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Robe Enchantment mod Balance questions


Daemosdaen

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While playing my current run through Skyrim SE, I am playing a Pure Mage who does not wear armor. The Robes you get from the college are ok, but when you try to put them using the enchanting skill, it results are extreamly lackluster. Mainly because the Magicka Regen does not scale.
After many trials of trying to get the regen to scale.
I've given up on that and am thinking about changing the secondary effect all together.
What mage buff could be really effect and would not need to scale. School Power increase (the effect given by the Alchemy Forify potions) It would be perfect.
The major questions is how much.
I was thnking of 15% Reason You need 12.5% to increase the power of Flames/Sparks/Frostbite/Heal Self by 1 point per second. Rounded up this would be 13%, I don't like the number 13, and 14% makes the number a little wierd so 15% sounded good.
Note: I intend to keep this effect to Robes/Cloth chest pieces only no Heavy or Light Armor. Actually no other piece of clothing either.

I also plan to give fix the hooded Arch Mage's Robes by giving it the missing 50% magicka regen if should have.
Thoughts?

 

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I've got a mod that has some pretty potent mage armor, which you can disenchant and place on a robe. The problem you have stems from having multiple effects in one enchantment, and I had the same trouble with the armor. As a result, the stats on the armor are the stats you will get when you enchant another object. They do not increase or decrease, and consequently can be done with only a petty gem.

 

The armor was meant to be late game, but if you'd like to find it sooner, just shoot me a PM and I'll tell you where it's located. In early game, there are rings with a power enchantment, which will be stronger depending on your level, when you find them. Click my name and look at my mods, for the Armor of Zurin Arctus.

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