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Rilian
Village Dweller
Joined: 05 May 2002
Posts: 12
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Specialization/Skill bonus Formulas |
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Some may consider this a kind of a spoiler, if so stop reading now. I think it is critical to creating your character if you have some idea of the relative magnitude of specialization, major, minor & misc bonuses.
(For all I know this may already be found elsewhere (i.e. strategy guide))
Anyway, FYI:
Facts:
From TES Help:
"Specialization: Category class fits into (Combat, Magic, Stealth). Class gets bonuses to all the skills of that specialization
(20% easier to increase them, and starting +5 bonus)."
From TES Gameplay variable values:
Special Skill Bonus 0.8 (results in 20% bonus per above)
Major Skill Bonus 0.75
Minor Skill Bonus 1.0
Misc Skill Bonus 1.25
From Game Manual:
"For example, a Combat specialized class with Athletics as a major skill at 30 will
increase Athletics up to 50% faster than a Magic specialized class with Athletics
miscellaneous skill at 30."
It appears that the following bonuses are in effect:
Specialized Sill bonus: 20% of base skill increase
Major Sill bonus: 25%
Minor Skill bonus: no bonus.
Misc Skill bonus: -25%
So in the manual example: (assume an increase value of 10 for illustration)
Combat/Athletics(maj):
New Athletics = 30 + 10 + 10*0.2 + 10*0.25 = 44.5
Magic/Athletics(misc):
New Athletics = 30 + 10 + 10*-0.25 = 37.5
My concern in researching this is that having a skill such as athletics both in your specialization and major may cause your character to max out that skill thus wasting a 1.5x bonus for the remainder of the game. (This happened to me in Daggerfall if I recall).
I did a test character (Witchhunter) and found my athletics outpacing my other skills even though it is a non-specialized/misc skill for the Witchhunter. I guess I am just a running freak.
I think thought has to be put in how you are going to play your character and assign your modifiers (this is a bit of a catch 22).
Piling bonuses on your most used skills may be a mistake. Critical but moderately used skills may need those bonuses more. |
Sun May 05, 2002 8:09 pm |
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How786
Guest
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Hmmmm.....this is REALLY useful advice! Thanks for doing all the research.
Now, I've got to figure out how it applies to my character. I made a [ure high elf mage. Main skills given to me were Mysticism, Destruction Alteration, Illusion, Restoration. Minor skills are Enchant, Alchemy,, Unarmored, Short Blade, Conjuration.
I DO notice running going up a lot! Like you.
I'm not sure of the ramifications of these skills that were assigned to me by the way I answered questions at the beginning.
What do you think Rilian?
Howie |
Sun May 05, 2002 8:39 pm |
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Rilian
Village Dweller
Joined: 05 May 2002
Posts: 12
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Correction and Manual Mistake |
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The above formulas for skill progression are wrong. I was assuming the bonuses were additive to match the 50% figure the manual gave on page 21. In fact I believe this 50% to be wrong.
My testing shows that It should work out as follows
Combat class w/ Athletics as major going to level 31 :
adjusted level = 31 * 0.8 * 0.75 = 18.6
Magic class w/ Athletics as misc going to level 31 :
adjusted level = 31 * 1.25 = 38.75
18.6 / 38.75 * 100 = 48% SLOWER.
It should read in the manual that the MAGE will progress up to 50% SLOWER then the fighter or that the fighter will progress over 100% (2.08x) faster then the mage. |
Wed May 08, 2002 4:09 pm |
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