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Mastered Magicka - Bound Weapons
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Category: Gameplay, Magic, Weapons
File Size:
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0.035 MB
Jul 15, 2012 @ 2:15pm
1 change note ( view )

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Description
This mod makes it so that the damage of Bound Weapons scales depending on how many points you've spent in Magicka and which perks you have in Conjuration.

This scaling is done in the spirit of my Mastered Magicka mod, but is a completely seperate mod that works standalone (the Toggle Mastered Magicka spell does not affect it). It is meant to keep Bound Weapons viable throughout the entire game, not just the early levels.

The exact scaling is as follows (the values given are base damage values that are multiplied by a number of factors for the actual damage; the value in parentheses is if you have the Mestic Binding perk):

Bound Sword:
9 (14) - No perks
11 (17) - Novice + 5 points
13 (20) - Apprentice + 10 points
15 (23) - Adept + 20 points
17 (26) - Expert + 30 points
19 (29) - Master + 40 points

Bound Battleaxe:
17 (22) - No perks
20 (26) - Novice + 5 points
24 (31) - Apprentice + 10 points
28 (36) - Adept + 20 points
32 (41) - Expert + 30 points
36 (46) - Master + 40 points

Bound Bow:
18 (24) - No perks
22 (29) - Novice + 5 points
26 (34) - Apprentice + 10 points
30 (39) - Adept + 20 points
34 (45) - Expert + 30 points
38 (50) - Master + 40 points

Things you should know:
* 14 base damage is the equivallent of an unupgraded Daedric Sword.
* 29 base damage with a fully maxed skill yields around 120 damage per normal strike.
* You achieve maximum damage when you have the Master Conjuration perk and 500 Magicka (not counting enchantments).
* Remember that your skills and perks affect the damage you deal in a great way.
* According to the construction kit, the only NPC's that should also get this buff are Madena (court wizard in Dawnstar) and Silus Vesuius (Merhunes Dagon quest). Other NPC's are not affected.
* If you use this mod alongside Mastered Magicka, you will both get the increase in damage and duration.
* This mod affects only vanilla bound weapons. It won't affect bound weapons added by other mods.
* Mods that alter vanilla bound spells are incompatible with this one. The load order will determine which one will be applied.
17 Comments
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Zlorfik [CH] Jan 27 @ 11:22am 
Thank you Eps for making that clear. You definitely earned a subscription now ;)
Eps  [author] Jan 18 @ 2:03pm 
The damage increase depends on your skills and perks. You'll obviously see a higher change if you have +100% damage modifier than if you have +50%. What I've listed in the description is the weapon's baseline damage, as it is set in the editor. And the change is incremental, not linear, so at 29 points spent you will have the same damage as at 20. Then the damage will increase once you hit 30.
Zlorfik [CH] Jan 17 @ 12:52pm 
Am I missing this in the description or is it simply not there?
- By how much is bound weapon damage increased for each spent Magicka upgrade?

Very nice mod idea. Haven't tried it yet and don't know if I'm going to, but still, +1 for your work. It seems fair, not OP, lore-friendly and well tested: Everything a true Skyrim fan needs.

Another +1 for making having much Magicka important. Most players rather enchant to cast cost free, but for me a true summoner (and this is part of summoning for me) does not have skill cost reductions (as he does not use his spells to deal damage) but a high magicka pool with immense regeneration.
Eps  [author] Aug 29, 2013 @ 4:41am 
It means how many times you chose to increase Magicka when you leveled up.
LMFAOcancer Aug 27, 2013 @ 3:41pm 
What does it mean by how many points i've spent in magica? is that like the magica blue tab in bottom left, or just general magic perks?
iUberGeek Jun 7, 2013 @ 12:27pm 
Would you consider updating this to support the Bound Dagger newly added in the Dragonborn DLC?
neogoterra Aug 24, 2012 @ 12:37am 
one question kazms do you have any magika asorb effects on your players? Because there is a bug that makes any conjuration spells get asorbed by the effect negateing the summon.
Kazms Aug 19, 2012 @ 5:23pm 
Yea... That's been my fear. Thanks for the info on it, Eps. It is what it is. Just gonna have to deal with a normal assassin build. /:
Eps  [author] Aug 19, 2012 @ 10:23am 
From what I've seen is exposed in the Creation Kit, we can't fix vanilla mechanics. We can only fix data-based bugs, i.e. item values, script errors, quest triggers, that kind of thing.
Kazms Aug 19, 2012 @ 9:53am 
There isn't. And there's documented cases on the Elder Scrolls Wiki of the issues I'm experiencing being part of unmodded Vanilla Skyrim. It's not somethin' to do with Mods, though I keep hoping to see someone make a mod to, hopefully, fix it. xD