Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

Enchants on Armor Sets

Azzuria
Azzuria
✭✭✭✭✭
Will putting an Enchant on a piece of crafted set armor negatively affect the set bonus?
Brunhilda Icehammer - Nord Dragonknight, 'Smith & Enchantress 'What is 'ranged? I need to hit something!!'
Laehl Direthorn - Bosmer Nightblade, Purveyor of fine Clothes, Bows and Staves
Reeza gra-Zuni - Orc Templar 'War Shaman' and Apothecary
Noemi Snowpaw - Kajiit Dragon Knight - I laugh... or I'd have to kill you.
Kitera Dreamon - Breton of The Dominion: Because those Daggers don't appreciate a great Mage.
Lysara Shadowcroft - Dunmer Bloodmage: This will only hurt a lot.
  • Dantonian_Rarstiana
    No.
    If you don't believe me, there is a preview of the item before and after the enchant, when you are selecting what enchant you want to apply.
    Edited by Dantonian_Rarstiana on 20 May 2014 03:46
  • Darastix
    Darastix
    ✭✭✭
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value
  • Shiaxi
    Shiaxi
    ✭✭✭
    also remember that you can craft sets with traits... add infused to get an extra kick out of your enchants
  • Lupinemw
    Lupinemw
    ✭✭✭
    Darastix wrote: »
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value

    Indeed its as designed as they are not full pieces in the fact they offer a lesser protection so the enchat has a lesser effect.
    Elysium
    EU Casual Mature Daggerfall Covenant Guild

    Would you like to know more?! Check us out below
    elysium-eso.guildlaunch.com
  • RomedyMC
    RomedyMC
    ✭✭✭
    Chest, Legs, Helm, and Shield receive 100% of the enchantment. The other pieces receive 40% of the enchantment.

    Hence the debate over Infused - Divines - Impenetrable.

    IMO, best to use Infused trait on Chest, legs, Helm, and Shield.
    Get your impen trait on 2 or 3 of Gloves, Feet, Belt, Shoulders (180 soft cap for impen stat?)

    The debate is the number crunching for Divines vs. Infused
  • Azzuria
    Azzuria
    ✭✭✭✭✭
    Thanks, guys.

    Lotsa stuff I didn't know. You're all too kind.
    Brunhilda Icehammer - Nord Dragonknight, 'Smith & Enchantress 'What is 'ranged? I need to hit something!!'
    Laehl Direthorn - Bosmer Nightblade, Purveyor of fine Clothes, Bows and Staves
    Reeza gra-Zuni - Orc Templar 'War Shaman' and Apothecary
    Noemi Snowpaw - Kajiit Dragon Knight - I laugh... or I'd have to kill you.
    Kitera Dreamon - Breton of The Dominion: Because those Daggers don't appreciate a great Mage.
    Lysara Shadowcroft - Dunmer Bloodmage: This will only hurt a lot.
  • Hciliata
    Hciliata
    ✭✭
    +2 Dang, two questions that I've been wondering about (does impenetrable stack, can you enchant set armor) in one thread. Thanks
  • Natjur
    Natjur
    ✭✭✭✭✭
    RomedyMC wrote: »
    Hence the debate over Infused - Divines - Impenetrable.
    There is something funny with Divine
    Have it on one item, get nice increase, have it one two items..... and it acts odd and appears to have less of an effect then just one item!

    Infused on Chest, legs, Helm, and Shield.
    Impenetrable on the rest except Divine on one item

    Will have to see if its fixed with the 1.2 patch
  • dc1509
    dc1509
    ✭✭
    Darastix wrote: »
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value

    Basically, this made no sense for me from the early beta times ...

    Why don't they just normalize the amount of the enchanted stats over the gear items equally (lower the helm/armor etc and raise belt/boots etc) ? this would prevent any confusion in the glyphs usage/tooltips and glyphs naming ...

    It appears that the enchanting is the least user friendly profession in the current condition.

    truth is born in disputes
  • RomedyMC
    RomedyMC
    ✭✭✭
    Natjur wrote: »
    RomedyMC wrote: »
    Hence the debate over Infused - Divines - Impenetrable.
    There is something funny with Divine
    Have it on one item, get nice increase, have it one two items..... and it acts odd and appears to have less of an effect then just one item!

    Infused on Chest, legs, Helm, and Shield.
    Impenetrable on the rest except Divine on one item

    Will have to see if its fixed with the 1.2 patch

    I actually started a thread to research the Divines question. I have found that the Divines trait is subtractive in nature, meaning that stacking Divines is useless.

    The caveat here is I have only looked into stones that directly increase health, magicka, and stamina. Others, like spell crit, are more difficult to analyze.

    Anyway, the Divines formula (as far as I can tell):

    [ (Mundus stone increase) - (previous Divines increase)] x (Current Divines % addition) = stat increase.
    Edited by RomedyMC on 23 May 2014 13:44
  • RomedyMC
    RomedyMC
    ✭✭✭
    dc1509 wrote: »
    Darastix wrote: »
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value

    Basically, this made no sense for me from the early beta times ...

    Why don't they just normalize the amount of the enchanted stats over the gear items equally (lower the helm/armor etc and raise belt/boots etc) ? this would prevent any confusion in the glyphs usage/tooltips and glyphs naming ...

    It appears that the enchanting is the least user friendly profession in the current condition.

    IMO, this would make reaching the softcaps for all 3 pools much too easy. As it currently stands, you can rather easily reach 2 of the 3 by playing with gear enchants / attribute points / food and can easily reach all 3 regen softcaps by playing with ring enchants.
    Edited by RomedyMC on 23 May 2014 13:45
  • dc1509
    dc1509
    ✭✭
    RomedyMC wrote: »
    dc1509 wrote: »
    Darastix wrote: »
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value

    Basically, this made no sense for me from the early beta times ...

    Why don't they just normalize the amount of the enchanted stats over the gear items equally (lower the helm/armor etc and raise belt/boots etc) ? this would prevent any confusion in the glyphs usage/tooltips and glyphs naming ...

    It appears that the enchanting is the least user friendly profession in the current condition.

    IMO, this would make reaching the softcaps for all 3 pools much too easy. As it currently stands, you can rather easily reach 2 of the 3 by playing with gear enchants / attribute points / food and can easily reach all 3 regen softcaps by playing with ring enchants.

    Not sure how exactly this applies to my post ...

    The total amount of the attributes you gain from all of the enchants is the same for both cases (the current system vs the normalized one I suggested)
    truth is born in disputes
  • RomedyMC
    RomedyMC
    ✭✭✭
    dc1509 wrote: »

    Not sure how exactly this applies to my post ...

    The total amount of the attributes you gain from all of the enchants is the same for both cases (the current system vs the normalized one I suggested)

    I misunderstood then, apologies. :( By "normalized" I assumed you meant boost all pieces to 100% enchantment effect instead of separating them 100 / 40
  • dc1509
    dc1509
    ✭✭
    No problem , m8.

    All the enchanting thing in the current condition is confusing at best.

    Also, I can't find any logical reason for the current system, since we are talking about something ephemeral (magic) , that can't actually depend on the size of the object (judging by the general magic understanding from most sources, like games/movies).

    There are many really powerful items (in general fantasy), like small amulets (for example) that are much more powerful in terms of magic. So, why any belt or boots would contain less magical power in comparison to robe or helm ?

    Also, if we try to compare the amount of materials needed to make any real helm and real boots, I would say that the amounts are equal in most cases. Sometimes boots could require even more materials...

    Anyway, my point is that there is no actual background or explanation for the current system, and it's just confusing.

    sorry for the wall of text...
    Edited by dc1509 on 23 May 2014 15:46
    truth is born in disputes
  • Draaconis
    Draaconis
    ✭✭
    Darastix wrote: »
    no, but i have noticed that only the helm,chest and legs get the full enchant, the rest get about 1/3 of the enchants value

    I've been trying to figure out the logic behind this. Magic is quality, not quantity. Even though, I can enchant a ring or pendant with a full effect, but my shoes can't quite take it? REALLY!?
  • RazzPitazz
    RazzPitazz
    ✭✭✭✭
    AoE cap on Armor enchants ;-P
    PC NA
    VR1 - Jar'eed - Khajiit Dragon Knight - AD
    VR1 - Broad Tail - Argonian Templar - EP
    All-Star Crafter Guild
  • Enkil
    Enkil
    ✭✭✭✭✭
    It is somewhat in keeping with previous elder scrolls titles where certain pieces of equipment had max enchantment values. However, they have modified enchanting so far from previous titles that keeping that convention makes little sense. Normalizing it so that the enchants values are evenly distributed would be much better and would not unbalance anything.
Sign In or Register to comment.