Can someone post the mathematics of focusing on criticals v/s straight spell damage at the point where the rank 30 champion points are unlocked? Lets assume major sorcery gives 20% damage and major prophecy gives 10% crit. Maybe I am wrong but it seems you have to forego too much to get to the breakeven point where crit chance/damage outweigh straight spell damage. In addition, since 99% of PvE go down at around 5 or less hits, the math for crits only seems to support longer boss fights.
danielpatrickkeaneub17_ESO wrote: »Can't do the math for you but crits are pretty much for PVP as far as I've seen.
Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Elijah_Crow wrote: »Wow. Odd answers.
There are three stats to focus on.
1. Weapon Damage/Spell Damage (depending on if you are Magicka or Stamina) (Warrior/Apprentice Mundus respectively)
2. Critical Strike Chance (Theif Mundus)
3. Critical Strike Damage (Shadow Mundus)
You want to ideally get your Crit Chance to 50%. At that point additional crit is less important than the other two stats. You want to have solid Weapon Damage/Spell Damage (at level cap about 1700 Spell or 2200 Weapon Damage) and then start increasing the amount of Critical Damage you do, so your crits hit harder.
You can also increase strike chance through a champion point passive and crit damage through champion points actively spent.
Priority is Crit Chance, then damage, then crit damage.
Hope that helps.
lolo_01b16_ESO wrote: »If you are no nb, don't use the shadow mundus and don't have any cp in increased critical damage, every 1% crit will increase your average dps by 0.5%.
Calculating the damage increase from spell damage is more difficult, as it depends on your maximum magicka.
Damage = (max magicka + spell damage * 10.46) * base value of the skill
Elijah_Crow wrote: »Wow. Odd answers.
There are three stats to focus on.
1. Weapon Damage/Spell Damage (depending on if you are Magicka or Stamina) (Warrior/Apprentice Mundus respectively)
2. Critical Strike Chance (Theif Mundus)
3. Critical Strike Damage (Shadow Mundus)
You want to ideally get your Crit Chance to 50%. At that point additional crit is less important than the other two stats. You want to have solid Weapon Damage/Spell Damage (at level cap about 1700 Spell or 2200 Weapon Damage) and then start increasing the amount of Critical Damage you do, so your crits hit harder.
You can also increase strike chance through a champion point passive and crit damage through champion points actively spent.
Priority is Crit Chance, then damage, then crit damage.
Hope that helps.
Er WHAT? 1700 spell damage at vr16? You're kidding right? That wouldn't even tickle someone in pvp, let alone kill anything in pve
Most stam builds are hitting 4.5-5k weapon damage, and you're average magicka build is hitting 3.5-4k spell damage (I'm at 4k buffed)
ShadowDisciple wrote: »crit chance is always either hit or miss...its a high risk high reward playstyle always... in PvE crit chnc is preferable...in pvp max dmg is much more significant... max dmg + armor pen = damage for stam users in pvp... then when you crit its preety rewarding and much more stable..
Bassically with stacking dmg spell/weapon power you remove the RNG element in dealing dmg..50% crit chance doesent mean every other attack will crit...and thats esspecially true for pvp where crit is further mitigated
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Elijah_Crow wrote: »Wow. Odd answers.
There are three stats to focus on.
1. Weapon Damage/Spell Damage (depending on if you are Magicka or Stamina) (Warrior/Apprentice Mundus respectively)
2. Critical Strike Chance (Theif Mundus)
3. Critical Strike Damage (Shadow Mundus)
You want to ideally get your Crit Chance to 50%. At that point additional crit is less important than the other two stats. You want to have solid Weapon Damage/Spell Damage (at level cap about 1700 Spell or 2200 Weapon Damage) and then start increasing the amount of Critical Damage you do, so your crits hit harder.
You can also increase strike chance through a champion point passive and crit damage through champion points actively spent.
Priority is Crit Chance, then damage, then crit damage.
Hope that helps.
Er WHAT? 1700 spell damage at vr16? You're kidding right? That wouldn't even tickle someone in pvp, let alone kill anything in pve
Most stam builds are hitting 4.5-5k weapon damage, and you're average magicka build is hitting 3.5-4k spell damage (I'm at 4k buffed)
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
You can't make a blanket statement like that because it's absolutely not true. That post is the most excessively and totally unnecessary bit of math I've seen on these forums....and all for something as simple as trying to ascertain what mundus is best for a player. It is also is full of some assumptions you cant make in PvP.
Surprisingly, a lot of people will look at their Crit Chance % in character stats, think, "I'm above 50% so let's switch Mundus to Shadow" not realizing that it was the Thief Mundus that got them above 50%. So they switch, now suddenly their Crit Chance drops way below 50%.
I think it's important for people to understand that the 50%+ Crit Chance needs to be based upon not using the Thief Mundus. Also, I know many use Fighters Guild skill Expert Hunter to boost their crit, but they also need to keep in mind that they need to keep this slotted on BOTH bars if they want high crit on both weapons. Makes me wonder how many people bother to check both weapon stats or just look at one and assume it includes both weapons.
Elijah_Crow wrote: »Wow. Odd answers.
There are three stats to focus on.
1. Weapon Damage/Spell Damage (depending on if you are Magicka or Stamina) (Warrior/Apprentice Mundus respectively)
2. Critical Strike Chance (Theif Mundus)
3. Critical Strike Damage (Shadow Mundus)
You want to ideally get your Crit Chance to 50%. At that point additional crit is less important than the other two stats. You want to have solid Weapon Damage/Spell Damage (at level cap about 1700 Spell or 2200 Weapon Damage) and then start increasing the amount of Critical Damage you do, so your crits hit harder.
You can also increase strike chance through a champion point passive and crit damage through champion points actively spent.
Priority is Crit Chance, then damage, then crit damage.
Hope that helps.
Er WHAT? 1700 spell damage at vr16? You're kidding right? That wouldn't even tickle someone in pvp, let alone kill anything in pve
Most stam builds are hitting 4.5-5k weapon damage, and you're average magicka build is hitting 3.5-4k spell damage (I'm at 4k buffed)
Average magicka build has 3.5k-4k spell damage? LOL maybe if you play a sorc. But then again your everyday average magicka build is most likely a sorc anyways.
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Elijah_Crow wrote: »Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
You can't make a blanket statement like that because it's absolutely not true. That post is the most excessively and totally unnecessary bit of math I've seen on these forums....and all for something as simple as trying to ascertain what mundus is best for a player. It is also is full of some assumptions you cant make in PvP.
Obviously the math was too difficult for you to follow and it is some of the better math ever posted. Not only is the math right I've tested in game with short burst and sustained damage and it's correct. The rest of the math in your post is completely off and off due to Mundus stone values changing.
Next time you want to criticize, why not back it up with some new information (or at least correct info) that might add something of value to the op's original question. Where did the OP ask anything about PvP? Troll.
That's also fully buffed. A sorc can get around 3200 unbuffed. A Templar with that much spell damage has very little regen.Elijah_Crow wrote: »Wow. Odd answers.
There are three stats to focus on.
1. Weapon Damage/Spell Damage (depending on if you are Magicka or Stamina) (Warrior/Apprentice Mundus respectively)
2. Critical Strike Chance (Theif Mundus)
3. Critical Strike Damage (Shadow Mundus)
You want to ideally get your Crit Chance to 50%. At that point additional crit is less important than the other two stats. You want to have solid Weapon Damage/Spell Damage (at level cap about 1700 Spell or 2200 Weapon Damage) and then start increasing the amount of Critical Damage you do, so your crits hit harder.
You can also increase strike chance through a champion point passive and crit damage through champion points actively spent.
Priority is Crit Chance, then damage, then crit damage.
Hope that helps.
Er WHAT? 1700 spell damage at vr16? You're kidding right? That wouldn't even tickle someone in pvp, let alone kill anything in pve
Most stam builds are hitting 4.5-5k weapon damage, and you're average magicka build is hitting 3.5-4k spell damage (I'm at 4k buffed)
Average magicka build has 3.5k-4k spell damage? LOL maybe if you play a sorc. But then again your everyday average magicka build is most likely a sorc anyways.
My imperial magicka templar is hitting 3800 spell power, he's going to gain 120 more from the julianos set come Orsinium, currently using vr15 gear and vr16 swords.
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Ezareth is right. Base damage has the highest priority.
You will NEVER always land critical hits and if you land one, its damage will be lower if your base damage is not decent.
Base damage is the most important thing, as it highly increases the strenght of your non crit attacks AND the strenght of your crits. Because each base damage point is increased by at least 50% when you critical hit.
I would always increase my spell or weapon damage as high as possible. For pve, AT LEAST 4000 spell damage (fully buffed) is a must, up to 5000+ is possible. Weapon damage is even higher.
Templar reaches the highest spell damage in the average spell caster setup, because he has access to minor spell damage buffs.
Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Ezareth is right. Base damage has the highest priority.
You will NEVER always land critical hits and if you land one, its damage will be lower if your base damage is not decent.
Base damage is the most important thing, as it highly increases the strenght of your non crit attacks AND the strenght of your crits. Because each base damage point is increased by at least 50% when you critical hit.
I would always increase my spell or weapon damage as high as possible. For pve, AT LEAST 4000 spell damage (fully buffed) is a must, up to 5000+ is possible. Weapon damage is even higher.
Templar reaches the highest spell damage in the average spell caster setup, because he has access to minor spell damage buffs.
Not really
If a sorc slots 5 skills. They get 10% boost.
Minor sorcery gives us 5%
In a group sorcs also gets that 5% Giving highest achieveable spell damage

Elijah_Crow wrote: »Maxing damage in this game to date has always trumped maxing Crit.
Out of the 3 primary damage attributes you can acquire as a non-5 piece set bonus crit has always performed the worst
Damage > Base Attribute > Crit
Thankfully the choices are not always mutually exclusive so you can put together a build that utilizes all but the above order of precedence will lead you to a maximum damage build.
That's not true. I will site a well known example for comparison, and feel free to look up the math. It's in a post on the Combat and Character Mechannics forum. (I will edit and link)
When your Critical Strike Chance is 50% or greater, then the Shadow Mundus (Crit Damage) is better than the Warrior Mundus (Straight Weapon Damage and the same could be said for spell damage).
http://forums.elderscrollsonline.com/en/discussion/200518/warrior-vs-shadow-mundus-stone
Ezareth is right. Base damage has the highest priority.
You will NEVER always land critical hits and if you land one, its damage will be lower if your base damage is not decent.
Base damage is the most important thing, as it highly increases the strenght of your non crit attacks AND the strenght of your crits. Because each base damage point is increased by at least 50% when you critical hit.
I would always increase my spell or weapon damage as high as possible. For pve, AT LEAST 4000 spell damage (fully buffed) is a must, up to 5000+ is possible. Weapon damage is even higher.
Templar reaches the highest spell damage in the average spell caster setup, because he has access to minor spell damage buffs.
Not really
If a sorc slots 5 skills. They get 10% boost.
Minor sorcery gives us 5%
In a group sorcs also gets that 5% Giving highest achieveable spell damage
What did you even just say?