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What's the data on armor set use?

Emmagoldman
Emmagoldman
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I'm curious as to how the dev/combat system team at ZOS use data to inform their decisions on modifying and creating armor sets. Is this something the player base could see? For example x% of mag sorcs use x, or x% of nbs use x. I understand that the team is able to generate data on abilities, and I am curious what sets are being used and which ones are just trash and not being utilized. Is there a plan to make other dead sets more appealing by either buffing them or slightly nerfing over performing sets to find a sweet spot (not nerf into oblivion) Being creative and constantly developing new and exciting sets is obviously a challenge and keeping in mind various play styles in pvp and pve across 5 classes is not easy. I'm also curious if player input help drive development? Lastly, I would like to see a move away from developing armor sets to fix imbalance. For example, observing a gap in a play style and using one set to fix that weakness as it directs players into one style and armor sets and a scripted, dry narrow meta.

On Data: Data can be important and informative, however, requires controls. Is there a way to see what sets are used and in what environment. For example, playing in BG, I very rarely have a death recap without viper. For a year plus, velidreth, and black rose were on what % of stam toons?

Proc sets Proc sets have been extremely strong for a long time: As recently discussed here: https://forums.elderscrollsonline.com/en/discussion/349212/the-procalypse/p1 The conversation and disappointment from this meta, seems repetitive. On one hand we hear from Wrobel that it is "exciting" yet the player base is and has been for a long time against this game style. How and why are the devs making decisions around these sets when they have been so disliked? Is there data on your end that shows something we don't see?

Trash sets and utter confusion Again, it's no easy job to create a plethora of sets and bring balance. There will never be 100% balance, but I fail to see logic in this:

While it's heavy, so not a closed variable, I can choose:

Comparing 5 item sets
Affliction from Cyrodill (city vendor)
(2 items) Adds 129 Weapon Damage
(3 items) Adds 967 Max Stamina
(4 items) Adds 967 Max Magicka
(5 items) When you deal damage, you have a 50% chance to deal an additional 2979 Disease Damage. This effect can occur once every 4 seconds.

or Vipers string

(2 items) Adds 672 Weapon Critical
(3 items) Adds 965 Max Stamina
(4 items) Adds 672 Weapon Critical
(5 items) When you deal damage with a Melee Attack, you deal an additional 6400 Poison damage. This effect can occur once every 4 seconds.

One is clearly dmg specifc, but looking at the 5 item bonus, why would Viper offer guarantee dmg? Afflicting, 3,4 items also keep it's dmg and burst lower and doesn't really offer much as a sustain set.

Looking at same armor type and role
Being more critical, and accounting for and closing variables for both medium armor and damage sets

Flanking Strategist:
(2 items) Adds 967 Max Stamina
(3 items) Adds 688 Weapon Critical
(4 items) Adds 129 Weapon Damage
(5 items) Adds 345 Weapon Damage to your damaging abilities when you use them to attack an enemy from behind.

compared 345 dmg to hitting an enemy from behind (don't let your mind wonder!!) to red mountain, viper, or widow maker, or flanking which again requires hitting an enemy from behind (so a strategy and developing a game style) is dramatically less effective.

In fact: compared across weapon dmg:
I could use strength of the automation:
for 400 dmg on all physical attacks (most common, crit rush, dizzy, execute, dawnbreaker)

or sword swinger or singer for a guarenteed 400 dmg to either 2h or dual wield ability.

Any response would be of interest.
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