Board Thread:Lore Discussion/@comment-9601450-20131225183646/@comment-67.171.74.199-20140718134334

Okay, I will address this one thing at a time.

So you meant that it causes an explosion on every kill, then? That's still a bit silly. By which I mean that it might get a bit annoying if you got a random and useless explosion every time you randomly killed a wolf on the road.

I didn't want to up the damage to undead too much because I did still want it to be somewhat near the league of a regular sword. Not in, but near. Anything beyond that isn't powerful, it's overpowered. Certainly I agree with you on the explosion doing damage to undead - as I said, weaker ones will be killed instantly upon explosion, it will deal damage and stagger, and it will push away other enemies.

I understand the idea of wanting more damage. However, there is a line between a powerful Daedric artifact and a god item. The charge points will be made permanent, then, although I am going to ignore that part about still needing to kill to maintain power as it would be impossible to do without the need to maintain the power - that is, you don't need to keep the power the way it is if it already stays the way it is.

75 magic damage resist is still less than the Greater Ward. I seem to have misunderstood something about that resist magicka effect - I assumed it was on block, but it's while equipped, isn't it? I have a lingering prejudice against it, but something that works even when you aren't blocking makes sense, because you can't block all the time. However, I do think that it should not be in affect while the ward is up/while blocking. 15% magic resist when equipped but not in use would be the effect, then.

I completely missed the part in the Wiki page where it says Volendrung swings faster. So I thought that it did not swing faster. Hence my mess-up there. Sorry.

Okay, this last one makes no sense. Daedric artifacts should already never be outclassed by ordinary weapons and armor. SMITHING THEM should not be necessary! You clearly do not understand the impact of smithing a Daedric artifact. And if you're serious about the Excalibur thing - note that I meant "would you do this in real life", NOT "would you do this in Skyrim" - I am not sure how to explain it to you. Daedric artifacts are top-notch, legendary weapons - the sort of thing a random peasant would look at as if they were half wondering if they'd died or were hallucinating.

These things are like...well, I guess a good comparison would be old weapons like Civil War cannons. Which are actually not as good weapons as the stuff we have now, but let's pretend for a moment that they are. This thing is a piece of history - or, in the case of the Daedric artifacts, a piece of myth and magic and the Daedra. You might use it, because it's d@mn useful, but you don't go messing around with it. I literally cannot comprehend your willingness to desecrate a historical or mythical artifact just for improved function. And this is entirely besides the fact that you should not even need to improve the function of a Daedric artifact, because they should already be powerful enough that they outclass regular weapons.

In your edits - or my edits of your edits - all of these items are more powerful than regular Skyrim ones, by virtue of their magical effects. The Masque of Clavicus Vile provides, if we go with my version, a combat effect that combines the strengths of two spells that ordinarily are very separate, thereby providing benefits that can be found nowhere else in the base game. The Skull of Corruption already has a base damage greater than any on-target spell or staff in the game - 35 or 40 - and when charged with dreams, it far surpasses them. Spellbreaker already had a defense rating higher than a Daedric shield, and it also provides a Greater Ward and a resist magicka effect when equipped but unused. Dawnbreaker has a damage point on the Daedric Sword, does sun damage to equal its base damage, and has a whole lot of perks against undead, including a small chance to heal its wielder. The Ebony Blade, while as powerful as a Daedric Sword, also has a drain health that technically starts at 10, but will be 14 by the time you own it properly and can be increased to 30. And Volendrung is as powerful as a Daedric Warhammer, swings much faster, and drains a good amount of stamina to boot.

I cannot see why anybody would need to smith these to make them more powerful. If you take their magical effects into account, they are already plenty powerful enough that they will not be outclassed. Except Volendrung. Volendrung needs a little something extra. I am not yet sure what, but just a little something. 10 points of frost damage, perhaps. You could enchant a Daedric Warhammer to drain stamina and deal frost damage, but could you also make it swing as fast as a greatsword? I do not think so.

- WorshipsMeridia