DrimacusMeleth wrote: »edit: oh and @Atreyu just saw your screen, same question to you. How did you get above 130?
Maverick827 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.
You'll still need at least two +13 rings to reach the spell power cap anyway.Maverick827 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.
DrimacusMeleth wrote: »@olsborgYea 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*
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?
Here you can see the new soft caps of the stats.
PvP
PvE
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
ShiftControl wrote: »can you guys post some screen shots from armor sets plz thx
Thejollygreenone 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. ^.^
p_tsakirisb16_ESO 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.
Maverick827 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.
ferzalrwb17_ESO wrote: »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.
p_tsakirisb16_ESO 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
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.
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.
@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 wrote: »only templar heales are powered by spell power... resto staff heals goes with weapon damage...