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> ESO tips & tricks, Looking for help with ESO? This is the right thread for you!
TheCheshireKhajiit
post Dec 29 2017, 10:05 PM
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QUOTE(Acadian @ Dec 29 2017, 01:19 PM) *

I don't know - except to appreciate that such things are almost never 'simple' in ESO. I'm sure I've seen this question asked on the official forums before but don't recall the details and couldn't quickly find a thread on it.

Though the gazillions of posters on the official forums can sometimes often be less than gracious there is a ton of really smart folks there and some of them likely know. I'd ask over there. smile.gif

Ok thanks


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mALX
post Dec 29 2017, 10:19 PM
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QUOTE(TheCheshireKhajiit @ Dec 29 2017, 11:29 AM) *

So for the purposes of the Master-at-Arms perk in the Atronach Constellation of the champion menu, what counts as “direct damage attack”?


I was just told this the other day and can't remember exactly what they said; but I am pretty sure it is any damage you do directly with your weapons or spells that hits on impact = No Area of Effects; no Damage over Time; etc. But better to look it up somewhere than trust my memory.

That said; everyone whose builds and advice I follow online has advised sinking points into Master-at-Arms. Even my Tank has 26 in it; while my two DPS have 56 in it.

Here is what I found on the official site about it (but written by a member, not Zos) =

QUOTE

Discounting any bugs this is how those should work:
1. Casting time doesn't matter. In case of snipe it hits for x damage, so that's direct damage. One of its morphs also adds the poison status, and that part is a dot (the initial hit damage is still direct).
2. Those are direct.
3. If the synergy reads something like, "activating this deals x damage", then it's direct, if it says "activating this deals x damage and then y over z seconds", then the x is direct, y is dot.

Again, all of this is how it should be discounting for bugs, which can happen (it's ZoS/Bethesda, ofc bugs happen).








This post has been edited by mALX: Dec 29 2017, 10:47 PM


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TheCheshireKhajiit
post Dec 29 2017, 11:06 PM
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QUOTE(mALX @ Dec 29 2017, 03:19 PM) *

QUOTE(TheCheshireKhajiit @ Dec 29 2017, 11:29 AM) *

So for the purposes of the Master-at-Arms perk in the Atronach Constellation of the champion menu, what counts as “direct damage attack”?


I was just told this the other day and can't remember exactly what they said; but I am pretty sure it is any damage you do directly with your weapons or spells that hits on impact = No Area of Effects; no Damage over Time; etc. But better to look it up somewhere than trust my memory.

That said; everyone whose builds and advice I follow online has advised sinking points into Master-at-Arms. Even my Tank has 26 in it; while my two DPS have 56 in it.

Here is what I found on the official site about it (but written by a member, not Zos) =

QUOTE

Discounting any bugs this is how those should work:
1. Casting time doesn't matter. In case of snipe it hits for x damage, so that's direct damage. One of its morphs also adds the poison status, and that part is a dot (the initial hit damage is still direct).
2. Those are direct.
3. If the synergy reads something like, "activating this deals x damage", then it's direct, if it says "activating this deals x damage and then y over z seconds", then the x is direct, y is dot.

Again, all of this is how it should be discounting for bugs, which can happen (it's ZoS/Bethesda, ofc bugs happen).


Ok cool, thanks. That’s what this one was thinking but just wanted to be sure before putting points into it.


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ghastley
post Jan 2 2018, 05:43 PM
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Having just started, I'm finding this thread very useful. I didn't know the "Don't show helmets" option even existed, so Unna's been deconstructing all she gets. I'll have to look for a "hide pants" setting, too. I believe there are options for mount equipment, so there's hope!


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TheCheshireKhajiit
post Jan 2 2018, 06:28 PM
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QUOTE(ghastley @ Jan 2 2018, 10:43 AM) *

Having just started, I'm finding this thread very useful. I didn't know the "Don't show helmets" option even existed, so Unna's been deconstructing all she gets. I'll have to look for a "hide pants" setting, too. I believe there are options for mount equipment, so there's hope!

Yeah Khajiit doesn’t think there is a setting to hide pants (though really an option to hide all pieces of armor would be nice, or perhaps an “Emperor’s New Clothes” motif). On mount equipment, you get leg armor when your riding “speed” training reaches 20, a head armor when “stamina” reaches 20, and saddle packs when your riding skill in “carry weight” reaches 20. To train these things talk to stable masters at any stable and pay the gold. You can only train one point in one riding skill per 24 hr period

This post has been edited by TheCheshireKhajiit: Jan 2 2018, 06:30 PM


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ghastley
post Jan 2 2018, 06:58 PM
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QUOTE(TheCheshireKhajiit @ Jan 2 2018, 12:28 PM) *

On mount equipment, you get leg armor when your riding “speed” training reaches 20, a head armor when “stamina” reaches 20, and saddle packs when your riding skill in “carry weight” reaches 20. To train these things talk to stable masters at any stable and pay the gold. You can only train one point in one riding skill per 24 hr period

Yes, I know about the additions relating to riding skill, but I also read that if you don't want them showing, they can be turned off. Unna would like bridle-only, if she can.

She's also concerned that styles change with blacksmithing levels. Once she's found "the right look" she wants to upgrade it to awesome without making it look different. Maybe I should suggest the option to freeze an equipment combo as a DIY "costume" to ZoS. Then you can wear one set and have it look like another.


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TheCheshireKhajiit
post Jan 2 2018, 08:31 PM
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QUOTE(ghastley @ Jan 2 2018, 11:58 AM) *

QUOTE(TheCheshireKhajiit @ Jan 2 2018, 12:28 PM) *

On mount equipment, you get leg armor when your riding “speed” training reaches 20, a head armor when “stamina” reaches 20, and saddle packs when your riding skill in “carry weight” reaches 20. To train these things talk to stable masters at any stable and pay the gold. You can only train one point in one riding skill per 24 hr period

Yes, I know about the additions relating to riding skill, but I also read that if you don't want them showing, they can be turned off. Unna would like bridle-only, if she can.

She's also concerned that styles change with blacksmithing levels. Once she's found "the right look" she wants to upgrade it to awesome without making it look different. Maybe I should suggest the option to freeze an equipment combo as a DIY "costume" to ZoS. Then you can wear one set and have it look like another.

Oh yes, you can definitely hide it all if you want. That said, bears look badass when they are geared up!


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Acadian
post Jan 2 2018, 08:44 PM
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You can hide all three horse upgrades but the mount will still have its 'out of the box' bridle and saddle. Can't show bareback - which is too bad, considering the ghastley bear-rider lore considerations.


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mALX
post Jan 3 2018, 12:51 AM
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QUOTE(ghastley @ Jan 2 2018, 11:43 AM) *

Having just started, I'm finding this thread very useful. I didn't know the "Don't show helmets" option even existed, so Unna's been deconstructing all she gets. I'll have to look for a "hide pants" setting, too. I believe there are options for mount equipment, so there's hope!


rollinglaugh.gif Like the disappearing shirt you made for Eyja in Oblivion? rollinglaugh.gif I just had my Calia go around without any pants on for her first 20 levels or so; lol.




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TheCheshireKhajiit
post Jan 3 2018, 12:52 AM
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QUOTE(mALX @ Jan 2 2018, 05:51 PM) *

QUOTE(ghastley @ Jan 2 2018, 11:43 AM) *

Having just started, I'm finding this thread very useful. I didn't know the "Don't show helmets" option even existed, so Unna's been deconstructing all she gets. I'll have to look for a "hide pants" setting, too. I believe there are options for mount equipment, so there's hope!


rollinglaugh.gif Like the disappearing shirt you made for Eyja in Oblivion? rollinglaugh.gif I just had my Calia go around without any pants on for her first 20 levels or so; lol.

Similarly, Mira ran around without a cuirass for a little bit.


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ghastley
post Jan 3 2018, 02:53 PM
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I can't find an explanation on how the materials availability changes with character level/skill.

When Unna got her Blacksmithing upgrade to allow Steel, suddenly all the ores she finds are High Iron instead of regular iron, and she can't find the mats for the writs that want the lower grade. She's finding both Flax and Jute, and Rawhide scraps drop with the Hide, and she finds Oak as well as Maple, even though neither of those skills has yet advanced to where she can use the next material. Just added the Hireling in each trade, so haven't received anything from those yet, but I'm expecting the same mix there.

She hasn't simply moved to another zone. If she goes back to square one (in her case Bleakrock Isle) she finds the same mix, so the material spawns depend on her, not the place she's in. I looked on UESP, but found nothing there. Does anyone here remember what they found out?



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Grits
post Jan 3 2018, 03:18 PM
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Oh, I would get a lot of use out of a Hide Pants and a Hide Shirt toggle. laugh.gif


ghastley, half of the material nodes should be at Unna’s crafting level and half at her character level across all zones. So if she is still finding jute plants and rawhide scraps, she should see some regular iron ore as well. I’ll drop some Tier 1 materials into the bank to get her through her old writs. Her new writs should be for Steel and the like. I can’t explain why she’s seeing zero iron ore except for the possibility that someone came through before her and scooped up the character-level nodes.


Added: Oh! I think her character level just bumped her into the second tier materials, so since she upgraded Blacksmithing she will see 50% High Iron from her character level and 50% High Iron for her Blacksmithing level. The tier 1 materials you are seeing will always be tier 1 until she upgrades those skills, while half of those nodes will change with her level.

This post has been edited by Grits: Jan 3 2018, 03:22 PM


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ghastley
post Jan 3 2018, 03:44 PM
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She's not in need of iron for anything right now, but noticed the effect and got worried. She has a Clothier writ for Rawhide, but her character level has halved (if your numbers are right) her chance of finding the rawhide scraps. I'd imagine any Smithing writ would be for steel, and thus no problem. I'll just have to watch out for those transitions of character level, and make sure to keep skill levels in sync.

While we're on the subject, what are the benefits/drawbacks of creating a second character to trade with? The construct mine / deconstruct yours synergy looks useful, especially as the game reminds you who made something. This materials availability effect may mean having characters at different levels could help, too. I probably need to look for guides on making a crafting character, and what else to use them for.

Unna has made herself a homespun Bosmer "shirt" for when she feels the need to breathe. She may do a rawhide one, too. On the other hand, she keeps getting greaves and pants from which she'd like the bonuses. Being able to wear a helmet that doesn't show is just taunting her.

This post has been edited by ghastley: Jan 3 2018, 03:49 PM


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haute ecole rider
post Jan 3 2018, 04:12 PM
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ghastley, any time you need materials for writs, just ping me (or mail me if I'm not online) with a request. We have TONS of lower level mats sitting in our Craft Bag that we can def share with you. I won't be putting them in the guild bank because they take up slots I'd rather leave open for more unique items such as set armor and the like.

It's almost useless to collect set gear until you hit level CP160, because you burn through the levels so fast. Keep an eye on the sets you do pick up, and if you find something you'd like to try at CP 160, let us know and we'll see what we come up with. (by us I mean the Guild) Until then, it's better to use crafted sets because they're easier to make, especially with mALX burning the midnight oil putting in those tables at our guildhall so fast.

Maz is nearly complete with her nine trait research, just on her last one or two pieces now. So she can make any trait for you - any glyphs as well for enchantments. If you ever need something for your character's level but can't make it because you don't have enough traits or some such, just let Maz (aka Mazul gra Duroch) know. She'll be more than happy to put a full set of gear together for you - she loves crafting more than pounding enemies (especially spiders) into the ground . . . laugh.gif


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Grits
post Jan 3 2018, 06:11 PM
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It’s a great idea to have a second character help with crafting. I recommend that you choose one to focus on the three equipment skills because of motifs. I made the mistake when I started of letting three characters each do a single equipment skill. At first that was fine, but then I realized that if I wanted a set in a rare motif, I would have to find multiple copies of the motif book for them all to learn. When I started over on PC, I made one crafter (Elke of Green River) for all equipment. Other characters are still researching traits and increasing their skill through deconstructing loot, they’re just not putting points into those skill lines.

Furniture crafting rewards a single character leveling multiple skill lines. I have a furniture crafter (Pog the Magnificent) who has all six crafting skills at the top level so that he can craft the furnishings that require multiple skills. Pog and Elke passed items to decon as well as trait items to research back and forth while they were leveling.

Both of my dedicated crafters have builds that are easy for me to play so that they can get where they need to go with only a few points in their combat skills. They can gather materials and collect Skyshards without too much trouble, but neither of them will be attempting to solo any difficult content. (Although Pog has been fine solo in his Wrothgar questing.)

A final note, it pays for all characters to run their Alchemy and Provisioning skills up to 50 to take advantage of passives in the Alchemy and Provisioning skill lines, but it’s not necessary. All of my characters do at least tier 1 Provisioning and Alchemy writs for that purpose.


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ghastley
post Jan 3 2018, 06:53 PM
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OK, so I'm likely to start up Lora Craft (or some similar name) as a "pure" crafter soon, and have her do all those skills. I can then swap crafted items for decon, and Unna will just Smith etc. for her own use. I note there are costumes for Smith and Chef, so I'll have to avoid the temptations.

How big a deal is the Orc racial effect on Crafting? I was planning the eventual Blossom as an Orc with Heavy Armour concealed under a formal gown, and dual-wielding axes. If it's useful, she may also become another crafter.





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Grits
post Jan 3 2018, 07:30 PM
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I had forgotten that orcs get that crafting bonus. embarrased.gif It will help Blossom get to 50 in her skills 10% faster? But more importantly, yay Blossom! biggrin.gif

Fortunately with the ability to reassign skill points (for some gold of course) there's no drawback to having characters work on crafting. You can always get those skill points you invested back if you change your mind, and you can run a skill up to 50 without investing points just in case you change your mind later. What you can't change is recipes and motifs learned. Those stay with the character.


ADDED: Here's a site where you can look up different equipment styles in all of the different material tiers: ESO Fashion

This post has been edited by Grits: Jan 3 2018, 07:32 PM


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haute ecole rider
post Jan 3 2018, 08:04 PM
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I'd have to say that being an Orc definitely has an effect on one's crafting - Maz has become my main crafter for everything - all six lines plus furniture. Her emphasis in furniture is blacksmithing, following her earlier tendencies, but as she is maxed out in all six lines, she gets the furniture recipes that Alise (my woodworker/clothier) already knows, and same with Julian's recipes. Argis is my alchemist, so he gets first dibs on the Alchemy furnishing recipes, but other wise Maz gets them all.

Likewise, she gets first dibs on all the style motifs. The ones we can get without crowns, that is . . .


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ghastley
post Jan 3 2018, 10:43 PM
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As with Unna, my objective with Blossom will be to match her outfit to the one from Oblivion..

So that needs a formal hairstyle (I have the pack, and there are a couple of decent candidates), a tiara, a formal dress with as much boobage as possible (probably this one) and a pair of Breton axes, which should be gold-hued if possible. I probably won't get the right dyes for some time, of course.

If I get close enough, I'll post a screen-shot in the appropriate thread.

This post has been edited by ghastley: Jan 3 2018, 10:45 PM


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haute ecole rider
post Jan 4 2018, 12:44 AM
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I think it is quite doable to bring Blossom to ESO with her Oblivion good looks quite intact. The weapons, however, are not dyeable (yet, I hope this changes). So the gold hue likely will be the Dwarven level, but then disappear with higher levels (if I recall correctly). However, at CP 160, the Rubedite weapons will be a deep red, so that should still work with a lovely ruby red Ancestral Homage gown.

And yes, there are a lot of beautiful formal hairstyles in the pack that should suit Blossom beautifully.


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