The wording on that UESP article is poorly done. That's demonstrating the effect of a +100% Regenerate Magicka effect in combination with the ring and the player's existing base magicka regeneration. Without any enchantments or other effects, the player's regeneration rate out of combat is simply 3+2=5%. That means with a single +100% effect like the Apprentice Stone with no robes or other boosts, you'd be looking at only 10% per second. You would need +300% Regenerate Magicka to hit 20% per second.
The wording on that UESP article is poorly done. That's demonstrating the effect of a +100% Regenerate Magicka effect in combination with the ring and the player's existing base magicka regeneration. Without any enchantments or other effects, the player's regeneration rate out of combat is simply 3+2=5%. That means with a single +100% effect like the Apprentice Stone with no robes or other boosts, you'd be looking at only 10% per second. You would need +300% Regenerate Magicka to hit 20% per second.
Oh and also, the same flat +2 applies to the in-combat magicka regeneration, meaning 0.99+2=2.99% per second. If you have +100% Regenerate Magicka from the Apprentice Stone, that's 5.98% per second in combat.
Oh and also, the same flat +2 applies to the in-combat magicka regeneration, meaning 0.99+2=2.99% per second. If you have +100% Regenerate Magicka from the Apprentice Stone, that's 5.98% per second in combat.
To me it seems like a wash either way. The bigger question on my mind is "Dawnguard vs. Volkihar" which ends up being a "power gaming vs. role playing" question. The quest itself is very wizard friendly with elder scroll prophesies and uncovering the lost artifacts of Auriel. But your character may have reservations about joining the vampires. I ran into this with my pyromancer character. In the end I opted to stay true to the character and join the Dawnguard foregoing the powerful Ring of the Erudite.
To me it seems like a wash either way. The bigger question on my mind is "Dawnguard vs. Volkihar" which ends up being a "power gaming vs. role playing" question. The quest itself is very wizard friendly with elder scroll prophesies and uncovering the lost artifacts of Auriel. But your character may have reservations about joining the vampires. I ran into this with my pyromancer character. In the end I opted to stay true to the character and join the Dawnguard foregoing the powerful Ring of the Erudite.
It all depends on role play for me. An evil powering mage? Vampire. Or not. I'd never go with werewolf though because of the companions unless I used a sword or axe though.
It all depends on role play for me. An evil powering mage? Vampire. Or not. I'd never go with werewolf though because of the companions unless I used a sword or axe though.
Does Necromage have the same effect on taper damage duration for the sun spells? And do Fortify Restoration potions boost the damage the same way Fortify Destruction does for fireballs? If so, that's pretty effective.
Does Necromage have the same effect on taper damage duration for the sun spells? And do Fortify Restoration potions boost the damage the same way Fortify Destruction does for fireballs? If so, that's pretty effective.