TL;DR: Weapon drop chances are completely out of line with the size of the weapon pool.
Illustrating the problem: Getting weapons vs. getting armor
Let's say, for example, you are farming for a set that drops in a group dungeon.
In One Tamriel's group dungeons, minor bosses drop small pieces (hands, waist, shoulders, and feet), major bosses drop large pieces (chest, legs, and head), while the final boss drops
either jewelry
or weapons/shields. Although the exact details vary from dungeon to dungeon, a typical group dungeon has 6 bosses: 3 minor bosses, 2 major bosses (not including the final boss), and the final boss. Both armor pieces and weapons can come in all 8 standard traits, and jewelry pieces have fixed traits. Finally, there are 3 different sets that can drop in a dungeon.
This means that in a complete run of a typical dungeon...
- Small armor pieces: 3 chances at drops, out of a pool of 96 possibilities (3 sets * 4 possible pieces * 8 traits), for a 1-in-32 chance of getting a specific piece in one dungeon run.
- Large armor pieces: 2 chances at drops, out of a pool of 72 possibilities (3 sets * 3 possible pieces * 8 traits), for a 1-in-36 chance of getting a specific piece in one dungeon run.
- Jewelry: 0.5 chances at drops, out of a pool of 6 possibilities (3 sets * 2 possible pieces, single trait), for a 1-in-12 chance of getting a specific piece in one dungeon run.
- Weapons/Shields: 0.5 chances at drops, out of a pool of 312 possibilities (3 sets * 13 possible pieces * 8 traits), for a 1-in-624 chance of getting a specific piece in one dungeon run.
One of these is not like the others.
So, my first question for the developers: "Is this intended?" Is it intentional that weapons are about 20x harder to get than armor pieces? Making these set weapons hard to obtain does bolster the value of the special Maelstrom/Master weapons, so maybe this kind of drop rate is what you were deliberately aiming for. If that's the case, then please say so. This way people can set their expectations and plan their builds accordingly.
If this is not intended, then I'd like to offer a couple of suggestions.
Suggestion 1: Increase the drop chances
Instead of having an either/or chance of dropping a weapon on one boss, make weapons drop
in addition to armor pieces on
all bosses. That way, instead of 0.5 chances to pull from a pool of 312, we'll have 6 chances, for a 1-in-52 chance of getting a specific piece in one typical dungeon run. Even with this change, getting a specific weapon piece would still more difficult than getting a specific armor piece. But at least we're no longer talking about it being more than
an order of magnitude more difficult.
Suggestion 2: Make weapons "drop more intelligently"
ZOS has taken a few small, limited steps towards eliminating some of the nonsensical weapon combinations:
Sets that grant a bonus to melee damage will now drop more intelligently (i.e. a set with melee damage will no longer drop with a bow or stave).
Fixed an issue where the Berserking Warrior item set would drop in Bows, Destruction Staves, and Restoration Staves. Since the set only procs on dealing melee damage, the set will now only drop in Armor, Jewelry, Melee Weapons, and Shields.
The Town Capture box for Hawk's Eye will no longer drop any melee or staff weapons for the set. It will now only drop bows, armor, and jewelry for the set.
ZOS later clarified their position with:
Just to update everyone, we only remove certain weapons from an item set’s possible drops when it is utterly and absolutely impossible for that set’s five-piece bonus to be triggered with that weapon equipped. For instance, it is impossible to trigger the Coat of the Red Mountain item set’s five-piece bonus with a Restoration Staff; we will be removing Restoration Staves of the Red Mountain from the possible set item drops in Stonefalls in a future patch.
While some of the sets listed in this thread may not be optimal in all situations, they can still potentially be used, so they are considered legitimate item slot/set combinations.
But there is an inconsistency here. If we are to use the stated standard of "utterly and absolutely impossible", then only the following sets would be affected:
- Shadow of the Red Mountain and Way of Fire: 5p bonus calls for damage from a weapon ability, and all resto staff abilities are non-damaging
- Eagle Eye, Hawk's Eye, Kyne's Kiss, Marksman's Crest, Wilderqueen's Arch: 5p bonus (or 3p bonus in the case of Eagle Eye) apply only to bow abilities
- Sword Dancer, Sword Singer, Spider Cultist, Light Speaker, Knight-Errant: 5p bonus applies only to dual-wield, 2-hander, destruction staff, restoration staff, or sword-and-board abilities, respectively
- Destruction Mastery: 5p bonus requires destruction staff to be equipped
The inconsistency is that the initial set of exclusions--removing ranged weapons from sets "with melee damage"--actually don't meet the rather high "utterly and absolutely impossible" criteria and instead fall under "not be optimal in all situations, they can still potentially be used". I could deal melee damage with class abilities such as Surprise Attack or Biting Jabs, even with a bow or staff equipped.
So what about sets like Burning Spellweave? That set proc off of flame damage, yet
it can drop as an ice staff. It doesn't meet the "utterly and absolutely impossible" criteria since flame damage can come from class and guild abilities, but it does meet a criteria that is very similar to that of the existing melee exclusion.
I would suggest, as a bare minimum of a first step, that "utterly and absolutely impossible" be expanded a bit so that sets like Burning Spellweave or Silks of the Sun don't drop in ice staves and Ysgramor doesn't drop in fire staves, to achieve parity with the melee exclusion that's already in place.
However, given the vast pool of possible weapon drops--104 per set vs. just 56 per set for armor--if you don't vastly expand weapon chances, then you absolutely will need to scrap the "utterly and absolutely impossible" criteria and do much more aggressive culling of the pool: eliminating staves from stamina sets and stamina weapons (with the exception of sword and shield) from magicka sets.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @Wrobel