Well, they doubled the crit chance in all sets in 1.6.2, but these issues still remain:
Vicious OphidianInfallible Aether
- Used to have 22 weapon damage (220 in 1.6), now down to 17 (170)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
- Used to have 10% reduced Armour & Spell Resistance after Heavy Attacks, now only 5%.
- Used to have +83 (830) Heavy Attack damage, now down to 58 (581)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
Well, they doubled the crit chance in all sets in 1.6.2, but these issues still remain:
Vicious OphidianInfallible Aether
- Used to have 22 weapon damage (220 in 1.6), now down to 17 (170)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
- Used to have 10% reduced Armour & Spell Resistance after Heavy Attacks, now only 5%.
- Used to have +83 (830) Heavy Attack damage, now down to 58 (581)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
This wasn't in the patch notes and I haven't had a chance to log into the PTS yet today . So what's the crit chance on Aether compared to crafted sets now ?
http://forums.elderscrollsonline.com/discussion/151058/pts-patch-notes-v1-6-2Doubled the Critical Strike and Spell Critical values for all item set bonuses.
yeah i see that now. i read them notes over several times and didnt see that when it was posted. odd. But are crafted sets still better if they doubled everything ? or are they equal now.Well, they doubled the crit chance in all sets in 1.6.2, but these issues still remain:
Vicious OphidianInfallible Aether
- Used to have 22 weapon damage (220 in 1.6), now down to 17 (170)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
- Used to have 10% reduced Armour & Spell Resistance after Heavy Attacks, now only 5%.
- Used to have +83 (830) Heavy Attack damage, now down to 58 (581)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
This wasn't in the patch notes and I haven't had a chance to log into the PTS yet today . So what's the crit chance on Aether compared to crafted sets now ?http://forums.elderscrollsonline.com/discussion/151058/pts-patch-notes-v1-6-2Doubled the Critical Strike and Spell Critical values for all item set bonuses.
Critical strike chance on Aether & Ophidian is the same as in 1.5 now.
yeah i see that now. i read them notes over several times and didnt see that when it was posted. odd. But are crafted sets still better if they doubled everything ? or are they equal now.Well, they doubled the crit chance in all sets in 1.6.2, but these issues still remain:
Vicious OphidianInfallible Aether
- Used to have 22 weapon damage (220 in 1.6), now down to 17 (170)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
- Used to have 10% reduced Armour & Spell Resistance after Heavy Attacks, now only 5%.
- Used to have +83 (830) Heavy Attack damage, now down to 58 (581)
- Used to have 10% higher base enchantment values, now the same as other non-SO sets.
This wasn't in the patch notes and I haven't had a chance to log into the PTS yet today . So what's the crit chance on Aether compared to crafted sets now ?http://forums.elderscrollsonline.com/discussion/151058/pts-patch-notes-v1-6-2Doubled the Critical Strike and Spell Critical values for all item set bonuses.
Critical strike chance on Aether & Ophidian is the same as in 1.5 now.
Just an fyi but vet14 Martial Knowledge sets can be farmed from ANY delve in cyrodiil. All chests in Cyrodiil delves scale to your level all the way up to Vet 14.
I was the one who put up the thread about this on these forums a few months ago, and did the initial tests, leg work, and verified it. I don't want this information to be secret,so anyone who wants a vet 14 Martial knowledge set can go to any cave in Cyrodiil, red ruby cave, kingcrest cavern, and farm chests. All these chests in these delves have a reasonable respawn rate.
I gave away a 5 piece vet 14 set the other day to a pug, you gotta give back sometimes. So if you want a vet 14 martial knowledge set, go to any cyrodiil cave and farm chests in delves until you get the set, it wont take very long.
Yolokin_Swagonborn wrote: »Just an fyi but vet14 Martial Knowledge sets can be farmed from ANY delve in cyrodiil. All chests in Cyrodiil delves scale to your level all the way up to Vet 14.
I was the one who put up the thread about this on these forums a few months ago, and did the initial tests, leg work, and verified it. I don't want this information to be secret,so anyone who wants a vet 14 Martial knowledge set can go to any cave in Cyrodiil, red ruby cave, kingcrest cavern, and farm chests. All these chests in these delves have a reasonable respawn rate.
I gave away a 5 piece vet 14 set the other day to a pug, you gotta give back sometimes. So if you want a vet 14 martial knowledge set, go to any cyrodiil cave and farm chests in delves until you get the set, it wont take very long.
Does martial knowlege set sell for a lot now? It used to cost around 300g/piece and drops like a fly.
f047ys3v3n wrote: »A note on Stam gear:
I have done this largely from a Magica standpoint because Stam gear is much more complicated. Since there is no magic hit button get stamina for health ability, cost reduction and regen have value for stam users adding complexity to the calculations. 1.6 Changes stamina greatly my removing the ultimate generation differences and making stamina morphs to some abilities. Up until this point, few serious end game theory crafters have dug into stam much. This makes it hard to even get good insights. Simply put, except for very specific cases (like sorcerers lack of any compelling ultimate and single good endgame PVE class ability buffing weapon attacks), prior to 1.6 stamina was just generally bad.
f047ys3v3n wrote: »The way I currently expect stam to play out is that Vicious will probably be used by those who have it even nerfed. It will probably be reasonably comparable to the other options. I don't really see anybody actually doing trials for it though as using Hundings or Morag Tong will be more or less comparable and why do to a bunch of work to get likely wrong traited gear that is negligibly different than stuff you can craft just right in 5 min. The Celerity Ophidian stuff from AA is worthless now and will be just as worthless in the future. This set was crap from day 1 just like the heavy armor from AA. Two of the Jewelry / Weapon sets from AA, Two Fanged and Advancing Yekuta, were good already and will continue to be so as they currently are after 1.6. So the landscape for trials from a stamina perspective is a bit better in that some folks may be willing to run AA and Hel-ra once a week for a shot at stam jewelry. They won't have any magica users to help them but maybe trial groups will still form of all stamina users. I don't see stam users being much more interested in Sanctum than Magica users though as the gear rewarded might be usable but isn't particularly appealing relative to the effort involved in getting it.
Yolokin_Swagonborn wrote: »Gear (either dropped or crafted) and the bonus sets they provide are going to be trivial (in both PvP and PvE) vs the gains and bonuses given by the champion system.
Here are a few of the bonuses you can get with 500 Champion points
- -10.5% Stamina or Magicka Costs Spells/Abilities
- +25% Physical damage
- -14.5% Poison/Disease/Magic damage taken
- -14.5% Flame/Frost/Shock damage taken
- +33% chance on Bash to reduce enemy Movement Speed by 20% for 3 seconds
- Major Heroism after falling below 20% Health, +3 Ultimate every 1,5 seconds for 8 second duration. Can only occur every 30 seconds
- Restore X Magicka when taking Flame, Frost, Shock, Magic, Earth, or Oblivion Damage equivalent to 30% of your maximum Health. Can only occur every 10 seconds.
- -80% Stamina Costs after Break Free for 3 seconds
If any SINGLE ITEM on the list above was introduced as a five piece bonus for a new crafted gear about two patches ago, it would have been considered an extremely strong and desirable set.
Any one of those items looks a lot better than the 5 piece bonuses of most of the Existing Sets out there
A few examples:
- The seducer set only gives you 8% reduction of magicka costs and it is very popular and well used in both PvP and PvE but now you can get 10% mag or stam reduction with CP.
- Hunding's rage gives you 20 weapon damage which doesn't even result in a 25% physical damage increase.
- People would be clamoring to figure out which was better, the Way of the Arena Set or the "80% Stamina Cost reduction after Break Free set" and hoping one of them had jewelry so they could be stacked. "That would be super OP right? Those two sets together? WOW I would rock in PvP with those!!" Well, anyone with 500CP can "stack" those now, and every other Champion bonus on top of it.
When testing the PTS with 3600 champion points I had so many effects randomly proc on me that I couldn't keep track of them. Granted this is a long way off, but there is no harm in reading the writing on the wall for where this game will be eventually.
They joy of theory-crafting right now is picking between which set bonuses you want and trying to figure out which set bonuses your opponent is using. You fight someone that knocks you back or gets a damage shield when he is low health? Must be using Death's wind or whitestrakes, heals for days? Malubeth set + masters sword.
Just try to figure that out after you are wiped off the map in PvP by someone with a ton of Champ points. Or, for PvE, if you start seeing "Raid group LFM, must have X number of Champion Points."
Here is the key point:
Set bonuses and special effects are only valuable when you have to choose carefully between them and make compromises in your build to obtain them. With so many bonuses available at once from the Champion system, Gear Set bonuses no longer become unique, special, or valuable - thus the time needed to grind dungeons to obtain valuable gear becomes no longer valuable..
What used to be special will just become part of the Meta of the game. For example, after a certain amount of time when a critical mass of people get 500 Champion Points, you will know that everyone's stamina costs will be reduced after break free, every time you are bashed you have a 30% potential to be snared.
The learning curve, especially for PvP, increases dramatically for new players and "champion players" are placed on a higher tier than everyone else. Anyone playing since beta remembered how futile it was as a level 40ish to fight a VR10. This will no different.
I'd hate to be the one that inspired a huge nerf of the champion system but it seems like having so many effects active at one time is detrimental to the metagame and kills the fun and uniqueness of what is now set and build theorycrafting. Perhaps you should be limited to one passive (not the incremental ones) from one tree. People with twice born star could pick two trees as well as two mundus. That would make the twice born star set more valuable and theorycrafting more interesting. You can always just buff gear and crafted sets to compensate but you can only get so godlike with so many particle effects and abilities before the game gets boring.