they do work, it's just that they're effected by the difficulty slider in an odd way. The game difficulty changes the 'Magnitude' of the poison which, in the case of regen poisons/potions, is the % value rather than the duration value. The other issue is that it affects the targets BASE regen statistic which means if they're wearing some type of 'magicka regen' enchantment (as most do) that will still allow them to regen.
Basically a -100% regen poison works perfectly fine on Adept but on Master difficulty it only does -50% damage regen so the target still regens magicka, albeit slower. It's all very silly.
they do work, it's just that they're effected by the difficulty slider in an odd way. The game difficulty changes the 'Magnitude' of the poison which, in the case of regen poisons/potions, is the % value rather than the duration value. The other issue is that it affects the targets BASE regen statistic which means if they're wearing some type of 'magicka regen' enchantment (as most do) that will still allow them to regen.
Basically a -100% regen poison works perfectly fine on Adept but on Master difficulty it only does -50% damage regen so the target still regens magicka, albeit slower. It's all very silly.
Thank you for the detailed and long comment and sorry for such a late reply.
To start off Vampire Lord wasn't something I used a whole bunch so I don't think I saw the effect take place very often, I do apologize for my mistake and i'll take it out ASAP.
"Racial abilities give Argonian characters 10 additional damage in unarmed combat. This does not include the 6 additional damage they hold in the code, giving Argonians a base damage of 20" This is taken from the Elder Scrolls wiki almost directly.
In regards to combat I think you've kind of missed the point a little, this isn't a tank, it isn't designed to do massive damage and it certainly doesn't use glitches (or enchanting) of any kind. This limits the options severely but I had no problems with hit-and-run tactics.
Poison of the Fallen is a mistake that I'm not entirely sure on but I'll change that and thanks for pointing it out. I did however mention different poisons if only briefly and that has more to do with a combination of my lack of real knowledge and my dislike of having a lot of technical information in my builds. I figure most people either are more knowledgeable about alchemy, know how to look them up or are like me and mostly just mix stuff together and hopes it works out
I again thank you for being more critical as it's something that iv'e needed lately.
As for your suggested potions Fortify Marksman is useless for this build (I used a wooden sword I don't need damage), Block could have been used but I was trying to keep the AR low, Magic Resists could have been useful but I felt that Spell-breaker and Elemental Protection were good enough for magical defense, Ravage Poisons were mentioned and Invisibility and Fortify Sneak would be fairly useless (sneak is OP anyway).
And well the Mystic Turning Gloves were chosen because they've always looked great to me, no other reason.
Thank you for the detailed and long comment and sorry for such a late reply.
To start off Vampire Lord wasn't something I used a whole bunch so I don't think I saw the effect take place very often, I do apologize for my mistake and i'll take it out ASAP.
"Racial abilities give Argonian characters 10 additional damage in unarmed combat. This does not include the 6 additional damage they hold in the code, giving Argonians a base damage of 20" This is taken from the Elder Scrolls wiki almost directly.
In regards to combat I think you've kind of missed the point a little, this isn't a tank, it isn't designed to do massive damage and it certainly doesn't use glitches (or enchanting) of any kind. This limits the options severely but I had no problems with hit-and-run tactics.
Poison of the Fallen is a mistake that I'm not entirely sure on but I'll change that and thanks for pointing it out. I did however mention different poisons if only briefly and that has more to do with a combination of my lack of real knowledge and my dislike of having a lot of technical information in my builds. I figure most people either are more knowledgeable about alchemy, know how to look them up or are like me and mostly just mix stuff together and hopes it works out
I again thank you for being more critical as it's something that iv'e needed lately.
As for your suggested potions Fortify Marksman is useless for this build (I used a wooden sword I don't need damage), Block could have been used but I was trying to keep the AR low, Magic Resists could have been useful but I felt that Spell-breaker and Elemental Protection were good enough for magical defense, Ravage Poisons were mentioned and Invisibility and Fortify Sneak would be fairly useless (sneak is OP anyway).
And well the Mystic Turning Gloves were chosen because they've always looked great to me, no other reason.
To add onto James's notes on unarmed damage, if you perked 'fists of steel' from the heavy armor tree, and equipped a pair of high end gauntlets (ebony, daedric, dragonbone, etc), your unarmed damage would get a nice boost based off the base armor rating of the gauntlets worn. You also might as well enchant those gauntlets with fortify unarmed damage. You can still gain +5 unarmed damage using a grand soul gem even without an investment into enchanting.
Additionally, since this character is an alchemist, you might as well invest in some fortify marksmen potions. Fortify marksmen potions actually improve the damage dealt from all sources, to include bashes and unarmed strikes. You could easily at 100% additional damage to your strikes at higher levels.
To add onto James's notes on unarmed damage, if you perked 'fists of steel' from the heavy armor tree, and equipped a pair of high end gauntlets (ebony, daedric, dragonbone, etc), your unarmed damage would get a nice boost based off the base armor rating of the gauntlets worn. You also might as well enchant those gauntlets with fortify unarmed damage. You can still gain +5 unarmed damage using a grand soul gem even without an investment into enchanting.
Additionally, since this character is an alchemist, you might as well invest in some fortify marksmen potions. Fortify marksmen potions actually improve the damage dealt from all sources, to include bashes and unarmed strikes. You could easily at 100% additional damage to your strikes at higher levels.