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Charges and their usage resets
I have over enchanted (with resto looped alchemy made enchant potions) few weapons (2 dragon bows with very long paralize >7.000s, and deadric waraxe with >20.000 absorb health all with very large charges) and they worked some time with out need of recharge (i could not even recharge them when they worked) and after reloading or restarting they didn't have even one charge and can not be recharget even with grand soul gems with grand souls. So what is the cap or limit of strength and amount of charge after witch charge get nulled ? I am on PC Legendary edition 1.9 with HF, DG, DB no mods or unofficial patches Ciberzombie (talk) 23:14, 21 September 2016 (UTC)
- So what is exact conditions of reseting? Ciberzombie (talk) 21:59, 22 September 2016 (UTC)
- it seams that items created with fort enchanting potions lose charges or they charge cost gets increased up to point when fully charged item don't have enough charge for one use or items can't even be charged at some time after creating it. Maybe this happens when leveling something??? Ciberzombie (talk) 16:52, 29 September 2016 (UTC)
Alchemy Loop Cap
This Fortify-Alchemy-Enchanting loop claims it's "not a glitch" like the Fortify Restoration loop, and that the strongest Fortify Enchanting potion that can be brewed from this is +40%.
1. Is this the hard cap on this loop?
2. How many revolutions does this take?
- No, there is no hard cap, it's just a mathematical loop involving diminishing returns that get so low around this point that they won't make any difference. The amount of revolutions are dependent on your starting point and variable rounding by the crafted potion, but given you start with the roughly strongest non-boosted stats of 25% it can take up to 10 revolutions. If you follow the process on the page exactly you will not be able to trigger the glitch. Silence is GoldenBreak the Silence 01:20, 20 January 2017 (UTC)
Very Useful Dual Enchantments Section?
Would it be worthwhile to have a section dedicated to these synergistic double enchantments, similar to the useful potions section in Alchemy? I know there are combinations that are perhaps not immediately obvious, taking possible augmented destruction/illusion/necromage perk type mechanics into account or what ever might affect the end result in a desirable way - the hidden mechanics of Skyrim often surprise me, even having played since launch I continue to find unexpected little secrets about how these perks and effects work behind the scenes and I suspect that with the release of Skyrim SE I am not nearly the only one. I've been looking all over for an insightful guide to illuminate this topic (presently paused at Neloth's enchanting table with a Philter of Enchanting on :) but have had only minimal luck. One of the things that made me fall in love with the UESP was the offering of this type of information. Crayolamanic (talk) 15:44, 17 February 2017 (UTC)
- I'm not sure such a page would be capable of being anywhere near impartial, given how enchanting is so dependent on each users playstyle to determine which effects will best serve them. The only real synergy between enchantments would be between the apparel-only fortify magic school and the weapon effects that come under that school. That can be expanded to recommending using effects from only one school in order to more efficiently boost uses, to save having to use two slots for two schools, where one would do. The schools that each effect use are on the Enchanting Effects page. Silence is GoldenBreak the Silence 00:38, 18 February 2017 (UTC)
- Ok, I was playing around with enchanting at 100 in the skill, with the perks 5/5 in enchantment strength, Fire Enchanter, Corpus, Insightful, and Extra Effect, as well as 2/2 Augmented Flames and Necromage taken as a vampire but subsequently cured, and what I noticed was that when applying Frost Damage to my weapon the value shown for the frost portion was 25 points. However when I added Damage Stamina as my second effect, it bumped the frost portion up to 37 points. I then cleared selections and looked at the numbers with and without the Frost and Shock Enchanter perks as well as with and without the Augmented Frost and Shock perks, with any other combination of Damage Stamina, Damage Magicka, Shock Damage, Fire Damage, and Frost Damage, and it was only THAT combination that boosted the damage of one enchant when adding another. I also considered and tried Fear with the three elements because I know there is some synergy between the Fire Effect and Fear with relation to perks, especially when Necromage is a factor. I am on XBox so I have no real options for exploring this in depth beyond using saved perks I luckily had accumulated and multiple reloads with different applied perk allocations. This kind of interaction is what I was referring to when I made the original post, but could this be some kind of effect from using Necromage? I hope someone with more insight can clear up why we get this unexpected result, and whether there are other combinations that give us unexpectedly beneficial results. :) Thanks, Crayolamanic (talk) 18:54, 19 February 2017 (UTC)
Soul Siphon only working on charged weapons
In special edition specifically, can anybody else replicate the perk Soul Siphon only providing a charge when the weapon already has an existing charge? My Auriel's bow is not gaining any charge from Soul Siphon after it depletes. It's already such a marginal benefit, I don't really see the point in the perk at all if you still have to manually use gems so much still. I uploaded a video example on youtube at rk7jRFiCtps of what I'm talking about. Mike the Great (Talk) 18:52, 23 February 2017 (UTC)