Yes, and you should be too. Game isn't centered around crit like it was before. Stack your damage base and your resource base. Crit will come from buffs available to everyone in the skill trees and the champ system.
It's still a nice thing to have, but just that, a nice thing to have... not something to focus and gear around anymore.
I also use Willow's Path, however, if it still gives 15% regen to all stats then I will probably still use it. I did stack crit, but with reduction to magelight etc I may need to adjust.LonePirate wrote: »With the Spell Crit % and Weapon Crit % stat being reduced on gold gear from 4% to 2% (or 1% on lesser quality gear) in 1.6, will you be replacing any gear you have that currently contains these bonuses? Why or why why not?
I currently use three pieces of Willow's Path which has a 4% Spell Crit bonus. With that bonus now reduced to 2%, I am thinking about replacing that gear with three pieces of Cyrodiil's Light which adds Spell Damage instead of Spell Crit. Any thoughts or opinions out there?
if you are looking for strait damage (for mages), and have 4 armor slots, martial knowledge might be a good one to look at. With it being + magicka/+spel ldamage/+spell damage I think you might be able to get some nice damage out of it.
*Runs to live and immediately buys out all pieces to sell at extortion rates in future*
if you are looking for strait damage (for mages), and have 4 armor slots, martial knowledge might be a good one to look at. With it being + magicka/+spel ldamage/+spell damage I think you might be able to get some nice damage out of it.
I'll also probably be getting rid of the precise trait on my weapons and replacing it with sharpened for the extra armor penetration.
LonePirate wrote: »if you are looking for strait damage (for mages), and have 4 armor slots, martial knowledge might be a good one to look at. With it being + magicka/+spel ldamage/+spell damage I think you might be able to get some nice damage out of it.
I regularly find the VR14 Martial Knowledge pieces in chests in Cyrodiil; but I have always vendored the stuff. I may need to give the set a second look, depending on the traits.
Thank you to everyone who chimed in and unanimously concurred with my initial thoughts. I am glad I have plenty of upgrade mats.
Has the weighted trait been changed at all? They got rid of all other haste effects in the game with 1.6. So I assume something has been changed for the trait as well. Would be nice if weighted increased weapon and spell damage instead.
shadesofkinb14_ESO wrote: »
I'll also probably be getting rid of the precise trait on my weapons and replacing it with sharpened for the extra armor penetration.
This. Either I'm increasing weapon speed or I'm going to go for the armor penetration. Precise isn't dead per se, but it's now tertiary to other factors.
shadesofkinb14_ESO wrote: »
I'll also probably be getting rid of the precise trait on my weapons and replacing it with sharpened for the extra armor penetration.
This. Either I'm increasing weapon speed or I'm going to go for the armor penetration. Precise isn't dead per se, but it's now tertiary to other factors.
That bonus is still normal and provides the most DPS, I tried sharpened and the increase per attack wasn't that great, I ended up getting more for crit. With the penchant for people to use shields now, penetration will server you less than raw damage to burn down shields.
onlinegamer1 wrote: »Lets say you have 3 Sets, each giving 8% crit (4% twice, each set), total of 24%.
Pre-1.6: 0% base crit + 24% from gear = 24% before skills/pots/etc.
Post 1.6: 10% base crit+ 12% from gear = 22% before skills/pots/etc. plus a new system exists that didnt before (Champion) which can add around 9% from the initial 70 CPs you get from 1.6 before you actually earn any. Potential is therefore 31% + skills/pots/etc.
24% vs 31%
How was crit nerfed again?
onlinegamer1 wrote: »Lets say you have 3 Sets, each giving 8% crit (4% twice, each set), total of 24%.
Pre-1.6: 0% base crit + 24% from gear = 24% before skills/pots/etc.
Post 1.6: 10% base crit+ 12% from gear = 22% before skills/pots/etc. plus a new system exists that didnt before (Champion) which can add around 9% from the initial 70 CPs you get from 1.6 before you actually earn any. Potential is therefore 31% + skills/pots/etc.
24% vs 31%
How was crit nerfed again?