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Fordítási probléma jelentése
Even without the Unofficial Patch, having Ancient Knowledge will still speed up smithing somewhat due to applying a bonus to tempering instead. Higher tempering bonuses leads to higher value added during the temper, and thus more xp earned since its based off of value added when tempering. Becomes a question of if the extra 15% is enough to bump you up an extra tempering tier or not.
Most of the time 15% isn't enough, not without the corresponding perk to double the improvement, but with that he 15% still doesn't matter. It might make armor and weapons slightly stronger, but the minuscule increase will probably be less than if you spent those ingots somewhere else instead.
Conjuration - see above. Also stack conjuration enchants and spam Soul Trap on a mudcrab.
Illusion - put two points into it and spam Muffle
Sneak - put one point into it, take off armor, sneak by a stationary guard and verify skill is going up, put something on the key and let it run overnight
block and armor skills - giants if you have the armor/HP, otherwise find a fort or cave with human enemies in the first room, let them beat on you and run outside to rest
Alteration - Early game use armor spells while beating on summons. Later stack alteration enchants, use detect life spell in the middle of Whiterun
Smithing - have money, buy iron and leather, craft iron daggers and leather bracers until out of materials, repeat
Enchant - have money, make the rounds of mage merchants and buy filled petty/common soulgems, enchant iron daggers and sell to buy more soulgems
Speech - sell large stacks of items like ingredients one at a time
Pickpocket - join Thieves Guild, clear out Riften guards, if you get caught talk your way out
Lets just do some math then, since the wiki lists out the XP formulas, and I'm curious as to the results since it would also apply to fortify smithing gear as well. And the interest isn't in the additional damage or armor, but how much skill xp per ingot changes.
First some reference numbers: the effective smithing levels needed make the varying initial tiers of tempering improvements T1 Fine (14), T2 Superior (31), T3 Exquisite (65), T4 Flawless (100), and the wiki does list out to T44 if needed; the base value of the afforementioned Dwarven Bow - 270.
Now the formula for effective skill is (base skill - 13.29) × (1 + perk) × (1 + Σenchantments) × (1 + potion) + 13.29. Assuming no use of potion or any fortify smithing effects, and just the relevant smithing perk, you would need 14, 22, 40, and 57 actual smithing skill to reach prior mentioned effective smithing levels. So +15% fortified smithing, lets you hit T2 at 29 unperked, and 21 perked. T3 its 59 and 36, and for T4 its 89 and 52. So the +15% doesn't mean much at low levels, but does let you hit the higher next quality tiers multiple smithing levels sooner.
Now for the crafted xp formulas. Making a new item XP = 3 × item value^0.65 + 25. While Tempering is = 3.8 × Δitem value^0.5 × ΔQ^0.5. So the change in item value and item quality matter. So to get the best xp per ingot when tempering, you do not want to re-temper items. So making a dwarven bow, yields 139 total xp and takes 3 ingots(2 dwarf, 1 iron) for ~46xp per ingot regardless of smithing level, so lets have this be our base xp per ingot. If temper the bow just made at 30 skill for 1 dwarven ingot, it results in T2 superior and improves the value by 1.333x, leading to 50xp per dwarven ingot, about a 10% increase per ingot. Now, at 36 skill, when hit the next upgrade tier with the bonus, it improves the value by 1.5x, so you would then be getting 76 xp per dwarven ingot, which is close to a 63% increase from the base xp per ingot. The increased xp gain from tempering an untempered item continues to improve as tiers go up, as the change in added value becomes goes up by an additional 16.7% each additional tier.
And since its roughly a 50% tempering XP increase between tempering directly to a T3 over a T2, thats going to let you use a third less ingots for the 4 smithing levels that you could temper the bows an extra tier early from just a +15% smithing fortification. Just on the Xp for 39->40, you would go from needing to temper 13 bows, to 9 saving 4 ingots on that level alone.
Another thing of note, if were to make gold rings, another common way to level smithing, you net 51.5 XP per ore chunk, while making and tempering dwarven bows averages 47 if temper to directly to T2, and 53.5 when can directly temper to T3, and it just continues to get better as smithing improves.
So, if going to raise smithing up, it looks like it does pay off to seek out various smithing fortification effects, especially if it would be enough to bump you up an extra tempering tier.
Bound Sword is faster than soul trap, easiest is go to lake Illnata and stand only slightly in the water, the Slaughterfish will be aggro, but they cannot reach you. You can throw in soul trap too, but bound sword is the way to go.
You don't even need points, just cast muffle.
Again, no points needed, and you want more than one guard, more people gives more xp.
Actually good advice.
Armor spell only work in combat and grant little xp, better to use Telekinesis and Detect life.
No, this is bad advice and people need to stop suggesting this, mine ore, turn it into gold then make jewelry. VALUE=XP
Enchant the rings you made while smithing, they will be worth more than the daggers and can actually cover the cost for soul gems, iron daggers probably cannot.
While selling thngs one at a time is correct, it's not about quantity, it is based off value, sell high value items one at a time.
No need to join the thieves guild, it just helps. And guards are lousy targets. XP is once again based of value, this time of item stolen. Rings, gold and enchanted items are what you want.
@Hawklaser: Good on you for actually looking and doing the math. I would not have done that honestly. I have assume a base 15% bonus XP is still better than a 15% bonus to tempering, so you still want the unofficial patch in the end. Not to mention all the other benefits. Any smithing enchanting gear you find though, that could be useful. I'd want to test it myself in-game, but it seems like more work than I really want to do.
I do use the unofficial patch, and long term I think the 15% xp bonus for Ancient Knowledge would be better due to also affecting the static item creation XP gains. After all, you still will have to make a lot of base items to temper. The math just shows that at least with dwarven bows, you want to save doing tempering until you can do exquisite+ to get the most xp per ore. It was interesting to see how much the xp per ore changed as the tempering tier increased.
I'm sure there might be some other really efficient items to temper along the way. Just the needed metals are not available in enough bulk to use for specifically for leveling, and/or the base items are a bit to heavy to easily stockpile when looting.
That's why I use arrows when it comes to dwarven crafting, while not quire as valuable as the bow you don't need iron, only wood, which there is a pile down the street in Whiterun.
Arrows also don't weigh anything, so even if I cannot sell them all, I don't have to carry around several bows. This only works really well on dwarven arrows for the shear quantity of ingots you can make after a single ruin run.
Nope, Master level trainers can get you to level 90, but no higher than that,
ive done this myself several times now they do take you to level 100 but they have to be masters not regular and they are few. ive been playing since day one on console.
@worm_master your right it does get expensive but an option if in a hurry otherwise just play and youll get what you need for your playstyle
i would go through and finish it on vanilla before modding it though there is actually alot to do if you include all the side quests and you can just wonder around enjoying the scenery and ambiance , sometimes even stumble on something unexpected.