Lord_Dexter wrote: »Loving new changes to weapon traits through sharpen and defending can use little buff to 4K
I would say these are prob your best updates.
I think
-prosperous should be buffed to 15 each.
-charged should allow this "Weapon enchantments will no longer proc if the initial attack is dodged"
-powered could go up to 10%
-decisive could go up to 42 to 44% an no one would complain.
It would really be cool if you had a trait or added it to a trait resistance against poison and disease
Leave sharpened and defending as it is or move them both up to like 3k.
I'm not sure Prosperous is there yet.
So wearing seven pieces of gold Prosperous gear grants 77 recovery to all three resources. So let's say I'm wearing seven Prosperous, and I have Major and Minor Endurance and Intellect. (I'll ignore health for now since health recovery isn't important on most builds.) That's right around +100 recovery to each resource. Of course, I won't be running full Prosperous. But it might be useful as an off-trait, say, coupled with five or six pieces of Impenetrable in PVP (Well-Fitted currently plays this role on many stam PVP builds).
The cost of dodge-roll on my stamplar right now is 3716 stamina. With one gold Well-Fitted piece, that would go down to 3514, saving me 202 stamina every time I dodge roll. If I switch this out for a gold Prosperous piece (and have Major and Minor Endurance and Intellect), I lose these cost savings but gain something 14 stamina and magicka every two seconds. 28 seconds will need to pass before Prosperous gives me back enough stamina to equal Well-Fitted, and since I'm dodge rolling more often than every 28 seconds during a fight in Cyrodiil, I can't see any way Prosperous can even come close to Well-Fitted for stamina sustain.
So the question is whether the additional magicka sustain is worth losing all that stamina sustain by choosing 1-piece Prosperous over 1-piece Well-Fitted. I suspect the answer is No, since 14 magicka every two seconds is not going to make a noticeable difference in how often my stamplar can cast Ritual, or how often a stamblade can cast Cloak.
But I know ZOS maths and so I'm sure they ran through these same calculations. I just don't see the use yet.
Olupajmibanan wrote: »I think that precise is new BiS for magicka dps except for DW templar.
18200 - 5280(major breach) - 3010(alkosh proc) - 2108(crusher glyph infused) = 7802 * 0,9(Penetrating magic) = 7022 - 4884(Concentration) = 2138
You need 2138 Spell penetration what's only 23 points in Spell Erosion. You'll have he same penetration as before, +9% crit, -like 3% damage from CP. I am sure that the crit will make for the damage lost.
*Definition: "potential dps increase" this is a term i made up in order to find a way to equalise critical rating/dmg, weapon/spelldmg and max stat. I am under the impression (and pls prove me wrong if u have any numbers indicating sth else!), that e.g. a 10% gain in spelldmg directly causes a 5% gain in dps, the same ratio goes for max stat. crit is slightly different as e.g. a 10% gain in critical rating increases your overall dps by that 10% of your critical dmg. In the above examples i assumed 75% critical dmg, those a 10% increase in critical rating would cause a 7,5% dps increase.
I aware that skills scale differenty from the different pools, but im not trying to simulate rotations and predict actual dps here.
Olupajmibanan wrote: »*Definition: "potential dps increase" this is a term i made up in order to find a way to equalise critical rating/dmg, weapon/spelldmg and max stat. I am under the impression (and pls prove me wrong if u have any numbers indicating sth else!), that e.g. a 10% gain in spelldmg directly causes a 5% gain in dps, the same ratio goes for max stat. crit is slightly different as e.g. a 10% gain in critical rating increases your overall dps by that 10% of your critical dmg. In the above examples i assumed 75% critical dmg, those a 10% increase in critical rating would cause a 7,5% dps increase.
I aware that skills scale differenty from the different pools, but im not trying to simulate rotations and predict actual dps here.
@eso_nya
Does this mean that the more SD you have, the worse Nirnhoned and Infused are?
If I have 2500 SD, +200SD from Nirnhoned would mean only 8% increase in SD thus
4% increase in damage. Do I understand it correctly?
Olupajmibanan wrote: »*Definition: "potential dps increase" this is a term i made up in order to find a way to equalise critical rating/dmg, weapon/spelldmg and max stat. I am under the impression (and pls prove me wrong if u have any numbers indicating sth else!), that e.g. a 10% gain in spelldmg directly causes a 5% gain in dps, the same ratio goes for max stat. crit is slightly different as e.g. a 10% gain in critical rating increases your overall dps by that 10% of your critical dmg. In the above examples i assumed 75% critical dmg, those a 10% increase in critical rating would cause a 7,5% dps increase.
I aware that skills scale differenty from the different pools, but im not trying to simulate rotations and predict actual dps here.
@eso_nya
Does this mean that the more SD you have, the worse Nirnhoned and Infused are?
If I have 2500 SD, +200SD from Nirnhoned would mean only 8% increase in SD thus
4% increase in damage. Do I understand it correctly?
@Olupajmibanan
Yes.
I dont thing that all farming grinding for Sharpened now is worthless....
Still it is the best trait for weapons just not the way too best...if u have it most probably still keep using it.
now people have more options to use
now people dont have to bleed from their fingers for sharpened...
I dont thing that all farming grinding for Sharpened now is worthless....
Still it is the best trait for weapons just not the way too best...if u have it most probably still keep using it.
now people have more options to use
now people dont have to bleed from their fingers for sharpened...
Agreed. People equate any "nerf" to "this is now useless" and that's hardly ever the case. Just because it's not longer the best by far doesn't mean it's no longer strong.
I like the Sharpened change. Precise, Infused, and Nirnhoned will now all be strong option in both PvE and PvP.
@OlupajmibananOlupajmibanan wrote: »According to my calculations Sharpened + Thief is still superior to Precise + Lover on Destro staff user, at least in my CP distribution.
Thief now grants 13,725% crit chance in full divines, and I have 77% crit damage what brings me to 10,568% increase in damage.
By switching to Precise and the Lover Mundus, I gain 1% damage from Elemental Expert, 1% from Thaumaturge and 1% from Elfborn (thanks to points taken from the Spell Erosion). Damage increase in this case is 9*0,78+2 = 9,02% increase in damage.
why i dont understand the changes.
Why shouldnt sharpened be BiS in terms of weapons? if you sharpen a knife irl, it cuts better. right? right. I just dont understand why a defacto weapon trait cant be had. I think the other traits should have been buffed up to sharpened to promote more out of the box thinking, but I dont feel like there is anything inherently wrong with a standard.
So if these changes stick, its whatever. But it just makes me wonder where the development focus is and all the whys