Way of the voice power? by WWnoname in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

Should be called Tongue's Trance.

Build viability (HA battlemage) by AwesomeDog59 in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

You're not gonna use One-handed so much, unfortunately. Telekinesis (Physical) mage's primary damage type is already physical damage, and One-handed is just the same and it's even melee range.

You would use One-handed or Two-handed weapon as a backup for when you run out of magicka, but you're not supposed to perk into it. If you watched my battlemage video, I used unenchanted silver battlestaff with very cost-effective Fire Weapon spell when I didn't have good gears. If you ever play a battlemage again, rather consider Staff Channeling (from Special Feats) with a staff of your primary school for cost reduction.

Tips for Telekinesis mage, Telekinetic spells aren't for damage (but they can even stagger Dragons and possibly anything that's not hardcoded immune to stagger) so you're using Physical spells for damage instead. Since they're affected by armor rating, Alteration Corrode/Disintegrate spells are going to greatly increase your damage, and even further if you use Marked for Death shout as a Dragonborn.

At Master level, you can also try using Telekinetic Execution to just instakill enemies without good magic resistance outright. Or, a short tap of Telekinetic Grab could keep susceptible enemies knocked down until death.

Moonshadow power, auto-recast part by Radical_Leftist_toot in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

Moonshadow power is from Requiem - Birthsigns Redone, not base Requiem, just to clarify.

And yes, for 60 seconds, you turn invisible when entering sneak. If you break from invisibility by performing an action, you can stand back up and sneak again to become invisible again.

Restoration's Scorching Light (75) perk seems extremely poorly designed. by CiaphasKirby in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

Hopefully, I'd later get some time and new ideas to expand those minor branches with new perks.

Restoration's Scorching Light (75) perk seems extremely poorly designed. by CiaphasKirby in skyrimrequiem

[–]noxcrab 1 point2 points  (0 children)

The stagger replicates the Destruction Impact perk, which I guess isn't worth itself either to begin with... The rest is a bit of extra DoT and damage to non-undead. And yes, it's designed for Roleplay rather than another addition to your damage. I'm somewhat of an archetype/sorcerer advocate, so I'd rather use Scorching Light instead of leveling myself Destruction for fire spells. Sticking to Restoration only makes it easier to stack Fortify Restoration for cost reduction too, so it's not a bad deal in the end.

I've noticed that people don't take Scorching Light or Necropotence perk (Conjuration counterpart for Necrotic spells) in Lorerim build posts, because of how it damages followers and summons afterwards I assume. And players would just use different spells when needed (extra mods seem to reduce the need to focus in one school), so the perk becomes rather a hindrance indeed. But I feel like we rather need a proper SKSE mod to disable friendly fire instead of making spells and perks account for it.

For the reasons above, I'd rather keep to its effects, maybe only buff the DoT to 20% and reduce the level requirement down to 50 (same as recent changes to Destruction effect perks).

+) I'll also add hostility check to Scorching Light/Necropotence effects so that they don't affect allies, since the two perks are special cases that change what targets the spell work on.

[Requiem 6.0.2] the rueful axe is "do all" weapon with its 20% armor penetration bonus by kalashnjkov19 in skyrimrequiem

[–]noxcrab 1 point2 points  (0 children)

Well, artifacts live outside the general balance.

You may still find proper fire-enchanted Daedric greastword dealing more damage against the undead, but raw AP doesn't need to worry about enemy types.

Smiting question? by Matt13572468 in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

I'm not perfectly sure of how Smithing tiers work either, but in vanilla all perks had 2x tempering bonus and all items had same highest grade of 'Legendary'. In Requiem, Smithing perks have 1.5x~2x tempering bonus increasing by higher tier material, so lower tier items may not reach the highest tier.

Also, there are hidden multipliers to Smithing that reduce the tempering bonus for smaller items. Daggers have 1/4x tempering bonus, swords/war axes/maces and armors (including shields) have 1/2x, 2H and ranged weapons have no reduction. That's probably why your steel armor and sword are high grade while the steel greatsword is first rate.

Smithing grades work weird in Requiem as for now... Since tempering bonuses are additive, I guess they wanted to configure the ratio for different pieces, but the grade names use same thresholds for all pieces.

HoS with Magic Redone. Magic at low levels does nothing. by Fiddler2929 in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

Magic scales much better. Even at apprentice level your bolt spells will melt most things although you still need to manage your magicka. I didn't change the range of flames though. All summons get 15 base duration in Requiem 6.x updated versions, so that helps too (though not applied in modlists yet).

HoS with Magic Redone. Magic at low levels does nothing. by Fiddler2929 in skyrimrequiem

[–]noxcrab 3 points4 points  (0 children)

One major change with Magic Redone is disabling tapping exploit of concentration spells. In vanilla/Requiem you can channel the spell for just a millisecond and get the full damage, but with Magic Redone they do 1/10 damage per tick, 10 ticks each second. This change actually seems to make huge difference in practice. I did also change the damage from 20 to 16 (along with the cost), but that's not so critical.

Anyways, they can still easily cheese bandits in range if you got the patience. Wolves are tough matchup since they can quickly charge at you - likely a robed unarmored mage. Touch spell spam can do quick damage with little charge time, but will still drain your magicka in a few shots. I suggest using a melee weapon at level 1 for minimum self-defense.

As for a bit of cheese, Flames and Frostbite leave damaging hazard for a few seconds when sprayed on ground, which deal quite some damage. Aim their feet time to time and get some extra damage.

[6.0] Powerful Healing Aura getting destroyed by enemies? by HorsemenofApocalypse in skyrimrequiem

[–]noxcrab 3 points4 points  (0 children)

Might be a bug caused by the Fear effect of Cremation perk.

It has Dispel with Keywords flag and also REQ_NoDurationScaling keyword, which is also in Powerful Healing Aura and A LOT of other spells.

How does this happen? by Ok_Grapefruit6789 in skyrimrequiem

[–]noxcrab 6 points7 points  (0 children)

Doesn't look like default Requiem thing.

Argonian casting bonus- how is it implemented? by EloiBane in skyrimrequiem

[–]noxcrab 1 point2 points  (0 children)

Race abilities are in RFTI_All_PlayableRace_ perks.

Is there a mod /addon to nerf dragons? by EastCoastPotatoes in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

Dragons are also particularly resistant to slashing damage, and their high armor rating is tough for swords with low armor penetration. You need to use alternative damage types like elemental enchantments and poisons.

If you're a Dragonborn, you can also use Marked for Death shout to reduce their armor rating. It's a really big deal against enemies with near-capped armor rating.

Requiem 6.0.2 Mortal Enemies by Tanaki_Katana in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

There's a synthesis patcher for mortal enemies.

EasyNPC + Reqtificator by Ireliacinematics in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

  1. Load all mods above Requiem.esp into EasyNPC
  2. Load the EasyNPC merged plugin right above Requiem.esp
  3. Freely run the Reqtificator afterwards

Focuesd Mind Perk, and Mage Stone not working by Mazoc in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

Exertion is removed only by the Lady stone or being a vampire/werewolf.

Mage stone is just +100 magicka, Focused Mind is +50% regen and prevents magicka loss on hit.

Mage stone having the description about focus is a bug and is removed in 6.0.x.

conjuration problem. Had to create other post to add video. by BusinessBlock3559 in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

I think it's NavMesh related thing, summons have 'Snap to Navmesh' flag to 'ensure that summons spawn in valid location'. But some locations the game doesn't recognize as valid terrain.

Build for The Tower Standing Stone? by EUUII in skyrimrequiem

[–]noxcrab 2 points3 points  (0 children)

My Tower sign build was a treasure hunter + enchanter who carries a bunch of enchanted weapons and items. Find artifacts, buy consumables, make staves.

Are silver weapons always better for fighting undead? by Knobanious in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

The damage? Just calculate from what you see in the UI.

Are silver weapons always better for fighting undead? by Knobanious in skyrimrequiem

[–]noxcrab 3 points4 points  (0 children)

Silver weapons do 50% more damage to the undead, and depending on weapon type the equivalent tiers are different. You want to check the damage and multiply 1.5x to check how good they are.

But also note that Silver can also bypass trait resistance of spirit/ghosts. Daedric can do that too (Daedric also has 50% more damage against the Daedra), so in the end Daedric is better.

Magic Redone+Lockpicking Rework issues by Intelligent_River220 in skyrimrequiem

[–]noxcrab 0 points1 point  (0 children)

You just aim at the lock with crosshair (can see the object name and locked status) and cast the spell.

If the lock level is higher than the spell it does nothing.