The reason why your poison is so high is because you used the jarrin root. It is extremely deadly and I've seen potions with it that can go much higher. The wiki says that jarrin root and deathbell can make a poison of 2400 damage.
You should have saved it as there's no way to obtain a second jarrin root except through the console.
Through normally obtainable ingredients, the highest damage poison I was able to make (while wearing 5 pieces of fortify alchemy gear, including usage of the falmer helmet glitch, all necessary alchemy perks and alchemy skill at 100) was this:
This was done with these ingredients:
For some reason, crimson nirnroot makes the strongest damage health effect @221, all other combinations do not come close.
Assuming the target has no poison resistance, this will end up being roughly 384 instant damage. Here are combinations of damage health with other effects:
Crimson Nirnroot + Giant Lichen + Jazbay Grapes:
The ravage health comes handy since it lowers the max hp of a target so they cannot heal themselves to regain that hp.
Crimson Nirnroot + Imp Stool + Slaughterfish Eggs:
If you do not care about instant damage, this is probably the highest damage poison you can make in the game with over 500 poison damage.
And finally, for a fun experiment, here is what my maxed out alchemist can make with a jarrin root:
Roughly 12.8k damage(take that Alduin!)
Unfortunately, sneaky one shots are people using daggers (I use war axes from time to time as well) for the most part, not bows.
However, assuming the confirmed knowledge that you will never be able to drop all your targets in one hit has not stopped you from wanting to pursue an archer here are some pointers to consider.
- Sneak attacks are your openers.
- Just like an assassin doing a backstab, picking your initial location to start an engagement is key.
- Being able to slow your target is going to give you that much more time to deal with them. Consider the poisons that Eriuzo mentioned but more so, consider enchanting your bow with the highest charge lowest duration Frost you can get. With fast draw and good aim (which will get better the more you use it), you should be constantly pelting your target.
- Also consider the Paralyze enchantment in similar use to the frost above, you might want to fiddle with charges vs duration a bit more with this one however.
- Still go max sneak perks, as you will want to often be at range the entire time and being able to drop into a sneak to break targeting will be very helpful.
- Remember that Mobility is going to be very key for you, do not neglect stamina!
- If you find running around and shooting too tedious and just want to stare them down with your bow, remember you can block/bash with your bow.. Consider getting some of those perks to make your shoves matter more.
- Just as the mages' Impact perk is important for staggering, so too is the archery 50/50 stagger perk.
- Seek out +Bow gear as soon as you can, every little bit helps. (There is some in the Dark Brotherhood and its fairly short to get to, unlike the horse which seemed to take forever to get the second time around :))
- Consider high perked pick pocketing.. The best arrows in the game are fairly annoying to come by. Some of the ways to generate these arrows better are to go to places where people practice archery and steal all their arrows, especially their active one, and then give them a single Daedric arrow.. They will then shoot out an infinite number of these that you can simply pick up off the target. Note that I am still torn about this as this is -a lot- of perk points just to get arrows... Id almost say go to the fletcher, buy the arrows, save the game, kill the fletcher, reload the game and start the loop over as a more 'acceptable' way to overcome this.
Because possible enchantments on your weapon can play a pretty big part of how your character does what it does, consider doing the quest for Azura's star and turning it into the Black Star. Right now it can accept any soul and if you are taking out a bandit camp you can recharge every weapon fairly quickly with a grand soul they give you.
EDIT: Technically, there is a way within the game rules to make a bow powerful enough to one shot anything... but it is rather game breaking if you abuse the loop too much. Through Alchemy and Enchanting you can boost your smithing skill in an infinite loop. People have made weapons and armor with stats so high that it flips the internal value into the negatives (so, higher than 2.1 billion).
The technique to do this is commonly called the Restoration Loop
Best Answer
One - Okay, WITHOUT bonuses at all, the Master level frenzy spell, Mayhem, will effect enemies up to level 25. The following perks add to that level limit in the following amounts:
Animage (+8 on ANIMALS) Kindred Mage (+10 on HUMANS Rage (+12 for frenzy spells)
So with those perks, the level cap increases on Mayhem from 25 to 45 on animals and 47 on humans.
Illusion Dual-Casting doesn't work for Master level spells since they require both hands to cast, but it does for single hand spells, so lemme do the math again for the best single hand frenzy spell, Frenzy.
At base level, frenzy effects enemies up to level 14. Dual casting APPROXIMATELY doubles this number (the doubling happens before perks are applied), this brings it up to 24, 12 gets added from rage, making it 36, which makes 44 or 46 depending on types of enemies.
Something of note, Animage unlocks at 20 illusion, Kindred Mage at 40, and rage at 70, so you wouldn't be gaining all the perk bonuses until at least 70 illusion.
Two - Your illusion perks won't effect your potions. As for highest level for a potion, that's a hard number to pin specifics on, as there are a lot of factors that can be manipulated as well as a general vagueness of information about the potion creation process.
THAT SAID, the fact that you can get the level cap up to the high 40s with just perks alone means that you won't need the best possible potions to make it that your spells can effect any non-immune enemy in the game.
Three - Dragons are always immune to illusion regardless of what you do. Undead(Dragrs, Vampires, etc), Daedra, and mechanical constructs (Steam Centurions, Worker Spiders, etc) are all immune until you take the Master of the Mind perk at 90 illusion.