Gilliamtherogue wrote: »JacobyRust wrote: »What is the critical increase from purple to gold stat wise? Is it pretty significant or minuscule?
Set bonus crit rating change from purple to gold will not be noticed, since it only increases fractions of a percent, which the in game tool does not look at.
However if you have multiple set bonuses going from purple to gold you may notice a few % increases.Cu'chulainn wrote: »Has anyone heard of the khajiit crit passive getting fixed for the thieves guild update?
I've tested it on the PTS and it's all in working order.
JacobyRust wrote: »Gilliamtherogue wrote: »JacobyRust wrote: »What is the critical increase from purple to gold stat wise? Is it pretty significant or minuscule?
Set bonus crit rating change from purple to gold will not be noticed, since it only increases fractions of a percent, which the in game tool does not look at.
However if you have multiple set bonuses going from purple to gold you may notice a few % increases.Cu'chulainn wrote: »Has anyone heard of the khajiit crit passive getting fixed for the thieves guild update?
I've tested it on the PTS and it's all in working order.
Thank you on my bosmer with your same setup and purple gear I'm only getting a 65% crit rating and didn't want to waste the mats to upgrade if it wasn't worth it
step1step2 wrote: »How did you enchant your jewelry?
- Using 3x Reduce Stamina Cost atm
Gilliamtherogue wrote: »5 Night Mother's Gaze: Currently the tooltip for this set is out of date. Back in 1.6 ZoS mentioned they were going to buff the 5 piece by 50%, and they did. However they forgot to update the tooltip, meaning players thought it was pretty lack luster still. At legendary v16 this offers 5.86% damage(3870 armor reduc)for physically penetrative abilities (I say that since some magic dealing abilities use physical penetration, like our execute). Not only does it give us more damage on our abilities than Hunding's Rage does, but it also works for anyone attacking that target. I would only use 5 piece Hunding's Rage over this set IF someone else in group was running it. This set also has no ICD, and the first ability to proc it also benefits from the reductive damage, meaning it has a 100% operational value. As I said before, even in solo circumstances, this set outperforms Hunding's Rage damage wise.
Gilliamtherogue wrote: »Let's break down the net values of the higher up races;
1) Khajiit- 8% crit *if it was working* is a bonus chance to crit with all weapon crit based attacks, which is all of our kit. With this build's current CHD setup 8% crit is worth 7.6% flat damage in perfect math with no buffs, 8.56% flat damage with minor force (rearming trap), and an 11.36% flat damage value with both major (aggressive warhorn)and minor force. This alone makes them the top damage dealing choice. If you're curious how to find the damage % value of crit or crit hit damage, all you have to do is take critical strike multiplied by critical hit damage. In this case 8% crit multiplied by my base 1.95 CHD, but remove the 1 since it stands for base damage. My crits unbuffed deal 195% base damage- 100% of the base attack + 95% extra, so we look at the 95% or .95. Minor force is 12% and Major is 35% so simply add those values to the base CHD.
Great post Gill. I don't currently have a stamblade at the moment, but its still nice to see someone taking the time to make a post like this.Gilliamtherogue wrote: »5 Night Mother's Gaze: Currently the tooltip for this set is out of date. Back in 1.6 ZoS mentioned they were going to buff the 5 piece by 50%, and they did. However they forgot to update the tooltip, meaning players thought it was pretty lack luster still. At legendary v16 this offers 5.86% damage(3870 armor reduc)for physically penetrative abilities (I say that since some magic dealing abilities use physical penetration, like our execute). Not only does it give us more damage on our abilities than Hunding's Rage does, but it also works for anyone attacking that target. I would only use 5 piece Hunding's Rage over this set IF someone else in group was running it. This set also has no ICD, and the first ability to proc it also benefits from the reductive damage, meaning it has a 100% operational value. As I said before, even in solo circumstances, this set outperforms Hunding's Rage damage wise.
For a V16 player this would be accurate. However for whatever reason ZOS decided that all VR mobs (or at least the ones I have tested) are level 50 for resistances purposes. So rather than having a max armor value of 66000 thye have a value of 50000, so a 3870 armor reduction would add a 7.74% damage for a PvE mob. This doesn't take into account the fact that armor reductions reduce the effectiveness of maces and any weapon with the sharpened trait, so if you were to switch away from your precise daggers you would want to take this into account. For example if you were using sharpened maces Night Mother's would only add 4.95% because you lose 1393 armor penetration since the target has 3870 less armor so you only end up gaining 2477 armor penetration.Gilliamtherogue wrote: »Let's break down the net values of the higher up races;
1) Khajiit- 8% crit *if it was working* is a bonus chance to crit with all weapon crit based attacks, which is all of our kit. With this build's current CHD setup 8% crit is worth 7.6% flat damage in perfect math with no buffs, 8.56% flat damage with minor force (rearming trap), and an 11.36% flat damage value with both major (aggressive warhorn)and minor force. This alone makes them the top damage dealing choice. If you're curious how to find the damage % value of crit or crit hit damage, all you have to do is take critical strike multiplied by critical hit damage. In this case 8% crit multiplied by my base 1.95 CHD, but remove the 1 since it stands for base damage. My crits unbuffed deal 195% base damage- 100% of the base attack + 95% extra, so we look at the 95% or .95. Minor force is 12% and Major is 35% so simply add those values to the base CHD.
Major force is 30%, not 35%. But once again ZOS throws a wrench at us and doesn't apply the minor\major buffs in the same way. Minor Force simply adds 0.12 to your crit modifer (e.g. the buff is additive) whereas Major Force adds 30% to your CHD (the buff is multiplicative). So if your CHD is 1.67 and you lay down a trap, your CHD becomes 1.79. If you get hit with a Warhorn and your CHD is 1.67 then it only becomes 1.87. If you have both buffs active and your normal CHD is 1.67 then your CHD will be 2.03.
Whats interesting is if your CHD is higher than 2.0 (which yours is after you do rearming trap), you actually get a higher CHD from the multiplicative nature of Major Force, whereas every other person in your raid is losing quite a bit of DPS due to this bug\oversight.
Tested on the PTS just now (v2.3.2) with a template character. Tested it on live last night as well, but I didn't write down the exact numbers. I main a Magicka DK so thats what I tested on, I presume everything would stay the same for physical penetration but I could be wrong.
No Trap\Warhorn:
3664 Non Crit
5497 Crit
Crit Modifier = 1.5
Rearming Trap:
3664 Non Crit
5936 Crit
CM = 1.62
Aggressive Warhorn:
3851 Non Crit
6353 Crit
CM = 1.65 (With quite a bit of rounding going on)
ScreenshotsRearming Trap:
Warhorn:
I could go a step further and do another round of testing with some points into Elfborn to raise my normal CM (which I have done, just didn't write the numbers down) to further confirm that Major\Minor force are applied differently but I don't really want to spend the time to rerun everything at the moment.
Now for spell\armor penetration. I manipulated my spell penetration\targets armor via the light armor passive and ele drain only. I used a defending staff to make everything simple.
V10 Mammoth (The Rift)
4538 Lava Whip Tooltip
4538 - 10264 Spell Penetration
4200 - 5380 Spell Penetration
4164 - 4984 Spell Penetration
3721 - 100 Spell Penetration
V16 Thralled Warrior (Vet Spindleclutch)
4538 Lava Whip Tooltip
3818 - 10264 Spell Penetration
3374 - 5380 Spell Penetration
3339 - 4984 Spell Penetration
2895 - 100 Spell Penetration
Gaining the Concentration LA passive (worth 4884 spell penetration) gave me 443/444 (obviously something just got rounded differently) additional damage against both mobs despite them being 6VR's apart. This is an additional 9.76% (443/4538) damage from the tooltip. If 100% mitigation for a mob was 66000 (like it is for a V16 player) then you would only expect a 7.55% (4884/66000) increase from 4884 additional penetration, however if it was 50000 you would expect a 9.76% (4884/50000) increase, which is exactly what we got.
With the data above you can calculate the Mammoth has 9100 spell resistance (flame resistance to be exact, but I assume they're the same for these two mobs) and the Thralled Warrior has 18200 spell resistance. On a side note the Thralled Warrior (the mob at the beginning of vSC thats getting attacked by the friendly NPC) actually has the same resistance as Blood Spawn. This isn't specific to that trash mob either, I think most (or even all) the trash in SC have the same resistances.
Gilliamtherogue wrote: »
As for your statement on CHD, it seems that Warhorn is now broken again and only receiving half of the efficiency as it was prior to the vanilla Orsinium patch. Somewhere along the lines of the minor patches it was broken again, because when it went live ALL sources of CHD were giving true values, but now I am only seeing a 13.9% increase to my CHD when applying it (less than value due to mob mitigation reducing the efficiency). Thanks for posting that from PTS, I will make sure to report that immediately. I had just been testing with this a few months ago and I have the notes in front of me and everything was perfect after mitigation values applied. Guess I eat my own words about not using old info, even if it was a few incremental patches ago D;
Gilliamtherogue wrote: »
The reason your % amps are different is because you are applying them individually to the mob's armor rating, which is irrelevant with Nightmother's or any flat reduction. Nightmothers reduces armor by 3870, which means no matter what your attacks will do an additional 5.86% more damage than they would without it. Nightmother's % efficiency does not matter on a targets armor rating, unless it is under 3870, as you cannot over penetrate a target.
You are not incorrect by your statement, but you are applying irrelevant math, further convoluting a rather simple subject. Taking the % of how much your reduction of the target is just shows how much efficiency you are gaining against it, but you will always gain the same amount of damage from the mitigation (with the exception of +/- 1 due to rounding).
JacobyRust wrote: »Thank you on my bosmer with your same setup and purple gear I'm only getting a 65% crit rating and didn't want to waste the mats to upgrade if it wasn't worth it
PlagueMonk wrote: »I'm sure this has been posted somewhere else but if not:
"5) Siphoning Attacks: The saving grace of our resources. This ability alone allows us to ignore running regen or cost reduction anywhere in our build. I keep this ability up whenever I drop below 50% resources on single target fights, and up 100% on AoE fights. The main reason is Razor Caltrops and Scorched Earth both can proc this sucker, and when the RNG gods favor us, procs non stop."
This combo will no longer work with the next DLC.
Also I have noticed that with relentless focus that while it does buff my stam regen, my weapon damage never moves. Has anyone tested to see if this is simply a visual glitch or is this part not working?
JacobyRust wrote: »Thank you on my bosmer with your same setup and purple gear I'm only getting a 65% crit rating and didn't want to waste the mats to upgrade if it wasn't worth it
Hey there, thanks Gilliam for your work and dedication, pretty impressive.
I just crafted the gear too and I'm having the same issue with my Bosmer, I only have 69.2% critical chance with this set and with the Shadow mundus stone, on my character sheet at least.
I'm wandering if it's actually worth running at 300CP, so without the 12% crit damage multiplier from PRecise strike, as compared to Jeckll''s build I feel I'm loosing tons of weapon damage while having even more crits (77.7%).. And as I don't have the Maelstrom bow, nor Nerieth helmet, I'm not sure I'm going the right way..
But I going to give it a try with 5xNG, Shadow mundus, and SH slotted (curious here, I guess you want to start off your fight with Meteor but do you use SH in one target fight other than on an execute phase?).
Thanks again, and sorry for bad english, I'm not a native speaker. ^^
Have fun in Tamriel guys.
Gilliamtherogue wrote: »PlagueMonk wrote: »I'm sure this has been posted somewhere else but if not:
"5) Siphoning Attacks: The saving grace of our resources. This ability alone allows us to ignore running regen or cost reduction anywhere in our build. I keep this ability up whenever I drop below 50% resources on single target fights, and up 100% on AoE fights. The main reason is Razor Caltrops and Scorched Earth both can proc this sucker, and when the RNG gods favor us, procs non stop."
This combo will no longer work with the next DLC.
Also I have noticed that with relentless focus that while it does buff my stam regen, my weapon damage never moves. Has anyone tested to see if this is simply a visual glitch or is this part not working?
I have already mentioned the fact that stamina NB DPS will be no longer competitive next patch due to this change earlier in the thread.
Relentless focus does not give Brutality, so it does not increase weapon damage. It gives Berserk, which is ALL damage, so it only applies to tooltips.
PlagueMonk wrote: »Guess I'm not understanding this because if it's ALL damage then my weapon damage and spell damage should be boosted by 8% during that time. Why wouldn't it show up as a buff and how then do I even know it's working other than start doing a lot of attack metrics?
PlagueMonk wrote: »Gilliamtherogue wrote: »PlagueMonk wrote: »I'm sure this has been posted somewhere else but if not:
"5) Siphoning Attacks: The saving grace of our resources. This ability alone allows us to ignore running regen or cost reduction anywhere in our build. I keep this ability up whenever I drop below 50% resources on single target fights, and up 100% on AoE fights. The main reason is Razor Caltrops and Scorched Earth both can proc this sucker, and when the RNG gods favor us, procs non stop."
This combo will no longer work with the next DLC.
Also I have noticed that with relentless focus that while it does buff my stam regen, my weapon damage never moves. Has anyone tested to see if this is simply a visual glitch or is this part not working?
I have already mentioned the fact that stamina NB DPS will be no longer competitive next patch due to this change earlier in the thread.
Relentless focus does not give Brutality, so it does not increase weapon damage. It gives Berserk, which is ALL damage, so it only applies to tooltips.
Guess I'm not understanding this because if it's ALL damage then my weapon damage and spell damage should be boosted by 8% during that time. Why wouldn't it show up as a buff and how then do I even know it's working other than start doing a lot of attack metrics?
Have you played with Briarheart at all?
If someone else asked i apologize.
What is your weapon damage and stamina recovery sitting at? I'm not running an optimal race so I'm not trying to figure what glyphs to throw on my weapons and jewelry.
LeifErickson wrote: »What do you think about running NMG 5 piece and Sheer Venom 4 piece?