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* full set of hide armor without shield
* 75 light armor, 3/5 Agile Defender, Custom Fit, and Matching Set
* 100 smithing, 123% fortify smithing enchantments, 134% fortify smithing potion
* Lord Stone (+50 armor rating, +25% magic resistance)
And the resulting armor rating is 582.
I considered using Custom Fit and Matching Set but I hate helmets, maybe I'll download mod that removes helmet requirement. It may work.
Fur armor - ceil((23 + 46) * 1.4) * 2 = 194
Scaled bracers and boots - ceil((9 + 46) * 1.4) * 2 * 2 = 308
Lord Stone = 50
That is a total of 552. But without a helmet, you also need 25 more for the cap, so it would have to be at least 592.
Edit: other than using more than 4 fortify smithing enchantments, a +29 fortify light armor enchantment may also be enough.
Thank You.
Personally I've taken the numbers a fair bit higher.
A lot depends on the Dragonborn expansion, which has a couple of crafting aids; one's Ahzidal's Armor, which you get during Unearthed:
http://www.uesp.net/wiki/Dragonborn:Unearthed
You get a 10% bonus to enchanting while wearing it.
And the other is the Sallow Regent:
http://www.uesp.net/wiki/Dragonborn:Black_Book:_The_Sallow_Regent_%28quest%29
It effectively adds 10 points to either Smithing, Enchanting, or Alchemy, depending on whether you pick Seeker of Might, Sourcery, or Shadows (and you can change your choice as often as you like). As with the bonus from the Notched Pickaxe, these bonuses are effective even if your base skills are at 100, though apparently the pickaxe is completely broken without the unofficial patches.
Combining these with the regular crafting loops, I get a suit of +164% Smithing, and a potion of +174% Smithing. Throwing in Seeker of Might + the pickaxe + the relevant Light Armour perks, the three bits of armor end up showing me 774 defense together.
This is something I've put a fair bit of testing into - all choices from the Sallow Regent affect a crafting skill.
In the case of enchanting, the bonus ability even flat out tells you it buffs enchanting (if not in the game, then in the UESP article). I've tried it myself to be sure.
In the case of smithing, things are a fair bit more complex. It's certainly a warrior skill, and you certainly get a buff. The catch is that your ability to improve items doesn't map directly to your total smithing ability level - you need to crank things up until you qualify for the next quality level before you'll see a difference. This leads some players to (incorrectly) believe that certain buffs aren't working, when really they just need to stack more buffs / skill points / whatever before they'll see the effect.
For eg, without Seeker of Might I can only get the three items up to 724 in total. (Yeah, I forgot to enable it on my first test, hence I've got that knowledge on speed-dial...)
(Edit: 714, now that I check the screenshots...)
http://www.uesp.net/wiki/Skyrim:Smithing#Item_Quality
The last stage isn't Flawless, but rather is termed Legendary (it's Bethesda's pet adjective for this game). When you hit it, the quality levels continue, but they're all called Legendary from then on.
It is determined by the combined effects. But my point is that there are points in between quality levels where you can improve your skills / buffs without qualifying for the next quality levels - these tend to lead people into thinking certain buffs aren't "working" when they're really just insufficient at their level to see the benefit.
For example, a 10% bonus (such as that from Seeker of Might) at skill level 15 may not even grant any additional quality levels. At 100 skill, however, you'll get a few.
Which I'm glad of - it removes any guilt of not using "the best" armour, because it's all the best once your crafting skills are sufficient.
Anyway, the numbers we get are indeed overkill. But still, it's somewhat fun to see exactly how high you can push them without "cheating".