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If you yourself are already 100% resistant to Magicka, then these enchantments won’t hurt you. Bretons and Orcs can achieve this fairly easily with Saviours Hide and/or Phynaster Ring.
It also helps to have ‘Agility’ enchantments if you go the ‘Absorb Health Drain Tank’ route, rather than all out Strength, because then you won’t get staggered nearly as much. Damage is lower, but it’s a lot safer.
Spell Absorption doesn’t protect against Reflect spell. Not to mention that it stacks geometrically based off of ‘missing Dpell Absorption’, not linearly, meaning that the ‘only way’ to obtain 100% spell absorption is to have one, solid, Spell Absorption Effect.
Bretons with Ebony Mail + Wraithguard + Phynaster Ring can also manage 100% Magicka Resistance. Orcs need the odd Custom Enchantment to get there if they’re wearing Ebony Mail, as do other races.
Clearly, lol.
So you’re probably better off with ‘your’ character, to just stick to higher physical damage weapons, given your current setup. And Mace is a nice balance of a lot of factors , particularly seeing as you went with the all-out ‘Fortify Strength’ route.
If you were to make a ‘different’ character however , and use ‘different’ gear set ups, then other weapons ‘may’ be better than using the Mace for certain circumstances. Such as an Enchanted weapon with an Absorb Health setup on a high-Agility 100% Magicka resistant character, which is slower to kill things but extremely safe to play … and so might be favourable over a Strength brute for, say, perma death no-reload Max Difficulty runs! ;)
I’d say that ‘brute force melee’ is still the most reliable approach, given that again, Bethesda seemed adamant that they wanted to knee cap magic users in the Expansions (60% reflect, tons of elemental/Magicka resistance vs ‘no difference for melee characters’). It’s honestly just a lot easier for a mage to pick up a weapon and drink a keg of Sujamma to fight some enemies (eg Gedna) than it is to, say, cast the spells they’ve been relying the whole game.
Bethesda noted this and toned down reflect significantly in Oblivion, and removed the effect entirely in Skyrim.
Melee is ‘generally’ the most reliable method of killing opponents in the ‘melee/magic’ type games. It kind of has to be , given that characters that specialise in it only have one option (ie ‘hit things’). Magic users tend to have a broader range of options available (in Morrowind they have a ‘huge’ range!), but they’re generally less reliable.
I’d say that they weren’t thinking about combat balance, lol.
You can’t compare Morrowind to a game like Dark Souls. It’s more like Baldurs Gate, where the emphasis is on world building and story rather than combat balance … which just so happens to have a 3d third-person engine instead of top-down. The game still has dice roll hit chance mechanics in it, which is a hangover from D&D dice combat.
That said: give me a game where they allow you to jump the length of the map. Can’t get that mechanic anywhere but Morrowind. 😉
I’d say they just ‘upped the difficulty’ and left it to players to figure out how to meet it, which in Morrowind most likely means ‘using Alchemy or Enchanted items along with melee’. Again, I doubt they were thinking about specific instances of combat balance.
https://www.youtube.com/watch?v=XDrhrpWnvow
This game still manages to amaze me.