You can have both racial and mighty. And new changes made flame damage talent useless for stamknight which is going to be meta in pvp since magicka is pretty much meh. That's why dunmers are upset. Is this so hard to grasp for you?Paragraphs help. I don't think you seem to get that 25% from mighty is bigger than 7% from your racial passive
You can have both racial and mighty. And new changes made flame damage talent useless for stamknight which is going to be meta in pvp since magicka is pretty much meh. That's why dunmers are upset. Is this so hard to grasp for you?Paragraphs help. I don't think you seem to get that 25% from mighty is bigger than 7% from your racial passive
You can have both racial and mighty. And new changes made flame damage talent useless for stamknight which is going to be meta in pvp since magicka is pretty much meh. That's why dunmers are upset. Is this so hard to grasp for you?Paragraphs help. I don't think you seem to get that 25% from mighty is bigger than 7% from your racial passive
Elaborate please? If anything these changes were made to IMPROVE stamknight..... Yeah you cant have both racial and mighty but at least now you get 25% from mighty instead of just 7% from racial. Now im geniunely wondering if im crazy...
You can have both racial and mighty. And new changes made flame damage talent useless for stamknight which is going to be meta in pvp since magicka is pretty much meh. That's why dunmers are upset. Is this so hard to grasp for you?Paragraphs help. I don't think you seem to get that 25% from mighty is bigger than 7% from your racial passive
Elaborate please? If anything these changes were made to IMPROVE stamknight..... Yeah you cant have both racial and mighty but at least now you get 25% from mighty instead of just 7% from racial. Now im geniunely wondering if im crazy...
Banner ulti, flames of oblivion and other class abilities that deal flame damage still get that 7% buff from dunmers....
I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
They finally fixed the Khajiit passive it seems in the PTS.
Now, the DPS gain from 8% crit is 4% minimum. It can be boosted upto 10% by increasing crit damage. The gain of DPS from 10% extra stamina is 2.2%. So statistically if the Khajiit passive works when DB goes live, Khajiit would be the best race.
So useful racial benefits are:
Khajiit : 4-10% extra DPS, 10% stamina regen at all times
Redguard : 2.2% extra DPS, 9% stamina regen in combat, Adrenaline rush which is equivalent to 7-14% stamina regen depending on how often you manage to proc it
Bosmer : 0.67% extra DPS, 21% stamina regen at all times
Imperial : 2.2 extra DPS, 10% more health
In the end, the overall result is not very different, regardless of class choice. If you are struggling with sustain, go Bosmer. You can balance DPS and sustain with Redguard. If your health is an issue go Imperial. If you can manage both health and sustain, and want to squeeze the best numbers out of your Stamina DK go Khajiit.
DUTCH_REAPER wrote: »I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
They finally fixed the Khajiit passive it seems in the PTS.
Now, the DPS gain from 8% crit is 4% minimum. It can be boosted upto 10% by increasing crit damage. The gain of DPS from 10% extra stamina is 2.2%. So statistically if the Khajiit passive works when DB goes live, Khajiit would be the best race.
So useful racial benefits are:
Khajiit : 4-10% extra DPS, 10% stamina regen at all times
Redguard : 2.2% extra DPS, 9% stamina regen in combat, Adrenaline rush which is equivalent to 7-14% stamina regen depending on how often you manage to proc it
Bosmer : 0.67% extra DPS, 21% stamina regen at all times
Imperial : 2.2 extra DPS, 10% more health
In the end, the overall result is not very different, regardless of class choice. If you are struggling with sustain, go Bosmer. You can balance DPS and sustain with Redguard. If your health is an issue go Imperial. If you can manage both health and sustain, and want to squeeze the best numbers out of your Stamina DK go Khajiit.
I don't know where your getting your numbers from man but a khajiit DK outfitted exactly the same as an imperial DK. The imperial will hit harder because he has more Stam = more dps. Just because crit is "increased from khajiit passive" does not mean more if the imperial is already around 50% plus popping a potion if need be. A crit is just double the non crit damage. At least that's what I thought. Could be wrong though.
Unless you have a different theory?
"Obsidian Shield: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds." Kinda happy about this. I feel with the duration down, it is more fair to everyone.
So could we please have a response about the projectile vomit animation that Noxious Breath has now? Along with the Searing Strike stam morph "poop claw" and the ultimate dubbed "rot flesh bubble"? There's a thread here that is also goes into a lot of discussion about the new animations.
@ZOS_GinaBruno when you have a moment? If one of those ever comes along lol
quadraxis666 wrote: »So could we please have a response about the projectile vomit animation that Noxious Breath has now? Along with the Searing Strike stam morph "poop claw" and the ultimate dubbed "rot flesh bubble"? There's a thread here that is also goes into a lot of discussion about the new animations.
@ZOS_GinaBruno when you have a moment? If one of those ever comes along lol
It really doesn't have a projectile vomit animation, your character does the exact same animation it always did for burning breath, all that's changed is instead of flame they have stolen the zombie mob puke effect, and it looks so ridiculous and out of place that I have no doubt it's a placeholder until they have the new effect ready.
Early days, the PTS hasn't even been up a week yet and there are a LOT of little unfinished looking things, this is surely one of them.
quadraxis666 wrote: »So could we please have a response about the projectile vomit animation that Noxious Breath has now? Along with the Searing Strike stam morph "poop claw" and the ultimate dubbed "rot flesh bubble"? There's a thread here that is also goes into a lot of discussion about the new animations.
@ZOS_GinaBruno when you have a moment? If one of those ever comes along lol
It really doesn't have a projectile vomit animation, your character does the exact same animation it always did for burning breath, all that's changed is instead of flame they have stolen the zombie mob puke effect, and it looks so ridiculous and out of place that I have no doubt it's a placeholder until they have the new effect ready.
Early days, the PTS hasn't even been up a week yet and there are a LOT of little unfinished looking things, this is surely one of them.
quadraxis666 wrote: »So could we please have a response about the projectile vomit animation that Noxious Breath has now? Along with the Searing Strike stam morph "poop claw" and the ultimate dubbed "rot flesh bubble"? There's a thread here that is also goes into a lot of discussion about the new animations.
@ZOS_GinaBruno when you have a moment? If one of those ever comes along lol
It really doesn't have a projectile vomit animation, your character does the exact same animation it always did for burning breath, all that's changed is instead of flame they have stolen the zombie mob puke effect, and it looks so ridiculous and out of place that I have no doubt it's a placeholder until they have the new effect ready.
Early days, the PTS hasn't even been up a week yet and there are a LOT of little unfinished looking things, this is surely one of them.
It does have the projectile vomit animation and it's not quite the zombie puke animation, I find it even more grotesque. It's a huge cone of both green vapor and small to medium splats of puke effect, all shooting out in less than a second like some kind of deranged Family Guy episode. It's completely out of touch with the class aesthetic, though I admit the damage type is fine since it's a decent boost to DPS.
DUTCH_REAPER wrote: »I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
They finally fixed the Khajiit passive it seems in the PTS.
Now, the DPS gain from 8% crit is 4% minimum. It can be boosted upto 10% by increasing crit damage. The gain of DPS from 10% extra stamina is 2.2%. So statistically if the Khajiit passive works when DB goes live, Khajiit would be the best race.
So useful racial benefits are:
Khajiit : 4-10% extra DPS, 10% stamina regen at all times
Redguard : 2.2% extra DPS, 9% stamina regen in combat, Adrenaline rush which is equivalent to 7-14% stamina regen depending on how often you manage to proc it
Bosmer : 0.67% extra DPS, 21% stamina regen at all times
Imperial : 2.2 extra DPS, 10% more health
In the end, the overall result is not very different, regardless of class choice. If you are struggling with sustain, go Bosmer. You can balance DPS and sustain with Redguard. If your health is an issue go Imperial. If you can manage both health and sustain, and want to squeeze the best numbers out of your Stamina DK go Khajiit.
I don't know where your getting your numbers from man but a khajiit DK outfitted exactly the same as an imperial DK. The imperial will hit harder because he has more Stam = more dps. Just because crit is "increased from khajiit passive" does not mean more if the imperial is already around 50% plus popping a potion if need be. A crit is just double the non crit damage. At least that's what I thought. Could be wrong though.
Unless you have a different theory?
1) Stamina scaling DPS - Stamina scales with 1 dmg per at least 8 stamina for highest scaling direct attack types (0.128 scale) and usually like 1 dmg per 12 stamina for average direct attack types (0.084 scale). For DoTs it is the same for the highest scaling ones (0.128). But for the rest it is 1 per 16 stamina (0.064 scale).
Now consider a character without racial passives at 36k stamina. With Imperial/Redguard extra stamina of 10%, he gets 3600 extra stamina. With it he will get 3600/12 or 300 extra damage if he uses low scaling direct attacks and 3600/8 or 450 extra damage if he uses high scaling direct attacks. Now consider he is running 2 high scaling DoTs (like Poison Injection) and 1 weak DoT, and 1 DoT that is unaffected by stamina (like Poison status effect and enchantment procs). He gets 3600/8*2 + 3600/16 or 900 extra total damage on high scaling DoTs and 225 on low scaling DoTs. Now most high scaling DoTs have durations of 9 secs and most low scaling DoTs have durations of around 5 sec. Then you get total of 900/9 + 225/5 or 145 DoT damage per second.
Average DPS of maxed Stamina DK without any racial bonus to DPS- 33k per second
Bonus DPS from max stamina increase passives of Imperial/Redguard = 300+125 to 450+125 = 425 to 575 depending on relative scaling of skills in his rotations
Bonus in percentage increase of DPS = 425/33000*100 to 575/33000*100 = 1.29% to 1.75%
Now if someone uses all high scaling direct attacks and DoTs, then they can get a 2.2% increase at max
Increase in DPS by Imperial/Redguard = 1.28-2.20%
2) Scaling of DPS by critical hit chance - Critical hits can increase the damage of DPS by a flat 50% on top of all other damage increase mechanics. The increase percent of the damage can also be boosted. This is a linear mechanic and affects the final damage of the hit, essentially overriding all other mechanics.
So minimum DPS increase by 8% extra crit chance of Khajiit = 8*50% = 4%
Now maximum critical damage bonus percentage for DKs = 50(base) + 19(7 legendary divides Shadow Mundus) + 25(Max Precise Strikes CP) + 30(Major Force) + 10(Minor Force) = 134%
So maximum DPS increase by 8% extra crit chance of Khajiit = 8*134% = 10.72%
Increase in DPS by Khajiit = 4-10.72%
@DUTCH_REAPER I think this will help you understand it.
Magicka DKs arent going anywhere, I promise. There will be some bandwagoners and some genuinely curious that swap back to stam, but Magicka is good, very good, and is going to stay that way.
So tired of chicken little posts regarding Magicka DK.
Heavy Armor Magicka DKs spamming Igneous shield, Harness Magicka, Healing Ward, Draw Essence, and Devouring swarm while essentially permablocking are going to be impossible to bring down. Mark these words.