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Skyrim talk:Heavy Armor/Archive 1

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

Khajiit Trait + Fists of Steel

I'm wondering if the Khajiit Trait stacks with Fists of Steel, because at least for me, they do not. If i run up to something and punch it one, then remove my gauntlets and punch the same thing again, each punch does the same amount of damage. I have not tried it with another race to see if this is the case, or even just another character to see if something is bugged with my character and not the perk, either way some more data to confirm or deny the fact the two (Khajiit claw trait and Fists of Steel Perk) do not stack would be beneficial to this article. — Unsigned comment by 76.251.33.161 (talk) at 13:51 on 19 November 2011

I'm experiencing the same thing. I did Alchemy + Enchanting + Smithing to get gauntlets with 126 armor, yet with the Fists of Steel perk, standard bandits still take three hits to kill - the same as if I weren't wearing gauntlets. I changed my race with console commands to Orc, and Fists of Steel still didn't work as advertised. I think one of two things may be happening: 1) The perk is bugged and really does nothing, or 2) the perk only adds the gauntlets base damage, ignoring all the modifiers added by enchantments and other perks. I'm leaning more towards #1, since I'm not seeing any difference between wearing gauntlets and not wearing gauntlets, regardless of race. --Fluff 23:17, 23 November 2011 (UTC)
Your second theory is correct.
  • Punching a wolf without the perk, 6 hits to kill.
  • Punching a wolf with the perk and steel gauntlets, 2 hits to kill.
Then I used the console to check the health of the wolf before and after punches.
  • No perk, 4 point reduction.
  • Fists of Steel and Juggernaut(1), 16 point reduction.
  • Fists of Steel and Juggernaut(2) and Well Fitted, 16 point reduction.
This fits very well with the steel gauntlets base armor rating being 12 points (my displayed value was higher). - User:Aces Andre 08:04, 27 November 2011 (UTC)
Convincing enough for me. Fixed up the main page. --Fluff 08:23, 27 November 2011 (UTC)
What version are you playing on? Perk just does not work for me (on Xbox V1.00.40) or for 2 of my work colleagues using the most up to date Xbox and PS3 versions. Of course there are also the myriad of threads and such, but I have no firsthand experience with them.
Anyway have you tested with the full suite of gloves, vs a variety of enemies? I know on my version personally at least I get no extra wearing daedric against Wolves, Skeevers, Bears, Guardsmen and Lydias. Tested on novice, adept and master. I am perplexed as to why there is no difference for some but it works for others. Some bizzare difficult to spot glitch perhaps... JimmyDeSouza 15:01, 28 November 2011 (UTC)
I wanted to test this myself as well today (I had just gotten the heavy armor perk). After some testing, I must admit I share the view of Andre on the damage output. I used Daedric Gloves (which showed 120 Armor Rating (Legendary)) on my Orc (level 41) and started hitting guards with my fists. The result was that the total damage added by the gloves was exactly 18.14, after taking into account the armor rating of the target being hit, on Adept difficulty. Unarmored combat gave me a value of 4.02 damage on the same difficulty level. I also checked on Master and Novice and these resulted in a 2x reduction (Master) or 2x increase (Novice) in damage done. The creature I attacked was an Ivarstead Guard wearing Riften Guard Armor, a Riften Guard Helmet and Fur Boots, he had an armor rating of 70 and I used the armor formula on the Armor Page with a hidden armor of 80 (guard didn't have gloves equipped). I also decided to test the other races, including the Khajiit, and found something awkward. The Khajiit Race has a base unarmed damage of 10.00 instead of 4.00 and gets a permanent buff (which I assume is the Claws Passive) that adds 12 damage. All other races show a base unarmed damage value of 4.00, except the Argonian. The Argonian also show a base unarmed damage value of 10 (same as the Khajiit), but do not possess a permanent buff. These data were found using the getAVinfo UnarmedDamage on the player. I also decided to test this on the guard and it confirmed what I found out before. The Argonian's damage done (on the guard) was 10.06 without gauntlets and 28.21 with the Daedric gauntles, the Khajiit showed a damage done of 40.29 with gauntlets (=10 (base damage) +18 (base armor of gauntlets) +12 (Claw Passive?)) and 22.17 without gauntlets (10 (base damage) + 12 (claws passive?)). I did not test the other races (as they had the same values as the Orc). This means that the Daedric gauntlets with the perk add a damage boost of around 18.14 (=base armor rating) for all races, that Argonians deal 2.5x more base unarmed damage than most races and that Khajiits deal 4.5x more base unarmed damage than most races. -- Skyrim Version 1.1.21.0 --Unclejack 01:33, 8 December 2011 (UTC)
So is there any way to increase Unarmed Damage beyond the miserable 4+18+14+14=50 (with two Fortify Unarmed of 14) if you are not playing a Khajiit or Argonian? This is pretty much disappointing given that you need to master Enchanting and Alchemy totally if you want those two +14 Damage enchants. In later levels this is close to useless. Are there other ways? Via console? Thank you. — Unsigned comment by 193.68.32.19 (talk) at 16:06 on 20 December 2011

() I believe you can use the following command in the console to increase your unarmed damage: player.setav unarmeddamage <amount>. I haven't tested this particular actor value to see if it persists when you save and reload, but I know that others do. --Fluff 16:41, 20 December 2011 (UTC)

Thanks I'll try it. — Unsigned comment by 88.132.45.92 (talk) at 11:11 on 21 December 2011

Stupid leveling idea

I wonder if the one who came up with this stupid leveling idea (bandits and restore) ever tried it on more than the most easiest difficulty setting. It sure as hell doesn't work with one bandit attacking (on standard difficulty), five attackers would kill you in seconds. Magicka simply doesn't recover fast enough to heal all the damage these guys are doing. Even one bandit will make damage more quickly than your magicka recovers. If nobody argues with me, I will remove that paragraph.--Irian 16:41, 22 November 2011 (UTC)

Agreed. On any difficulty higher than casual, leveling like described is nonsense. -- Aroddo
I've even tried leveling it with two wolves, and it's just too damn slow. Much slower than Oblivion.-Zydrate[][] 14:00, 23 November 2011 (UTC)
Ok, I removed the paragraph, meaning that this specific talk can be removed some time as well. If anyone has a better idea for leveling heavy armor, I would be really glad :-) --Irian 15:20, 23 November 2011 (UTC)
I didn't have a problem with it. I made sure I went to Whiterun first and made myself a suit of Steel armor. At first it was kinda rough but I just left the dungeon, healed up, came back in and kept going. If one of the guys is using a two-handed weapon, kill him. His damage will overpower your ability to heal it back. As you level up, put the points into Heavy Armor (Juggernaut, Well Fitted) and Restoration (Novice, Regeneration, Recovery) perks to improve the efficiency of the whole cycle. It does start to slow down, sure. But I was still able to get up into the 60's before I decided to leave. And I'll probably go to Bleak Falls Barrow to try it again there. --SDShannonS 21:24, 23 November 2011
Just one problem: This isn't what the paragraph said :-) The paragraph said, that you should be able to stand the attacks of five bandits in Iron armor by using a healing spell. You're welcome to add your, improved way to the page, as it actually works (a bonus the other way didn't have). Oh, and a small hint: There's a button that adds the code for the signature, you don't have to type it manually :-) --Irian 21:57, 23 November 2011 (UTC)

() I might be wrong here, but it looks to me as if the harder you're hit the more progress gets made towards increasing your armor skill. I've tried mudcrabs and wolves (when I was high level, heavy armor skill in the 80s) and it was incredibly slow. Then I just went adventuring into dungeons and made quick progress while fighting draugr of similar level to myself. --QuillanTalk 22:11, 23 November 2011 (UTC)

Yes, I too have noticed that for Block and Light/Heavy Armour the damage seems to matter more than the amount of times hit. Ice trolls seem to be a good balance between attack rate and damage per hit. JimmyDeSouza 15:03, 28 November 2011 (UTC)
I never messed with the bandits, but I hit on an easy way to handle the giants: south-southwest of Bleakwind Basin there is a ridge of rocks and a fallen tree. If you can lure one of the giants there, you can run circles around him by putting the tree between him and you. This can buy you some time for healing up with magic after taking a hit. That and it's funny as hell to watch. --Dovahjim 01:52, 5 December 2011 (UTC)
The simplest solution to this is to enchant your armor with -100% restoration cost. Tada, heal forever while getting pounded by as much as you can handle (will increase as armor skill levels).--41.132.180.110 19:47, 9 December 2011 (UTC)
Well, here's the best trick I've come up with to level heavy/light armor: get equilibrium and a healing spell that can keep up with it (so fast healing or better). Afterwards, find the strongest monster you can take hits from while casting equilibrium (as it costs health to cast and the stronger the monster the more experience gain per hit). Essentially, since you're casting equilibrium, you basically have infinite mana, therefore you can spam healing magic to keep yourself alive. Hope this helps. --Gerzanthulus 11:40, December 13 2011

() What I did was I made a suit of heavy armor with a ring and amulet. From there I put "Health Regen" on my chest, ring, and amulet. This gave me something around the low 80% faster. Than I increased my heavy armor rating as well with the enchantments on the gauntlets, boots, ring, and amulet. This allowed much more protection, meaning I take less damage. With that, I put the difficulty on Novice and allowed literally seven bandits wail on me for around two and a half hours, and that got it up from the mid-70s to 100. Otherwise, letting a giant pummel the absolute crud out of you works just fine too. Additionally, if you are having issues finding adequate bandits and you're finding that giants deal to much damage at once, you can always go to a nicely populated town (I suggest Whiterun) and punch a guard. Refuse to pay the 40 bounty and run around to "collect" the guards. Allow them to wail on you and you should get the skill up in no time. Works fine for Light Armor and Block as well. Hope that helped! — Unsigned comment by 50.44.13.162 (talk) at 12:53 on 18 December 2011

I suppose I should mention also that you need Level 100 Enchanting and the final perk; Extra Effect, to do this. Additionally, "Health Regan" seems to only be addable to three items, whereas most enchantments are addable to a total of at least four. Most, such as Alchemy and Smithing, allow for two parts of the suit and the ring and amulet. For instance, Alchemy and Smithing can both be added to the ring, amulet, and gloves. But Smithing can only be added thereafter to the chest and Alchemy only to the helmet. For Health Regen, it seems only possible to the chest, ring, and amulet. Probably not a bug, as that would allow for a total of 104% faster with the Enchanters Elixir and all five "Enchanter" Perks, making you almost impossible to kill. — Unsigned comment by 50.44.13.162 (talk) at 12:58 on 18 December 2011

Heavy vs Light

Don't you think it's pretty misleading to say that light armor provides less protection than heavy when Guild Master's armor provides more protection than Daedric? — Unsigned comment by 67.161.15.36 (talk) at 02:10 on 24 November 2011

Not really. Guild Master's armor isn't a complete set, so it doesn't benefit from Matching Set. The closest complete set that Light Armor has to offer compared to Daedric Armor is the Nightingale set. --Fluff 02:47, 24 November 2011 (UTC)
How isn't it a complete set? It's 4 pieces. Daedric has more base armor than Guild Master's, so I'm not sure what you mean there, but the main advantage I see of Heavy Armor is that it can get you to the damage cap with fewer perks spent. ×Rookwood 03:02, 6 December 2011 (UTC)
The comment was made when the wiki was still missing a piece of the Guild Master's set. In addition, the version of Guild Master's armor that was on the wiki was not the version that the player gets. --Fluff 14:27, 6 December 2011 (UTC)
I think you've all missed the big picture: you can hit the armor cap with any kind of armor, even elven. There's a video for it on youtube, I don't know if we're allowed to post links to external sites so I won't, so look it up. Hope this helps. --Gerzanthulus 11:39, 13 December 2011
And you are missing part of the picture as well. Yes it is possible to hit the armor cap of 567 with any armor, even Hide or Fur, but it will cost you 15 perks in the Alchemy and Enchanting trees. The armor cap can be reached with heavy armor even without a single Alchemy or Enchanting perk. You don't get the benefits of stronger enchantments or more powerfully-improved weapons, but you can find plenty of artifacts with better enchantments than you can make even with Alchemy-enhanced Enchantment. This is purely a play style choice. There is also the very real possibility that the whole Alchemy/Enchanting/Smithing strategy will no longer be possible once Bethesda addresses "balance" and "exploits" in upcoming patches. Kastagir 18:23, 20 December 2011 (UTC)
@Kastagir
"There is also the very real possibility that the whole Alchemy/Enchanting/Smithing strategy will no longer be possible once Bethesda addresses "balance" and "exploits" in upcoming patches."
We're up to patch 1.4 now, 3 months later, do you reckon Bethesda will actually change this or not? — Unsigned comment by 182.239.241.188 (talk) at 14:21 on 27 February 2012
The last Elder Scrolls game to be balanced was probably one of those mediocre spinoffs. Anyway, I think it's fair to say that heavy armor provides more protection. Until you acquire the specialty gear from the Theieves Guild line, that statement is strictly true. Afterward, it's still true on average across the various suits of armor. A couple of exceptional suits of armor don't change the entire dynamic of the armor category. You could certainly add a comment about how the categories are different at high levels, though. --Theothersteve7 16:25, 27 February 2012 (UTC)

Beyond the 80% damage reduction cap?

Is there any benefit from using fortify heavy armor enchants/potions if I am alrady at 567 armor? It looks like this is the damage reduction cap (80%), but I wasn't sure and wanted to plan my enchanting in advance.208.84.58.199 19:22, 29 November 2011 (UTC)

No. You're better served using offensive enchants since there is no damage cap on dealing damage. --Fluff 19:56, 29 November 2011 (UTC)

Is Reflect Blows wothwhile?

Is the Reflect Blows perk worthwhile? I know that it nets a 10% chance to reflect mele damage back at the enemy, but don't know how much damage will be reflected. If it has a chance to reflect all the incoming damage, than this perk is fantastic. Does anyone know more about this?208.84.58.199 19:49, 29 November 2011 (UTC)

it says you have 10% chance to reflect the incoming damage, so all damage should be reflected. — Unsigned comment by 88.132.45.92 (talk) at 10:29 on 10 December 2011

Are the heavy armor perk points necesary?

How much armor rating can be acheived at skill level 100 and no perk points by wearing all daedric armor which has been smithed via the enchanting/alchemy exploit? Since there is a cap of 567, I am wondering if these perk points are necesary, and if so, which ones. It seems as though investing in this tree would be helpful in the early part of the game when a player cannot craft the best armor. But later on in the game when the their armor is top-notch these perk points would serve no (or little) benefit since they are already at the 80% damage cap.208.84.58.199 22:08, 30 November 2011 (UTC)

It depends on which enchant/alchemy loop you use (which is in no way an exploit; it's just the way the game mechanics work). If you're using the one that gives you 114% Smithing potions, it gives you a visible armor rating of 494, which is about 71% damage reduction. If you're using the one that gives you 130% Smithing potions, it gives you a visible armor rating of 530, which is about 75% damage reduction. Both are really close to the cap. If you use a shield or take a single rank in Juggernaut, you'd be over the armor cap.
Note that all of these armor ratings were calculated, not tested. I'd expect the +/- on them to be around 5, so they should be close enough. --Fluff 22:25, 30 November 2011 (UTC)
Thanks for figuring that out, I'll plan on not filling out that tree. I am confused however about what you mean by different enchant/alchemy loops. I obviously don't understand, but I was under the impression that with max enchanting/alchemy with perks it was as simple as bouncing back and forth between a fortify enchanting potion and 4 fortify alchemy enchants. Then repeating the back-and-forth until plus 29% at which point it tapers off. Then, creating 4 fortify smithing enchants and 1 fortify smithing potion. Could you elaborate and/or correct any of my misunderstanding? much appreciated in advance.208.84.58.199 23:34, 30 November 2011 (UTC)
Apparently some people have a version where the enchant/alchemy loop was slightly nerfed. Instead of being able to initially enchant a set of Alchemy gear at +25%, they can only enchant it at +20%. Due to this, they can only get a maximum of +23% Alchemy gear before the loop stops producing results. When you start your enchant/alchemy loop, make a note of your initial Fortify Alchemy enchant. If it's +25%, then you're shooting for a maximum of +29% (if I remember right, that's three times through the loop). If it's +20%, then you'll only make it up to +23%. I'm pretty sure you can find more information over on the Enchanting talk page.
Also, I plan on testing this out tonight to make sure my numbers are 'good enough'. I'm also interested to know the answer to this question. I'll post the results of my in-game test later (probably five to six hours from now). --Fluff 01:38, 1 December 2011 (UTC)
I finished up my in-game testing. As I thought, my armor rating for the 130% Smithing potion loop was low by five points. I should have rounded after calculating the visible armor rating and gone from there. I suspect my other calculation is off by the same amount. However, it doesn't change the conclusion: without a single rank of Juggernaut or a shield, you won't hit the armor cap. --Fluff 05:12, 1 December 2011 (UTC)

I'm surprised.

So, I'm doing what I always do. Sneaking around, hitting things with my weapons. This is all fine and dandy. Now you're wondering why it is I'm posting here.

So, I hit some guy, and my heavy armor skill goes up. He's wearing all heavy armor. And, my skill was at 22 and went to 23, as if I read a skill book. I did not read a skill book. I killed some guy.

Someone please look into this? I'm quite distraught. Omnicloud7strife 01:27, 6 December 2011 (UTC) omnicloud7strife

I suspect that either your heavy armor skill wasn't what went up (probably more like a weapon skill) or the guy you hit, hit you back roughly at the same time. Hope this helps. -- Gerzanthulus 11:48, December 13 2011
Maybe he had the reflect damage heavy armor perk--119.224.93.247 03:24, 22 December 2011 (UTC)

Matching Set

Does matching set perk work also with artifacts? If, for example, I wear the ebony mail and ebony helm/gauntlets/boots, do I receive the +25% to the AR? — Unsigned comment by 79.50.5.145 (talk) at 18:45 on 9 December 2011

The easiest way to figure that out is to equip it all and write down (or remember) the amount of armor for one piece. Then unequip that same piece of armor, if the amount of armor on the piece decreases, then yes, you do get the bonus AR, if not, then you don't get the bonus. Hope this helps. -- Gerzanthulus 11:45, December 13 2011
Ebony Mail does not benefit from the Matching Set perk. In fact, Ebony Armor does not benefit from the Matching Set perk as of 1.3.7.0. This is most definitely a bug, but it remains to be seen whether the Ebony Mail (an artifact) is meant to work as a replacement for Ebony Armor. Kastagir 18:28, 20 December 2011 (UTC)
Has anyone tried to see if the ebony mail works with Daedric gauntlets/helm/boots, since it's a Daedric artifact? — Unsigned comment by Artemis Enterei (talkcontribs) at 03:23 on 21 December 2011
Ebony Mail does not work with full daedric(besides the body piece of course).Fbasaint80 19:41, 29 January 2012 (UTC)
I was messing around with skyedit and noticed that the values of matching set is actually 1.20(20%) and not 25% as in the skill description.41.29.226.52 11:13, 6 February 2012 (UTC)

Heavy Armor and Magic Use?

I've heard a rumor that casting spells while wearing any armor is not nearly as proficient as casting them without armor. In Oblivion that was made very apparent, but in Skyrim I've yet to see this. Regardless if I'm stark naked or wandering around in a full suit of Heavy Armor, my spells cost the same, do the same magnitude for the same duration, and my Magicka replenishes at the same rate. Is this just a rumor or is there any hard evidence to support this claim either way? I'm posting this under the Light Armor discussion page as well (Under the title "Light Armor and Magic Use?"), so feel free to copy / paste answers there to, to keep facts and evidence clear. Thank you. 6:47 AM 18, DEc 2011, (CST).

Can't say what the intention was until the code is public, but the evidence is in favour of "No, it makes no difference." It's not just your copy of the game, so either it's a global or extremely common bug, or armour isn't supposed to make a difference. Rather, the Mage Armor perk is the difference. 95.206.20.145 17:22, 24 December 2011 (UTC)

Easy but time consuming leveling of armor skills

With an armor rating of 200 or greater, you can get into a brawl, set the difficult to novice, and walk away. After a few hours of letting the NPC use you as a punching bag you should gain several levels and at least 30 skill levels. I'm not sure what armor rating you need to set it to apprentice and walk away fr the game as of yet but I'll post as soon as I do. (I'm actually doing this with light armor right now but you can start this earlier with heavy armor) — Unsigned comment by Artemis Enterei (talkcontribs) at 03:14 on 21 December 2011

Why is there no link to the armor items from the main page?

Intended or some sort of style/convention? --tox2ik 23:04, 24 December 2011 (UTC)

Does Matching Set need a Shield?

Do you need to have a Shield equipped to get the Matching Set bonus, or is it just the 4 Body slots that need to match? — Unsigned comment by 97.117.238.93 (talk) at 20:31 on 29 December 2011

Just the four body slots. --Fluff 22:26, 31 December 2011 (UTC)

Sneaky Character With Heavy Armor

I will start the game again and I wonder if I would benefit from heavy armor. I play a Nord who uses first sneak and bows and after this blade and destruction magic. If I use the steed standing stone can I use heavy armor for extra protection or I should stick to light armor? Please consider that I'm not the kind of player who waits the end game for results. I want to have benefits from the beginning of the game! Thank you. Blackjohnbird 00:00, 4 January 2012 (UTC)

Actually heavy armor will still make noise after using the steed standing stone; armor will only stop making noise if you get the sneak tree perk to silent your armor. If you want results right in the beginning of the game stay with the light armor; and in the end you will probably not want to change your set anymore; (nightingale's armor; cicero's armor; dragon scale armor). Just remember to get the perk that enables you to upgrade magical itens. ˜˜˜Eadan.
I'm not quite sure about the sneak because I started using heavy armor from the beginning of the game and it was extremely difficult to sneak (even impossible) and at around level four I found and used the steed standing stone and after this I think that my sneak was greatly improved! I will play the game a little more so I'm sure about it. Thanks anyway. Blackjohnbird 10:24, 6 January 2012 (UTC)
I play a heavy armor sneaker -- get the ebony mail as soon as you can (Eddie The Head 10:31, 6 January 2012 (UTC))
I played a lot of hours with steel heavy armor and sneaking around and even though my sneak skill isn't very good the steed stone seems to work wonders and I'm sneaking even better than wearing light armor! And the encumbrance boost is amazing for looting! Best stone ever! Blackjohnbird 23:11, 6 January 2012 (UTC)

what's the actual formula?

Does anyone know the actual formula for base armor rating + heavy armor skill --> final armor rating? How much AR does each point of skill add? — Unsigned comment by 184.34.53.147 (talk) at 13:34 on 6 January 2012

Gharol does train

I removed the "verification needed" tag, because Gharol did train me. I was at level 20 when it started. Apparently some people have wondered is she really is a trainer. They must have encountered her above her maximum ability to train. — Unsigned comment by 174.21.129.4 (talk) at 08:39 on 10 January 2012

Tower of Strength bugged

Tower of Strength does absolutely nothing at all. I tested this on the current version of the game (1.3.10.0) and with no mods running. It does not reduce stagger chance nor does it reduce stagger duration. I tested it against power attacks, bows (giving the guy a BowStaggerBonus value in the console), and the giant's stagger attack. I saw no difference between having and not having the perk active. I assume it's going to get slapped with a {{verification needed|}} tag right away, but I'm already sure it does nothing so I've added to the main page's bug list. You're free to test it yourselves, and I invite everyone to do that. I couldn't get it to ever once affect stagger chance or duration in any way from any source. For Tower of Strength's entry point to activate, you need to be wearing at least once piece of heavy armor and no light armor. Even so, I tested it both with only some heavy gloves and also when in full heavy armor. I also checked in the console on both of its conditions to make sure they were returning correctly (player.WornHasKeyword ArmorLight == 0 and player.WornHasKeyword ArmorHeavy == 1), so it seems to me the entry point used to change stagger chance is bugged and doesn't work. --SushiSquid 10:32, 12 January 2012 (UTC)

Not a bug

In the bugs section there is a paragraph that says ebony armour is unaffected by the 'conditioning' perk. This is definitely not the case on my PC, as if I remove my ebony armour when i'm just under the weight limit it adds the weight of the armour and I become over-encumbered.62.49.72.185 16:39, 12 January 2012 (UTC)

Also confirming Ebony armor is effected by Conditioning and correctly gives weight reduction. Thuraya Salaris 04:34, 21 January 2012 (UTC)
I would call that successfully patched.— Unsigned comment by 99.6.27.138 (talk) at 19:28 on 18 February 2012

Reflect Blows Perk

Will it work even if I'm not wearing a full set of Heavy Armor? I'm thinking of wearing all Daedric Armor except for the helmet for aesthetic reasons. — Unsigned comment by 180.191.126.94 (talk) at 08:03 on 7 February 2012

It shouldn't. 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet. --Velyanthe 21:40, 7 February 2012 (UTC)

Conditioning

The conditioning description is slightly ambiguous - it states that "Heavy Armor weighs nothing and doesn't slow you down when worn." Does this mean that Heavy Armor weighs nothing when worn, and also doesn't slow you down when worn. OR That Heavy Armor doesn't slow you down when worn, an additionally weighs nothing. The difference being that in the latter case, unworn armor doesn't weigh anything. I can't test this, as I don't have the perk, and I'm aware that this is how it's described in game, but I think it would be nice to clarify. 109.151.241.28 02:57, 23 February 2012 (UTC)

Without testing this, I'd be pretty shocked if your latter interpretation was true.--Ratwar 04:50, 23 February 2012 (UTC)
I don't know about Heavy Armor, but there is a similar glitch with Light Armor in that if you wear a piece of armor that is made weightless by the perk, then all armor of that type is weightless. For example, if you have 20 Glass Armors, and you wear one of them, then all 20 of them are weightless. ?• JATalk 04:59, 23 February 2012 (UTC)


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