I decided to necro/update this thread because lots has changed in the game since I first wrote it. I've also been spending a lot of time thinking about balance lately due to QQing about my DK, so alas, here we are. Some of the changes regarding spell and weapon damage in 2.1 have been a great step in the right direction and are much appreciated. However, spell and weapon damage are still no where near equalized. Hopefully this thread can serve as a tool to demonstrate their continued imbalance.
First and foremost, here is a screenshot of my good friend
@xANTIxMATTERx 's character sheet. It was taken on 9/24/15. I challenge any magicka build to create, steal, theorycraft and/or google a magicka build that is on par to this and post it here.
No, you're not drunk or going blind. That really says almost 6k weapon damage and 2400 stam recovery. It's really real. And it's really not even as high as it can be. Another ~100-200 weapon damage could easily be squeezed out to accomplish the ultimate highest WD possible. I promise that with things as they currently are, it is impossible to get anywhere near this much spell damage. If you can prove me wrong, I will buy you some Taco Bell and sing of your graces for a lifetime. But you won't be able to.
With the removal of soft caps that came with 1.6, spell/weapon damage translates to the highest damage per value. The damage nerfs of 2.1 made this stat even more invaluable. It is by far the most worthwhile stat, and most players work their builds around this. However, there is a large disparity between spell and weapon damage that is rarely discussed and evaluated.
Magicka users are gimped across the board because of their complete
lack of options to stack spell damage. Everything from
mundus, to master weapons, to armor bonuses, to ultimate passives are all unavailable for spell damage.
In PVE, this is less of an issue because magicka players have toggles such as inner light/bound aegis that increase max magicka. These toggles make magicka pools much larger than stam pools, increasing the base damage of skills significantly and setting them on par with stamina skills.
However in PVP, the use of magicka toggles is hard to justify as it takes 2-4 slots and is generally thought of as a waste of space. On top of that, stacking ONLY magicka in PVP is not a viable option for all classes. Classes such as DK without an escape or many ranged options, NEED stamina in order to thrive. This limits the options incredibly. Magicka pools in PVP are 5-12k smaller than PVE, and damage stats are abysmal in comparison with their stamina counterparts.This issue,
coupled with nirnhoned armor, makes playing a magicka build pretty grueling.
Some proof below.
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[b]MUNDUS[/b]The Warrior: increases weapon damage
No available spell damage mundus The Apprentice: Now increases spell damage (thanks)
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[b]SKILLS[/b]That grant Major Brutality: +20% weapon damage
**Two Handed, Momentum (+morphs)**
NEW: **Dual Wield, Flying blade **
**Werewolf, Rousing Roar (Roar)**
Nightblade, Drain Power (+morphs)
Sorcerer, Surge (+morphs)
That grant Major Sorcery: +20% spell damage
**Mages Guild, Entropy (+morphs)**
Nightblade, Sap Essence (Drain Power)
Sorcerer, Power Surge (Surge)
** indicates availability to all classes
Rally, or momentum is greater than entropy for one reason only.
It is applied to the caster vs having to be applied to target. Meaning that weapon damage can be buffed independently, and also in stealth. Entropy procs might of the guild, true, so this is debatable.
- Still not a single major sorcery buff open to all classes that is applied to self
- Still not a single major sorcery buff that comes from a magicka based weapon such as destro or resto
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[b]WEAPON VS SPELL DAMAGE PROC SETS [/b]
In this patch they did make some attempts to make the new sets a little bit more balanced, so kudos to ZOS for that.
MOLAG KENA
Thankfully a balanced set.
But remember when the 1 piece was going to be only weapon damage? lol.
COMPARE AND CONTRASTKAGRENAC'S HOPE & HUNDINGS RAGE
Both 5 pieces with damage sets. Hundings is clearly built for a stamina DD. Kagrenac's Hope seems to be built more for a healer, but it is suitable -I guess- for magicka DD as well. The unfortunate thing is that magicka DD is not given the courtesy of having a fully specced damage 5 piece that is equivalent to the Hundings. Magicka DD instead gets a 4 piece health bonus and less spell damage than the hundings, but with a quick res.
AGILITY & WILLPOWER
Even 3 piece jewelry sets for magicka and stamina. It's just like heaven.
OLD WEAPON DAMAGE SETSRAVAGERS -
Procs almost 100% of the time with caltrops down. SKIRMISHER - Infinite dodge roll + supposedly no cool down on this set = basically +400 static weapon dmg
OLD SPELL DAMAGE SETSSTYGIAN - Really meh. It requires you are stealthed to get that 20% spell damage buff PER SPELL. So your first spell will hit hard, but will pull you out of stealth. I guess if you run invisibility pots and/or are a magicka nb it
might be
kinda ok. Otherwise much meh.
BURNING SPELLWEAVE - Procs for 200 spell damage. HOWEVER you would have to run this in place of martial knowledge 4 piece, meaning trading 354 static spell damage for a chance at 200. Obviously nonsensical.
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[b]ARMOR PASSIVES[/b]
Medium armor has this ^
* STILL No equivalents in light armor for increases to spell damage. *
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[b]CHAMPION POINTS[/b]
Though these do not affect character sheets, the champion point passives do largely affect actual damage inflicted on targets. Stamina users are entitled to "mighty" to
increase all physical damage, where as magicka users must split their points between "elemental expert" for flame, frost, shock and "thaumaturge" for poison, disease, and magic- just to achieve the same outcome.
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[b]ULTIMATES[/b]Flawless Dawnbreaker, 8% increase to weapon damage - available to all classes
No available ulti that increases spell damage when slotted except w/ expert mage passive, all sorcerer ulti's increase spell power by 2%
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[b]PASSIVES[/B]
Buffs weapon damage, again,
does not buff spell damage. now buffs spell damage as well
CLASS PASSIVES TO COMPARE
DK PASSIVE:
Giving Weapon Damage to all allies within a 30M RANGE for
20 seconds
VS.
TEMPLAR PASSIVE:
Giving Spell Damage to all allies within a ??? range for
10 seconds
Just
why.
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[b]MASTERS WEAPONS[/b]
2h, Bow, DW
all increase weapon damage significantly.
Destro, Resto do not increase spell damage
at all.
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[b]REGULAR WEAPONS[/b]
It's all pretty well known that dual wield and 2h are bugged/ridiculously designed. When equipped, they give a flat spell damage % as well as some of the passives working. I run DW on my DK currently and strictly for the spell damage. I want you all to consider what this means.
I am that spell-damage-starved that I have literally equipped stamina-based weapons from which I use
no weapon abilities and receive
mostly no passive advantage from ---JUST.TO.GET.THAT.SPELL.DAMAGE. Talk about scrounging.
The real question is: Why do destro and resto not have the highest spell damage auto-equip amount? Wouldn't that make 1000% more sense that a magicka user, using magicka weapons, would get max spell damage? Not have to use some gimpy half-useful weapon to achieve this? Stamina users can get weapon damage from these exact same weapons, the only difference is
it is actually useful for them to do so. Another interesting thing to consider: the only available 2 piece weapons are stamina-based weapons. This means an extra gear piece and of course, the higher potential for more damage.
These could be some of the reasons as to why weapon damage is able to stack to
3 - 4k, 5-6k where as spell damage is gimpy at approximately
1.7-2.1k 2.4-3.4k (generously).
This and the fact that nirnhoned is greater than reinforced leaves Magicka based builds in a tough spot.
People are free to stack whichever stat they prefer in 1.6 with the removals of soft caps. Many people choose to stack damage, or regen. Sometimes it's best to balance both stats. However with this glaring disparity, those wishing to stack spell damage are at a distinct disadvantage. A few tweaks here and there are necessary to bring spell damage in line with weapon damage. Any changes would make a huge improvement in the viability and attractiveness of magicka builds in PVP. Any input/opinions on this matter are welcome.
Sincerely,
Jules