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build 0 - 80 - 0
1- sneak archer 5400dmg per arrows with right enchants and perks
2- sneak dagger 900dmg per daggers +50% dmg crit X 15 dagger sneak dmg
3- 2 hand dmg 1300 + 50% crit dmg
4- 1 handed 900 dmg + 50% crit dmg
5- caster dps roughly 400 dmg per second with fire wall , cold wall , shock wall anhd add the double boosted daedric knight summon wich actually smack around 300 dmg per swings
there you go. 11minutes resumed in 60 seconds.
also wich program do you useto make the video?
thats for recording or editing?
its not really "presented" its just obvious.
if you take 3 seconds to read the perk you'll see that sneak has the highest dps output and bows come on top since you can launch 3 arrows at least before a monster comes to melee range.
i didnt add the perks or enchants required to reach that high amount of dmg wich is actually EXTREMELY higher than noted here sicne i dont remember correctly how beteshbug made the dps calculation and also i didnt mention them because i dont want to break anyones bubble
That's cool dude. If you didn't like the video it's completely fine as everyone has their own opinion :). Maybe you could consider watching some of my other design vids and maybe you'll find something you'll like!
i never implied that ythe video wasnt good i only pointed what bethesda didnt want people to see. no offence intended trust me. english isnt my main language so it may seem disrespectful
i have a little project t push the gameplay and you have more skills than i do with videos. also i sent you a friend request
Fantastic points: Availability, acquisition, narrow focused build, ease of progression, new player friendly, usefulness....
Nice use of summarization, along with combining text and voice for reinforcement. I loved the closing flowchart for distilling Combat, Stealth, Mage factors into a "face-palm" epiphany.
Nice things that could be highlighted, as long as they don't exceed focus or desired run time:
Avoidance of diseases is a bonus, since no enemies should get close for melee.
Longer range than many enemies (breath, shout, spells).
Luring to gain optimal battlefield position and or to create stragglers (touched on briefly).
Contrast ease for new players vs. kiting style, since both are so similar.
Contrast damage of the stealthed attacks vs. non-stealthed (show an experiment).
Usefulness through end game, even if class swapping (touched on briefly, sell it harder?).
You are totally right in that there are many points I didn't cover to their full potential. It's all a work in progress. I'm always trying to improve and it's comments like yours that give me the feedback necessary to do so. Thanks again!