Teargrants wrote: »@Ezareth, I don't think you understand properly the imbalance of what you're asking for. People already melt in wall of elements, imagine how OP it would be to have a nirn'd staff w/ 189 spell dmg that buffs the OP wall of elements. Madness!
In fact, I move that ZOS should remove sharpened staffs from the loot table, to help keep Maelstrom wall of elements from upending all the balance changes since 1.6.
I'd imagine the Maelstrom weapons in general would be more useful if the "when equipped" bonus was applied as a 1-item set bonus instead of as an enchantment. Then we could at least change the active effect enchantment if it's something that people feel is useless.If it was enchanteable, okay. But it's not, this staff is useless for myself.
anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
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mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
anitajoneb17_ESO wrote: »mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
Nirnhoned = crafters' exclusivity. That's important imho.
Crafter exclusivity would be provided by a system where stuff like master weapons comes from a combination of the rng drop system and the actual crafting system. A crappy rng loot system is just a crappy rng loot system not "crafters' exclusivity".
If Master weapons and most dungeon sets would work more like the new motifs, where you are slowly gathering info and special mats to craft them, then that would be "crafters' exclusivity".
anitajoneb17_ESO wrote: »mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
Nirnhoned = crafters' exclusivity. That's important imho.
anitajoneb17_ESO wrote: »mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
Nirnhoned = crafters' exclusivity. That's important imho.
I agree with you. Makes sense to add new weapons to the game when crafted will always be better.
anitajoneb17_ESO wrote: »mike.gaziotisb16_ESO wrote: »anitajoneb17_ESO wrote: »@Ezareth : my point is still valid, but yes, I admit I had missed your point, which I understand better now. I have no real opinion on how well balanced the maelstrom weapons are - I'm not that much of a theorycrafter - but if they have to tweak something, they should tweak the enchantment directly and not let these weapons drop in nirnhoned.
As to rewards being "worth it"... well... one item will be worth to some player and nothing to the next... but yes, I would not like to see an itemization fiasco like the trial drops either. So I have to agree with you.
.
And what would be the difference? Exactly same outcome as dropping in nirn
Nirnhoned = crafters' exclusivity. That's important imho.
I agree with you. Makes sense to add new weapons to the game when crafted will always be better.
Yeah, but ZOS could have made the destro staff worth using/farming for, without involving nirnhoned. Maybe that's what he's trying to say?
Think we can all agree that Maelstrom Arena itemization needs some alarming adjustment before patch, especially the staffs and the shield. Otherwise tanks and magicka users have no reason to run vMA, more than a few times for fun and immersion lol.
I very much doubt they'll change any of it though. ZOS is famous for bad itemization. Will make the same mistakes as with IC, where the city's exclusive sets for magicka users and tanks, wasn't worth the Tel Var stones
Gilliamtherogue wrote: »The loss of penetration from Nirn to Sharpened is 4%, which would take 16500 spell resistance to equate to a 1% damage damage loss (660 armor/res = 1% mitigation, therefore 660/.04 - 16500). Now a 189 spell damage for most bread and butter abilities (whip/concealed coeff ~ 1.35091:1 ratio, jabs ~.62:1 overall ratio) equates roughly to a 2-4% damage gain on all abilities, and even more when you amplify that by Major and Minor Sorecery (25% bonus spell damage) as well as any other amps it increases the overall efficiency. The loss of 4% pen is easily made up by the spell damage, not even to mention the staggering bonus damage you get for hitting things inside Wall of Elements, which is one of the best universal DoT's in PvE. In PvP it's not really a deal breaker, but then again, none of the Maelstrom weapons are.
Most min/maxed setups next patch will be running 3 piece willpower, one 5 piece armor set, and a 2 piece undaunted, leaving an open slot and ignoring the previous "129 spell damage" bonus OP mentioned. It's not to say all setups will follow this, but for maximum efficiency they would.
Joy_Division wrote: »You also miss out on increasing your own spell resistance if you take a sharpened staff over a nirnhoned weapon
Gilliamtherogue wrote: »The loss of penetration from Nirn to Sharpened is 4%, which would take 16500 spell resistance to equate to a 1% damage damage loss (660 armor/res = 1% mitigation, therefore 660/.04 - 16500). Now a 189 spell damage for most bread and butter abilities (whip/concealed coeff ~ 1.35091:1 ratio, jabs ~.62:1 overall ratio) equates roughly to a 2-4% damage gain on all abilities, and even more when you amplify that by Major and Minor Sorecery (25% bonus spell damage) as well as any other amps it increases the overall efficiency. The loss of 4% pen is easily made up by the spell damage, not even to mention the staggering bonus damage you get for hitting things inside Wall of Elements, which is one of the best universal DoT's in PvE. In PvP it's not really a deal breaker, but then again, none of the Maelstrom weapons are.
Most min/maxed setups next patch will be running 3 piece willpower, one 5 piece armor set, and a 2 piece undaunted, leaving an open slot and ignoring the previous "129 spell damage" bonus OP mentioned. It's not to say all setups will follow this, but for maximum efficiency they would.
You're discounting the flame damage enchant and assuming that applying Wall of Elements, best dot or no just isn't very useful in PvE.
714 Flame damage is worth more than 60 spellpower alone. The real issue, other than the staff not being all that good is because it is not nirnhoned it isn't as powerful as a sharpened melee weapon. That 1% overall damage that you make light of is still 1% that Stamina doesn't lose.
Gilliamtherogue wrote: »Gilliamtherogue wrote: »The loss of penetration from Nirn to Sharpened is 4%, which would take 16500 spell resistance to equate to a 1% damage damage loss (660 armor/res = 1% mitigation, therefore 660/.04 - 16500). Now a 189 spell damage for most bread and butter abilities (whip/concealed coeff ~ 1.35091:1 ratio, jabs ~.62:1 overall ratio) equates roughly to a 2-4% damage gain on all abilities, and even more when you amplify that by Major and Minor Sorecery (25% bonus spell damage) as well as any other amps it increases the overall efficiency. The loss of 4% pen is easily made up by the spell damage, not even to mention the staggering bonus damage you get for hitting things inside Wall of Elements, which is one of the best universal DoT's in PvE. In PvP it's not really a deal breaker, but then again, none of the Maelstrom weapons are.
Most min/maxed setups next patch will be running 3 piece willpower, one 5 piece armor set, and a 2 piece undaunted, leaving an open slot and ignoring the previous "129 spell damage" bonus OP mentioned. It's not to say all setups will follow this, but for maximum efficiency they would.
You're discounting the flame damage enchant and assuming that applying Wall of Elements, best dot or no just isn't very useful in PvE.
714 Flame damage is worth more than 60 spellpower alone. The real issue, other than the staff not being all that good is because it is not nirnhoned it isn't as powerful as a sharpened melee weapon. That 1% overall damage that you make light of is still 1% that Stamina doesn't lose.
You mean that 1% we don't even have access to at all? Nirnhoned has a 4% advantaged over sharpened, while stamina is stuck without anything stronger. You think since we don't have an equivalent in strength it discredits a loss? Oh man, you just won the special award with that statement.
Also all of the top DK's/Sorcs are using it in the #1 spots in NA and pulling numbers that'd break the known DPS values seen before. 714 flame damage on a 6 second ICD is 119 DPS, compared to an addtional 1300 on LA's, so a direct 1300 dps value. I honestly suggest you pick it up and see the values before you keep bashing WoE, I know a lot of the good players I discussed it with were extremely resistant to trying it but now are glad I brought it up.
Joy_Division wrote: »Gilliamtherogue wrote: »Gilliamtherogue wrote: »The loss of penetration from Nirn to Sharpened is 4%, which would take 16500 spell resistance to equate to a 1% damage damage loss (660 armor/res = 1% mitigation, therefore 660/.04 - 16500). Now a 189 spell damage for most bread and butter abilities (whip/concealed coeff ~ 1.35091:1 ratio, jabs ~.62:1 overall ratio) equates roughly to a 2-4% damage gain on all abilities, and even more when you amplify that by Major and Minor Sorecery (25% bonus spell damage) as well as any other amps it increases the overall efficiency. The loss of 4% pen is easily made up by the spell damage, not even to mention the staggering bonus damage you get for hitting things inside Wall of Elements, which is one of the best universal DoT's in PvE. In PvP it's not really a deal breaker, but then again, none of the Maelstrom weapons are.
Most min/maxed setups next patch will be running 3 piece willpower, one 5 piece armor set, and a 2 piece undaunted, leaving an open slot and ignoring the previous "129 spell damage" bonus OP mentioned. It's not to say all setups will follow this, but for maximum efficiency they would.
You're discounting the flame damage enchant and assuming that applying Wall of Elements, best dot or no just isn't very useful in PvE.
714 Flame damage is worth more than 60 spellpower alone. The real issue, other than the staff not being all that good is because it is not nirnhoned it isn't as powerful as a sharpened melee weapon. That 1% overall damage that you make light of is still 1% that Stamina doesn't lose.
You mean that 1% we don't even have access to at all? Nirnhoned has a 4% advantaged over sharpened, while stamina is stuck without anything stronger. You think since we don't have an equivalent in strength it discredits a loss? Oh man, you just won the special award with that statement.
Also all of the top DK's/Sorcs are using it in the #1 spots in NA and pulling numbers that'd break the known DPS values seen before. 714 flame damage on a 6 second ICD is 119 DPS, compared to an addtional 1300 on LA's, so a direct 1300 dps value. I honestly suggest you pick it up and see the values before you keep bashing WoE, I know a lot of the good players I discussed it with were extremely resistant to trying it but now are glad I brought it up.
Well, I'm glad some people are getting use out of it. I noticed you are all happy when weapons work well for PvE but feel compelled to ask ZoS to reconsider when you think they don't.
Gilliamtherogue wrote: »
You mean that 1% we don't even have access to at all? Nirnhoned has a 4% advantaged over sharpened, while stamina is stuck without anything stronger. You think since we don't have an equivalent in strength it discredits a loss? Oh man, you just won the special award with that statement.
Also all of the top DK's/Sorcs are using it in the #1 spots in NA and pulling numbers that'd break the known DPS values seen before. 714 flame damage on a 6 second ICD is 119 DPS, compared to an addtional 1300 on LA's, so a direct 1300 dps value. I honestly suggest you pick it up and see the values before you keep bashing WoE, I know a lot of the good players I discussed it with were extremely resistant to trying it but now are glad I brought it up.
Personofsecrets wrote: »Perhaps there is something to be said for magic users having a special trait just for them while melee are stuck with the sharpened trait, but that could very well be for game balancing reasons and not something that has occurred out of the blue.
giinoz2011rwb17_ESO wrote: »Hi all, please don't burn me for this.
I have read somewhere that ZOS changed the Nirn items so that it's not beneficial to have a full set of Nirn armor anymore.
That it's only effective for up to two nirn armor items is this correct?
Thanks in advance.
One problem with the internet is so much misinformation and crap so I turn to my peers for their wisdom and assistance.
This is in a game that already favors Stamina over magicka too much.