Maintenance for the week of October 28:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 1, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/668104/

Patch 1.3 soft caps stats

  • Atreyu
    Atreyu
    ✭✭✭
    edit: oh and @Atreyu just saw your screen, same question to you. How did you get above 130?


    if your campaign alliance holds a lot of castle in cyrodill u get a bugg that gives u 5% more weapon and spell power.


    (on top of that I was using 2x 13 and 1x 12 spell dmg jewelry)
    Atreyu - VR14 - DK
  • Jaxom
    Jaxom
    ✭✭✭✭
    In stealth my nb sits at 146 spell damage due to the 10% passives we get. Without the passive in still at 133 spell damage.
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    Why bother adding a ton of spell power bonuses if you're going to lower the spell power soft cap? The whole point of increasing soft caps is that people don't like feeling like their stats are going to waste. It will be so trivial to reach the spell power soft cap that you may as well just remove spell power as a stat and set everyone to 130 spell power.
  • Atreyu
    Atreyu
    ✭✭✭
    Why bother adding a ton of spell power bonuses if you're going to lower the spell power soft cap? The whole point of increasing soft caps is that people don't like feeling like their stats are going to waste. It will be so trivial to reach the spell power soft cap that you may as well just remove spell power as a stat and set everyone to 130 spell power.

    well the point tho it's also giving you the choice to softcap spell dmg trough spell dmg on set and have something else (like reduce magicka for an example) on jewels.

    Or the contrary.
    Edited by Atreyu on 11 July 2014 14:40
    Atreyu - VR14 - DK
  • Maverick827
    Maverick827
    ✭✭✭✭✭
    Atreyu wrote: »
    Why bother adding a ton of spell power bonuses if you're going to lower the spell power soft cap? The whole point of increasing soft caps is that people don't like feeling like their stats are going to waste. It will be so trivial to reach the spell power soft cap that you may as well just remove spell power as a stat and set everyone to 130 spell power.

    well the point tho it's also giving you the choice to softcap spell dmg trough spell dmg on set and have something else (like reduce magicka for an example) on jewels.

    Or the contrary.
    You'll still need at least two +13 rings to reach the spell power cap anyway.
  • killedbyping
    killedbyping
    ✭✭✭✭
    olsborg wrote: »
    Yea thats a nerf to my spelldamage. Its already 131 on live, and this would softcap me already...hmm I dont like it, but I guess I'll live....*pout*
    @olsborg‌

    Can you give me a hint how you've done that? Right now the only way to get SP is by enchants on rings and amuletts, max 13 per piece. Which is 39 on all three. Which equals in 130 SP (91 base + 39).
    Just want to know what I missed here...


    edit: oh and @Atreyu just saw your screen, same question to you. How did you get above 130?

    My base is 100 -.-
  • Baphomet
    Baphomet
    ✭✭✭✭✭
    The way that I read it is that everybody will have greater survivability in combat due to the greatly increased regen caps and that burst damage will be less effective as a result. The regen rates have been increased significantly while the attribute caps only have been increased to a lesser extend. That means that people will most likely live longer on the battlefield and that it takes more skills and less spammage to take down opponents. I like this change.

    Secondly, the increased cap to weapon damage compared to spell damage means that weapon abilities will get a big damage boost (unfortunately this will also apply to critical surge + pulsar spammers). But still, it is possitive. Snipe can already hit for ~1200 dmg, executioner for ~1000 dmg, flying blade ~900 dmg, critical charge ~700 dmg. Can't wait to say hello to a 1000 dmg wrecking blow :)
    Edited by Baphomet on 11 July 2014 16:48
    - The Psijic Order
    - TKO
    - Dominant Dominion
    - The Noore
  • frwinters_ESO
    frwinters_ESO
    ✭✭✭✭
    That armor has to be raised to give medum and heavy armor a chance to be viable. If people are reaching softcap on light armor and everyone is running magicka builds its just silly.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Bashev wrote: »
    Here you can see the new soft caps of the stats.
    PvP
    u2fKk1i.png
    PvE
    4hXHXla.png
    Atreyu wrote: »
    Xnemesis wrote: »
    can you post a comparison between PTS and Live?

    here are LIVE

    W3tWtuq.png


    So basically everything is getting raised, except for Spell Damage which is getting nerfed.
    Meanwhile they are adding in gear sets with bonuses that increase the Spell Damage stat.

    Well, I guess I can just change my jewelry enchantments around.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    Baphomet wrote: »
    The way that I read it is that everybody will have greater survivability in combat due to the greatly increased regen caps and that burst damage will be less effective as a result. The regen rates have been increased significantly while the attribute caps only have been increased to a lesser extend. That means that people will most likely live longer on the battlefield and that it takes more skills and less spammage to take down opponents. I like this change.

    Secondly, the increased cap to weapon damage compared to spell damage means that weapon abilities will get a big damage boost (unfortunately this will also apply to critical surge + pulsar spammers). But still, it is possitive. Snipe can already hit for ~1200 dmg, executioner for ~1000 dmg, flying blade ~900 dmg, critical charge ~700 dmg. Can't wait to say hello to a 1000 dmg wrecking blow :)

    The increased cap to weapon damage compared to spell damage is not as large of a change as you seem to think.

    The spell damage cap got reduced to just around the max you can get it to now, so not much of a loss for most if any at all. The weapon damage cap got increased by what, 11? Making it still pretty easy to hit the soft cap with it.

    The way I see it, with this change hitting the soft cap with spell damage is just made closer to as easy as it is to hit the soft cap with weapon damage.

    On a side note, my wrecking blows already crit for over 1k (but that's because I'm a nightblade and can pair it with a 36% damage increase from ambush) ;)

    But expecting to actually get a wrecking blow off in pvp? Good luck. ^.^
  • semp3rfi
    semp3rfi
    ✭✭✭
    I dont understand the way stats are in the game. It seems that the soft caps mean you can max every resource meaning you cant specialise in just 1. For example you can be stamina build vs a magicka build but not really have much more stamina.

    Wouldnt it make more sense for the cap to raise in stamina as you build it while the magika soft cap lowers to balance and vice versa. This in turn would make armor or spell resist more powerful and situational
  • ShiftControl
    ShiftControl
    ✭✭
    can you guys post some screen shots from armor sets plz thx
  • DeLindsay
    DeLindsay
    ✭✭✭✭✭
    can you guys post some screen shots from armor sets plz thx

    There's already several threads here with SS of pretty much every crafted/Dropped/PvP set that's changed for 1.3. The only thing I don't think we've seen yet is the 8-Trait Crafted and Trial sets as I believe Craglorn is locked on PTS still.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
    ✭✭✭✭✭
    Baphomet wrote: »
    The way that I read it is that everybody will have greater survivability in combat due to the greatly increased regen caps and that burst damage will be less effective as a result. The regen rates have been increased significantly while the attribute caps only have been increased to a lesser extend. That means that people will most likely live longer on the battlefield and that it takes more skills and less spammage to take down opponents. I like this change.

    Secondly, the increased cap to weapon damage compared to spell damage means that weapon abilities will get a big damage boost (unfortunately this will also apply to critical surge + pulsar spammers). But still, it is possitive. Snipe can already hit for ~1200 dmg, executioner for ~1000 dmg, flying blade ~900 dmg, critical charge ~700 dmg. Can't wait to say hello to a 1000 dmg wrecking blow :)

    The increased cap to weapon damage compared to spell damage is not as large of a change as you seem to think.

    The spell damage cap got reduced to just around the max you can get it to now, so not much of a loss for most if any at all. The weapon damage cap got increased by what, 11? Making it still pretty easy to hit the soft cap with it.

    The way I see it, with this change hitting the soft cap with spell damage is just made closer to as easy as it is to hit the soft cap with weapon damage.

    On a side note, my wrecking blows already crit for over 1k (but that's because I'm a nightblade and can pair it with a 36% damage increase from ambush) ;)

    But expecting to actually get a wrecking blow off in pvp? Good luck. ^.^

    Looks more like weapon damage cap got increased by 30 to me for all that is relevant. Weapon damage in pvp right now is severely nerfed down to 165 from 189, new stats is 195 pvp, 198 pve. It didn't need a huge buff for PvE, but the 30 for PvP is great.
    Edited by demonlkojipub19_ESO on 14 July 2014 07:06
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    I do not see such "big nerf" because of power reduction cap.

    Why?

    At 2300 magicka & 158 spell power, spell eg Flame Lash was doing 526 damage. Now it will do 474. (plus the extra bonuses)

    And as Templar, believe me even with the current changes which I prefer, my spells hit like trucks still.
  • Mumyo
    Mumyo
    ✭✭✭✭✭
    I do not see such "big nerf" because of power reduction cap.

    Why?

    At 2300 magicka & 158 spell power, spell eg Flame Lash was doing 526 damage. Now it will do 474. (plus the extra bonuses)

    And as Templar, believe me even with the current changes which I prefer, my spells hit like trucks still.

    As a Templar u hit like a truck? Or do u mean healing ;)
  • Lyall84
    Lyall84
    ✭✭✭✭
    Why bother adding a ton of spell power bonuses if you're going to lower the spell power soft cap? The whole point of increasing soft caps is that people don't like feeling like their stats are going to waste. It will be so trivial to reach the spell power soft cap that you may as well just remove spell power as a stat and set everyone to 130 spell power.

    Because right now on live you cannot even hit the soft cap. So they are lowering the spell soft cap to just a touch above what the current maximum is. Basically they are making it so both with weapon and spell power you can hit the soft cap with a little bit of stacking and you can actually be able to push towards the hard cap.

    In live, spell soft cap is untouchable, and weapon is capped just by walking into Cyrodiil with a VR12 gold two hand weapon. Hard capped if you start adding any type of power booster let alone all the power boosters. End effect is they are leveling the playing field.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    They're increasing the regen caps by a lot but a quick glance at some of the sets seems to me to show a decrease in regen set bonuses. It's something different anyway I guess.
  • Lyall84
    Lyall84
    ✭✭✭✭
    They're increasing the regen caps by a lot but a quick glance at some of the sets seems to me to show a decrease in regen set bonuses. It's something different anyway I guess.

    Those are on white quality for the most part. Don't know if the effect increases with quality yet.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    Mumyo wrote: »
    I do not see such "big nerf" because of power reduction cap.

    Why?

    At 2300 magicka & 158 spell power, spell eg Flame Lash was doing 526 damage. Now it will do 474. (plus the extra bonuses)

    And as Templar, believe me even with the current changes which I prefer, my spells hit like trucks still.

    As a Templar u hit like a truck? Or do u mean healing ;)

    There are some DKs around lurking that claim Templars need nerf.
    I cannot go on specifics, but I can pm you how :D
  • reften
    reften
    ✭✭✭✭✭
    Wow, this is quite the hidden gem of info here...completely changes my prep for my build post 1.3 and which glyphs / sets I'll be considering.

    Question I have is: I don't even know how to "hit cap" on weapon or spell damage. Even in the screen shots, nobody is even close to being at cap. How is this an issue? Are people even at caps? I know my NB isn't even close to either weapon or spell damage cap.
    Edited by reften on 29 July 2014 19:29
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • Jaxom
    Jaxom
    ✭✭✭✭
    oren74 wrote: »
    Wow, this is quite the hidden gem of info here...completely changes my prep for my build post 1.3 and which glyphs / sets I'll be considering.

    Question I have is: I don't even know how to "hit cap" on weapon or spell damage. Even in the screen shots, nobody is even close to being at cap. How is this an issue? Are people even at caps? I know my NB isn't even close to either weapon or spell damage cap.

    My NB just about hits soft cap without any potions for Spell Power. 2 rings and 1 neck of +12, 7/7 light gives you another boost, and the Shadow Passive adds another 10%. I'm at 149/152 Spell Power in Stealth. When I pop a potion, it jumps up to over 170.
  • LunaRae
    LunaRae
    ✭✭✭✭
    oren74 wrote: »
    Wow, this is quite the hidden gem of info here...completely changes my prep for my build post 1.3 and which glyphs / sets I'll be considering.

    Question I have is: I don't even know how to "hit cap" on weapon or spell damage. Even in the screen shots, nobody is even close to being at cap. How is this an issue? Are people even at caps? I know my NB isn't even close to either weapon or spell damage cap.

    Dual wield daggers at 211 soft cap weapon damage
    Bow at 198 soft cap weapon damage. This is on live right now, no potions, just base. Jewelry weapon damage enchants + passives from abilities get me to these numbers.
    Stands-Strong-As-Snow ~ Argonian Templar DC NA V14
    Ytheri ~ Argonian Nightblade EP Thornblade NA V14
    Heals-All-Colours ~ Argonian Templar EP Thornblade NA V14
    Stands-In-Still-Waters~ Argonian Sorcerer EP Thornblade NA V2
  • Kiljaz
    Kiljaz
    ✭✭✭
    And impulse gets stronger.
  • Lionxoft
    Lionxoft
    ✭✭✭✭✭
    *Deleted by Author*
    Edited by Lionxoft on 1 August 2014 15:25
  • nvsg
    nvsg
    ✭✭✭
    ok did nobody not notice that health jesus no wonder they put health buffs on most of the sets. dang thought I was hitting soft cap guess not lol
  • Code2501
    Code2501
    ✭✭✭✭
    @ZOS_GinaBruno‌
    I don't think the best way to balance weapon skills is to nerf SP. This is using a sledgehammer where a screwdriver would suffice. SP affects so many different skills, including Heals.
    As a NB this change would also nerf 2 class passives. For a class that has had problems (and is still plauged with bugs) I would rather not have nerfs to passives that affect across the board damage.

  • Comaetilico
    Comaetilico
    ✭✭✭
    Code2501 wrote: »
    @ZOS_GinaBruno‌
    I don't think the best way to balance weapon skills is to nerf SP. This is using a sledgehammer where a screwdriver would suffice. SP affects so many different skills, including Heals.
    As a NB this change would also nerf 2 class passives. For a class that has had problems (and is still plauged with bugs) I would rather not have nerfs to passives that affect across the board damage.

    only templar heales are powered by spell power... resto staff heals goes with weapon damage...

    I mostly use class skill... and still think that this nerf is quite right... actualy the amount of the spell power soft cap is what most people where at (between 131 and 138 is what most peopele have...) but at the same time the gave use set with spell power... and more max magika... this mean that with this patch without the soft cap change people will have reached much higer value of spell power making the already suffering weapon damage based skill (except for impulse...) suffer even more...
    instead... with the new soft cap the ability to acquire spellpower from sources other than jewel enchant actualy make it so that shoe enchanct slot can be used for other thing (such as regen that got its cap increased by lot... )

    if they didn't put the soft cap there I would have expected to see 2k dmg crystal shard flyng around ^^'
  • Volla
    Volla
    ✭✭✭
    As i see this as a very good change for all stamina users that been struggling with dmg for so long. Even NB with that wanna play with the actually weapons have been so low in dmg i understand they found now path to make more, and the only way was magica builds.

    Now we can have a more and healthy variation in the game for those who wanna play with stamina or magic ... Both should be balance with each other no matter what stats you look at. All Builds, spells and abilities need to be looked in dmg not in stats.

    I think Zoe make a good approach in balance atm. Im' looking forward for the change.
    Edited by Volla on 3 August 2014 16:24
  • Code2501
    Code2501
    ✭✭✭✭
    only templar heales are powered by spell power... resto staff heals goes with weapon damage...

    And on this your wrong.
    NB heals are all powered from the spell damage attribute. Strife and its morphs, Sap Essence, Refreshing Path and even the heal morphs in two of their Ultimates use spell damage, all of which affect the NB's survivability, and ability to act as main heal with resto staff support.

    As I said, this is a sledgehammer approach. It affects things like class survival and potential roles when they should just be buffing the weak weapon skills.
Sign In or Register to comment.