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[Feedback] Pre-1.6 - known inconsistencies in gear stats

Gyudan
Gyudan
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Disclaimer: the following numbers are based on VR14 legendary items. The trends remain the same for lower quality items but the percentages may slightly vary.

The spoilers contain pictures of items showing the stats listed above for a better understanding of the differences.

MAGICKA/STAMINA VS HEALTH
Health consistently gets +50% value compared to stamina and magicka. For most items, a stamina point is worth 1.5 health points. Jewelry traits, however, are the only ones with a 1:1 ratio.
  • Attribute point
    - Magicka/Stamina: 10
    - Health: 15 (+50%)
  • Set bonus
    - Magicka/Stamina: 93 to 94
    - Health: 138 to 141 (+50%)
    o4b0QHm.png
  • Glyph
    - Magicka/Stamina: 97
    - Health: 145 (+50%)
    CmXd5FI.png
    FcxL2QN.png
  • Jewelry trait (arcane/robust/healthy)
    - Magicka/Stamina: 84
    - Health: 84 (equal)
    eklh2FW.png
    xr4bxqj.png
    YoMogkZ.png

The health/stamina ratio is supposedly changing to 1.1 with update 6. I hope that the jewelry pieces will show it too and that they won't remain stuck at the default value.


WEAPON AND SPELL DAMAGE
There is absolutely no logic on this one. Glyphs grant the same value but item set bonuses are completely different.
  • Weapon damage
    - Glyph: 14
    - Set bonus: 17 (+20%)
    hVp2QSY.png
    z4EfWVI.png
  • Spell damage
    - Glyph: 14
    - Set bonus: 9 (-35%)
    HIYTfgP.png
    abLsrKR.png


ARMOR AND SPELL RESISTANCE
For some reason, jewelry enchantments are 3.5 times more effective than item sets for armor and spell resistance. I think that the set bonuses granting those stats are anormally bad compared to the others, given how much easier it is to raise them with a single jewerly enchantment.
  • Armor
    - Set bonus: 184
    - Jewelry glyph: 630 (+357%)
    6mAo7HD.png
    WbSQD09.png
  • Spell resistance
    - Set bonus: 184
    - Jewelry glyph: 630 (+357%)
    - Dungeon set bonus: 250
    (probably forgotten a long time ago in the revamp)
    6mAo7HD.png
    kJiXU5S.png
    Oa3PAGR.png


MUNDUS BOONS (based on Tamriel Foundry and experimentation)

- The Lover: +100 Spell Resistance
- The Thief: +5% crit chance
- The Mage: +100 Magicka
- The Warrior: +20 Weapon damage (??)
- The Serpent: +25 health regeneration outside combat
- The Apprentice: +5% spell penetration
- The Atronach: +20 magicka regeneration
- The Lady: +100 armor
- The Ritual: +5% healing done
- The Shadow: +5% crit strike damage
- The Steed: Increases run speed
- The Lord: +100 health
- The Tower: +100 stamina

Some boons are particularly bad:
- The Lord only gets a 1:1 ratio compared to magicka/stamina
- The Lover and Lady's +100 amor and spell resistance are quite useless.

That's all for today. Feel free to add more details if I forgot anything.


@ZOS_GinaBruno: Since pretty much everything is getting changed in update 6, it would be great if the people in charge of itemization and statistics were a bit more careful with their spreadsheets this time. :innocent:
Edited by Gyudan on January 14, 2015 7:00PM
Wololo.
  • Ashanne
    Ashanne
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    Some boons are missing completely:
    - Stamina regeneration
  • Oughash
    Oughash
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    Thanks for posting this summary. These discrepancies have aggravated me for months now.
  • Dracane
    Dracane
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    I feel like the boost from the Apprentice is much higher than 5%. The damage increase from the apprentice is much higher, than the damage increase from a 14% spell pen staff.

    I seriously can't see, how an offensive magic user can use anything else than the Apprentice. The damage gain is sooo needed. Otherwise the damage is underwhelming.
    Edited by Dracane on January 14, 2015 12:47PM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Nifty2g
    Nifty2g
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    I tested out using The Ritual over The Shadow for healing, shadows makes your heals hit harder (overall heals not just crit)
    #MOREORBS
  • Dracane
    Dracane
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    I tested out using The Ritual over The Shadow for healing, shadows makes your heals hit harder (overall heals not just crit)

    I think it is equal. I mean.... The Ritual always affects your heals, the shadow only when you crit and even then, the ritual helps.

    I haven't tested it myself, but I'm very sure the ritual is superior.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Gyudan
    Gyudan
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    Dracane wrote: »
    I feel like the boost from the Apprentice is much higher than 5%. The damage increase from the apprentice is much higher, than the damage increase from a 14% spell pen staff.

    I seriously can't see, how an offensive magic user can use anything else than the Apprentice. The damage gain is sooo needed. Otherwise the damage is underwhelming.

    Did you test this in group fights as well? It seemed to me that the resistance debuffs given to bosses in 12p group situations were high enough to make further armor/spell penetration a bad choice.
    Wololo.
  • Ahdora
    Ahdora
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    Dracane wrote: »
    I tested out using The Ritual over The Shadow for healing, shadows makes your heals hit harder (overall heals not just crit)

    I think it is equal. I mean.... The Ritual always affects your heals, the shadow only when you crit and even then, the ritual helps.

    I haven't tested it myself, but I'm very sure the ritual is superior.

    I did test it, based on another detailed test I saw someone else perform (wanted to make sure my findings would match their own), and Shadow gave, on average, a 5.3% increase to overall healing, whereas Ritual was flat 5%.

    Not much of an increase, to be sure, but definitely and consistently there.
    Heals With Stick, V11 Argonian Nightblade Healer, NA-EP
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