Board Thread:Lore Discussion/@comment-9601450-20131225183646/@comment-67.171.74.199-20140718002629

218.186.253.244 wrote: Don't worry I am a powerful Necromancer, this thread won't die.

I think only the higher tier sets shoud have bonuses, plus whatever bonus you get is based on chestplate.

Also, anyone read the revision of daedric artifacts I wrote under the main thread (202 and I are the same guy, posting using different networks). I'll have more soon, but I should recap, with some revisions:

Dawnbreaker:

Dawnbreaker currently: 12 base damage, bane of the undead upon killing undead, 10 fire damage, high charge. No smithing perk

Dawmbreaker edited: 15 base damage (artifacts should be more powerful!), 15 sun damage (x3 VS undead, upon killing anything, a sun damage explosion always happens, unlimited charges (sun explosion deals 100 damage to undead, disintegrates them at low health and staggers all enemies. The stagger applies to the living as well), under ebony smithing, upgraded with 3 fire salts and ebony ingot.

Masqu of clavicus vile

Masque of CV currently: heavy armor, fortify speech 10 and fortify barter 25, 5% magicka regen bonus. No smithing perk.

Masque of CV edited: fortify speech 15, fortify barter 25%, enemies have lower inclination to attack you, lowered weight, considered as clothes.

Ebony blade:

Ebony blade currently: 11 damage, fast attacks, charged by killing people friendly to you (cap 30), cannot be smithed.

Ebony blade edited: 14 damage, fast attacks, charged by killing friendlies (cap 75, every 2 people killed is +5, starts at 20), can be smithed with filled black soul gem and ebony ingot, daedric smithing.

Volendrung:

Volendrung now: 25 base damage, 50 absorb stamina, no smithing perk.

Volendrung edited: 27 base damage, 65 absorb stamina, dwarven smithing. upgraded with a ebony and dwarven ingot

Spellbreaker:

Spellbreaker now: ward for 50 magic damage.

Spellbreaker edited: ward for 65 magical damage, 15% magic resist, dwarven smithing. Upgraded with dwarven ingot. Shield no longer drops if ward breaks.

Skull of corruption:

Skull of corruption now: 22 damage, 52 damage if dream powered. gathers 5 dreams from sleeping targets

Skull of corruption edited: base 20 damage, gathers 5 dreams from sleeping targets, every shot + 5 damage for every dream in skull and consume 1 dream. Behold! The Wikia Contributor whom I will call the 200's guy (because both times, even when they posted on another network, it was in the 200's) is on the case! However, the 200's guy also tried to add smithing improvements for the Daedric artifacts...bad 200's guy.

It appears that in this update, the base damage is lowered by 2, but for every dream that is in the staff the damage will increase by 5, and one dream will be expended (and presumably the dream that will be expended will be counted in the damage-increasing dream count). Personally, I like the idea of the creepy doppelganger effect that it had in Oblivion, but perhaps we can implement that as an effect that only has a chance to happen when the Skull is full - and even then there is only a 40% chance. Oh, and having done some math, this new, "improved" version by the 200's guy would in fact have overall lower damage than the Skyrim one! If we bumped it up to 25 or even 30 damage, it would still be below Skyrim's total damage of 52. So maybe we should make it 35 base damage - which, plus the 25 points of damage granted by 5 dreams, would give the Skull a maximum damage of 60. This is more powerful than the Skyrim version, and it has a 45% chance to spawn a nightmarish doppelganger of the target without expending a dream when full with all 5. I'd say it's pretty good! But if there is enough demand, it might go up to 40 base damage. Which would make the maximum damage 65.

Again I say, Daedric Artifacts should not be smithable!! These are items right out of legend. Think the Holy Grail, Excalibur, that sort of thing. Would you go messing around with Excalibur at a grindstone?!

Furthermore, these other remakes are a little iffy. For instance, the Dawnbreaker. The Dawnbreaker update causes a sun damage explosion upon every hit. Every. Single. One.

This strikes me as silly.

Let's lower this chance, shall we? Perhaps 40%, and only upon killing an undead enemy. And since I am an advocate for Daedric artifacts being at least as powerful as basic Daedric weapons, let's stick with 200's guy's base 15 points of damage (one more than the Daedric sword). And let's say 15 points of sun damage - like 200's guy - because that fits the nature of the sword better. And because the sun damage effects look like the glow on Dawnbreaker. And let's say there's a +5 to both of these against undead. +5 damage points. That means that against undead, it will have 20 points of blade and sun damage.

And now let's see what the explosion will do. Let's say 25 points of sun damage to undead above basic skeleton or Draugr or zombie, and kills basic Draugr, skeletons, or zombies instantly. (Non-raised zombies a la Oblivion and their ingredient drop Mort Flesh should totally make a comeback.) (The insta-skeleton kill is already simply achieved by the fact that in Skyrim, skeletons have 21 health, so 25 points of damage will nix them.) Let it also stagger all undead opponents and deal them the customary extra 5 damage, as well as forcing any human enemies out of its radius. And now, because maybe you might want another effect to this awesome artifact, let's add a 15% chance to heal the wielder 10% health per undead killed upon one of these sun blasts.

And there we have something I could consider reasonably powerful, without being over-flashy, overkill, or overpowered.

I can understand not altering the armor rating for Spellbreaker. It is 38, two more than the Daedric shield, which is excellent. However, I think the added magic resistance is redundant, as when you are blocking with the shield, you already have a ward up, which in effect is magic resistance. Besides that, the 65 magic resistant ward effect is actually weaker than the most powerful ward in game. Normally I would not protest this, but as this is a Daedric artifact, I say, let's go full ward. Let's make Spellbreaker's ward a Greater Ward, negating 80 points of magic damage. And yes, the shield should be able to function even when its ward isn't. And, for kicks and giggles, let's add an Absorb Magicka effect in there - 15% chance to absorb enemy spells when the ward is active.

Volendrung is a good one. Very good. Equal in damage to a Daedric Warhammer, reasonable damage stamina effect for its status as an artifact. However, it still seems a little weak, effects-wise. I would give it 30% quicker movement speed, the same as the Longhammer. This makes it quite formidable, I'd say.

The Ebony Blade's new base damage is perfect - the same as a Daedric Sword. Since I found it impossible to parse the part about charging it with friendly deaths, I shall redo that part! Because goodness knows I haven't done enough of that already! :P

First of all, I think there ought to be something about how much the NPC trusts you. From NPCs rated as Acquaintance in the Skyrim system, two kills will equal one added absorb health point. From NPCs rated as Friend or Confidant, one kill will equal one added absorb health point. From NPCs rated as Ally or Lover, one kill will equal two absorb health points added. I'm thinking that the quest itself should require acquiring 4 points on the Ebony Blade, whether by killing eight Acquaintances, four Friends/Confidants, or two Allies/Lovers, which would give the Ebony Blade a starting drain health of 14, the same as the blade's base damage. However, over a period of four days, an Ebony Blade point will fade away, requiring you to sate the sword's bloodlust again. The cap for the number of points will be 20, as this is the highest number of points you can gain in Skyrim from kills worth 2 points. However, a cap on the total number of any kills is obviously not going to work. Therefore, the base of the Ebony Blade's effect will be 10 points absorb health, plus 4 points absorb health gained in the quest, plus a total of 16 more possible points on top of those 4 - that is, 10 base and 20 from kills.

The Masque of Clavicus Vile is pretty much perfect. I would like to suggest the slim possibility of also adding an activateable power, like the racial powers, while wearing the Masque that is basically a combined Harmony and Call to Arms spell - with the longer duration of Call to Arms and the greater radius of Harmony, causing both effects, as well as the 'prevents allies from fleeing' bit from Rally and Courage. Basically a mass 'bend the battle to your will' power for use in combat, to make it a viable field artifact that you might want to wear outside of a city.

And that's everything in that post by the 200's dude. There's a whole nother one to deal with! -faints-

- WorshipsMeridia