Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Perks will increase stuff by a percentage, but 50% just increases Flames to 12 / second. This is the reason why most people who are "serious" about mages, will resort to HEAVY modding. New spells, overhauls of how the system works, etc.
I'm putting my points in shock and need a few more to get to 60, hopefully that will boost damage. I'm guessing at 60 I can get new spells, too.
Perks will help damage too of course, but there is no armor that can boost your damage as a mage. Are you using the mage armor spells? Robes obviously offer little in the way of protection, but the various "flesh" spells can help. They are alteration spells, and there is also a perk in the Alteration tree that boosts the power of those Dierks when not wearing armor.
The expert level spell Ebonyfleash and the accompanying perk will give you 300 points of armor. Not great, but better than nothing. The master level spell give you a flat 80% damage reduction, equivalentlto max armor rating, but it takes awhile to cast, not something easily done on combat.
You mean something like a potion that makes the target weak to fire, or weak to shock etc?
Do I need to apply that potion before every fight? Or just keep it on and use it when needed?
Poisons last until you hit somebody, you apply them to your equipped weapon and the effects get applied when struck. The only difference is a bow, the poison effect is lost when the bow is shot, even if you miss.
They only last for one hit as well, so you might need multiple per fight, and if you're not using weapons at all, then it won't matter as you cannot poison your fists.
You can also reverse-pickpocket poisons into opponents inventories with a certain perk, but you can only do that before the fight starts, and would require you to get close, something you'll probably want to avoid.
You can easily craft a bow that hits for 600+ damage every shot, passively (as in, no active potions or buff spells). I think the most damaging single target spell in the game, by comparison, does 60 damage per hit.
If you wanna be a magic user in this game, you really need a mod that overhauls this part of the game.
This, there are three dragon priest masks to obtain on Solstheim. Each one increases one of three elemental damages by 25%, this is multiplied with the 50% boost from perks. If you know how alchemy works, you can get 100% spell reduction with just three enchantments. Without mods, necromage and being a vampire just 2 enchantments.
This is why the AE/CC mods introduced several spells (Elemental burst and the like) that did more damage, as well as unbound spells that did way more damage until your magicka runs out....
Everyone considers this proof that their initial decision not to have the damage scale was a bad one.
Only for enchantments though, fortify destruction potions actually do increase damage.