AlphaWurmi Posted September 24, 2015 Share Posted September 24, 2015 (edited) Greetings everyone, I have a little problem with enchanting resistances. The basics: I have the perk “Enchanter [5/5] which makes the enchantments 75% stronger”. Also I have “Defensive Enchanter [2/2] – Which makes defensive enchantments 50% stronger (SkyRe Guide, Point 3.19 Page 73 says this perk includes resistances)”. At last I have “Extra Effect [2/3] – Allows a second enchant, but the enchantments are 20% weaker”. Now to the test: I disenchant a pair of boots with 40% frost resistance, which provides me an enchantment of +15% (At this case, is this actually worthy? I mean from 40% to 15%? Sounds like a total waste if you ask me)Anyway, by selecting the enchant, I see it would actually give me a total of +24% resistances, which is hard to believe for me, because however I calculate this, I won’t get this result. 1) 15% > 75% stronger = 26%[26.25%] > 50% stronger = 39%[39.375%] > 20% weaker = 33%[32.5%/32.8125%]2) 75% + 50% - 20% would be a total bonus of additional 105%. 15% > 105% stronger = 31%[30.75%]3) 15% > 75% stronger = 26%[26.25%]; 15% > 50% stronger = 23%[22.5%] > 26%+23%=49% > 20% weaker = 41%[40.8333%]Numbers inside [ ] are "actual" values, since I don't know how Skyrim rounds numbers. So I even did some further calculations, never getting the end result of 24%, so I'm wondering how the hell is this calculated. Two more things: I just wanted to ask first how it's actually done, before I scream out "bug" and second I hope it's okay when I post it here because I found out in the SkyRe and both Patch threats is more or less rarely a question answered as I saw. Hope someone can help me with this a little, because I'm just confused :confused: Greetings- Chris Edited September 25, 2015 by AlphaWurmi Link to comment Share on other sites More sharing options...
ironbender800 Posted September 25, 2015 Share Posted September 25, 2015 no idea man but its definitely possible the numbers are off. Message raulfin and ask him. If anyone can answer its him. Hes the creator of all the patches for perkus maximus and skyrim redone. and he does reply to people. Link to comment Share on other sites More sharing options...
raulfin Posted September 25, 2015 Share Posted September 25, 2015 I pm'd you but figured I'd post here also for others. The enchant became 15% when disenchanting the 40% item as only the base enchantment is added to your enchanting list, not the specific enchantment that was on the item. For 'Resist Frost' the enchantments are; Base (15%) - EnchArmorResistFrostBase "Resist Frost" [ENCH:0010FB8C]of Resist Frost (15%) - EnchArmorResistFrost01 "Resist Frost" [ENCH:0004950C]of Waning Frost (30%) - EnchArmorResistFrost02 "Resist Frost" [ENCH:000AD485]of Dwindling Frost (40%) - EnchArmorResistFrost03 "Resist Frost" [ENCH:000AD486]of Frost Suppression (50%) - EnchArmorResistFrost04 "Resist Frost" [ENCH:000BE02B]of Frost Abatement (60%) - EnchArmorResistFrost05 "Resist Frost" [ENCH:000BE02C]of Warmth (70%) - EnchArmorResistFrost06 "Resist Frost" [ENCH:000BE02D] As for the math, need to know all the enchanting perks you have, Enchanting skill and Soul Gem used. This is the formula used;Apparel (all non weapons):net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + perk) * (1 + specific perk modifier)"Base magnitude" is the %value of the enchantment as a whole number, 15% = 15."Perk" is the value of the bonus as a decimal, +75% = .75.Repeat the "* (1 + perk)" portion for each enchanting perk that increases enchanting strength. Ranked perks (Enchanter 1/5, Enchanter 2/5) will normally cancel previous ranks, but some mods may make them additive.*Perks that reduce the effectiveness of an enchantment (Extra Effect) are added to the end of the formula as "* (0 + perk)" so a 20% weaker perk would be "* (0.8)""Specific perk modifier" is stuff like defender (SkyRe), in vanilla it is Fire Enchanter, Frost Enchanter, Storm Enchanter, Insightful Enchanter and Corpus Enchanter, since only 1 of those will apply to any one enchantment at a time. soul multiplier =Class MultiplierGrand x1Greater x2/3Common x1/3Lesser x1/6Petty x1/12skill multiplier =approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4*Additive ranks: rank 1 is +10%, rank 2 is +10% but says it's +20% as it adds its 10% to rank 1s 10%. Additive perks in a multiplicative formula do not equal the sum of the parts, they equal more. 10% (r1) + 10% (r2) = 21%, 50% (r1) + 50% (r2) = 125%. The vanilla enchanting perks are not additive like this, Enchanter rank 2 disables the bonus from rank 1 and replaces it with the higher bonus, rank 3 disables rank 1 and 2, etc. Link to comment Share on other sites More sharing options...
AlphaWurmi Posted September 25, 2015 Author Share Posted September 25, 2015 Okay at the end we got "15*2/3*[1+(81/100)*(81/100-0.14)/3.4]*(1+0.75)*(1+0.5)*0.8", which is a bit disappointing ~24. Now I just thought about it, lets say I use a Grand Soul Stone and get my Enchantment to 120, so I can get rid of the 20% penalty, would this mean I have an end-result of: 15*1*[1+(120/100)*(120/100-0.14)/3.4]*(1+0.75)*(1+0.5)*1 = ~54?! I mean this would be like :devil: Link to comment Share on other sites More sharing options...
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