
Forestd16b14_ESO wrote: »Ok....... now did the figure out what be a passive for Argonians than a fast swim speed yet?
ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
tinythinker wrote: »Forestd16b14_ESO wrote: »Ok....... now did the figure out what be a passive for Argonians than a fast swim speed yet?
Swim speed is part of the same passive and is an extra. It's nice. Other races should have a similar non-combat lore aspect added to one of their passives, too.
ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
True it is still tied to a consumable item, but with the health buff last week there is still progress.PlagueMonk wrote: »The problem is this "buff" is STILL tied to an ability that requires us to expend consumables and a measly +4% to each stat STILL does not offset that big disadvantage.
Would you settle for adding in that Argonians make one or two extra potions per craft?PlagueMonk wrote: »Now if Zenimax was willing to send Argonians a daily supply of max stat potions THEN I would quit bitching but i don't see that happening.
tinythinker wrote: »ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
Yeah I suggested 12% for the potion bonus a while back in one of the many Argonian passive threads. Their calculations came to the same conclusion apparently (either that or they just said, "Hey, go with what tiny said and say we crunched some numbers"). I had also suggested 8 or 9% for max health bonus too... hmmmm
PlagueMonk wrote: »ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
While I'm going to go ahead and say its something, it is still just a bone (but yes a bigger bone) They just keep adding bits to existing racials instead of retooling them.
The problem is this "buff" is STILL tied to an ability that requires us to expend consumables and a measly +4% to each stat STILL does not offset that big disadvantage. If we don't have a potion, we get zero. (not to mention the fact this ability has a CD on top of that because of potion mechanics). Even if the return was 20% I don't see that as offsetting the fact it costs us money to gain benefit from our racial.
Now if Zenimax was willing to send Argonians a daily supply of max stat potions THEN I would quit bitching but i don't see that happening.
ThatNeonZebraAgain wrote: »tinythinker wrote: »ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
Yeah I suggested 12% for the potion bonus a while back in one of the many Argonian passive threads. Their calculations came to the same conclusion apparently (either that or they just said, "Hey, go with what tiny said and say we crunched some numbers"). I had also suggested 8 or 9% for max health bonus too... hmmmm
Yea I recall 12-15% being tossed around our threads. Glad they decided to take a larger leap than simply increasing by another 2%.PlagueMonk wrote: »ThatNeonZebraAgain wrote: »
12% is a solid return amount. I'm happy with that.
While I'm going to go ahead and say its something, it is still just a bone (but yes a bigger bone) They just keep adding bits to existing racials instead of retooling them.
The problem is this "buff" is STILL tied to an ability that requires us to expend consumables and a measly +4% to each stat STILL does not offset that big disadvantage. If we don't have a potion, we get zero. (not to mention the fact this ability has a CD on top of that because of potion mechanics). Even if the return was 20% I don't see that as offsetting the fact it costs us money to gain benefit from our racial.
Now if Zenimax was willing to send Argonians a daily supply of max stat potions THEN I would quit bitching but i don't see that happening.
I agree, anything potion-related will always be limited by the cooldown and the cost of the potion itself, which must be taken into account when balancing. Another way to increase the value of potion passives is to provide ways to viably reduce the potion cooldown beyond the 15 seconds that 3 jewelry glyphs would grant. However, V16 gold jewelry enchants for regen or damage are very hard to pass up, especially for potions whose buff values are locked.
Could Amphibious still have a higher value and not be OP? Yes, but at least things are starting to finally fall into place. Could the value of healing received be increased still to offset its relatively low value compared to max stat or regen? Yes as well. But it seems pretty clear that we are unfortunately not going to see a big retooling of racial passives (don't know if they are still going with their plan of overhauling racials before offering race change in Crown Store), so getting the current ones increased is currently the most obtainable fix we will get.
sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
tinythinker wrote: »sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
Hmm, maybe we could give that 3/5s potion cool-down to the Nords?
sneakymitchell wrote: »tinythinker wrote: »sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
Hmm, maybe we could give that 3/5s potion cool-down to the Nords?
No.
I don't care about that.
It just that when I used to run good reinforced back then I was new to the game when consoles came out. I thought the reinforced will be good to help nords reduce the damage mitigation but instead in downgrades the passive to 3% to what SkylarkAU was saying.
sneakymitchell wrote: »tinythinker wrote: »sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
Hmm, maybe we could give that 3/5s potion cool-down to the Nords?
No.
I don't care about that.
It just that when I used to run good reinforced back then I was new to the game when consoles came out. I thought the reinforced will be good to help nords reduce the damage mitigation but instead in downgrades the passive to 3% to what SkylarkAU was saying.
Just to explain for others..
From the testing I've done mitigation is calculated in steps as opposed to simply being stacked, presumably to prevent players from reaching 100% mitigation, e.g.
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 50% from resistance
= 5,000 damage
----Step 2----
5,000 damage coming to you
- 6% from nord passive
= 4,700 damage
as opposed to:
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 56% from resistance + Nord passive
= 4,400 damage
So you can see that the higher your base resistance the less effective additional mitigation passives/bonuses are (diminishing returns)
sneakymitchell wrote: »tinythinker wrote: »sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
Hmm, maybe we could give that 3/5s potion cool-down to the Nords?
No.
I don't care about that.
It just that when I used to run good reinforced back then I was new to the game when consoles came out. I thought the reinforced will be good to help nords reduce the damage mitigation but instead in downgrades the passive to 3% to what SkylarkAU was saying.
Just to explain for others..
From the testing I've done mitigation is calculated in steps as opposed to simply being stacked, presumably to prevent players from reaching 100% mitigation, e.g.
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 50% from resistance
= 5,000 damage
----Step 2----
5,000 damage coming to you
- 6% from nord passive
= 4,700 damage
as opposed to:
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 56% from resistance + Nord passive
= 4,400 damage
So you can see that the higher your base resistance the less effective additional mitigation passives/bonuses are (diminishing returns)
sneakymitchell wrote: »sneakymitchell wrote: »tinythinker wrote: »sneakymitchell wrote: »Well argonians are getting buffs what next nords and I don't know what else right after that if they can't squeeze any more buffs on bad racial passives on races that are not good with their passives.
Like nords are not have the great effect on tanking with rugged this guy on the forums tested it with having high resistance said that rugged is like getting 3% than normally would.
http://forums.elderscrollsonline.com/en/discussion/comment/2596653/#Comment_2596653
Hmm, maybe we could give that 3/5s potion cool-down to the Nords?
No.
I don't care about that.
It just that when I used to run good reinforced back then I was new to the game when consoles came out. I thought the reinforced will be good to help nords reduce the damage mitigation but instead in downgrades the passive to 3% to what SkylarkAU was saying.
Just to explain for others..
From the testing I've done mitigation is calculated in steps as opposed to simply being stacked, presumably to prevent players from reaching 100% mitigation, e.g.
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 50% from resistance
= 5,000 damage
----Step 2----
5,000 damage coming to you
- 6% from nord passive
= 4,700 damage
as opposed to:
You have maximum resistance (50% mitigation) + Nord passive:
----Step 1----
10,000 damage coming to you
- 56% from resistance + Nord passive
= 4,400 damage
So you can see that the higher your base resistance the less effective additional mitigation passives/bonuses are (diminishing returns)
SkylarkAU So what is the highest resistance that you get from numbers other than % ? And how do i calculate this ?