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PTS Patch Notes v1.5.1

  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Varicite
    Varicite
    ✭✭✭✭✭
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    ...
    Varicite wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O

    This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    ...
    Varicite wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O

    This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.

    Soooo does not feel that way. Then again these days I've been a bit of a harsh cynic. I'm still pretty sure that when I was messing around earlier today mobs died way faster left and right with DW than they did with 2H, but still, 2H at least got some sort of love, and for now Ima still use it simply because I love me a giant beater stick. This is doubly nice for me as maces now got buffed, so I can make my traveling cleric archetype actually work now.

    I R Happeh.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Cogo
    Cogo
    ✭✭✭✭✭
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Let me guess...you don't play right?

    Guess all those new sorcs in 2H and NB in 2H just doing it for fun

    Oh btw...most of them are WW.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Cogo
    Cogo
    ✭✭✭✭✭
    Varicite wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O

    They get their info here. From eachother.

    I did try to help by asking people to try out themselves, but got laughed at....I got sad.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Cogo wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Let me guess...you don't play right?

    Guess all those new sorcs in 2H and NB in 2H just doing it for fun

    Oh btw...most of them are WW.

    Well aren't you just a ray of sunshine. I'll just point out my other post here then move on, don't have time to waste on this type of ***. I'm fine with 2H, I've just grown a little cynical is all.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Heishi
    Heishi
    ✭✭✭✭✭
    ...
    Varicite wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O

    This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.

    DW is pretty much the swiss army knife of the game. You have a DoT, an AoE, a ranged, dodge/parry, and a straight damage. This is good because it's useful in a variety of situations, but at the same time, not so much because it's hard to fit into a build (using more than 1 or 2 from the skill line on a bar).

    DW more or less has to be supplemented with class skills to do any real damage. For example, a DoT's nice but it takes 9 sec for max dmg. Now if you have multiple DoTs going it can eat health much more efficiently.

    Same with whirlwind. If you put a couple other AoE's with it and use them to whittle the health down and use whirlwind for a finish, it does a lot of damage. If you use it as an opener, it's barely gonna leave a scratch.

    They just don't do much for each other. Something like 2h works well with it self. You can dedicate a whole bar to it and have it work effectively. Use momentum then critical rush from far off for bonus damage, If you can hit them with wrecking blow it knocks them away and stuns plus bonus dmg to next attack. You crit rush again gaining bonus from the wrecking plus the built up dmg from momentum. Carve for dmg and DoT (plus get some starting dmg on others if they're close), then reverse slash for more dmg based on lower health plus momentum build up.

    Of course that's more for PvE use, but the point being the abilities work well with themselves. Same for 1h and shield, bow, and staves. Best you can get out of a hypothetical bar full of DW is something like open with the ranged, DoT, kick on the dodge, multihit, and repeat some variation of that until they are low enough to use the health based AoE to finish them and maybe scratch some nearby enemies.

    Don't get me wrong, I love dw, it's the most common on my characters thanks to being so versatile, but on its own it really doesn't stack up to the others.
    And so did many brave men, women, and beast fall to the end of Beta, never to be heard from again. All that is left, is whispers of the adventures they had.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Truth be told I don't think any weapon was meant originally to be used on it's own.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • thorspark
    thorspark
    ✭✭✭
    Truth be told I don't think any weapon was meant originally to be used on it's own.

    In this you're right. Weapon skills should be used with class skills. The problem is that all class skills scale from magicka/spell damage while weapons other than staves scale from stamina/weapon damage.

    Since you can't max out both magicka and stamina, you'll end up having a combination of :
    • Effective class skills / uneffective weapon skills if you go for magicka
    • Effective weapon skills / uneffective class skills if you go for stamina
    • Half-Effective weapon/class skills if you go for a magicka/stamina mix

    The rule doesn't apply to staves wearers as staves scale from magicka too.
    So, if you wear a staff and go full magicka, you get it all, both weapon skills and class skills.
    It's been known like forever. 90% of players run with robe/staff. And yet, nothing changes (except marginal buffs/nerfs)

    DK Vet 12 / NB Vampire Vet 7 / Sorcerer Vet 5 / Templar WW - Guilde Les pochtrons
  • Cogo
    Cogo
    ✭✭✭✭✭
    Truth be told I don't think any weapon was meant originally to be used on it's own.

    Amazing how many people seams to think so.

    Matt Firor said over and over long before launch that the "best" build is not even known to Zenimax. The whole system is based on balancing everything and let the players find out whats good, bad or simply how to get good at something.

    They are balancing "things" that whoever plays it...gets a better outcome. Like 1 Vampire killing 50 in one blow.

    They are NOT balancing if someone cant tank in Light armor....even if light armor can be used to tanking, it works different to heavy.
    In The Elder Scrolls Online, class is not a deciding factor for determining a character's role. Each class has different skills, allowing them to perform multiple roles effectively.

    Just search here. You can switch out class to = Skill/Weapon/race

    You get the same answer on all.

    This isn't news. Anyone who read a few seconds about what ESO is would see this first.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Cogo
    Cogo
    ✭✭✭✭✭
    Cogo wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Let me guess...you don't play right?

    Guess all those new sorcs in 2H and NB in 2H just doing it for fun

    Oh btw...most of them are WW.

    Well aren't you just a ray of sunshine. I'll just point out my other post here then move on, don't have time to waste on this type of ***. I'm fine with 2H, I've just grown a little cynical is all.

    Imagine if some stupid fella tried tanking in full heavy since start, lol! He would never get groups!

    Wait a min...didn't I.....
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Thejollygreenone
    Thejollygreenone
    ✭✭✭
    Heishi wrote: »
    ...
    Varicite wrote: »
    I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.

    Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.

    Where are you getting your info? : O

    This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.

    DW is pretty much the swiss army knife of the game. You have a DoT, an AoE, a ranged, dodge/parry, and a straight damage. This is good because it's useful in a variety of situations, but at the same time, not so much because it's hard to fit into a build (using more than 1 or 2 from the skill line on a bar).

    DW more or less has to be supplemented with class skills to do any real damage. For example, a DoT's nice but it takes 9 sec for max dmg. Now if you have multiple DoTs going it can eat health much more efficiently.

    Same with whirlwind. If you put a couple other AoE's with it and use them to whittle the health down and use whirlwind for a finish, it does a lot of damage. If you use it as an opener, it's barely gonna leave a scratch.

    They just don't do much for each other. Something like 2h works well with it self. You can dedicate a whole bar to it and have it work effectively. Use momentum then critical rush from far off for bonus damage, If you can hit them with wrecking blow it knocks them away and stuns plus bonus dmg to next attack. You crit rush again gaining bonus from the wrecking plus the built up dmg from momentum. Carve for dmg and DoT (plus get some starting dmg on others if they're close), then reverse slash for more dmg based on lower health plus momentum build up.

    Of course that's more for PvE use, but the point being the abilities work well with themselves. Same for 1h and shield, bow, and staves. Best you can get out of a hypothetical bar full of DW is something like open with the ranged, DoT, kick on the dodge, multihit, and repeat some variation of that until they are low enough to use the health based AoE to finish them and maybe scratch some nearby enemies.

    Don't get me wrong, I love dw, it's the most common on my characters thanks to being so versatile, but on its own it really doesn't stack up to the others.

    When I posted that I was merely comparing strictly PvE single target dps. Sorry for the confusion, but all the utility you describe isn't fully relevant or telling in what I was trying to discuss. I'm wasn't debating which had better utility, or which had abilities that make more sense with each other.

    I was comparing raw numbers from one to the other in a specific common situation. All that matters in what I was bringing up is dps numbers from top players of both weaponstyles in a sustained single target PvE environment (i.e. boss fights)

    As far as I knew, DW is able to sustain higher numbers than 2h is at the moment in that scenario. This might change in 1.5, but as of now that was my impression. That's all I was bringing up.

    Unless someone can come with numbers proving one way or the other, going into such detail about why someone thinks one is better is merely subjective on both ends, my side and yours.

    I like 2h better as well, but that doesn't mean I believe that 2h has higher dps potential than 2h before 1.5.

    As for bow vs DW, I doubt there are enough bow users in PvE to get an accurate guess. All I can say for sure is that most stamina dps who do trials tend to run dual wield, and seem to at least be more widely accepted than either bow or 2h.

    Again, this is simply subjective speculation though, and the point I was trying to bring up is that: all that is relevant is the pure numbers between both weapons, which I intended to be the context of my post. Of which, said numbers haven't yet been provided so, kind of a moot discussion. ^.^
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    @ZOS_GinaBruno

    Werewolf savage strength passive (18% weapon damage increase in werewolf form) either isn't updating on the character sheet during transformation or worst case scenario, isn't applying at all. Keep in mind other things like increased stamina and increased armor are applying (though very small percentages)

    Thanks!
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Oronell
    Oronell
    ✭✭✭
    Oronell wrote: »
    Werewolf is suffering from an identity crisis because its both an Ultimate and a Skill line.

    I believe most players want a Werewolf "experience" which means focus should be placed on the Skill Line aspect i.e. more time in beast mode and passives that apply to human form. Someone please correct me if I'm wrong.

    If this were done the "Ultimate" aspect could simply express itself through teamwork with other werewolves i.e. pack running. Pack Leaders could drive this by providing a selection of buffs to no more than three Werewolves in a group, this would also mean that without a full group of Werewolves the buffs can't be applied. It could even be a symbiotic relationship i.e. three Berserkers apply an armor buff to the Pack Leader while the single pack leader provides a damage buff to the three Berserkers. This would encourage people to form packs and build relationships with other werewolves.

    Has anyone proposed a synergy ability for Pack Leaders? If a Pack Leader transforms first other Werewolves in human form can use synergy to go beast mode before they reach the Ultimate cost needed to transform. I'm a Berserker but would love to see this. This would work extremely well if the Ultimate cost was high and the transformation was based on a timer.

    Also not sure if this has been suggested but how about .12 seconds of transformation per unit of Ultimate (Max Ultimate gives you 120 seconds) with a much higher activation cost.

    In a nutshell, focus on the experience (i.e. forget about damage buffs because its an Ultimate in name only) but keep all the new skills and perks you've added. Provide another passive in human form (stealth detection) and consider the above "Pack Ultimate" and "Pack Leader Synergy" suggestions.

    No more identity crisis and BOOM, happy Werewolves imo.

    @ZOS_GinaBruno‌ and @ZOS_JessicaFolsom‌ .

    I have been giving the Pack Leader Synergy and Pack Ultimate more thought.

    What if the two were tied together?

    Meaning, under the right conditions (i.e. a group with One Pack Leader and Three Berserkers), Synergy can be activated when the Pack Leader transforms which will allow the other three Werewolves to also transform AND provide a powerful buff to damage and haste for 12 seconds like an Ultimate.

    Lets call this Ultimate "Blood Frenzy".

    The Synergy would allow the three Berserker Werewolves to transform before they have accumulated enough units of Finesse but the "Blood Frenzy" Ultimate can only last for the full 12 seconds IF all four Werewolves remain transformed during this period.

    For example if each point of Finesse provided .12 seconds and a Berserker in the group has only accumulated 50 points of finesse the Blood Frenzy will last for only 6 seconds (50 x .12). After the "Blood Frenzy" is over, or is broken, the Werewolves with enough Finesse remain transformed until their timers run out.

    Just throwing this out there because its pretty much how Synergy is supposed to work right?

    @ZOS_GinaBruno‌ and @ZOS_JessicaFolsom‌
    Edited by Oronell on October 27, 2014 9:40PM
  • Jamesd1350
    Jamesd1350
    Soul Shriven
    I have not been on the PTS so I'm not sure if the changes coming to the lines being reworked are good or not. Is it viable to play anything other than a staff user with a dress? I really wanted to play a 2h/bow character.

    I'm just coming back to the game after a few months of not playing because of the "You're not in light armor and using a staff? We don't need you" mentality. Is bow damage getting nerfed? Are stamina builds getting buffed? What's the deal here?

    Can anyone cast some light on this for me?
  • Varicite
    Varicite
    ✭✭✭✭✭
    Jamesd1350 wrote: »
    I have not been on the PTS so I'm not sure if the changes coming to the lines being reworked are good or not. Is it viable to play anything other than a staff user with a dress? I really wanted to play a 2h/bow character.

    I'm just coming back to the game after a few months of not playing because of the "You're not in light armor and using a staff? We don't need you" mentality. Is bow damage getting nerfed? Are stamina builds getting buffed? What's the deal here?

    Can anyone cast some light on this for me?

    Snipe is getting nerfed by 5%, but the cast time is being cut in half, so it's a huge net dps gain for PvE.

    I imagine that bows will follow the general rule of thumb for high dps stamina builds, which would be a priority of keeping DoTs on the target and rotating between Snipe and clipped Heavy Attacks.

    2handers are also being wtbuffed w/ a fulltime 20% weapon damage buff from Momentum, a 12% cast time reduction and slight damage buff to Uppercut, a passive replacing Arcane Warrior (this is mostly a wash for damage if you synergized this well before).

    Dual Wield is also picking up a few buffs, but none really look as substantial to me as the Bow / 2 hander buffs. Should also be a dps increase for DW builds, though.

    Sneak Attack damage is being nerfed by ~20% in PvP (PvE is not effected by this change), so if you care about stealth ganking in PvP, that may interest you. Heh, if you care about being stealth ganked, then it may also be interesting, lol.

    Not sure if you were around for 1.4 ("no light armor and staff, get out" has been the mantra since 1.0, so no idea when you actually left), but now heavy attacks from all weapons will restore 10% of its resource, w/ Resto Staff getting 15% from heavy attacks and losing its 10% damage bonus.

    There were some set changes in the past that were pretty good to stamina users as well.

    Hope at least some of this stuff was what you were looking for. : )
  • jackyd
    jackyd
    ✭✭
    thorspark wrote: »
    Truth be told I don't think any weapon was meant originally to be used on it's own.

    In this you're right. Weapon skills should be used with class skills. The problem is that all class skills scale from magicka/spell damage while weapons other than staves scale from stamina/weapon damage.

    Since you can't max out both magicka and stamina, you'll end up having a combination of :
    • Effective class skills / uneffective weapon skills if you go for magicka
    • Effective weapon skills / uneffective class skills if you go for stamina
    • Half-Effective weapon/class skills if you go for a magicka/stamina mix

    The rule doesn't apply to staves wearers as staves scale from magicka too.
    So, if you wear a staff and go full magicka, you get it all, both weapon skills and class skills.
    It's been known like forever. 90% of players run with robe/staff. And yet, nothing changes (except marginal buffs/nerfs)

    IMHO the easiest and simplest fix for this would be to simply remove damage scaling from Magicka and Stamina and make them be only resource pools.

    Oh and just FYI Spell Damage and Weapon Damage factor way heavier into your damage output.

    As a Sorc for instance who runs a Crushing Shock build there is nearly no point in slotting class damage skills because you stack weapon damage to boost the Stave skills and therefore your class skills hit like crap even with a Magicka pool of 2.5k and above .

    You don't even notice much damage differences in you class skills going from say 2k to 2.5k Magicka, whereas buffing your spell damage by 36 improves your damage per cast by nearly 40%, at least on Crystal Frag it does, dunno about how other class damage skills scale as CF is the only direct DD spell we Sorcs get.
    Edited by jackyd on October 28, 2014 7:00AM
  • thorspark
    thorspark
    ✭✭✭
    jackyd wrote: »
    IMHO the easiest and simplest fix for this would be to simply remove damage scaling from Magicka and Stamina and make them be only resource pools.

    Oh and just FYI Spell Damage and Weapon Damage factor way heavier into your damage output.

    As a Sorc for instance who runs a Crushing Shock build there is nearly no point in slotting class damage skills because you stack weapon damage to boost the Stave skills and therefore your class skills hit like crap even with a Magicka pool of 2.5k and above .

    You don't even notice much damage differences in you class skills going from say 2k to 2.5k Magicka, whereas buffing your spell damage by 36 improves your damage per cast by nearly 40%, at least on Crystal Frag it does, dunno about how other class damage skills scale as CF is the only direct DD spell we Sorcs get.

    I agree with magicka/stamina only be used as resource pools.This would make more sense to only have spell/weapon damage as damage scaling resource.

    And, that would allow more various builds, using light/medium armors, magicka class skills in combination with stamina weapon skills.
    DK Vet 12 / NB Vampire Vet 7 / Sorcerer Vet 5 / Templar WW - Guilde Les pochtrons
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just make class skills scale with whatever is higher stamina or magicka and weapon damage or spell power, that way if you wanna use more stamina skills you can focus on that while not being gimped in class skills, they can still cost magicka as well
  • zhevon
    zhevon
    ✭✭✭✭
    jackyd wrote: »
    IMHO the easiest and simplest fix for this would be to simply remove damage scaling from Magicka and Stamina and make them be only resource pools.
    Just make class skills scale with whatever is higher stamina or magicka and weapon damage or spell power, that way if you wanna use more stamina skills you can focus on that while not being gimped in class skills, they can still cost magicka as well

    Either one of these would be great; it would fix a lot of issues - it boggles the mind why they chose to scale damage the way it is done now.
    Edited by zhevon on October 28, 2014 10:51AM
  • Varicite
    Varicite
    ✭✭✭✭✭
    Just make class skills scale with whatever is higher stamina or magicka and weapon damage or spell power, that way if you wanna use more stamina skills you can focus on that while not being gimped in class skills, they can still cost magicka as well

    I have said this SO SO SO many times, and the basis for this is already in-game now w/ the Ult scaling mechanics.
  • draeganb16_ESO
    draeganb16_ESO
    ✭✭✭
    The reason why they choose to scale damage with max magicka/stamina is simple : Otherwise, nobody would take buff/glyph/attributs points to increase it because it's not very helpfull to have JUST a great pool instead of a great regeneration. You generaly empty your pool in less than a minute and fights last very long sometime. Everybody would take health gylphs and stuff with full regen jewelery.

    N.B : Plus, max magicka/stamina does not increase your regen actually
    When Bloodmoon calls, Rivers turns red.
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    Cogo wrote: »
    Truth be told I don't think any weapon was meant originally to be used on it's own.

    Amazing how many people seams to think so.

    Matt Firor said over and over long before launch that the "best" build is not even known to Zenimax. The whole system is based on balancing everything and let the players find out whats good, bad or simply how to get good at something.

    They are balancing "things" that whoever plays it...gets a better outcome. Like 1 Vampire killing 50 in one blow.

    They are NOT balancing if someone cant tank in Light armor....even if light armor can be used to tanking, it works different to heavy.
    In The Elder Scrolls Online, class is not a deciding factor for determining a character's role. Each class has different skills, allowing them to perform multiple roles effectively.

    Just search here. You can switch out class to = Skill/Weapon/race

    You get the same answer on all.

    This isn't news. Anyone who read a few seconds about what ESO is would see this first.

    Seem* and also I can't tell if you're being a *** to me or a sarcastic *** to Zenimax.....
    thorspark wrote: »
    Truth be told I don't think any weapon was meant originally to be used on it's own.

    In this you're right. Weapon skills should be used with class skills. The problem is that all class skills scale from magicka/spell damage while weapons other than staves scale from stamina/weapon damage.

    Since you can't max out both magicka and stamina, you'll end up having a combination of :
    • Effective class skills / uneffective weapon skills if you go for magicka
    • Effective weapon skills / uneffective class skills if you go for stamina
    • Half-Effective weapon/class skills if you go for a magicka/stamina mix

    The rule doesn't apply to staves wearers as staves scale from magicka too.
    So, if you wear a staff and go full magicka, you get it all, both weapon skills and class skills.
    It's been known like forever. 90% of players run with robe/staff. And yet, nothing changes (except marginal buffs/nerfs)
    I know this, kind of part of my point here and why there's so much anger floating around the forums. A stamina weapon or build can't keep up with a staff or magicka build because of the way things are set up, but for now iirc @ZoS mentioned something about balancing class skills proper, with some using stamina or some such.

    Edited by Khivas_Carrick on October 28, 2014 6:08PM
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    I just don't get why they ever thought that stamina would be able to compete with magicka the way that it was designed and then why it ever left beta this way. It doesn't take a genius to realize that having every class ability utilize magicka is going to cause magicka to be favored. On top of that stamina is used solely as defense leaving little left for actual attacking unless you have medium armor equipped and the soft cap reached in stamina. Why does blocking a spell take stamina instead of magicka? I can't think of a single TES game where you can block a spell unless you are using a ward. It just seems like they should have balanced it better from the beginning. If they try to adjust it now I can already see the outrage from the players about what is decided to be stamina and magicka, not to mention the plethora of bugs that will no doubt be introduced. This goes back to my initial objection to having classes in this game at all. It should have been completely skill based like Skyrim was.
    Edited by eventide03b14a_ESO on October 28, 2014 7:11PM
    :trollin:
  • Jitterbug
    Jitterbug
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    Erock25 wrote: »
    be in hide and snipe+heavy+light+poison arrow all hitting at the same time before you re-hide again
    Sounds like "playing" the game to me, though
  • Erlex
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    @ZOS_JessicaFolsom‌ Not sure if anyone has said it already - but the patch notes and the set bonus for the medium trial armor set don't match. The 4 piece is more stamina and not crit strike on PTS.
    World First Hel Ra / AA clear
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  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    The reason why they choose to scale damage with max magicka/stamina is simple : Otherwise, nobody would take buff/glyph/attributs points to increase it because it's not very helpfull to have JUST a great pool instead of a great regeneration. You generaly empty your pool in less than a minute and fights last very long sometime. Everybody would take health gylphs and stuff with full regen jewelery.

    N.B : Plus, max magicka/stamina does not increase your regen actually

    I don't think its that simple. I think its dumb. You're going to increase your resource to sustain damage output longer anyways, Having it also increase damage is just a double buff and unnecessary and/or bad design. It would be better if actually increasing the attribute of magicka or stamina increased the damage. Then maybe everyone won't go 0/63/0 on their attributes and just enchant for resource.

    But i'm sure it won't change. 0/XX/0 for life.
    Edited by demonlkojipub19_ESO on October 29, 2014 12:18AM
  • Rydik
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    Maybe adding spell crit chance(magicka) and weapon crit chance(stamina) or(and) spell resist(magicka) and armor(stamina), and some amount of HP regen(HP) in attributes helps change 0/63/0, but not in pools, just in attributes, around 1% per 1 point, or half lower, so if you go 63/0/0 you have very good spell crit chance or(and) spell resist, that conpensate loss in HP. Or make skills scaling from attributes points, not just from pools, pools for how often you cast, attributes for how powerfull you cast
    Edited by Rydik on October 29, 2014 2:33AM
  • Cogo
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    I am curious. What was wrong in Paul Sage explanation about the changes to the combat system?

    More balanced, more skills and more choices for each players to build their unique style. Did I mention he mentions balance every 2 seconds?

    He never said we get it all in one patch. Just like Matt Firor in May didnt say 90% of the things we have in game now, and then some, would be in patch 1.2 either.

    @Rydik
    Or make skills scaling from attributes points, not just from pools, pools for how often you cast, attributes for how powerfull you cast

    There seams to be a ghost "fact" that level 50 characters, with 49 attribute points, are the SAME as the POOL, which attributes are the base for?

    A:) Could someone please link me how a level 50, Vet X character, calculates damage? Zenimax Information only please.

    Each Veteran ranks gives 10 in each attribute per RANK (Not level).

    The information from Magika, states it has to do with "haste" of spells.
    Is this wrong? Again, Where have Zenimax said this? Or shown it?

    B:) Could someone please enlighten me where this "Fact" come from, that the base 49 attribute points are the same as the pool Health, Magika and Stamina.

    Is there any other calculation going on, other then what Zenimax have stated?
    Edited by Cogo on October 29, 2014 9:25AM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
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