Sadly, this mod boosts the whole restoration school instead of only the restoration spells, which incorrectly boosts apparel enchantments, etc. (the restoration glitch). Running it together with the USSEP would probably fix the problem, but I won't test it :)
On the other hand, great idea boosting the magnitude of alteration and conjuration! So many scaling mods boost their duration instead, which does nothing to address the weak armor spells (ebonyflesh, etc.) and annoying lvlcap on reanimation spells in late game.
Don't know if you're still interested in this mod, but you can edit the perk to not boost restoration very easily. Edit the new part of the novice perk to have the condition "SpellHasCastingPerk" followed by the corresponding restoration perks (Novice, Apprentice, Adept, Expert, Master) with the condition OR so they only need one of them.
If you can't figure it out, message me and I'll upload my version, since the mod author was nice enough to open permissions.
Would this also work with vokrii - minimalistic perks of skyrim/better vampires? it's the perk overhaul I enjoy the most but unfortunately doesn't have power/magnitude scaling in magic schools only magicka reduction scaling per level.
can i ask, will this also increase the damage of bound weapons, since they already scale with their respective skills so having them scale with conjuration as well would be overpowered
This mod looks great, and I'm certainly considering swapping it with a different mod I have at the moment - but I have a couple of questions if anyone can answer them.
If I were to use the x2 version, would that mean at 100 Destruction, Flames would deal 24 damage?
How does this function with perks like Augmented Flames or Regeneration, that increase the spell effectiveness?
Does this affect all spells or just the Novice ones? And, since most skills start out at 15, does this mean we have a minimum 15% boost?
Once you get the first perk, you get the immediate boost and then +1% with each skill level until its 100%, and yes it affects all spells in a particular school. So with Novice Destruction even Master spells will do double damage, the rest (Apprentice/Adept/Expert/Master) perks work as vanilla to reduce mana usage. x2 Version gives 2% increase so everything, Vanilla Flames are 8 dps, so at 200% Flames will deal 32 dps. Augmented Flames and Regeneration are additive, so it will be 130% and 150% respectively in 1% version.
LazyClown, 200% (for the 2% version) should be added to the base unmodded 100%, resulting in 300% or 3 times the magnitude, so Flames should deal 24 DPS, not 32. It's just math, tho - I haven't actually tested it.
So now I can finally one-hit-kill those obnoxious Draugr Deathlords. Nice! My 100-skill destruction mage was feeling a trifle underpowered against those behemoths.
27 comments
Running it together with the USSEP would probably fix the problem, but I won't test it :)
On the other hand, great idea boosting the magnitude of alteration and conjuration!
So many scaling mods boost their duration instead, which does nothing to address the weak armor spells (ebonyflesh, etc.) and annoying lvlcap on reanimation spells in late game.
Don't know if you're still interested in this mod, but you can edit the perk to not boost restoration very easily. Edit the new part of the novice perk to have the condition "SpellHasCastingPerk" followed by the corresponding restoration perks (Novice, Apprentice, Adept, Expert, Master) with the condition OR so they only need one of them.
If you can't figure it out, message me and I'll upload my version, since the mod author was nice enough to open permissions.
If I were to use the x2 version, would that mean at 100 Destruction, Flames would deal 24 damage?
How does this function with perks like Augmented Flames or Regeneration, that increase the spell effectiveness?
Does this affect all spells or just the Novice ones? And, since most skills start out at 15, does this mean we have a minimum 15% boost?
It's just math, tho - I haven't actually tested it.