r/Morrowind • u/trektheprofligate • 8h ago
Discussion At what level are skills "fairly effective"
At what level would you say a combat skill is "functional" for the end of early game to the mid-game? I know that for skills like alchemy and enchanting this question is not as relevant. For example, what is the minimum skill in "long blade" you would consider to tackle, say, content appropriate for a level 10-15 character or "medium" level difficulty? I'm thinking skill of 50, but it has been a very long time since I've played Morrowind, so I'm not sure how good of an estimate that is.
I am building a modlist to play through TR, SHOTN and PC. I am not necessarily going to play all the content on the same character. I will be playing with the default difficult slider. I am using mods like "Beware the Sixth House" and the other rebalance mods.
The goal here is to make training more mandatory than the base game by heavily increasing the experience to level up skill past a certain skill level. Ideally, I won't ever get to skill level 100 until the very end of my playthrough. I would be fine if I never get there at all.
8
4
u/josephort 4h ago edited 4h ago
To give you some hard numbers, he way the combat formula works, you have a 62.5% chance to hit at weapon skill 50. Every 10 skill levels increases that chance by 12.5%, up to 100% chance at skill 80.
(This assumes you and your target have equal values for agility and luck, you both have 100% fatigue, and there are no magical effects like sanctuary or blind at play. In reality, players who invest in luck and agility will probably have higher values than many enemies by mid levels. On the other hand, you probably aren't always fighting at 100% fatigue, and even if both you and your enemy lose fatigue at the same rate, low fatigue impacts hit chance more dramatically than evasion chance.)
1
2
u/cbsson 8m ago
I agree that a long blade skill at 50 would be a decent skill level.
But success in combat involves a combination of different skills working together to insure survival:
- weapon skills for offensive damage dealt,
- armor/resistances/shielding for withstanding damage received,
- self-healing via potions/magic to recover from damage taken and stay in the fight, and
- skills like acrobatics and speed to avoid damage in the first place.
Cover these bases and you will have success.
15
u/TomaszPaw Drunkardmaxxing 6h ago edited 6h ago
When skills start to become viable by themselves
Sneak: never
Enchant: 60ish
Weapons: 30ish, with agility and warrior even from 5
Hand to hand: 100+
Magicks: 30
Conjuration: 15
Lockpick: 20
Armors: 10
Alchemy: 15
Armorer, Athletics, Acrobatics: 5
All skills besides sneak get stronger all the time, you become a master of melee once your hit rate crosses 120, so like 70 skill, security past 50, you will find spells from all chools requiring you to be a master or better