The exploration trait give only a few xp, the new training can give a 86-91,5% xp bonus (so 75-80% with a full purple gear, who is easy to get). It's enormous, nearly the anniversary bonus everytime on normal xp, cp xp and skill xp. I call it a good trade.
UnBelievaBill wrote: »SublimeSparo wrote: »SublimeSparo wrote: »Nirnhoned is now a useless trait. At CP160 gold, it grants an additional 146 extra WD/SD. Compare to the 5160 extra penetration from Sharpened.
For a trait that is so difficult to obtain, turning it from BiS to such crap is... disappointing.so i have to remake nearly all my f'kin weapons. What an utter pisstake.
Sorc 1 staff, 2 swords
Dk 2 staves
NB 1 staff 2 swords
Templar 2 swords 2 staffs
...
There just aren't words
Would you rather have the same gear forever then? geez.
I applaud this change.
I wouldn't mind grinding for new/ better gear/sets, but ruining my current gear isn't the same thing
Ruining?? How so. Cut off with the dramatic reaction, please.
The value of said materials to make those pieces, kutas, potent nirncrux, gold tempers... Seriously dude? An overhaul of these traits now with no fair compensation or consideration of what the players have put into them is totally uncalled for!
A lot of heavy armor users want block cost reduction recoupled with heavy armor and removed from item traits. If you need something to fill that slot I believe Bastion would make a good replacement trait for it. Bastion - Armor trait "Increase shields by X%".
This could be a point of balance that will allow you to control Defenses that run parallel to Offense such as magicka and stamina based shields. By slotting Bastion you are getting defense at the cost of offense such as divines or infused. The suggestion is a raw thought which will take some fine tuning before it can be introduced accurately and appropriately.
Shadesofkin wrote: »A lot of heavy armor users want block cost reduction recoupled with heavy armor and removed from item traits. If you need something to fill that slot I believe Bastion would make a good replacement trait for it. Bastion - Armor trait "Increase shields by X%".
This could be a point of balance that will allow you to control Defenses that run parallel to Offense such as magicka and stamina based shields. By slotting Bastion you are getting defense at the cost of offense such as divines or infused. The suggestion is a raw thought which will take some fine tuning before it can be introduced accurately and appropriately.
Using Sturdy in place of Infused or Divines is economically stupid in terms of optimal builds.
New Well-fitted... I don't care about roll dodge because I use it rarely.
Currently, on all gold armor my werewolf has 70% less sprint cost, it's truly a blessing and one of few nice things available for this play style. After new awful patch, I will have lower values on my gold gear than I had even on green gear before
ZOS_GinaBruno wrote: »This is the official feedback thread for the changes for Item Traits. Specific feedback that the team is looking for includes the following:
- After reviewing the changes we’ve made to item traits, are there any traits that you still don’t find appealing?
- Were there any traits in particular that you were excited about?
- Do you have any other general feedback?
exiledtyrant wrote: »I just finished some test used the Weighted trait. I was pleasantly surprised. 17% chance to gen 1 ultimate seemed terrible but it really does offer good gains. I tested how long it would take to generate enough ultimate for a level 1 werewolf ultimate. Instead of a time based test on an enemy with a lot of hp I killed open world mobs with around the same time to kill ( in this case gold coast wolves).
The first test was using two dual wield weapon without weighted. It took exactly 12 kills to generate enough ultimate for a werewolf transformation.
The second test used 2 gold axes with weighted. It took 7 kills to generate enough ultimate for a werewolf transformation. So about a 42% decrease in time needed to fill my ultimate. I didn't even think about them stacking but the results seem to indicate that the bonus does.
Next I decided to see what it would be like adding another layer of ultimate gen. The easiest way was to simply go sword and shield and slot heroic slash. First test had me use a weapon without weighted weaving heroic with light attacks. It took 9 kills to generate enough ultimate for werewolf form.
The second test had me using a weighted weapon and heroic slash. It took 6 kills to generate enough ultimate for werewolf form. Again a fairly large gain at 34% time decrease to generate a full ultimate.
Weighted also seems to attack slightly faster than non weighted weapons. This may be a remnant of the old attack speed trait.
All in all I think this trait accomplishes what it set out to do. With a build dedicated to ultimate gen the gains could prove to be substantial. What build wants to revolve around an ultimate besides vampire or werewolf I'm not sure however. I'll be running more test using tava's favor later.
Joy_Division wrote: »exiledtyrant wrote: »I just finished some test used the Weighted trait. I was pleasantly surprised. 17% chance to gen 1 ultimate seemed terrible but it really does offer good gains. I tested how long it would take to generate enough ultimate for a level 1 werewolf ultimate. Instead of a time based test on an enemy with a lot of hp I killed open world mobs with around the same time to kill ( in this case gold coast wolves).
The first test was using two dual wield weapon without weighted. It took exactly 12 kills to generate enough ultimate for a werewolf transformation.
The second test used 2 gold axes with weighted. It took 7 kills to generate enough ultimate for a werewolf transformation. So about a 42% decrease in time needed to fill my ultimate. I didn't even think about them stacking but the results seem to indicate that the bonus does.
Next I decided to see what it would be like adding another layer of ultimate gen. The easiest way was to simply go sword and shield and slot heroic slash. First test had me use a weapon without weighted weaving heroic with light attacks. It took 9 kills to generate enough ultimate for werewolf form.
The second test had me using a weighted weapon and heroic slash. It took 6 kills to generate enough ultimate for werewolf form. Again a fairly large gain at 34% time decrease to generate a full ultimate.
Weighted also seems to attack slightly faster than non weighted weapons. This may be a remnant of the old attack speed trait.
All in all I think this trait accomplishes what it set out to do. With a build dedicated to ultimate gen the gains could prove to be substantial. What build wants to revolve around an ultimate besides vampire or werewolf I'm not sure however. I'll be running more test using tava's favor later.
I'm not sure running around in Zenimax's open world, where it's possible to go AFK and still survive, killing random wolves is a proper test for this trait or alleviates my concerns for it.
Ultimate gain in constant, competitive combat is the litmus test. Most of the ultimate ticks players get is from the heroism buff that comes from light attack/healing and the passives from skills like templar's using a dawn's wrath ability. There are 30 ticks in a minute and assuming best case scenario where every one of those ticks had 2 instances of ultimate being generated - a highly unlikely scenario is competitive situations - I am still only gaining 20 ultimate in a minute, assuming the weapon is even eligible to proc multiple times during the same tick. This means I am going to get mad when RNG gives me a decisive weapon instead of a sharpened, which is precisely what we are trying to avoid here.
Or am I not understanding this trait correctly?
Joy_Division wrote: »exiledtyrant wrote: »I just finished some test used the Weighted trait. I was pleasantly surprised. 17% chance to gen 1 ultimate seemed terrible but it really does offer good gains. I tested how long it would take to generate enough ultimate for a level 1 werewolf ultimate. Instead of a time based test on an enemy with a lot of hp I killed open world mobs with around the same time to kill ( in this case gold coast wolves).
The first test was using two dual wield weapon without weighted. It took exactly 12 kills to generate enough ultimate for a werewolf transformation.
The second test used 2 gold axes with weighted. It took 7 kills to generate enough ultimate for a werewolf transformation. So about a 42% decrease in time needed to fill my ultimate. I didn't even think about them stacking but the results seem to indicate that the bonus does.
Next I decided to see what it would be like adding another layer of ultimate gen. The easiest way was to simply go sword and shield and slot heroic slash. First test had me use a weapon without weighted weaving heroic with light attacks. It took 9 kills to generate enough ultimate for werewolf form.
The second test had me using a weighted weapon and heroic slash. It took 6 kills to generate enough ultimate for werewolf form. Again a fairly large gain at 34% time decrease to generate a full ultimate.
Weighted also seems to attack slightly faster than non weighted weapons. This may be a remnant of the old attack speed trait.
All in all I think this trait accomplishes what it set out to do. With a build dedicated to ultimate gen the gains could prove to be substantial. What build wants to revolve around an ultimate besides vampire or werewolf I'm not sure however. I'll be running more test using tava's favor later.
I'm not sure running around in Zenimax's open world, where it's possible to go AFK and still survive, killing random wolves is a proper test for this trait or alleviates my concerns for it.
Ultimate gain in constant, competitive combat is the litmus test. Most of the ultimate ticks players get is from the heroism buff that comes from light attack/healing and the passives from skills like templar's using a dawn's wrath ability. There are 30 ticks in a minute and assuming best case scenario where every one of those ticks had 2 instances of ultimate being generated - a highly unlikely scenario is competitive situations - I am still only gaining 20 ultimate in a minute, assuming the weapon is even eligible to proc multiple times during the same tick. This means I am going to get mad when RNG gives me a decisive weapon instead of a sharpened, which is precisely what we are trying to avoid here.
Or am I not understanding this trait correctly?
You need to buff the ''new'' trait Decisive to 2 ultimate gain instead of 1 its a lot weaker than Sharpened and Precise by a big margin and same with the new effect of Nirnhoned in weapons they need to be buffed or we are back to square 1 having 3 traits that are good and the rest is way weaker.
Reorx_Holybeard wrote: »I did a bit more testing with Decisive as I wanted to figure out how it works and what sort of improvement it could possibly be to an "Ultimate" type tank build. The short story is that it only actually increases my ultimate gain by around 5% (see below for testing results and some theory crafting). So an interesting trait but even for tanking it is not particularly worth it. At a 5% gain I would rather have the Defending trait. For DPS a Sharpened/Precisie/Nirnhoned would get you far more return. I'm not sure what the dev's target for Decisive is but I would like to see it significantly higher than 5%. An actual 17/34% gain would be reasonable and perhaps worth it for some builds but that's not what it is currently giving us.
A few things about Decisive:
- It seems to give a chance for anything that gives you Ultimate to gain a +1. So when this fires a gain from a Light Attack would give you +4 (normally +3), from Heroic Slash +2 (+1 normally), from Tava's Favour set +4 (+3 normally), and from Blood Spawn set +16 (+15 normally). This immediately reduces its effectiveness from +17% to around 6% as most normal ultimate gains are +3 and you only get +4 when Decisive fires.
- I didn't compute the chance from tests but it seems to be around the +17% value based on how often it fires.
- Using 2 Decisive weapons merely increases the chance of getting +1 Ultimate. I was thinking it might have a small chance to give +2 but I never saw that happen over a good number of tests.
For my tests I went into normal Wayrest and tanked the first group of 4 rats five times and then the second group of 8 rats five times and averaged my results using a Decisive trait and without. The times are for generating 200 ultimate.
- 4 Rats Without = 34.4 sec (5.8 Ult/sec)
- 4 Rats With Decisive = 29.8 sec (6.7 Ult/sec, +13%)
- 8 Rats Without = 29.0 sec (6.9 Ult/sec)
- 8 Rats With Decisive = 27.0 sec (7.4 Ult/sec, +7%)
So a noticeable difference this time with a bit more controlled test. Due to the random nature of some of my Ultimate sources I'd have to do a really long or very many tests to remove the random element from the results. My sources of Ultimate are:
- Light Attacks / Blocking = 3 Ult/sec
- Heroic Slash = 0.7 Ult/sec
- Blood Spawn = 6% chance on hit to get 15 Ult, 6 sec cooldown
- Tava's Favour = Gain 3 Ult/sec over 3 secs when you dodge (using Shuffle, 20% dodge)
From this you can get a rough estimate of how much Ultimate you gain per second. The last two are a little tricky as it depends on how often you are hit. Using a typical dungeon trash pull the average of 2 hits/second seems reasonable. This gives an average return for Blood Spawn of around 1.5 Ult/sec (2.5 Ult/sec max) and for Tava around 2.3 Ult/sec (3 Ult/sec max).
So using these values we can estimate our ultimate gain with and without a Decisive weapon:
- Average Without = 7.7 Ult/sec
- Average With Decisive = 8.1 Ult/sec (+5%)
- Max Without = 9.2 Ult/sec
- Max With Decisive = 9.7 Ult/sec (+5%)
This roughly matches my "8 Rat" test results. For a boss you're going to be hit far less often so the Ultimate gain from Blood Spawn/Tava will be less but I would still expect a 5% gain for 1 Decisive weapon since most of your Ultimate will be the +3/+4 from Light Attacks. Using 2 Decisive weapons would likely get you +10% Ultimate gain.
exiledtyrant wrote: »Just to add some more data for decisive trait I did some single target ultimate gen testing using minotuars, and multi hit testing using wayrest rats. I timed the ultimate gen up against my Greater Atronach Summon which last 28.6 seconds so basically 29 seconds. The gen was accounted for from drop down to death animation.
My findings were:
minotuars
Dual light attacks without decisive
96
96
96
96
96
Average : 96 ultimate per 29 seconds
Dual light attacks with decisive
108
108
108
108
109
Average = 108 ultimate every 29 seconds
Gain 12% more ultimate on average over a period of 29 seconds.
Wayrest skeevers
Dual light attacks without decisive + tava
129
120
126
135
126
Average = 127 ultimate every 29 seconds
Dual light attacks with decisive + tava
140
152
138
145
151
Average = 145 ultimate every 29 seconds
Gain of 14% more ultimate over a period of 29 seconds.
Minotuars
Sword and shield light attacks without decisive + heroic
115
115
115
115
115
Average = 115 ultimate every 29 seconds
Sword and shield light attacks with decisive + heroic
122
124
124
120
122
Average = 122 ultimate every 29 seconds
Gain of 6% more ultimate over 29 seconds.
Wayrest Sewer rats
Sword and shield light attacks without decisive + heroic + tava
155
164
144
169
146
Average = 156 ultimate every 29 seconds
Sword and shield light attacks with decisive + heroic + tava
156
163
173
155
164
Average = 162 ultimate every 29 seconds
Gain of 4% increased ultimate every 29 seconds
********************************************************************************
As you can see there is a trend showing more investment in ultimate gen leads to less actual gains from decisive. Whether this is due to a cap, an ICD, or just small sample size I can't be sure. I don't think it is fair to compare this trait to other DPS traits though. Ultimate gen is pure utility. Also most ultimate gen is centered around being attacked. With that in mind decisive is best compared against other defensive traits. Is it's power level high enough to make it comparable to other defensive traits? I am not sure.
Ultimate generation and reduction are very rare to come by. They usually require a 5 piece set bonus investment or a class specific passive. With the ultimate gen available now ultimates at 170 or below are practically free and those in the 200 range are not far off. I guess it comes down to how much ultimate gen is ok to make it competitive without allowing for perma atronahcs/ annulments/ standards/ warhorns etc. If anything decisive should made in a way that the more you invest into ultimate gen the better it gets. Right now that doesn't seem to be the case.
...
I must say that this is lower, for both the DPS build and the Tank, than I guessed before doing the precise Math.
And the current low effect really invites to increase the Decisive effect substantially to get it useful.
The only risks I see are semi-permanent DK Ultimates and perhaps Negate.
Whereby the defensive DK Ultimates will only benefit from half of the max Decisive value (S&B).