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Skyrim talk:Armor/Archive 2

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This is an archive of past Skyrim talk:Armor discussions. Do not edit the contents of this page, except for maintenance such as updating links.

BEST ARMOR IN-GAME

Ok, i have a question...maybe i'm missing something, but why is the dragonplate armor the last, most difficult armor in the game, when according with the ratings the daedric armor in more powerfull???

If that's accurate, it's probably because dragonplate is much easier to make. The necessary materials practically fall out of the sky, whereas I've seen less then half a dozen dremora (the only thing that drops daedra hearts for makeing daedric armor), and while ebony is sold by some blacksmiths at higher levels, it can still be hard to come by enough. Also consider that the vast majority of your armor rating is going to come from the blacksmith skill anyway (upgrading), so you are going to want to max that out either way. Dragonplate also costs exactly the same number of perks as daedric to craft, if you follow the light armor branch instead of the heavy.
I look at it the same way. It's just slightly less protective than Daedric, weighs less (10 pounds for the armor, which is only 4 points less protective) and is far easier to get the materials to make. I've only found four Daedra hearts so far (all of them in the Azura shrine quest), so I've made a full set of dragonplate instead. --QuillanTalk 14:07, 15 November 2011 (UTC)
The first Daedra Heart I've found was on an apprentice ice mage (Sanguine Daedric Questline, but looked like random loot). Another one is in the Companions basement in the room to the far right. It seems that the best way to get them is NOT via killing Daedras ^^ Raszul 11:48, 19 November 2011 (UTC)
At least in my game, there was a Daedra Heart in the alchemy shop at Riften(that one downstairs) and one in the alchemy shop at Windhelm.Since they respawn their items every 48 hours it was easy to get the 5 I needed(it stops respawing only the Daedra heart eventually so dont waste it).Also from my experience it was a lot easier to find Elbony ingots in Blacksmiths sellers when I was using the Elbony set.A lot easier than wait for dragons to appear. — Unsigned comment by 187.5.168.23 (talk) on January 14, 2012 23:30
Daedra Hearts can be bought at alchemy shops.
Four Dremora can be found at the end of the Mehrunes Razor quest, all 4 respawn.
"The necessary materials practically fall out of the sky": Actually, they literally fall out of the sky :p (Sorry, couldn't resist.) --Evil4Zerggin 15:39, 15 November 2011 (UTC)
Dragon is still the most protective generic Light category armour, while Daedric for obvious reasons is a very poor Light armour. 81.233.217.129 15:52, 16 November 2011 (UTC)

Dragon armour materials are DEFINITELY harder to obtain than Daedric armour materials. You can buy all of the Daedric materials from traders, including the hearts. In fact, I can think of two NPCs who sell Daedra hearts 100% of the time right off the top of my head. Whoever put the Dragon armour perk at the top of the Smithing tree is an idiot, plain and simple. It has no advantages over Daedric, it's a waste of a perk. The weight isn't even an issue, if you're spec'ing that far into the heavy armour side of the Smithing tree then chances are you're putting points into Heavy Armour skills that nullify all of the weight. It would only be common sense.--62.30.162.142 20:13, 31 January 2012 (UTC)

At 567 armor points, armor absorbs 80% of damage, and cannot do any more. This means that upgraded Dragonscale Armor will offer the same damage protection as Daedric Armor, so long as the user has high enough bonuses to reach 567 points. At this point, Dragonscale becomes more useful, as it has increased mobility, a lighter weight, etc.— Unsigned comment by 68.228.80.176 (talk) at 04:07 on 14 February 2012 (UTC)

With perks and boost smithing, you can reach armor cap with elven armor, and it weight MUCH less than any of the later... and quite cheaper...

Levels at which various types of armor become available?

Does there yet exist a chart of what level you need to be for various kinds of armor to become available, either through purchase or through random looting? It would be helpful in figuring out whether it's worthwhile to improve or enchant my existing armor, or if the next grade up is just around the corner in a level or two and I might as well just save my soul gems for the new armor when I find some.

Ninetails 03:30, 28 November 2011 (UTC)

No, there isn't a chart. It seems to me that Skyrim is a bit more dynamic as well. I've found more high level items as a low level and vice-versa when compared to Oblivion. Honestly, it doesn't matter so much anyway. If you improve your smithing, most all of the heavy armor can reach the cap and quite a bit of the light armor as well. Clever use of potions before enchanting and smithing also help. If you have questions, feel free to ask, and I will explain. --Rohndogg1 00:25, 2 December 2011 (UTC)

I am level 48 with a smith skill of 100. The Leveled-List Info section of the page implies I should be seeing Dragonscale, Dragonplate, and even Daedric armor. But I have only seen Ebony and Glass, at best. Am I missing something, or is that section wrong? Thanks -RedKnight 05:09, 3 December 2011 (UTC)
I don't believe that Dragonplate, Dragonscale or Daedric are ever "found;" they must be created with Smithing.Kastagir 04:40, 11 December 2011 (UTC)
I know that you can find dragonscale and daedric because today i found a dragonscale helmet and a few days ago i dfound a daedric bow i've not yet found any dragon plate so thats still a mystery but after finding dragon scale i'm pretty sure dragon plate will also be findable
My bro found dragon plate armor.
I found Dragonplate in a chest during the quest Scoundrel's Folly when I was level 30, yet the page says that I will find armor at potentially 12 levels below the required level. Obviously someone can find it sooner than that. Also, the text for the Dragonplate that I found is in red, suggesting that it's considered stolen.24.25.236.217 02:35, 10 January 2012 (UTC)
Dragonplate's "base" level is 40. 12 levels below that is 28, which is less than 30. Aliana 09:19, 18 January 2012 (UTC)

Question about Orcish vs Ebony armor

I have a question. I have a set of epic orcish armor which, with perks (100% bonus, 25% bonus matching set, 25% bonus all heavy armor) amounts to 567 armor. I reached level 80 in smithing and so I went for the Ebony armor. Made everything, made it epic, put it on and it amounts to about 470?

According to the armor stats, that doesn't make any sense right? So how come? If anybody could answer this question for me, that would be awesome.

  • I also have the same problem with Ebony. No matter what, with every piece equipped, it gives me less armor than everything but Iron. -Inu (12/5/11)


Are you sure you put all the Ebony pieces on? 567 / 470 = 1.206, which is roughly consistent with losing the matching set bonus. --Evil4Zerggin 21:14, 3 December 2011 (UTC)
I can confirm that a full set of Ebony gives less armor than a full set of Orcish. Tested it and Ebony isn't getting the full set perk effect. Kai Heilos 22:52, 8 December 2011 (UTC)
Yeah no for some reason Ebony doesn't get full set bonus. Still gets matching it seems but idk. I stick with Steel Plate since it looks cool! Lord Eydvar 06:40, 21 December 2011 (UTC)
Ebony has a bug in which it isn't listed to get the Matching Set bonus so your armor is lower than it really should be: Skyrim Nexus has a fan-made patch for this bug: http://www.skyrimnexus.com/downloads/file.php?id=2507 97.122.64.188 21:25, 2 January 2012 (UTC)
With Legendary Ebony Armor and all Armor increasing Heavy Armor perks, Ebony Armor comes exactly to 567. Don't know if you guys would consider that notable on this wiki, since it's listed on the page as the armor cap. 71.204.2.13 07:42, 19 January 2012 (UTC)

Armor Cap, Light Armor, VN

> With the aid of enchanting (fortify smithing) and pre-made enchanting and smithing potions, and of course the appropriate armor perks, you can reach the armor cap with any style or type of armor in the game, even hide and iron armor. All without even using a shield.

Possibly by chain-buffing abuse during crafting, but not otherwise, and even then highly unlikely.

DAR = (worn armor rating + item quality) * (1 + 0.4 * skill/100 + skill effect)
      * (1 + Custom Fit or Well Fitted + Matching Set) * (1 + Agile Defender or Juggernaut)

Assume the first perk, since non-Weightless Armor is sheer misery. Assume no spells, maxed skill, Legendary quality (consistently +50). No shield, so you can actually cast spells and/or use a bow.

For Light, endgame gear is Dragonscale, with a BaseAR of 41+12+12+17=82, so: DAR = (82+50)*1.4*1.2 = 221.76. Clearly nowhere near the 567 we want.

Factoring in all the possible perks, we get these inequalities: (82+50)*1.4 * (1 + 0.2x) * (1 + 0.25y) >= 567 -> 184.8 * (1 + 0.2x) * (1 + 0.25y) >= 567 -> (1 + 0.2x) * (1 + 0.25y) >= 3.068 for (1 <= x <= 5) and (0 <= y <= 2)

y is obviously the larger factor, so start with max y and min x: 1.2 * 1.5 >= 3.068 ? No. And it immediately becomes obvious that this is insoluble: (1 + 0.2x) for x <= 5 can never be >= 2.0453r

So, even if you buy EVERY Light perk, you still can't reach the cap without either a shield or a spell; unless Fortifying Light past 100 "counts" (which may well be true in Skyrim, unlike Oblivion, since Smithing etc obviously do), but in that case you're then "wasting" an Enchantment slot on it.

It's not FAR off though: only 5/100ths shy. Maxed Dragonscale with maxed skill and all +AR perks gets you: DAR = 132 * 1.4 * 2 * 1.5 = 554.4 HAR is consistently 100, so DR is: (554.4+100) * 0.12 = 78.528.

Given those numbers, the huge difference between Dragonscale and Hide, and the fact that Skryim has been shown to cap/wrap skills at 255 like Oblivion, the claim that "any armor, even hide, without even using a shield" is not credible at all, unless I messed up the math somewhere (which is certainly possible: I'm pretty tired). Aliana 13:36, 6 December 2011 (UTC)

Empirical results as a counter-argument:
This character has 100 Enchanting + full perks, 100 Alchemy + full perks, 100 Smithing, and 100 Light Armor with full perks. With a set of +25% Fortify Alchemy gear, create a Fortify Restoration (+120%) potion and a Fortify Smithing (+120%) potion. With a set of +25% Fortify Smithing gear, drink the Fortify Restoration potion and the Fortify Smithing potion. (You may need to unequip/re-equip your Fortify Smithing gear for the bonus to take effect.) Improve all four pieces of hide armor. Wear hide armor for an armor rating of 923.
Fortify Restoration potions are crazy. Don't do drugs. --Fluff 18:18, 6 December 2011 (UTC)
What is the Fortify Restoration potion for? Is it meant to boost the effects of the Fortify Smithing potion? Or is it meant to boost something else as well? Also, shouldn't you list the Restoration skill if this is meant to be boosted? Sorry, a little confused here.Kastagir 04:46, 11 December 2011 (UTC)
The Restoration skill itself is not used. The Fortify Restoration potion increases the effectiveness of all Restoration effects. Note that the Fortify Smithing enchant on your smithing gear counts as a Restoration effect. Using the Fortify Restoration potion boosts the smithing gear from +25% per piece to +55% per piece. I have noticed that Fortify Restoration potions seem to increase the Fortify Restoration potion effect on potions that have a different magnitude than the one that was quaffed, but I haven't noticed this for any other potions. Nevertheless, I took the Fortify Restoration potion first just in case it did increase the effectiveness of the Fortify Smithing potion. The Fortify Restoration potion may have increased the Fortify Smithing potion if the Fortify Smithing potion had a different magnitude than the Fortify Restoration potion, but I haven't tested that. --Fluff 07:43, 11 December 2011 (UTC)
So quaffing a Fortify Restoration potion will increase the magnitude of any Fortify Smithing equipment you happen to touch while the potion's effect lasts? If a character's innate Restoration skill doesn't normally influence the magnitude of an enchantment, I'm guessing the fact that a potion of Fortify Restoration does is a strong indicator that this is a bug (and therefore an exploit). Is this not correct?Kastagir 18:19, 11 December 2011 (UTC)
Of course it's an exploit. It's supposed to temporarily increase your Restoration skill. Fortifying skills has absolutely nothing to do with the Restoration skill line, spells or effect lines. It's a coding error and one they may eventually fix.--DagmarH 05:41, 7 January 2012 (UTC)

() Interesting point of view. By the same logic, Fortify Destruction potions must also be an exploit since they increase the damage of Destruction abilities instead of increase your Destruction skill (and thereby reducing the mana cost instead of affecting the damage). Also, Fortifying skills does have something to do with the Restoration effect lines. Fortify effects are Restoration effects. --Fluff 14:36, 7 January 2012 (UTC)

Not by the same logic at all. I mistated what Fortify Restoration potions are supposed to do. They are supposed to increase Restoration spell powers. The potion is doing something that it's not supposed to do. The Fortify Destruction potion is doing exactly what it's supposed to do. The fact that Fortify Skill enchantments are part of the the Restoration school is irrelevant. By your logic if the Fortify Destruction potion also caused all your spell attacks to absorb health, stamina, and magicka from, and damage all regenerative capabilities in your target even though it's description clearly states that it's only supposed to make Destruction spells stronger that wouldn't be a glitch because those are all enchantments that are part of the Destruction school of magic. The fact remains that the effects of the Fortify Restoration potion are a glitch and using it is an exploit.--DagmarH 23:31, 16 February 2012 (UTC)
Fortify Restoration boost just about everything that puts a positive effect on you, including other Fortify Restoration effects. There's an exploit involving them that allows you to boost your stats into the tens of thousands Kai Heilos 08:11, 12 December 2011 (UTC)
Cool. Empirical always wins. The "why" is likely the end product of items rather than it being a pure skill issue, and/or "dynamic" skill levels not suffering from the 8-bit issue of "real" ones. Hide is roughly half the AR of Dragon, and since even Dragon requires 200 Smithing (ie 100 Smithing plus +100% Fortify) to (nearly) reach the cap, you'd need 400% to get Hide there, and around 650% for your 923, so the math still looks pretty skwirly. You don't mention Smithing perks, so I'm reading that as you not having any. If you do, there might be some weird interaction with "post-Legendary" values starting 105 points earlier. If not, even with BethMath you still only end up at 444"%" Smithing, which is indeed enough to hit the armor cap but gets you nowhere near 923, assuming the Smithing page is correct in having it as a linear increase. So there's still quite a few questions to answer, but yes: provided "chain-buffing abuse during crafting", the important piece looks good. Aliana 10:02, 7 December 2011 (UTC)
Incidentally, the reason I wanted to derive the inverted equations in the first place wasn't for the VN: it was because they're just much more useful in this form. The goal was to work out how many perks you didn't have to "waste" on armor so that you could use them for Other Things instead. In "normal" play, it's (unfortunately) zero: you need them all. For your "exploit" example though, even with just Hide you've "wasted" two perks, so with Dragon it may well be close to four. Which is good to know. :) Aliana 10:33, 7 December 2011 (UTC)

You only need a few perks to easily get any armour over the 567 cap, I recently optimized my armour and weapons, using alchemy and enchanting I made 29% better smithing pieces (body, hands, neck, finger) and a 130% fortify smithing potion. Ends up as 246% better smithing, (so it would be level 346 smithing if not for the level cap). This is all in the normal boundaries of the game. (Which basically means I didn't go anywhere near a fortify restoration potion). I ended up with a dragonscale body piece with a 571 AR, with all the other pieces of my dragonscale armour set on I had something around 1400 AR, note I had all 5 of the "agile defender" perk and had the "custom fit" and the "matching set" perks, which give a +150%*x bonus in total, so in truth I had around 400 AR. I only needed to have the 1/5 in "agile defender" and "custom fit" to bump that up to 580. See where I'm going with this.

Request for validation

I've added calculations and tips for reaching the armor cap, but as it's late and I should be in bed I'm sure I've made a few mistakes. For example, my calculations allow for 75 armor skill and 5/5 Agile Defender/Juggernaut - I don't think even the console can do that. If someone or someones could double check my work, I'd appreciate it.

My tentative conclusion is that having a shield and making sure all your armor pieces are as high quality as you can get is key to increasing survivability.

It'd also be cool if we could get the tables under the light armor and heavy armor sections to line up horizontally, so the reader doesn't have to scroll down so much. 71.202.102.227 08:49, 11 December 2011 (UTC)

Done. Robin Hoodtalk 03:27, 7 January 2012 (UTC)
To be honest, I don't see any value in adding that section. The armor rating section already informs users how to calculate damage reduction from armor ratings. That section covers all cases. The new section covers only some cases. For example, what about if a user doesn't take either Matching Set or Well Fitted? Or what if the user has a full set of smithing gear, allowing improvement beyond base Legendary? I posit that the new section can never cover every case because it's attempting to simplify the general equation by providing a few specific examples. --Fluff 14:35, 11 December 2011 (UTC)
Well, the point of the section was to simplify the previous gigantic equation into something more manageable for the less math-inclined of us, and provide a few common examples. It's not intended to cover every case, just enough that people can wrap their heads around the equation and realize what matters most when trying to optimize armor.
That said, "Skyrim:Armor/Examples" might be a better place for it.
71.202.102.227 18:43, 11 December 2011 (UTC)
Honestly, 17 lines of equations and abbreviations with two additional tables confused me more than a five line simple sum >.> Kai Heilos 22:54, 13 December 2011 (UTC)

Ebony Armour - Overpowered for level 25?

Hi. I am at level 25 and I've been power-leveling my smithing really high. I went to gloombound mine and got a tonne of ebony ore and crafted a set of armour. Is ebony armour overpowered/high-leveled for level 25? I hate feeling like I'm cheating in games D:. My 1H is at 65 and my Heavy Armor is at 50.

Nay, you got it fair and square. In fact, you Heavy Armor skill is more important than the kind of armor you're wearing; as you can see on the lists, the difference between even Iron and Ebony armors aren't that big. You're nearly lvl 30 however, and you'll soon be able to get the Ebony Mail, as well as an almost full set of Ebony armor, so you more or less wasted the ore. 82.243.194.53 07:46, 5 January 2012 (UTC)

If your smithing is high, make it legendary; you're like a tank, to a blood dragon or stronger.Br3admax 08:02, 5 January 2012 (UTC)

shields cannot be improved as much as other armor parts

I recently improved a set of ebony armor. I noticed that the shield actually was NOT improved as much as the other parts. For example: BEFORE improving my gauntlets had a armor rating of 46, the shield had a armor rating of 45. AFTER improving my gauntlets had a armor rating of 144, the shield had a armor rating of 96. Big difference! Can anybody reproduce this please? Is this a bug or intentional?

Armor Rating formula

I'm interested in using the formula to figure out Armor Rating, but there are several variables that I don't know, and they aren't explained. They are the Worn Armor Rating, Item Quality, and Skill Effect values. What numbers are supposed to be used here? Swk3000 13:55, 10 January 2012 (UTC)

Let's see an example. Player with Light Armor skill 50, 2 ranks of Agile Defender (40 percent or 0.4) and Custom Fit perk (25 percent or 0.25). We will give him complete set of Leather Armor (Flawless) - head, chest, hands, feet. Further let him give a Ring of Eminent Squire, that fortifies Light Armor skill by 20 points. And to complete a mess he will cast an Oak Flesh (which has magnitude of 40 pts).
worn armor rating = 12+26+7+7 = 52 (values are head, chest, hand, feet from table on Armor page)
item quality = 7+13+7+7 = 34 (values are head, chest, hand, feet from table on Smithing page, Flawless quality)
skill = 50 (Light Armor skill)
skill effect = 20 (Fortify Light Armor from a Ring of Eminent Squire)
custom fit = 0.25 (perk)
agile defender = 0.4 (2 ranks of Agile Defender perk)
armor effects = 40 (Oak Flesh)
Displayed Armor Rating = (52+34)*(1+0.4*(50+20)/100)*(1+0.25)*(1+0.4)+40 = 86*1.28*1.25*1.4+40 = 232.64 (rounded by game to 232)
This is the value you can see in game. Deriving damage reduction from this number is easy. In this example we have four worn pieces, which equals to 4 bonuses of 25 points each (so-called hidden armor rating).
damage reduction % = (232 + 100)*0.12 = 39.84%
If some Blood Dragon bites you, you will get your health down by 45 points, because 40 percent of his 75 damage bite was nullified. All parts (except for the dragon bite magnitude, which I took from http://www.uesp.net/wiki/Skyrim:Dragon, were right now verified by me on PC through console.
Hope this helps.Barastas 12:51, 17 January 2012 (UTC)

Falmer helmet bug or feature?

Playing around with different looks on my character, I noticed that it is possible to equip BOTH the Falmer helmet and a Circlet. Once this got my attention, I double enchanted both the helm and a new circlet, and checked my active effects, and sure enough, ALL 4 enchantments were active. Extreme Alchemy/Archery anyone?

Tested only on PS3 Skyrim version 1.03

-the12black

For S&G checked it with a second character- still works.

The12black 03:16, 15 January 2012 (UTC)

This is a some what well known bug, it works with some other helms aswell such as the dragon masks. Some have a tendency to make your head disappear tho. Kimi the Elf 03:20, 15 January 2012 (UTC)

Bug: Daedric Shield

My Lydia and my character both have Daedric Shields. They are identical in stats; Refined to the same legendary status and armor rating at the workbench, both enchanted with +45% block and +22% magic resist. The only difference is their name: My shield is named Wall of the Dead and her shield is named Lydia's Bulwark. However, I just discovered that when I take her shield from her inventory, her shield gets renamed to the same name as my shield, and the two items stack (2).

Wheres the information for WOLF ARMOR?

I cant find it anywhere.

I just added it to the Specialty Gear page. Arcanist 10:10, 18 January 2012 (UTC)

Light Armor vs Heavy Armor Section

I think there should be a advantages/disadvantages section for both the Light and Heavy armor sets. It should add useful information for players if they should choose an armor type.

It's here. This page is really "(Base) Armor Items" and "How Armor Works". Skills and especially perks make such a huge difference that it's best covered on the relevant skill pages. Aliana 23:10, 23 January 2012 (UTC)

Armor Rating and Resist Magic

When you're wearing armor and also have some level of magic resistance, and you're hit with an elemental attack (like Ice Spike), how do Armor Rating and Magic Resistance work together to decrease the damage? Does the AR count first—reducing it by a certain %— then followed by the MR, or vice versa? Or does AR not count vs. elemental attacks, even though they're physical manifestations of magic? Thanks.72.94.173.44 16:47, 25 January 2012 (UTC)CJ

Armor rating does nothing against magic. --Killfetzer 17:16, 25 January 2012 (UTC)

Fortify Smithing gear doesn't work?

Hey guys i'm playing skyrim on my xbox 360 and i noticed that my fortify smithing gear doesn't work.. even when i enchanted the clothes myself still my armor isn't improving as i make it... However the fortify smithing potions do seem to work.. Can anyone tell me why fortify smithing enchants are not working and what i could do about it? :O

Have you looked at the current known bugs for the multiple consoles? try here [[1]] ­­­ Also, make sure you ask this question in the proper area, which is here [[2]] 24.63.171.231 16:27, 26 January 2012 (UTC)m&m

•Renamed enchanted weapons (of the same type) that share the same effects but with different names, will be named the same if you un-equip both. - Make sure you're not making this mistake try to equip and re-equip the newly enchanted item, thereon, if you cannot afterwards find that your newly enchanted fortified smithing equipment doesn't increase the cap for armor defense or weapon damage, make sure you check a weapon before putting on all the smithing gear, and then check it again compared to a near duplicate of the exact same item you just tried to improve, if there's a tiny difference, it's working, but don't expect to get damage like 850-900 with low smiting level, you can have all the smiting gear you want, but with a low smithing level, it's not going to increase much of anything.

Hope this helps a bit 24.63.171.231 16:38, 26 January 2012 (UTC)m&m

Check out the smithing page to calculate what your total effective smithing skill is, and then use the charts to determine if it's enough to get you into the next tier of improvements. Chances are it's just not being increased enough to make a difference. -Vardis 17:04, 26 January 2012 (UTC)

Fur Armor set not affected by Light Armor "Matching Set"

Just a note to everyone here, I had read somewhere that the Fur Armor set is not affected by the Light Armor perk "Matching Set". I like the look of fur armor for my Conan-style Orc warrior, so I thought I would see if I could confirm this. I tested every combination of the four styles of chest piece, two styles of hand and foot pieces, and single helmet, and no combination gains a 25% increase to armor versus not having the perk. I hope this is just a bug, but in the meantime the "Ancient Knowledge" passive ability gained from the quest "Unfathomable Depths" is bugged and provides its 25% armor bonus to all armors (rather than only Dwarven armor as the tooltip indicates). So if you like the look of fur armor, consider taking advantage of that bug - and like me, hope that if they fix one of the two bugs they fix the other one at the same time. --50.135.146.9 07:44, 31 January 2012 (UTC)

Displayed Armor Rating Formula

I'm having a hard time reconciling the displayed armor rating formula with what I am seeing in the game as my displayed armor rating. I am wearing a full set of Elven armor with the chest pieces as Elven Gilded Armor. I've improved all pieces with Smithing with a base skill of 100, 112% in Fortify Smithing apparel, a Blacksmith's Elixir (Fortify Smithing 50%), and the Ancient Knowledge ability. I have 100 base Light Armor skill, 5 perks in Agile Defender, and the Custom Fit and Matching Set perk, and again Ancient Knowledge. My displayed armor rating is 922. Can someone take me through the formula to explain to me how it results in this number?--DagmarH 07:04, 18 February 2012 (UTC)

Elven "Light" Armour

I'm finding 3 types of Elven Armour: regular Elven, Elven Gilded, and Light Elven. I haven't seen the Light version mentioned.Evil-i 23:45, 12 March 2012 (UTC)

You'll find it on the Specialty Gear page, under Thalmor equipment. The Invisible Chocobo 02:10, 13 March 2012 (UTC)

Matching Set bug and formula

Right now the Matching Set perk is buged and give only 20% bonus (CK shows a multiplier of 1.2) And somthing in the armor-rating formula is fishy. I use a full daedric set (no shield, no smiting exploit and no ancient knowledge) + 4 juggernaut + well fitted + matching set + 100 points heavy armor and got 604 armor. The current formula give me 577 , ((108 + 50) * (1 + 0.4 * (100 + 0)/100) *(1 + 0.25 + 0.2) * (1 + 0.8)) matching set bug included. I tested this multiple even with new characters and console commands. Can someone please douple check this.

I think it's just an ambiguity in the description. It says an "additional 25%", which could be interpreted as adding, rather than multiplying, +25% from the Well/Custom Fitted perks. Multiplying by 1.2 in this case is the same as adding 0.25 to the bonus. --Evil4Zerggin 02:00, 28 March 2012 (UTC)

In-game Effects and Perks That Ignore or Bypass a Given Percentage of Armor

I see no reason to include this statement as, even in the archived discussions, there is no valid evidence to support this claim. No one has posted any evidence that any NPC in the game has Bonebreaker or Skullcrusher perks, and the one weapon cited that has an armor bypass is only used by the player (the Ghostblade and it ignores armor completely but only for a paltry 3 points of damage). I have personally never experienced a mace or war hammer wielding NPC that was able to bypass my physical damage resistance. Unless anyone can cite actual evidence as opposed to mere speculation that any hostile NPCs actually have the ability to bypass the physical damage resistance from armor I will be deleting the notation completely from the article at the end of the week.--DagmarH 18:02, 26 March 2012 (UTC)


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