LeagueTroll wrote: »1.khajit crit dmg instead of crit chance is a huge nerf, crit chance has a lot synergy to things like crit surge, templar or nightblade passives. And i think crit dmg stack linearly instead of multiplicative since homestead.
2. nord is still crap, really zos
LeagueTroll wrote: »1.khajit crit dmg instead of crit chance is a huge nerf, crit chance has a lot synergy to things like crit surge, templar or nightblade passives. And i think crit dmg stack linearly instead of multiplicative since homestead.
2. nord is still crap, really zos
Tommy_The_Gun wrote: »
LeagueTroll wrote: »1.khajit crit dmg instead of crit chance is a huge nerf, crit chance has a lot synergy to things like crit surge, templar or nightblade passives. And i think crit dmg stack linearly instead of multiplicative since homestead.
2. nord is still crap, really zos
Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
with argonian nerf adjust, what race can someone recommend me for mag pvp? altmer or breton. I don't like either, i would still go with argonian, but i don't want to be hindered by the race
.
LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
T3hasiangod wrote: »LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
Your math is correct, but your interpretation is incorrect.
Your total reduction from resistances, like LeagueTroll mentioned, is increased by 3960/660 = 6 percent.
Your relative increase is 10 percent higher, based on your example. Your absolute increase is still only 6 percent.
T3hasiangod wrote: »LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
Your math is correct, but your interpretation is incorrect.
Your total reduction from resistances, like LeagueTroll mentioned, is increased by 3960/660 = 6 percent.
Your relative increase is 10 percent higher, based on your example. Your absolute increase is still only 6 percent.
My interpretation is consistent, whereas his was inconsistent. I am comparing relative for both, whereas he was comparing relative for the old one and the absolute for the new one.
Basically he compared the old passives best cast scenario against the new passive's worst case scenario.
Compared to the old passive the new one is much better. (x2 for most builds).
6 percent is the worst case for the new passive, if you have 0 resistances.
Most heavy builds can easily pull 22k+ resistances. I demonstrated that if you have about 26400 resistance on your build before patch, you would basically be getting x2.5 more out of the same passive after the patch.
LeagueTroll wrote: »T3hasiangod wrote: »LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
Your math is correct, but your interpretation is incorrect.
Your total reduction from resistances, like LeagueTroll mentioned, is increased by 3960/660 = 6 percent.
Your relative increase is 10 percent higher, based on your example. Your absolute increase is still only 6 percent.
My interpretation is consistent, whereas his was inconsistent. I am comparing relative for both, whereas he was comparing relative for the old one and the absolute for the new one.
Basically he compared the old passives best cast scenario against the new passive's worst case scenario.
Compared to the old passive the new one is much better. (x2 for most builds).
6 percent is the worst case for the new passive, if you have 0 resistances.
Most heavy builds can easily pull 22k+ resistances. I demonstrated that if you have about 26400 resistance on your build before patch, you would basically be getting x2.5 more out of the same passive after the patch.
it doesn't matter what res you at, let's say with no passive you at x% reduction, under old you get (x+6)%, under new you get (x+7)%, this is assuming not exceeding the cap.
with argonian nerf adjust, what race can someone recommend me for mag pvp? altmer or breton. I don't like either, i would still go with argonian, but i don't want to be hindered by the race
.
LeagueTroll wrote: »T3hasiangod wrote: »LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
Your math is correct, but your interpretation is incorrect.
Your total reduction from resistances, like LeagueTroll mentioned, is increased by 3960/660 = 6 percent.
Your relative increase is 10 percent higher, based on your example. Your absolute increase is still only 6 percent.
My interpretation is consistent, whereas his was inconsistent. I am comparing relative for both, whereas he was comparing relative for the old one and the absolute for the new one.
Basically he compared the old passives best cast scenario against the new passive's worst case scenario.
Compared to the old passive the new one is much better. (x2 for most builds).
6 percent is the worst case for the new passive, if you have 0 resistances.
Most heavy builds can easily pull 22k+ resistances. I demonstrated that if you have about 26400 resistance on your build before patch, you would basically be getting x2.5 more out of the same passive after the patch.
it doesn't matter what res you at, let's say with no passive you at x% reduction, under old you get (x+6)%, under new you get (x+7)%, this is assuming not exceeding the cap.
No, the old one was multiplicative and the new one is additive. That was the entire point I illustrated in the previous post.
You should see how resistances are actually calculated before posting.
In practical terms, if your toon has 26k resistances before the patch, your passive basically got buffed x2.5 after the patch.
LeagueTroll wrote: »LeagueTroll wrote: »T3hasiangod wrote: »LeagueTroll wrote: »Nords are pretty good this patch.
The ult gen is nice, and so are the resistances.
3.9k resists ~= 6% reduction in worst case, 12% reduction in best case.
Most people will get around 9% reduction.
The old passive, provided like 4% effective reduction on most builds, even though it said 6% due to how resistances are calculated.
Therefore, pretty nice buff.
The health stuff got nerfed a little if you compare with old passives, but all races got those nerfs.
4k res is not 12%, it is like 7%, 6%->7% is as minimal as buff goes.
I said best case, it's almost 12%. (after I did calculations it's about 11%)
The new resistances are additive, which means in worst case they are 6%, and in best case almost 12%.
The old ones were multiplicative and were accounted for after resistances applied.
Suppose you have 26400 (40%) resistance.
And you take 100 damage.
Damage with base resistance:
100 * (1 - 0.4) = 60
Damage taken with old passive:
100 * (1 - 0.4) * (1 - 0.06) = 57.6
Effective reduction from old passive:
1- (57.6/60) = 0.04 (4%)
Damage taken with new passive:
Your resistances are now 30400 (46%).
100 * (1 - 0.46) = 54
Effective reduction from new passive:
1 - (54/60) = 0.1 (10%)
So as you can see, that with the old passive if you had 26400 resistances, you would negate only 4% damage, whereas with the new passive you negate 10% of the damage. If you had higher resistances at like 29000, you would probably get 11% damage reduction.
Much bigger than 6% and 7% as you stated.
Your math is correct, but your interpretation is incorrect.
Your total reduction from resistances, like LeagueTroll mentioned, is increased by 3960/660 = 6 percent.
Your relative increase is 10 percent higher, based on your example. Your absolute increase is still only 6 percent.
My interpretation is consistent, whereas his was inconsistent. I am comparing relative for both, whereas he was comparing relative for the old one and the absolute for the new one.
Basically he compared the old passives best cast scenario against the new passive's worst case scenario.
Compared to the old passive the new one is much better. (x2 for most builds).
6 percent is the worst case for the new passive, if you have 0 resistances.
Most heavy builds can easily pull 22k+ resistances. I demonstrated that if you have about 26400 resistance on your build before patch, you would basically be getting x2.5 more out of the same passive after the patch.
it doesn't matter what res you at, let's say with no passive you at x% reduction, under old you get (x+6)%, under new you get (x+7)%, this is assuming not exceeding the cap.
No, the old one was multiplicative and the new one is additive. That was the entire point I illustrated in the previous post.
You should see how resistances are actually calculated before posting.
In practical terms, if your toon has 26k resistances before the patch, your passive basically got buffed x2.5 after the patch.
oh w8, the old one was that bad?
LeagueTroll wrote: »1.khajit crit dmg instead of crit chance is a huge nerf, crit chance has a lot synergy to things like crit surge, templar or nightblade passives. And i think crit dmg stack linearly instead of multiplicative since homestead.
2. nord is still crap, really zos
[...]with argonian nerf adjust, what race can someone recommend me for mag pvp? altmer or breton. I don't like either, i would still go with argonian, but i don't want to be hindered by the race
.
Addendum: if you really like being argonian then stick with it! Some of the racial passives are actually universally useful and who knows what tweaks ZoS will make in the next month.