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Trait values

Greed171
Greed171
Hi everyone!

As a min-maxing endgame focused player I'm trying to find the best itemization for my character upon reaching endgame. I have been viewing some materials posted by other players but have been unable to find a list of values for weapon trait percentages (particularly purple/gold tier). Does anyone have such a list?
  • Kuratla
    Kuratla
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    I've been too stingy with my improvement mats to use any other than some honing stones to get green tier weapons so I couldn't tell you how it increases from white to green to blue to purple to gold. All I know for now is that the trait bonuses do increase as you tier up (along with the base weapon damage or armor's armor value). I'd be interested to see such a list as well.
    V14 Templar Argonian Healer, V12 DK Orc Tank, V2 Sorcerer High Elf DPS, V1 Templar Breton DPS, V1 Nightblade Bosmer DPS, and 3 low levels.

    Check out my ESO journal["http://forums.elderscrollsonline.com/discussion/66004/kuratla-s-eso-journal"]
  • Greed171
    Greed171
    Yeah. I'm theory crafting (theory scrolling?) to see what I need to cap magicka and magicka regen if I put 49 in health, so I was wondering specifically what the infused amount is at gold quality.

    While I'm here, does anyone know how food and potion buffs interact with caps? There were some suggestions that these buffs exceeded soft caps without getting diminishing returns.
  • Lupinemw
    Lupinemw
    ✭✭✭
    Try using ESOHEAD it has a blacksmith simulator on it. I've found it very handy for when I'm trying to work out what level its best to be recrafting items or even for being able to work out what material I might need for a certain level item request.
    Elysium
    EU Casual Mature Daggerfall Covenant Guild

    Would you like to know more?! Check us out below
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  • Greed171
    Greed171
    That's very helpful but I think the trait values are off. The green infused % is higher than they showed legendaries.
  • Beryl
    Beryl
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    I can try to help with some values (have some items crafted up to purple quality and if you put it into the improvement slot - you see the golden value. No need to craft it)

    2h weapon (I use staves only)
    Infused:
    13% / 16% / 19% / 22% / 25%
    Sharpened:
    12% / 14%

    Armour
    Inpenetrable:
    80 / 90 / 100
    Reinforced:
    7% / 8%
    Well-fitted:
    3% / 4%
    Infused:
    17% / 20%
    Divines:
    7% / 8%
  • Greed171
    Greed171
    Dude you're awesome thank you!
  • Greed171
    Greed171
    Do we know actual values for mundus stones btw? And how do Passives like +% max magicka interact with our gear?
  • Beryl
    Beryl
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    Greed171 wrote: »
    Do we know actual values for mundus stones btw? And how do Passives like +% max magicka interact with our gear?

    I wish to know the answer for this question myself. I use Mage buff for more raw magicka. Last time I checked (and it was way before I reached lvl50) it gave me about 80 magicka without any divine gear.. I think, would not swear though. Since that moment I was too lazy to keep running between different stones recording the values. Maybe it is something to do at Vet rank 10 while waiting for new content :)

  • Greed171
    Greed171
    Yeah, I just got vet 1 and haven't quite finished main quest so it will be a while before I'm doing projects like that.

    According to my calculations we can max mregen and magicka with helm+chest+pants+1xSmall on magicka with infused and one piece of jewelry on mregen. The rest will go to reduce spell cost as available and more hp after that (I see no reason for caster dps or healers to have any more stamina than base). Spell power is also a consideration but I'm not sure how much that's worth without more info. For weap I'll be taking infused mana drain I think.

    Note: magicka capping assumes food and probably high elf racial.

    I expect to be using the ritual mundus stone for %heal increased.

    Ps: Is there a better forum for me to be posting full character build discussions?
  • rtx
    rtx
    ✭✭✭
    Weighted bow:
    2%/4%/8%/no idea/no idea.
    Weighted 1h sword:
    2%3%/?/?/?.
  • Greed171
    Greed171
    Legendary weighted is 12% for bows. Saw one linked in game.
  • Greed171
    Greed171
    Seems reasonable to assume even increments on these, based on the few sets of full data we have, we can probably extrapolate from the rest unless they are disproved.
  • Greed171
    Greed171
    Therefore I expect weighted 1h to be 2/3/4/5/6. Are you sure it starts at 2? That seems lower than I remember.
  • Celless
    Celless
    ✭✭✭
    Seeing the other recent thread, thought I would compile the data I have so far.

    May need someone to double check the values in case I got cross-eyed and typo'd, but this is what I have so far.

    1H Handed Weapons
    5jEMMjm.png

    2H Handed Weapons
    PSyRIU4.png

    Armor and Shields
    zVsBkIa.png
    Edited by Celless on May 7, 2014 5:59PM
  • ishilb14_ESO
    ishilb14_ESO
    ✭✭✭✭
    Last time I actually measured values for The Lord (health), The Mage (Magicka), and The Tower (Stamina), which was at VET 5, The values for me, with no Divines gear, were 100 health increase (Lord), 108 magicka (Mage), 105 stamina (Tower). So if you did want a raw stat increase, it would be better to pick magicka or stamina because they give you a way higher ratio than the lord when you consider that attribute points and glyphs give you 15:10 health to magicka/stamina ratio.
    Original DC #Bloodthorn2014
    CoFounder - Terror
    Officer - Mega Best Friends
    Officer - Eminent Gaming


  • Zeeed
    Zeeed
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    ishilpatelb14_ESO so looking at that One Divines is lets say 8 extra magika/item and infused will be around 7/item excluding chest helmet legs where infused is no brainer :).
  • Greed171
    Greed171
    That listing is exactly what I was hoping to see. Thanks very much. I believe it to be completely accurate as well. We should probably get those stickied somewhere.
  • Natjur
    Natjur
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    At V10, if your wearing Gold armor with a Gold enchantment, you will normally be at the magic and stamina soft caps,

    This makes the choice of traits change a lot

    Armour
    Reinforced: If you are wearing two pieces of heavy, you should be at the armor soft cap also, so again, no point in this one
    Well-fitted: End game, you have lots of stamina, so again, I personelly see no point in this one
    Infused: Looks good, but normal Gold enchantments will get you to the caps anyway, so no need to increase it even more
    Divines: This is what most people are going for.

    (1) You can change your build my just clicking on a new mundus stones, you don't have to change your armor.
    (2) Most stats have soft caps, but some mundus stones bonuses do not
    (The Ritual :Increases healing effectiveness)

    At the moment, in my view, at end game if your going for Gold armor with a Gold enchantment, Divine is the only trait worth it at the moment.

    But I would love to hear from other V10 and what they think is better. I would love to know if Impenetrable is worth using, I normally do range and spell reflect, but I can see this would be useful in PVP and tanking, but have not used it myself
    Edited by Natjur on May 13, 2014 9:09PM
  • thelg
    thelg
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    It would be amazing to understand what impenetrateable exact effect is. It seems like it would be amazing vs specs who heavily rely on crit surge
  • Natjur
    Natjur
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    thelg wrote: »
    It would be amazing to understand what impenetrateable exact effect is. It seems like it would be amazing vs specs who heavily rely on crit surge
    NPC never appear critical hit (viewing the logs), but they do more damage if they hit you from behind.
    So impenetrateable would appear to be good in PVP, but if your range and have escape skills... I still think divine would be better.
  • Greed171
    Greed171
    Do we have a definitive answer on whether they crit? I have stated that mobs never seem to and I was shouted down and told that they absolutely crit.
    Edited by Greed171 on May 14, 2014 5:42PM
  • huntgod_ESO
    huntgod_ESO
    ✭✭✭✭✭
    Gonna throw my $.02 behind Divine at VR levels, everything else is pretty easy to cap, even in green gear, and the return definitely is superior going with divine over infused on everything but chest/legs. So even leveling up I think Divine trumps Infused on except for for chest/legs which give full glyph benefit.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • Natjur
    Natjur
    ✭✭✭✭✭
    Gonna throw my $.02 behind Divine at VR levels, everything else is pretty easy to cap, even in green gear, and the return definitely is superior going with divine over infused on everything but chest/legs. So even leveling up I think Divine trumps Infused on except for for chest/legs which give full glyph benefit.
    Helm and Shield also give full but I do see your point. Boots, Shoulders, Belts and Gloves give 40%, so infused is even less useful on them, while divine gives the same % no matter which slot its used on.
    Edited by Natjur on May 15, 2014 12:23AM
  • SexyVette07
    SexyVette07
    ✭✭✭
    Does anyone happen to know how much crit the Thief mundus gives? Its being fixed in 1.1 to give spell crit as well. I run a critical surge build so im considering making all divines. If not, ill do divines on the lesser pieces
    Edited by SexyVette07 on May 15, 2014 6:55AM
  • huntgod_ESO
    huntgod_ESO
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    I think Thief is 5% I ran around with it for a week before I found out it was broken and then went back to Mage.

    I forgot about shield and I thought helm gave 40%...guess not.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • LordNowe
    LordNowe
    ✭✭
    Divines looks good in game, but I'm not so sure on paper...

    Increases the Mundus Stone effect by 8% when the item is Legendary quality.

    Let's take a look at this. I use the Thief Mundus...5% chance to crit.

    If we do 5+8%, then take each answer and add another 8% of that answer back into it, which is assuming that's how it works, you get a total value of 8.5691% (this value has been rounded), with some more remainder. This would be a lot worse if it was multiplicative.

    I'm not in-game to test the effects of other mundus stones, and since all I can find online are "Increases X" and not values, I can't speak to them.

    To me, 3% crit worth of the "Divines" trait, if I crafted it onto all 7 pieces of my armor isn't necessarily worth it. I can get better crit just by crafting the Willow's Path set. Is it nice? Yeah, ok maybe. Is it necessary? Nope, unless I'm trying to max out my crit chance. Granted, my additive math here may be incorrect (someone please correct me if it's wrong).

    So, as a light armor user, for me it would be a choice between Divines for that extra 3%~ish crit chance, or an increase in armor by oh-so-much, I'm more liable to take the armor, unless I hit the softcap through enchants (which I can do as well, in which case the 3% chance to crit becomes more beneficial to me).

    However, on health, magicka, and stamina...I'm not sure at what rate those 3 are given from the mundus stones, but you can often cap those anyways, so there's no point using a mundus stone for them...

    Infused is useful for items that allow you the grand enchant slots (Head, chest, legs), and even then you can hit softcap just from the items without infused (Infused may be useful if you plan on a grand enchant slot for different main stats).

    Impenetrable may only useful in PvP. I have never seen an enemy mob crit. It depends on what the fixed number amounts to resist crit means, as I'm not sure what that would exactly translate to.

    Sturdy is useless, and a waste of a trait, imho. Armor's going to decay even when you aren't dying.

    Well Fitted is useless, as already stated.

    Exploration is eh...nope.

    Training is good only if you're starting on a new line of items (IE heavy armor training when all you've used is light armor).

    Reinforced, the argument could be made that it'd be useful. But again, it depends on if you can hit the armor softcap in other ways. Generally, heavy armor and its passives is one way. Enchanting jewelry is another. So if you don't really have to use it, Divines may exceed the usefulness of Reinforced.

    So really, the argument could be made that there really is only one or two "Useful" traits on armor, and the rest are just "meh".
  • huntgod_ESO
    huntgod_ESO
    ✭✭✭✭✭
    You can willows AND still put divines on the armor pieces...regardless of that though, the argument was taking divine over infused on pieces OTHER than chest, pants and apparently helm. The other clothing pieces only grant 40% of the glyph value, which is then bumped a small amount by infused. If you are using it for stats (magicka, health or stam) the return is better to go with divine and the appropriate mundus. Your return is higher, it does not however allow you to spread that bonus out or mix and match. But if you dump all your stat pts into one or two stats, and are using enchants to balance it out, the return is better using divines and the proper mundus than infused and a stat glyph.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • LordNowe
    LordNowe
    ✭✭
    If you are doing it solely for the purpose of the main stats, then yeah, divines + Mundus stone of that stat will almost always win over Infused +Glyph. That isn't to say that you can't still glyph those pieces for that stat, or another stat you're trying to balance it with.

    However, on some of the other stones (Thief, Lady, Lord, Warrior, etc) that don't affect the 3 main stats, it comes down to:

    1. Are you OK with the base bonus of that mundus?
    2. Do you need more of a certain core stat (HP,MP,SP)?

    If the answer to 1 is no, go with Divines. If yes, go with Infused. The answer to 2 is a bit more convoluted. It depends on how much more of that core stat you want/need. At that point, it would be better to figure out the numbers before crafting (Measure twice, cut once mentality). Especially if you want to min/max those numbers as much as possible.
  • LordNowe
    LordNowe
    ✭✭
    Ok, so I've reworked my numbers from above. If we added all of the divines across the gear up before multiplying we'd have a 56% increase on a 5% trait or...

    5*2.8 = 14% crit chance.
    This would be the additive values of the gear.

    8.5691% is the multiplicative value.

    I hate not being able to edit.
  • Greed171
    Greed171
    You could test this with whites if someone were willing to sacrifice four sapphires for science!
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