Bolded for truth and importance. A self buff available to all that gives major sorcery would be a great step in the right direction.Samuel_Bantien wrote: »I would ask that ZoS gives each class a "Surge" type of ability where it does not require a target, and to switch spell resistances of Light and Medium armor to be able to combat each other.
wanderlustx5 wrote: »Kind of like there is no mundis stone that give stamina regen.
Another incredible oversight. There absolutely should be a stamina regen mundus.
wanderlustx5 wrote: »Kind of like there is no mundis stone that give stamina regen.
Another incredible oversight. There absolutely should be a stamina regen mundus.
there isnt a mundus for spelldmg either.
Samuel_Bantien wrote: »There is a reason why a majority of the players turned to stamina from magicka when they learned about how well weapon damage is stackable, how high the damage is in quick bursts, and also how abusive nirnhoned is in return making magicka builds into complete garbage. The only reason Sorcerer's are running around is because they have their own spell damage momentum which can only partially semi-counter nirnhoned because Sorcerers are the only class to be able to stack spell damage that high without requiring a target. You know how pitiful it is when you see a magicka build pigeonholed into using Dual Wield for the extra spell damage to be atleast (barely) competitive in PvP but then losing almost all sources of ultimate regen due to range for weaving, it really is pitiful. Atleast stamina builds can either be completely ranged or completely melee without much worry besides the few abilities that counter roll dodge. - Which stamina builds want these abilities dodgeable so they can perma rolldodge to crit rush for 8-11k. If roll dodge or these spells are nerfed, expect to see all of cyrodiil roll dodging each other and nobody dying. Imagine those NPC battles where they roll dodge, now multiply all that into one area, except without the random light and heavy attacks the NPC does its just players roll dodging around each other.
Teargrants wrote: »Because this is so useful to magicka builds:Oh, and the way of air set gives 322 spell damage on dodge roll.
Just to add this into my build would force me to lose a full 4 piece set, and the 4th piece of another set - which means I lose two 175 spell dmg set bonuses. In other words, I end up having to dodge roll to proc a boost that puts me at a lower spell dmg than I have in my normal armor set up. And on top of all of that, it's a medium armor set which excluded it from most magicka builds.
I myself run medium w/ my magicka setup, and this would be a bad set even for my build. The only usefulness this set has is for hybrid builds since it gives both spell & wep dmg procs - however ZOS pretty much screwed over hybrid builds by having max mag/stam factor into ability dmg to begin w/.
You're forgetting that Martial Knowledge adds spell damage twice with 4 pieces, which is pretty good as well, and it has no prerequisites. Weapon damage has no equivalent of that.
I see absolutely no imbalance between weapon damage and spell damage. I am seeing 15K Crystal frags (tooltips, an instant cast one will do +20% damage), which is the same or more as maxed out Wrecking Blows. There are higher Wrecking Blows, but only from stealth.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Again, you're comparing Sneak Attack, which is once per battle to something that you can use throughout the battle...the fact that you're trying to do that tells me and everyone else the lengths you'll go to try and keep Sorcs from getting nerfed.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
[b]MASTERS WEAPONS[/b]
2h, Bow, DW all increase weapon damage significantly.
Destro, Resto do not increase spell damage at all.
lolo_01b16_ESO wrote: »[b]MASTERS WEAPONS[/b]
2h, Bow, DW all increase weapon damage significantly.
Destro, Resto do not increase spell damage at all.
Masters daggers don't increase your weapon damage at all. In fact they are worse than crafted non set daggers.
lolo_01b16_ESO wrote: »[b]MASTERS WEAPONS[/b]
2h, Bow, DW all increase weapon damage significantly.
Destro, Resto do not increase spell damage at all.
Masters daggers don't increase your weapon damage at all. In fact they are worse than crafted non set daggers.
Yeah idk who told you this, but you're wrong.
lolo_01b16_ESO wrote: »[b]MASTERS WEAPONS[/b]
2h, Bow, DW all increase weapon damage significantly.
Destro, Resto do not increase spell damage at all.
Masters daggers don't increase your weapon damage at all. In fact they are worse than crafted non set daggers.
Yeah idk who told you this, but you're wrong.
If I recall correctly, @Soulac said it's bugged and doesn't provide any weapon damage...
But if so, it's a bug and has no place in this discussion, needs to be fixed of course.
lolo_01b16_ESO wrote: »[b]MASTERS WEAPONS[/b]
2h, Bow, DW all increase weapon damage significantly.
Destro, Resto do not increase spell damage at all.
Masters daggers don't increase your weapon damage at all. In fact they are worse than crafted non set daggers.
Yeah idk who told you this, but you're wrong.
If I recall correctly, @Soulac said it's bugged and doesn't provide any weapon damage...
But if so, it's a bug and has no place in this discussion, needs to be fixed of course.
4 Magnus, 4 Eye of Mara, 4 Healers, 2k spell dmg unbuffed. going w/ three 4 sets or four 3 sets maximizes the number of set bonuses you get.Teargrants wrote: »Because this is so useful to magicka builds:Oh, and the way of air set gives 322 spell damage on dodge roll.
Just to add this into my build would force me to lose a full 4 piece set, and the 4th piece of another set - which means I lose two 175 spell dmg set bonuses. In other words, I end up having to dodge roll to proc a boost that puts me at a lower spell dmg than I have in my normal armor set up. And on top of all of that, it's a medium armor set which excluded it from most magicka builds.
I myself run medium w/ my magicka setup, and this would be a bad set even for my build. The only usefulness this set has is for hybrid builds since it gives both spell & wep dmg procs - however ZOS pretty much screwed over hybrid builds by having max mag/stam factor into ability dmg to begin w/.
@Teargrants what sets are you using in medium? I've actually have been using 5 way of the air with 2 torugs, 3 syrabanes 2 archemage and pretty much right at 2k spell damage after a roll.
Teargrants wrote: »4 Magnus, 4 Eye of Mara, 4 Healers, 2k spell dmg unbuffed. going w/ three 4 sets or four 3 sets maximizes the number of set bonuses you get.Teargrants wrote: »Because this is so useful to magicka builds:Oh, and the way of air set gives 322 spell damage on dodge roll.
Just to add this into my build would force me to lose a full 4 piece set, and the 4th piece of another set - which means I lose two 175 spell dmg set bonuses. In other words, I end up having to dodge roll to proc a boost that puts me at a lower spell dmg than I have in my normal armor set up. And on top of all of that, it's a medium armor set which excluded it from most magicka builds.
I myself run medium w/ my magicka setup, and this would be a bad set even for my build. The only usefulness this set has is for hybrid builds since it gives both spell & wep dmg procs - however ZOS pretty much screwed over hybrid builds by having max mag/stam factor into ability dmg to begin w/.
@Teargrants what sets are you using in medium? I've actually have been using 5 way of the air with 2 torugs, 3 syrabanes 2 archemage and pretty much right at 2k spell damage after a roll.
BlackBacon wrote: »You can't compare Spell & Weapon skills on the damage stat alone. You're missing half the damage equation. (Not to mention Crits)
(Stat + Weapon or Spell Damage*10.46)×Coefficient
In general % increases to Magicka have more of an impact than % increases to Spell Damage.
Let's say you're sitting on a base of 30k Magicka and 2k Spell Damage. Nearly 3/5ths of your damage is coming from Magicka. In this case +10% Magicka = +15% Spell Damage. Magicka multipliers are more common than Stamina especially given the Mages Guild Skill Line. Slotting Entropy, Meteor, and Inner Light will give you +11% Magicka. The equivalent of +16.5% Spell Damage given these stats.
Since 10.46 Magicka = 1 spell damage you can view The Mage Mundus Stone (1280 Magicka) as 122 Spell Damage AND additional casting resource.
Also in terms of outright damage Light Armor's passive Concentration (4,736 Spell Penetration (-7.4% mitigation)) generally gives a much larger benefit than medium armor's Agility (12% Weapon Damage).
Really the largest discrepancy between the 2 damage types comes from the OP Nirnhoned trait you've already mentioned. ZOS has announced they're fixing this in the next major update (whatever that means).
I'm not saying it's balanced but there's much more to the picture than this thread has been letting on. ZOS has done a great job of over-complicating and hiding a lot of information from us (like Skill Coefficients). Transparency on their end would go a long way in these balancing conversations.
Samuel_Bantien wrote: »@Xsorus
Can't tell if trolling...
Or...
I wasn't there so it can't be true...
Or...
I can't do it so it must not be true...
You need to understand where magicka builds are coming from when their is so few (only 1) move that can reduce spell resist (mark target). Light Armor only gives 4k spell pen which is so small when fighting someone with 40k spell resist. It utter-ally sucks having half your damage mitigated when they can hit you with almost full power.
(I have 5 light 2 heavy and only have 7.9k armor by the way.)
But you just helped prove the point in all actuality. If he did hit a Light Armor[/b][/i] player for 27k then that proves that Light Armor does not provide much mitigation against Physical Damage builds. Medium Armor has 3/4ths the Armor and Spell Resistance of Heavy, so where exactly is the balance?
Sure, nonvets will have standardized armor and spell resistance, and playing in the nonvet server is probably the most balanced pvp, but on the vet servers players can run below what the Battle Level armor and spell resist gives. Okay, yeah, he gets a sneak attack critical, atleast stamina builds can do that unlike certain other counterpart builds.
Then when you're responding to what Ezareth has to say, you say that he's trying to do everything to "keep Sorcs from getting nerfed" when in reality nirnhoned is affecting all, not just sorcs, but all magicka builds. I'm getting hit by 7k - 11k wrecking blows all day, while only hitting 2k normals -5k crit concealed weapons all day due to Nirnhoned. Talk about balance. Any of the good and honest players will admit Nirnhoned needs to be toned down several notches, or make it work like reinforced (which would still be a bit broken because of the 3/4ths spell resist of heavy armor - medium armor players) and those who say nay are stamina builds that want an iWin button against half the community - or they can try and see why Nirnhoned needs to be toned down immediately by giving magicka builds a shot for several days to see how much we have to put up with. It only takes 10k spell resistance to knock someone's 6k spell damage attack to a 4k spell damage attack. Something is scaling too high, and armor is not one of them.
There is a reason why a majority of the players turned to stamina from magicka when they learned about how well weapon damage is stackable, how high the damage is in quick bursts, and also how abusive nirnhoned is in return making magicka builds into complete garbage. The only reason Sorcerer's are running around is because they have their own spell damage momentum which can only partially semi-counter nirnhoned because Sorcerers are the only class to be able to stack spell damage that high without requiring a target. You know how pitiful it is when you see a magicka build pigeonholed into using Dual Wield for the extra spell damage to be atleast (barely) competitive in PvP but then losing almost all sources of ultimate regen due to range for weaving, it really is pitiful. Atleast stamina builds can either be completely ranged or completely melee without much worry besides the few abilities that counter roll dodge. - Which stamina builds want these abilities dodgeable so they can perma rolldodge to crit rush for 8-11k. If roll dodge or these spells are nerfed, expect to see all of cyrodiil roll dodging each other and nobody dying. Imagine those NPC battles where they roll dodge, now multiply all that into one area, except without the random light and heavy attacks the NPC does its just players roll dodging around each other.
Something is not right when someone says that nirnhoned is fine the way it is in PvP - obviously a stamina build that just wants to stay in cruise control and training through light armor magicka builds. Its hard enough fighting infini-roll dodgers, but when they want to have 50% reduced magic damage taken something is not right and obviously broken. May as well call stamina builds "sorcerers" because perma BEing away is wrong, but perma Roll Dodging (A.K.A. Stamina Streaking) away is just fine and balanced.
-Back on topic. 12% Weapon Damage from Medium Armor, while Light Armor gets 4k Spell Pen (which can only be truly used if fighting a 7/7 Light Armor build (who will have 5-10k spell resist) - seems fair right? Well if Medium Armor without Nirnhoned has 14-16k spell resist, we still have to go through 10-12k spell resist which is enough to drop our damage by 1/3rd. Not cool, but stamina builds are saying: yep balanced - while they commence their 11-14k wrecking blow roll dodge spam.
Teargrants wrote: »4 Magnus, 4 Eye of Mara, 4 Healers, 2k spell dmg unbuffed. going w/ three 4 sets or four 3 sets maximizes the number of set bonuses you get.Teargrants wrote: »Because this is so useful to magicka builds:Oh, and the way of air set gives 322 spell damage on dodge roll.
Just to add this into my build would force me to lose a full 4 piece set, and the 4th piece of another set - which means I lose two 175 spell dmg set bonuses. In other words, I end up having to dodge roll to proc a boost that puts me at a lower spell dmg than I have in my normal armor set up. And on top of all of that, it's a medium armor set which excluded it from most magicka builds.
I myself run medium w/ my magicka setup, and this would be a bad set even for my build. The only usefulness this set has is for hybrid builds since it gives both spell & wep dmg procs - however ZOS pretty much screwed over hybrid builds by having max mag/stam factor into ability dmg to begin w/.
@Teargrants what sets are you using in medium? I've actually have been using 5 way of the air with 2 torugs, 3 syrabanes 2 archemage and pretty much right at 2k spell damage after a roll.
Samuel_Bantien wrote: »@Xsorus
I have all 73 Mage Points into Spell Pen, and I am also using the Apprentice Stone w/ Nirnhoned Weapons. There is 100% mitigation when fighting 50k spell resist players. If you have not noticed your lava whips hitting for 1-2k and feel content with your low damage against a medium armor user, then you are blind. Light Armor has 1 way in a straight up fight against a Stamina User, and that is shields - the one thing stamina users complain about. Half the time when roll dodging a wrecking blow it still connects, same as shield charge and crit rush. I have never met you, but you seem blinded by the power of Nirnhoned and your excuses are weak because you fail to see it.