A cap prevents any and all progression past that point, the 39-45% you mention is merely the highest base magnitude, and not a cap.Joccaren said:After a quick Google search there is a cap at around 39-45% by default, which can be worked around by maxing your restoration tree, getting the perk that increases your magic's effectiveness against undead, becoming a vampire to take advantage of this perk, then doing a loop involving boosting restoration, enchanting and alchemy. A simple enchanting/alchemy exploit does have a cap, however with high restoration, or using the console, you can break through.
Similar to how the highest one can smith a dragonbone sword with 100 smithing and dragon smithing perk is 75 damage, yet with +smithing gear you can take it beyond 75 to past 100. The damage rating of 75 is not a cap, its a highest base magnitude.
There is a very large difference between the two, and that so called "Cap" has been in there since the game was released, it wasn't patched in.
You are aware that base damage is when your skill is at zero and you have no perks?Joccaren said:Powershot, quickshot and bullseye are advantageous no matter what bow your using.
And even excluding that, the DPS difference between a long bow and a Daedric bow is about 3.5 DPS in favour of the Daedric from a quick online search.
Base damage also isn't that vastly different - 6 damage vs 19. Its 3 times the damage, sure, but when your unable to be detected thanks to highly leveled sneaking, an extra 2/3 as many shots isn't going to matter.
At 100 skill, and all perks, the damage difference between Daedric and the long bow is 57, while the long bow is at 18. Along with the arrows Daedric has 81, and the long bow has 26.
Most mid level bandits have somewhere in the ballpark of 250-300 health, with the sneak attack bonus of X3, assuming you have the perk, that means Daedric bows will get close/be able to 1 shot enemies, while long bows would take multiple shots.
Furthermore, even at 100 sneak skill, and all sneak perks, most enemies are smart enough to find you within 5 shots. the difference between a daedric bow, and long bow, is taking out everyone before they find you, or taking out two before the other three find you.
Then most games ever, from FPS, to RPgs, have done it wrong as that describes most games difficulty settings. The only time games have real mechanical differences is when they put it in a very special difficulty like New Vegas's hardcore mode.Joccaren said:Mods should edit the game to suit the players want. Nothing more, nothing less.
A game should come with some degree of complexity to its difficulty levels. If the only difference is how many attacks it takes to kill the enemy, the game has done it wrong.
rightJoccaren said:If a player wants long, drawn out battles its their choice to use what exists in the game to do so, and it is perfectly possible for them to do so too.
rightJoccaren said:If a player wants added complexity or depth, they have to resort to mods.
nice point, except, nothing you stated before actually supports this. In fact what you said before is contradictory to this.Joccaren said:For this reason, complexity and depth should be included in the base game as they are something that is not achievable vanilla unless in the game's release, whilst tedium is easily introduced through other methods, with mods as an improvement on how its introduced.
the game ran great on the Pc at release, and the UI isn't that bad.Joccaren said:Tell that to Bethesda. TES these days is a game for the Xbox. It doesn't work well on the PS, its interface and optimisation, especially on release, is terrible on the PC, and the only redeeming feature it has on the PC is the ability to mod. Mods are available to turn a console game into a PC game when talking about TES, with other mods there to add in extra features.
I'd also be surprised at mods on consoles. How would console players go about installing them? Downloading them? Creating them?
At best modding on a console would be similar to Halo's Forge - a half assed effort really. Any more and console hard drive size, processor speed, lack of RAM, lack of KB+M, lack of features in the file management system, reliance on disks and more would limit modding greatly.
The UI isn't good, bu the UI has NEVER been good on a Elder Scrolls game, even going back to Morrowind. The bad UI isn't a sign of console related anything, and despite all the cries of bad, unnavigable UI, it took me literally all of about 3 minutes to learn how to navigate it via the arrow keys quickly.
If you have had any experience with PC games, using the arrow keys to navigate menus should be second nature to you at this point.
As for mods on the console
-Same way as any DLC, the same way it is on the PC
-Same way as any game or DLC on the 360 works already
-On the PC, then moved over to the Xbox
the only thing holding back modding on the xbox is microsoft, if the restrictions were removed, a large number of PC mods could be ported over to the xbox, some of the more super high detail mods wouldn't be viable due to the Xbox's limited specs, but a large number of mods would work fine.
You are aware all the builds you listed work becuase of synergy?Joccaren said:Well, I've never played Skyrim with a build then. My playthroughs have been:
-Duel Wielding one handed weapons and Heavy armour
-Two Handed weapons and Heavy armour
-One Handed Weapons, Block and Heavy armour
-Sneak, Light Armour and Archery
And even with just that I became OP as all hell. Why should Destruction magic + Light Armour be any less so?
All of these, are skills with synergy. Destruction magic synergies with other magic, and when used with other magic, it becomes OP.Joccaren said:-Duel Wielding one handed weapons and Heavy armour
-Two Handed weapons and Heavy armour
-One Handed Weapons, Block and Heavy armour
-Sneak, Light Armour and Archery
Your "destruction magic + light armor" example is like saying "why cant I win with a Alchemy and block only build?"
You essentially pulled two entirely unrelated skills, and asked why don't they work.
You might as well be asking why doesn't a round peg go into a square hole?