Skyrim Tips and Tricks » Discussions


An Argument for 'Marked for Death'

Tags: #Tips and Tricks Showcases 
  • Member
    November 23, 2013

    I'm pretty sure that these answers are correct, but if James or anyone else can confirm/deny that would be nice:

    1. Well, unarmored enemies start with 0 AR (unless they have some sort of passive AR effect, like the one werewolves get). But I'm pretty sure MFD still takes away 75 AR per second from wherever they started. It continues to effect damage taken into the negatives, which is something James mentioned in the writeup. So it should affect unarmored enemies exactly the same as armored ones.

    2. MFD lowers enemy AR which in turn increases physical damage dealt (but NOT spell damage, I'm pretty sure). So your Fortify Two-handed enchants/potions WOULD be affected by MFD. (e.g., if you had 100% Fortify Two-handed, and MFD would have increased damage dealt by 8 points per second with 0% Fortify, it will now increase by 16 points per second.) As for poisons, I think those fall under "spell effects" so they would not be affected by MFD.

  • Member
    November 23, 2013

    The downside to this, as James mentioned earlier in the comments, is that it's only really effective if you wait the full 60 seconds. And even then, it does far less than 100 damage I think:

    5 * (1 + 540%) = 32 damage after 60 seconds (64 if dual casted)

    So yeah, even if you wait the full amount of time, it's not really viable unfortunately, apart from for an occasional laugh.

  • Member
    November 23, 2013

    Yeah, armor can go into negatives, meaning attacks do some serious damage! Very satisfying!

  • Member
    November 23, 2013

    It's actually 10 damage Teccam, multiplied by 3 because Dual-Casted Telekinesis can pick up three items at once. Which means each item will deal 64 damage or 192 if they all hit the target.

    I think it's viable with 100% Shout Cooldown and 100% Fortify Alteration Equipment. You could stack a ton of MFDs on your enemies, singly drop 100 skulls (or cabbages), and start slingin'!

  • Member
    November 25, 2013

    Fortify enchantments and potions are buffing your 'physical damage' thus it is boosted.  Poisons have no benefit from the shout since poison damage is classified as a magical attack (not exactly, but for this discussion we can think of it as such).

  • Member
    November 25, 2013

    I did a breakdown for using the 'Rueful axe' on someone's character build and how you can use this shout (plus alchemy) to make it viable.

    For me, MFD opens up the game in two major ways:

    1. Can use underused weapons that can't be tempered (thus they've been neglected)
    2. Can be highly effective on higher difficulty without needing to use crafting

    One of the more interesting uses is bound weapons.  All 4 weapons are good (the bow can be great) but because they can't be tempered they sometimes get left behind, a character that uses MFD could very easily switch between all styles of combat by utilizing each type of bound weapon which would make for a very fun playstyle.

  • Member
    November 25, 2013

    lol!

    can make a Judicator build where the finishing move is throwing the book at your enemy

  • Member
    November 25, 2013
    I've revamped a build that I was working on now that I've read this article--the bound bow is a large part of it. I'm in the mid 30's level-wise, and MFD really helps now that enemies are starting to get more challenging. Again, this article has really changed the way I play (and enjoy) the game.
  • Member
    November 25, 2013

    great to hear!

  • Member
    November 28, 2013

    I know where I'm putting this... Great find!