Maverick827 wrote: »I think not setting a precedent of arbitrarily destroying your player's gear with no plans of compensation is more healthy for the game than fixing the imaginary imbalance between stamina and magicka set bonuses.
Maybe I am missing something but the last time I checked, there was no ability you can slot to give you a HUGE Crit increase to Weapons.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Maybe I am missing something but the last time I checked, there was no ability you can slot to give you a HUGE Crit increase to Weapons.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Look at the bonuses you can get From Sets, Traits, Mundus, etc. All of these pale in comparison to the amount of Crit you get for Inner Light (And you are getting more than just a Crit boost with this ability).
Again IMO, either bring it down to be more in line with those (Dropping it from whopping 20% to a more balanced 10%), or have the ability Inner Light work for all Critical chance, not just spell. Third option to try and make Crit builds more balanced between spell and weapon, give the Fighters Guild an ability similar to Mage Light that improves just Weapon crit chance plus some other passive ability.
Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.Honestly in my opinion the amount of Crit you can get some Inner Light should be changed to 10%.
You can get more weapon crit without having to waste two slots; we've been through this already.Maybe I am missing something but the last time I checked, there was no ability you can slot to give you a HUGE Crit increase to Weapons.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Look at the bonuses you can get From Sets, Traits, Mundus, etc. All of these pale in comparison to the amount of Crit you get for Inner Light (And you are getting more than just a Crit boost with this ability).
Again IMO, either bring it down to be more in line with those (Dropping it from whopping 20% to a more balanced 10%), or have the ability Inner Light work for all Critical chance, not just spell. Third option to try and make Crit builds more balanced between spell and weapon, give the Fighters Guild an ability similar to Mage Light that improves just Weapon crit chance plus some other passive ability.
Actually, inner light's bonus should be expanded to include weapon crits, or a new skill added that gives stamina builds the rough equivalent of inner light.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
So that melee can get 82% - 88% weapon crit?Actually, inner light's bonus should be expanded to include weapon crits, or a new skill added that gives stamina builds the rough equivalent of inner light.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Maverick827 wrote: »
Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.Honestly in my opinion the amount of Crit you can get some Inner Light should be changed to 10%.You can get more weapon crit without having to waste two slots; we've been through this already.Maybe I am missing something but the last time I checked, there was no ability you can slot to give you a HUGE Crit increase to Weapons.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Look at the bonuses you can get From Sets, Traits, Mundus, etc. All of these pale in comparison to the amount of Crit you get for Inner Light (And you are getting more than just a Crit boost with this ability).
Again IMO, either bring it down to be more in line with those (Dropping it from whopping 20% to a more balanced 10%), or have the ability Inner Light work for all Critical chance, not just spell. Third option to try and make Crit builds more balanced between spell and weapon, give the Fighters Guild an ability similar to Mage Light that improves just Weapon crit chance plus some other passive ability.
Maverick827 wrote: »So that melee can get 82% - 88% weapon crit?Actually, inner light's bonus should be expanded to include weapon crits, or a new skill added that gives stamina builds the rough equivalent of inner light.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Please look back into my post history and find a single instance of me ever saying that stamina DPS as a whole was not lower than magicka DPS. I think we both know this is a rhetorical request because we both know you won't find that post. None of those discussions were about DPS as a whole. Neither is this one.Not going to leave you alone until you start looking at DPS as a whole.
Maverick827 wrote: »So that melee can get 82% - 88% weapon crit?Actually, inner light's bonus should be expanded to include weapon crits, or a new skill added that gives stamina builds the rough equivalent of inner light.Maverick827 wrote: »Then the amount of weapon crit obtained from medium armor or from set bonuses would have to be decreased by 10% as well.
Why not? Light armor can get 62% or more penetration with debuffs while medium can only get 40% (solely from the same spell penetration debuff).
Not going to leave you alone until you start looking at DPS as a whole. Power, penetration, critical...they are all linked together. You keep trying to treat them like they are completely different, then complain about how melee/stamina has just as much or a little more in one pile compared to magicka while ignoring the fact that magicka is miles ahead in the penetration department.
Maverick827 wrote: »Medium armor has cost reductions, but that's besides the point. Crit has nothing to do with armor/spell penetration, cost reductions, and resource regeneration.Birfreben_Kinghelred wrote: »Because you have spell penetration and cost reductions. Magicka and stamina are supposed to be different. That's the point. Oh and then you have the resto staff which gives you infinite resources. Right.
I 100% agree with you.
It's a shame, Zenimax gave in with the Set changes.
I just wonder, what would happen if in Update 1.4 MeleeDMG would outperform Magicka DMG by ~400DPS? Than the crying crowd would have to play a "gimped" build or craft complete new Sets.