block; opponents may recoil if the player is using hand to hand
Expert (75-99): Blocking with shield grants a chance to do a knock-back counterattack
Master (100): Blocking with shield gives a chance of disarming the enemy with a successful knock-back counterattack

Heavy Armor
Novice: Heavy Armor degrades at 150% rate.
Apprentice: Heavy Armor degrades at 100% (normal rate).
Journeyman: Heavy Armor degrades at 50% rate.
Expert: Encumbrance (movement speed) penalty of Heavy Armor is reduced by 50% while worn.
Master: Encumbrance (movement speed) penalty of Heavy Armor is removed while worn.


Speed
Spoiler
Athletics
Novice: Slowly regenerates Fatigue while running.
Apprentice: Regenerates Fatigue 25% faster than novice while running.
Journeyman: Regenerates Fatigue 50% faster than novice while running.
Expert: Regenerates Fatigue 75% faster than novice while running.
Master: Running doesn't reduce Fatigue regeneration.

Acrobatics
Novice: Unable to attack while jumping or falling.
Apprentice: Can make normal attacks while jumping or falling.
Journeyman: Gains the Dodge ability.
Expert: 50% less Fatigue loss while jumping.
Master: Gains the ability to jump on the surface of water.

Light Armor
Novice: Light Armor degrades at 150% rate.
Apprentice: Light Armor degrades at 100% (normal rate).
Journeyman: Light Armor degrades at 50% rate.
Expert: Light Armor does not encumber the user.
Master: If only Light Armor is worn, there is an automatic +50% armor rating to the armor.


Agility
Spoiler
Security
Novice: Four tumblers may fall when pick is broken.
Apprentice: Three tumblers may fall when pick is broken.
Journeyman: Two tumblers may fall when pick is broken.
Expert: One tumbler may fall when pick is broken.
Master: No tumblers fall when pick is broken.

Sneak
Novice: Attacks while undetected gain 4x bonus for one-handed weapons/hand to hand or 2x bonus for marksman.
Apprentice: Attacks while undetected gain 6x bonus for one-handed weapons/hand to hand or 3x bonus for marksman.
Journeyman: The weight of your boots no longer affect your sneaking ability.
Expert: No detection penalty for moving while sneaking.
Master: Attacks while undetected ignore the target's armor rating.

Marksman
Novice: Loses Fatigue while holding the bow drawn back.
Apprentice: No Fatigue cost while holding the bow drawn back.
Journeyman: May zoom while holding the bow drawn back by pressing and holding block.
Expert: Bow attacks have a chance of knocking the target down.
Master: Bow attacks have a chance of paralyzing the target.


Personality
Spoiler
Mercantile
Novice: Value of items is reduced by condition of the item.
Apprentice: Item condition no longer affects value.
Journeyman: Can buy/sell any item to a vendor, regardless of the vendor's specialization.
Expert: Can invest in a shop, increasing the shops gold permanently by 500 .
Master: All shops automatically have 500 more available.

Speechcraft
Novice: Can offer bribes to increase disposition.
Apprentice: Gains a free rotation of wedge in the Persuasion minigame.
Journeyman: The falling disposition in the Persuasion minigame falls 50% slower.
Expert: Disposition loss from "Hate it" results in the Persuasion minigame are only -100% (down from -150%)
Master: Bribes cost half as much.


Intelligence
Spoiler
Alchemy
Novice: Recognizes the first potential alchemical property of a substance.
Apprentice: Recognizes the first two potential alchemical properties of a substance.
Journeyman: Recognizes the first three potential alchemical properties of a substance.
Expert: Recognizes all four potential alchemical properties of a substance.
Master: Can make potions from a single ingredient.
Only the first alchemical property is used for a single ingredient potion.


Magic
As one becomes more experienced in;
Alteration,
Conjuration,
Destruction,
Illusion,
Mysticism,
Restoration,

you do not receive bonuses per se, but rather your skill level determines the strength of spells you can cast. The more experienced the character is, the more powerful spells that he or she can use.
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Jessie
 
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Post » Wed Mar 30, 2011 9:55 am

I seem to recall that there's already a mod out there which provides perks for 100+ levels. Only got a few things done, however, before going into hibernation, but it was reasonably implemented. Best of luck on yours--and may you finish it. ;)
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Jack Bryan
 
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Post » Wed Mar 30, 2011 8:10 am

I seem to recall that there's already a mod out there which provides perks for 100+ levels. Only got a few things done, however, before going into hibernation, but it was reasonably implemented. Best of luck on yours--and may you finish it. ;)


Yes, there is a mod that adds sort of perks for levels above 100. It's called Legendary Mastery. But, IMHO, it wasn't implemented well. For example, the security perks were adding the ability to lock containers at varying difficulty. The armor perks required you to have certain matching armor on, and you could get different enchantments.

I didn't like it. That's actually what inspired me to create my own. There's only so much you can do. The original perks add abilities that are hard to duplicate via scripts.
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LijLuva
 
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Post » Wed Mar 30, 2011 6:17 am

I suggest only 3 more perks 150, 200 and 255

Strength
Spoiler
Blade and Blunt
150: Every attack has 5% chances to inflict 2x health damage
200: Your blades/blunts takes 40% less health damages from attacking/blocking
255: You won't recoil anymore if your attacks are blocked
Hand To Hand
150: Every attack has 5% chances to inflict 3x fatigue damage
200: You take 40% less health damages from blocking with your fists
255: You won't recoil anymore if your attacks are blocked

Endurance
Spoiler
Armorer
Block
150: Blocking with a shield will nullify any damage. Blocking with a weapon will reduce damage by 75%
200: Blocking with a shield give you a temporary 25% magic resistance
255: You have a 5% chance to nullify any damage from a blocked hit/spell
Heavy Armor
150: Your maximum armor rating is increased to 86. Armor takes 25% less damages
200: Your maximum armor rating is increased to 88
255: Your maximum armor rating is increased to 90. If your armor rating is 90, you have a 5% chance to nullify the damage from an attack

Speed
Spoiler
Athletics
150: Your fatigue regenerate 75% faster while standing, 25% faster while running
200: Your swimming speed increase by 50%
255: You gain the ability to walk on water while you aren't wearing shoes/boots
Acrobatics
150: Jump is consume 50% less fatigue
200: Dodge consume 50% less fatigue
255: You can jump 20% higher
Light Armor
150: Your magicka regenerate 25% faster while you aren't wearing heavy armor
200: Your armor take 25% less damages
255: You take 15% less damages while you aren't wearing heavy armor

Agility
Spoiler
Security
150: You have 50% more chances to find a lockpick in a loot
200: You have 10% chances to not break a lockpick
255: You have 15% chances to not break a lockpick. 5% chances to break the whole lock every time you pin a tumbler
Sneak
150: You gain 25% chameleon while sneaking and not moving
200: You gain a 8x damage bonus for melee attacks, and a 4x damage bonus for marksman attacks, when undetected
255: You gain 50% chameleon while sneaking and not moving (not cumulative with the above perk)
Marksman
150: Your arrows have a 5% chances to throw an enemy to the ground
200: Your bow takes 40% less damages from attacking/blocking
255: Your arrows have 5% chances to ignore the enemy's armor

Personality
Spoiler
Mercantile
150: Merchants gain 500 additional gold for the transactions
200: You have 5% chances to receive a gift from a merchant
255: Merchants gain 500 additional gold for the transactions
Speechcraft
150: When you approach somebody (even bad guys), you have 5% chances he/she's a fan and get +20 disposition
200: Disposition won't reduce over time during the mini-game
255: Every good guy has 100 disposition toward you.

Intelligence
Spoiler
Alchemy
150: ?
200: ?
255: ?

Alteration,
Conjuration,
Destruction,
Illusion,
Mysticism,
Restoration,

All of these: ???
[/quote]
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vanuza
 
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Joined: Fri Sep 22, 2006 11:14 pm

Post » Wed Mar 30, 2011 9:57 am

I suggest only 3 more perks 150, 200 and 255

Strength
Spoiler
Blade and Blunt
150: Every attack has 5% chances to inflict 2x health damage
200: Your blades/blunts takes 40% less health damages from attacking/blocking
255: You won't recoil anymore if your attacks are blocked
Hand To Hand
150: Every attack has 5% chances to inflict 3x fatigue damage
200: You take 40% less health damages from blocking with your fists
255: You won't recoil anymore if your attacks are blocked

Endurance
Spoiler
Armorer
Block
150: Blocking with a shield will nullify any damage. Blocking with a weapon will reduce damage by 75%
200: Blocking with a shield give you a temporary 25% magic resistance
255: You have a 5% chance to nullify any damage from a blocked hit/spell
Heavy Armor
150: Your maximum armor rating is increased to 86. Armor takes 25% less damages
200: Your maximum armor rating is increased to 88
255: Your maximum armor rating is increased to 90. If your armor rating is 90, you have a 5% chance to nullify the damage from an attack

Speed
Spoiler
Athletics
150: Your fatigue regenerate 75% faster while standing, 25% faster while running
200: Your swimming speed increase by 50%
255: You gain the ability to walk on water while you aren't wearing shoes/boots
Acrobatics
150: Jump is consume 50% less fatigue
200: Dodge consume 50% less fatigue
255: You can jump 20% higher
Light Armor
150: Your magicka regenerate 25% faster while you aren't wearing heavy armor
200: Your armor take 25% less damages
255: You take 15% less damages while you aren't wearing heavy armor

Agility
Spoiler
Security
150: You have 50% more chances to find a lockpick in a loot
200: You have 10% chances to not break a lockpick
255: You have 15% chances to not break a lockpick. 5% chances to break the whole lock every time you pin a tumbler
Sneak
150: You gain 25% chameleon while sneaking and not moving
200: You gain a 8x damage bonus for melee attacks, and a 4x damage bonus for marksman attacks, when undetected
255: You gain 50% chameleon while sneaking and not moving (not cumulative with the above perk)
Marksman
150: Your arrows have a 5% chances to throw an enemy to the ground
200: Your bow takes 40% less damages from attacking/blocking
255: Your arrows have 5% chances to ignore the enemy's armor

Personality
Spoiler
Mercantile
150: Merchants gain 500 additional gold for the transactions
200: You have 5% chances to receive a gift from a merchant
255: Merchants gain 500 additional gold for the transactions
Speechcraft
150: When you approach somebody (even bad guys), you have 5% chances he/she's a fan and get +20 disposition
200: Disposition won't reduce over time during the mini-game
255: Every good guy has 100 disposition toward you.

Intelligence
Spoiler
Alchemy
150: ?
200: ?
255: ?

Alteration,
Conjuration,
Destruction,
Illusion,
Mysticism,
Restoration,

All of these: ???


Awesome suggestions, forli. I'll definitely use some of those.
I'm modding skills only. Attributes will be effected, of course, but you get no rewards for attribute increases. As of now, I have heavy armor and athletics taken finished. I'm going to implement some of your suggestions.

Thanks again. :)
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Life long Observer
 
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Post » Tue Mar 29, 2011 11:55 pm

For alchemy, you might want to consider:
  • Increased chance of successful harvest
  • Chance to receive multiple ingredients on harvest
  • Increased magnitude of potion/poison effects
  • Increased magnitude of potion/poison effects when combining multiple ingredients with the same effects

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Rachel Eloise Getoutofmyface
 
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Joined: Mon Oct 09, 2006 5:20 pm

Post » Tue Mar 29, 2011 10:34 pm

Upon first reading it I thought Forli's suggestion '255: You gain the ability to walk on water while you aren't wearing shoes/boots' a bit much but if it were confined to running on water then it makes more sense.
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Laura Samson
 
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Joined: Wed Aug 29, 2007 6:36 pm

Post » Wed Mar 30, 2011 3:18 am

For alchemy, you might want to consider:
  • Increased chance of successful harvest
  • Chance to receive multiple ingredients on harvest
  • Increased magnitude of potion/poison effects
  • Increased magnitude of potion/poison effects when combining multiple ingredients with the same effects



Excellent. I will incorporate some of these suggestions, refining the perks.

Upon first reading it I thought Forli's suggestion '255: You gain the ability to walk on water while you aren't wearing shoes/boots' a bit much but if it were confined to running on water then it makes more sense.


Good stuff. I have made the 125 athletics perk the ability to sprint. I may tie in the ability to sprint on water as a perk for acrobatics.
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Jah Allen
 
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