PTS Update 15 - Feedback Thread for Armor & Weapon Traits

  • LiquidPony
    LiquidPony
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    SanTii.92 wrote: »
    Rickter wrote: »
    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

    There is no defacto BiS trait anymore. It all boils down now, to group composition, and availability of penetrations and you own overall build, Cps distribution, mundus stones. Which is great, alliviates the huge nightmare that is farming the correct weapons.

    Spot on.

    I feel like the goal here, from ZOS, is "you should be able to create a 'BiS' build based on the gear you have (within limits)," rather than having to farm for specific gear to fit yourself into a BiS build.

    So, if you've got War Machine and Maelstrom weapons in Precise or Infused, you can tweak your CP and Mundus and end up with roughly the same DPS as the guy who's got those weapons in Sharpened with his CP and Mundus set up differently.
  • xaraan
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    On the prosperous change: I agree the name doesn't fit anymore first off.

    But the regen it gives is virtually useless even when stacked and maxed. Maybe the same or similar value in cost reduction would be valuable, especially since cost reduction is more rare now, would make it appealing.
    -- @xaraan --
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  • Onefrkncrzypope
    Onefrkncrzypope
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    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now
    -Immortal Redeemer-
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    If I edited a post, it was for spelling. It is always because of spelling....
  • code65536
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    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now

    LOL. Who are these people in the endgame community that enjoy RNG grinding for their gear?

    I guarantee you one thing: nobody in the serious endgame community likes the RNG grind. If the point of running content is to get the gear, then you're running content for all the wrong reasons. The point of running content is progression. It's to get better. Clearing more difficult challenges that you could not clear before, getting better times, and getting better scores. And for the fun of running the content. Nobody runs the content just for the gear. The gear is not the end--it's a means to achieve that end. And as a result, we all hate the gear grind because it's an obstacle blocking the path to people's real goals. In the vMoL runs I participate in, there will sometimes be people who just leave the trial after the run without bothering to go back and loot the chests. Because they don't care--they were there because the trial is fun, not because they're seeking to grind out gear.

    If you're running content just to get gear, then you just don't get it, and you're not representative of the real endgame community.
    Edited by code65536 on July 11, 2017 9:48PM
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  • Onefrkncrzypope
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    code65536 wrote: »
    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now

    LOL. Who are these people in the endgame community that enjoy RNG grinding for their gear?

    I guarantee you one thing: nobody in the serious endgame community likes the RNG grind. If the point of running content is to get the gear, then you're running content for all the wrong reasons. The point of running content is progression. It's to get better. Clearing more difficult challenges that you could not clear before, getting better times, and getting better scores. And for the fun of running the content. Nobody runs the content just for the gear. The gear is not the end--it's a means to achieve that end. And as a result, we all hate the gear grind because it's an obstacle blocking the path to people's real goals. In the vMoL runs I participate in, there will sometimes be people who just leave the trial after the run without bothering to go back and loot the chests. Because they don't care--they were there because the trial is fun, not because they're seeking to grind out gear.

    If you're running content just to get gear, then you just don't get it, and you're not representative of the real endgame community.

    I wasn't protecting rng. I was saying that changing the meta too much too often get frustrating. That's great that some of your friends can enjoy a year old trial but others don't. Craglorn trials are even more old should everyone just enjoy running it for the 100th time for fun? This obfuscates traits which confuses new player and nerfs the endgame players yet again. If the make the trait to even people will get bored without anything to do. You dont represent the endgame players either. I never said I did. I was voicing concerns for the replayablity in my opinion.
    -Immortal Redeemer-
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    If I edited a post, it was for spelling. It is always because of spelling....
  • Lord_Eomer
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    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now

    FYI..sharpen is still BIS but with small difference comparing other traits.

    Stop being support a single trait which creates a race to have it. Current changes are good and allow to get penetration from Mundus Stone. It creates diversity in builds!

    This is how choices becomes easier rather than looking for sharpen all the time!

    When Sharpen was buff to 5k penetration with DB update, nirn was nerf and precise becomes 2nd PVE dps choice!

    Its right time to balance sharpen and i agree with other users, sharpen is balance now!

    You can still use sharpen with having munuds as lover and put around 30 cp intp spell erosion. This will put you around 12-13k spell pentration. Infact with major breach + crusher enchantmwnt you may over penterate and lose dps.

    Crit can now be gain easily from sets that why you do not need drom munuds.

    This patch is taking game in the right direction.

    Infact nirnhoned trait need some buff to be par with sharpen and precise!
    Edited by Lord_Eomer on July 12, 2017 3:41AM
  • LordSlif
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    Nirn is pretty good now, nirn + major and minor sorcery is strong For example
    Edited by LordSlif on July 12, 2017 4:01AM
  • LordSlif
    LordSlif
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    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now

    FYI..sharpen is still BIS but with small difference comparing other traits.

    Stop being support a single trait which creates a race to have it. Current changes are good and allow to get penetration from Mundus Stone. It creates diversity in builds!

    This is how choices becomes easier rather than looking for sharpen all the time!

    When Sharpen was buff to 5k penetration with DB update, nirn was nerf and precise becomes 2nd PVE dps choice!

    Its right time to balance sharpen and i agree with other users, sharpen is balance now!

    You can still use sharpen with having munuds as lover and put around 30 cp intp spell erosion. This will put you around 12-13k spell pentration. Infact with major breach + crusher enchantmwnt you may over penterate and lose dps.

    Crit can now be gain easily from sets that why you do not need drom munuds.

    This patch is taking game in the right direction.

    Infact nirnhoned trait need some buff to be par with sharpen and precise!

    Nirn is good now
  • ManDraKE
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    I loved the changes, it adds more diversity and makes the grinding less annoying. One thing, infused got a bit overbuffed imo, it was already strong but just overshadowed by sharpened. I'm ok with the extra power increase of the enchantment, but the extra cooldown reduction is over the top.

    The idea of the new Prosperous is great, but is too weak. I understand that prosperous won't be the optimal thing for min-maxing, but 11 regen at gold is too weak, no reason to run it at it is.
    Edited by ManDraKE on July 12, 2017 4:13AM
  • Morgul667
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    LordSlif wrote: »
    Then why have traits on weapons at all? Look balancing is important but how does this help the game. What is the point in running content? To get the best weapons. End game is dieing because of how little content is coming out. Now BiS is easy woo yay. But the people who grinded months or paid way too much gold are screwed. If I was them I would be looking to other games. But hey now everyone can be BiS and enjoy no grinds. It means I can stop vMA mol hrc etc cause I'm done so happy to have nothing to do in the game now

    FYI..sharpen is still BIS but with small difference comparing other traits.

    Stop being support a single trait which creates a race to have it. Current changes are good and allow to get penetration from Mundus Stone. It creates diversity in builds!

    This is how choices becomes easier rather than looking for sharpen all the time!

    When Sharpen was buff to 5k penetration with DB update, nirn was nerf and precise becomes 2nd PVE dps choice!

    Its right time to balance sharpen and i agree with other users, sharpen is balance now!

    You can still use sharpen with having munuds as lover and put around 30 cp intp spell erosion. This will put you around 12-13k spell pentration. Infact with major breach + crusher enchantmwnt you may over penterate and lose dps.

    Crit can now be gain easily from sets that why you do not need drom munuds.

    This patch is taking game in the right direction.

    Infact nirnhoned trait need some buff to be par with sharpen and precise!

    Nirn is good now

    Seems like its still needs a buff compared to others as we see in this quote from Asayre
    Lover(6.1%) > Thief(4.7%) > Shadow(4.4%) > Apprentice(4.41%) > Mage(3.5%)

    Damage increase compared to no mundus shown in parenthesis

    Thief, Shadow, Apprentice and Mage seem decently balance. The error in my estimates probably makes the variance even smaller but it seems Lover is slightly preferred.

    Initial estimates for weapon traits are

    Sharpened(6.1%) > Infused(4.8%) > Precise(4.7%) > Nirnhoned(3.5%)

    Damage increase compared to no trait shown in parenthesis

    Again decently balanced except for Sharpened.

    By the way, standardisation of Mundus and Trait values made it such that Sharpened = Lover and Precise = Thief so saved a few calculations there. The 3.5% for Nirnhoned and Mage is a coincidence.

    I postulate that Sharpened and Lover are slightly overperforming to make the gap between low coordination and high coordination groups smaller. You would presumably get more debuffs in organised groups thus increasing the likelihood that you reach the penetration cap and no benefiting fully from Sharpened/Lover.
    Edited by Morgul667 on July 12, 2017 4:18AM
  • Gilliamtherogue
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    I've spent over 12 hours parsing differences in Traits as well as Mundus stone combinations on Stamina Nightblade, and with identical gear setups and rotations (only changing Traits or Mundus stones, usually in order with one or the other) and the deviation between the top DPS stones; Shadow, Thief, and Lover, are all withing 300 DPS of one another.

    For the rotation and setup (Khajiit stamblade) Shadow > Lover > Thief

    As for traits each trait was within 600 DPS of one another when examining 1 control (Sharp) with 1 variable (Sharp, Infused, Precise, and Charged, and Nirn)

    For the rotation and setup (Khajiit Stamblade ) Sharp + Infused > Sharp + Precise > Nirn + Sharp > Sharp + Sharp > Sharp + Charged.

    Even when examining 2 variables, and also changing Mundus stones, deviation grew to ~2k comparing the absolute worst (Charged + Charged + Thief vs Infused + Sharp + Shadow).

    The amount of diversity and dependancy on player build, CP allocation, and group setups is truly amazing. This patch has finally moved forward to a golden era of a versatile and accessible Meta. It's not perfect, but it has renewed my hope in the game after witnessing the abomination that is Morrowind. @ZOS_RichLambert @ZOS_GinaBruno @Wrobel Divines bless you and the rest of the team for these improvements (but don't expect me to still not complain about other stuff ;)<3)
    Edited by Gilliamtherogue on July 12, 2017 4:21AM
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

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  • LordSlif
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    @Morgul667 . Yup i saw that, but when u have 21% (or more) of SD or WD buff: nirn > sharp.
  • Morgul667
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    LordSlif wrote: »
    @Morgul667 . Yup i saw that, but when u have 21% (or more) of SD or WD buff: nirn > sharp.

    Sorry could you share more data on the reasoning here ? I didnt get it ?
  • Joy_Division
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    I've spent over 12 hours parsing differences in Traits as well as Mundus stone combinations on Stamina Nightblade, and with identical gear setups and rotations (only changing Traits or Mundus stones, usually in order with one or the other) and the deviation between the top DPS stones; Shadow, Thief, and Lover, are all withing 300 DPS of one another.

    For the rotation and setup (Khajiit stamblade) Shadow > Lover > Thief

    As for traits each trait was within 600 DPS of one another when examining 1 control (Sharp) with 1 variable (Sharp, Infused, Precise, and Charged, and Nirn)

    For the rotation and setup (Khajiit Stamblade ) Sharp + Infused > Sharp + Precise > Nirn + Sharp > Sharp + Sharp > Sharp + Charged.

    Even when examining 2 variables, and also changing Mundus stones, deviation grew to ~2k comparing the absolute worst (Charged + Charged + Thief vs Infused + Sharp + Shadow).

    The amount of diversity and dependancy on player build, CP allocation, and group setups is truly amazing. This patch has finally moved forward to a golden era of a versatile and accessible Meta. It's not perfect, but it has renewed my hope in the game after witnessing the abomination that is Morrowind. @ZOS_RichLambert @ZOS_GinaBruno @Wrobel Divines bless you and the rest of the team for these improvements (but don't expect me to still not complain about other stuff ;)<3)

    Good to hear that!
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • LordSlif
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    @Morgul667 Look. We know cap resistance is 33000 = 50% less damage, so (33000/50 = 660) we know 660 of penetration is 1% more damage. Now the new sharp:
    (2752/660 = 4,169% more damage)
    Now the new nirn increase the wp value in 15% so the bonus for a golden sword is:

    1335x0.15 = 200.25 more spell an wp damage.

    We know that 58 of spell or wp is 1%more damage. So we have:

    200.25/58 = 3.452. But we buff spell and wp damage

    With major sorcery for example we have (20% buff)

    200x1.20÷58 = 4.143% more damage.

    So Major + minor + nirn is very strong


    Edited by LordSlif on July 12, 2017 5:14AM
  • Morgul667
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    LordSlif wrote: »
    @Morgul667 Look. We know cap resistance is 33000 = 50% less damage, so (33000/50 = 660) we know 660 of penetration is 1% more damage. Now the new sharp:
    (2752/660 = 4,169% more damage)
    Now the new nirn increase the wp value in 15% so the bonus for a golden sword is:

    1335x0.15 = 200.25 more spell an wp damage.

    We know that 58 of spell or wp is 1%more damage. So we have:

    200.25/58 = 3.452. But we buff spell and wp damage

    With major sorcery for example we have (20% buff)

    200x1.20÷58 = 4.143% more damage.

    So Major + minor + nirn is very strong


    Thanks for the explanation. But Asayre calculation show 6.1 % on sharpened which is close to other theorycrafter estimations (between 6 - 7%)

    Infuse is 4.8% Precise 4.7%

    In such case Nirn with major sorcery is 4.1% and 4.5% with both major and minor sorcery. As you mentioned, it gets good and closer to other results but still below 4.8%, 4.7% and 6.1%. Also minor sorcery maybe not so easy to maintain.

    Or am I missing something ?
    Edited by Morgul667 on July 12, 2017 5:23AM
  • LordSlif
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    Morgul667 wrote: »
    LordSlif wrote: »
    @Morgul667 Look. We know cap resistance is 33000 = 50% less damage, so (33000/50 = 660) we know 660 of penetration is 1% more damage. Now the new sharp:
    (2752/660 = 4,169% more damage)
    Now the new nirn increase the wp value in 15% so the bonus for a golden sword is:

    1335x0.15 = 200.25 more spell an wp damage.

    We know that 58 of spell or wp is 1%more damage. So we have:

    200.25/58 = 3.452. But we buff spell and wp damage

    With major sorcery for example we have (20% buff)

    200x1.20÷58 = 4.143% more damage.

    So Major + minor + nirn is very strong


    Thanks for the explanation. But Asayre calculation show 6.1 % on sharpened which is close to other theorycrafter estimations (between 6 - 7%)

    Infuse is 4.8% Precise 4.7%

    In such case Nirn with major sorcery is 4.1% and 4.5% with both major and minor sorcery. As you mentioned, it gets good and closer to other results but still below 4.8%, 4.7% and 6.1%. Also minor sorcery maybe not so easy to maintain.

    Or am I missing something ?

    Nop it is not easy but with a major sorcery you will get the "same" power. I dnt know how 6.1% is possible with 2752 of penetration, because we have a cap resistance and it is a fact
  • LordSlif
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    So with the fact that most wikis are out of date in this regard I wanted to go through everything and make sure I got them all. This was done mostly for myself but I thought it would be nice to post it here and keep it updated and in case I missed something people would be able to help me out. I hope people will find this a useful tool when they make their character builds and when they want to maximize their groups utility. So without further ado here is a full list of all the possible ways of getting all the buffs and debuffs in the game (Numbers are assuming cp160).

    BUFFS:
    Major Resolve (Increase physical resistance by 5280)
    • Sorcerer Storm Calling Ability: Lightning Form+Morphs
    • Heavy Armor Ability: Immovable+Morphs
    • Mages Guild Ability: Balance (Morph of Equilibrium)
    • Templar Restoring Light Ability: Rune Focus+Morphs
    • Nightblade Shadow Passive: Shadow Barrier
    • Dragonknight Draconic Power Ability: Spiked Armor+Morphs
    • Warden Winter's Embrace Ability: Frost Cloak+Morphs
    • Alchemy Potion: Increase Armor (Beetle Scuttle, Imp Stool, Mountain Flower, Mudcrab Chitin)
    • Armor Set: Mighty Chudan (Loot)
    Minor Resolve (Increase physical resistance by 1320)
    • Sorcerer Daedric Summoning Ability: Bound Armor+Morphs
    • Assault Ability: Sturdy Horn (Morph of War Horn)
    • One Hand and Shield Ability: Ransack (Morph of Puncture)
    • Restoration Staff Ultimate: Life Giver (Morph of Panacea)
    • Restoration Staff Ability: Blessing of Protection+Morphs
    • Nightblade Assassination Ability: Mirage (Morph of Blur)
    • Dragonknight Earthen Heart Ability: Stone Giant (Morph of Stone Fist)
    • Alchemy Poison: Increase Armor (Beetle Scuttle, Imp Stool, Mountain Flower, Mudcrab Chitin)
    Major Ward (Increase spell resistance by 5280)
    • Sorcerer Storm Calling Ability: Lightning Form+Morphs
    • Heavy Armor Ability: Immovable+Morphs
    • Mages Guild Ability: Balance (Morph of Equilibrium)
    • Templar Restoring Light Ability: Rune Focus+Morphs
    • Nightblade Shadow Passive: Shadow Barrier
    • Dragonknight Draconic Power Ability: Spiked Armor+Morphs
    • Warden Winter's Embrace Ability: Frost Cloak+Morphs
    • Alchemy Potion: Increase Spell Resist (Bugloss, White Cap, Mudcrab Chitin)
    • Armor Set: Mighty Chudan (Loot)
    Minor Ward (Increase spell resistance by 1320)
    • Sorcerer Daedric Summoning Ability: Bound Aegis (Morph of Bound Armor)
    • Assault Ability: Sturdy Horn (Morph of War Horn)
    • Restoration Staff Ability: Blessing of Protection+Morphs
    • Nightblade Assassination Ability: Mirage (Morph of Blur)
    • Dragonknight Draconic Power Ability: Reflective Plate (Morph of Reflective Scales)
    • Restoration Staff Ultimate: Life Giver (Morph of Panacea)
    • Alchemy Poison: Increase Spell Resist (Bugloss, White Cap, Mudcrab Chitin)
    Major Fortitude (Increase health recovery by 20%)
    • Dragonknight Draconic Power Ability: Dragon Blood+Morphs
    • Alchemy Potion: Restore Health (Blue Entoloma, Bugloss, Butterfly Wing, Columbine, Lumious Russula, Mountain Flower, Water Hyacinth)
    Minor Fortitude (Increase health recovery by 10%)
    • Templar Restorning Light Ability: Restoring Aura+Morphs
    Major Endurance (Increase stamina recovery by 20%)
    • Dual Wield Ability: Whirling Blades (Morph of Whirlwind)
    • Dragonknight Draconic Power Ability: Green Dragon Blood (Morph of Dragon Blood)
    • Warden Animal Companion Ability: Falcon's Swiftness+Morphs
    • Alchemy Potion: Restore Stamina (Blessed Thistle, Columbine, Dragonthorn, Mountain Flower)
    Minor Endurance (Increase stamina recovery by 10%)
    • Fighters Guild Ability: Circle of Protection+Morphs
    • Templar Restorning Light Ability: Restoring Aura+Morphs
    • Nightblade Assassination Ability: Relentless Focus (Morph of Grim Focus)
    • Warden Green Balance Ability: Enchanted Growth (Morph of Fungal Growth)
    Major Intellect (Increase magica recovery by 20%)
    • Alchemy Potion: Restore Magicka (Bugloss, Columbine, Corn Flower, Lady's Smock)
    Minor Intellect (Increase magica recovery by 10%)
    • Sorcerer Daedric Summoning Ability: Empowered Ward (Morph of Conjured Ward)
    • Templar Restorning Light Ability: Restoring Aura+Morphs
    • Warden Green Balance Ability: Enchanted Growth (Morph of Fungal Growth)
    Major Sorcery (Increase spell damage by 20%)
    • Sorcerer Storm Calling Ability: Power Surge (Morph of Surge)
    • Mages Guild Ability: Entropy+Morphs
    • Nightblade Siphoning Ability: Sap Essence (Morph of Drain Power)
    • Dragonknight Earthen Heart Ability: Molten Weapons+Morphs
    • Warden Animal Companions Ability: Betty Netch+Morphs
    • Alchemy Potion: Increase Spell Power (Cornflower, Lady's Smock, Violet Coprinus)
    • Armor Set: Rattlecage (Loot)
    Minor Sorcery (Increase spell damage by 5%)
    • Templar Dawn's Wrath Passive: Illuminate
    • Alchemy Poison: Increase Spell Power (Cornflower, Lady's Smock, Violet Coprinus)
    Major Prophecy (Increase Spell Critical by 2191)
    • Mages Guild Ability: Magelight+Morphs
    • Templar Dawn's Wrath Ability: Sun Fire+Morphs
    • Dragonknight Ardent Flame Ability: Inferno+Morphs
    • Warden Green Balance Ability:Lotus Blossom (Morph of Lotus Flower)
    • Alchemy Potion: Spell Crit (Water Hyacinth, Lady's Smock, Namira's Rot)
    • Armor Set: Treasure Hunter (Loot)
    Minor Prophecy (Increase Spell Critical by 657)
    • Sorcerer Dark Magic Passive: Exploitation
    • Alchemy Poison: Spell Crit (Water Hyacinth, Lady's Smock, Namira's Rot)
    Major Brutality (Increase weapon damage by 20%)
    • Sorcerer Storm Calling Ability: Surge+Morphs
    • Two Handed Ability: Momentum+Morphs
    • Dual Wield Ability: Hidden Blade+Morphs
    • Nightblade Siphoning Ability: Drain Power+Morphs
    • Dragonknight Earthen Heart Ability: Igneous Weapons (Morph of Molten Weapons)
    • Warden Animal Companions Ability: Bull Netch (Morph of Betty Netch)
    • Alchemy Potion: Increase Weapon Power (Blessed Thistle, Stinkhorn, Dragonthorn)
    • Armor Set: Dreugh King Slayer (Loot)
    • Werewolf Ability: Rousing Roar (Morph of Roar)
    Minor Brutality (Increase weapon damage by 5%)
    • Dragonknight Earthen Heart Passive: Mountain's Blessing
    • Alchemy Poison: Increase Weapon Power (Blessed Thistle, Stinkhorn, Dragonthorn)
    Major Savagery (Increase Weapon Critical by 2191)
    • Fighters Guild Ability: Expert Hunter+Morphs
    • Templar Aedric Spear Ability: Biting Jabs (Morph of Puncturing Strikes)
    • Dragonknight Ardent Flame Ability: Flames of Oblivion (Morph of Inferno)
    • Warden Green Balance Ability: Green Lotus (Morph of Lotus Flower)
    • Alchemy Potion: Weapon Crit (Dragonthorn, Wormwood, Water Hyacinth)
    • Armor Set: Toothrow (Loot)
    Minor Savagery (Increase Weapon Critical by 657)
    • Nightblade Assassination Passive: Hemorrhage
    • Alchemy Poison: Weapon Crit (Dragonthorn, Wormwood, Water Hyacinth)
    Major Beserk (Increase Damage by 25%)
    • Sorcerer Daedric Summoning Ultimate: Summon Storm Atronach+Morphs
    • Nightblade Assassination Ability: Reaper's Mark (Morph of Mark Target)
    • Armor Set: Sithi's Touch (Loot)
    • Armor Set: Heem-Ja's Retribution (Loot)
    Minor Beserk (Increase Damage by 8%)
    • Fighters Guild Ability: Camouflaged Hunter (Morph of Expert Hunter)
    • Restoration Staff Ability: Combat Prayer (Morph of Blessing of Proctection)
    • Nightblade Assassination Ability: Grim Focus+Morphs
    • Warden Animal Companions Ability: Bird of Prey (Morph of Falcon's Swiftness)
    • Restoration Staff Ultimate: Life Giver (Morph of Panacea, NOTE: Only if Blessing of Protection is morphed to Combat Prayer)
    • Armor Set: Slimecraw (Loot)
    Major Force (Increase Critical Damage by 15%)
    • Assault Ability: Aggresive Horn (Morph of War Horn)
    [*] Restoration Staff Ultimate: Light's Champion (Morph of Panacea)
    Minor Force (Increase Critical Damage by 10%)
    • Fighters Guild Ability: Trap Beast+Morphs
    • Support Ability: Stalwart Guard (Morph of Guard)
    • Armor Set: Twilight's Remedy (Loot)
    • Armor Set: Medusa (Loot)
    Major Vitality (Increase healing taken by 30%)
    • Nightblade Siphoning Ultimate: Soul Siphon (Morph of Soul Shred)
    • Alchemy Potion: Vitality (Beetle Scuttle, Butterfly Wing, Fleshy Larva, Torchbug Thorax)
    • Armor Set: Scourge Harvester (Loot)
    • Armor Set: Daedric Trickery Set (Crafted)
    Minor Vitality (Increase healing taken by 8%)
    • Undaunted Ability: Bone Surge (Morph of Bone Shield)
    • Support Ability: Mystic Guard (Morph of Guard)
    • Templar Restoring Light Ability: Restoring Focus (Morph of Rune Focus)
    • Nightblade Siphoning Ability: Swallow Soul (Morph of Strife)
    • Dragonknight Draconic Power Ability: Green Dragon Blood (Morph of Dragon Blood)
    • Armor Set: Order of Diagna (Loot)
    Major Mending (Increase healing done by 25%)
    • Restoration Staff Passive: Essence Drain
    • Warden Green Balance Passive: Accelerated Growth
    • Dragonknight Earthen Heart Ability: Igneous Shield (Morph of Obsidian Shield)
    • Armor Set: Daedric Trickery Set (Crafted)
    Minor Mending (Increase healing done by 8%)
    • Templar Restoring Light Passive: Sacred Ground
    • Armor Set: Healers Habit (Loot)
    Major Protection (Reduce damage taken by 30%)
    • Nightblade Shadow Ultimate: Consuming Darkness+Morphs
    • Warden Winter's Embrace Ultimate: Sleet Storm+Morphs
    • Restoration Staff Ultimate: Light's Champion (Morph of Panacea)
    • Armor Set: Pirate Skeleton (Loot)
    • Armor Set: Coward's Gear (Loot)
    • Armor Set: Daedric Trickery Set (Crafted)
    Minor Protection (Reduce damage taken by 8%)
    • Fighters Guild Ability: Circle of Protection+Morphs
    • Templar Restoring Light Ability: Restoring Focus (Morph of Rune Focus)
    • Nightblade Shadow Ability: Dark Cloak (Morph of Shadow Cloak)
    • Warden Winter's Embrace Ability: Ice Fortress (Morph of Frost Cloak)
    • Alchemy Potion/Poison: Protection (Nightshade, Mudcrab Chitin, Beetle Scuttle)
    • Armor Set: Vampire Cloak (Loot)
    Major Evasion (Increase Dodge chance by 15%)
    • Medium Armor Ability: Evasion+Morphs
    • Nightblade Assassination Ability: Blur+Morphs
    • Armor Set: Hist Bark (Crafted)
    • Armor Set: Spectre's Eye (Crafted)
    • Armor Set: Gossamer (Loot)
    Minor Evasion (Increase Dodge chance by 5%)
    • Warden Animal Companions Ability: Deceptive Predator (Morph of Falcon's Swiftness)
    Major Expedition (Increase Movement speed by 30%)
    • Sorcerer Storm Calling Ability: Boundless Storm (Morph of Lightning Form)
    • Dark Brotherhood Passive: Padomaic Sprint
    • Assault Ability: Rapid Maneuver+Morphs
    • Dual Wield Ability: Quick Cloak (Morph of Blade Cloak)
    • Bow Passive. Hasty Retreat
    • Nightblade Assassination Ability: Double Take (Morph of Blur)
    • Nightblade Shadow Ability: Path of Darkness+Morphs
    • Nightblade Siphoning Ability: Cripple+Morphs
    • Dragonknight Ardent Flame Ability: Fiery Grip+Morphs
    • Warden Animal Companions Ability: Falcon's Swiftness+Morphs
    • Vampire Ability: Elusive Mist (Morph of Mist Form)
    • Alchemy Poison/Potion: Speed (Scrib Jelly, Namira's Rot, Blessed Thistle)
    • Armor Set: Dreugh King Slayer (Loot)
    • Armor Set: Vicious Serpent (Loot)
    • Armor Set: Quick Serpent (Loot)
    • Armor Set: Skooma Smuggler (Loot)
    • Armor Set: Coward's Gear (Loot)
    • Armor Set: Daedric Trickery Set (Crafted)
    Minor Expedition (Increase Movement speed by 10%)
    • Sorcerer Storm Calling Ability: Hurricane (Morph of Lightning Form)
    • Assault Ability: Charging Maneuver (Morph of Rapid Maneuver)
    • Vampire Ability: Accelerating Drain (Morph of Drain Essence)
    • Armor Set: Jailbreaker (Loot)
    Major Gallop (Increases Mounted Speed by 30%)
    • Assault Ability: Rapid Maneuver+Morphs
    Minor Gallop (Not in the game)
    • None
    Major Heroism (Grant 18 Ultimate over 8seconds)
    • Champion Point Passive: Last Stand (The Ritual 120p)
    • Warden Winter's Embrace Ability: Shimmering Shield (Morph of Crystallized Shield)
    • Armor Set: Daedric Trickery Set (Crafted)
    Minor Heroism (Grant 1 Ultimate every 1.5s for 9s )
    • Two Handed Ability: Carve (Morph of Cleave )
    • One Hand and Shield Ability: Heroic Slash (Morph of Low Slash)
    • Armor Set: Shalk Exoskeleton (Loot)
    Major Slayer (Increase damage dealt in Dungeons and Trials by 15%)
    • Armor Set: Master Architect (Loot)
    • Armor Set: War Machine (Loot)
    Minor Slayer (Increase damage dealt in Dungeons and Trials by 5%)
    • Armor Set: Vicious Serpent (Loot)
    • Armor Set: Infallible Mage (Loot)
    • Armor Set: Moondancer (Loot)
    • Armor Set: Roar of Alkosh (Loot)
    • Armor Set: Master Architect (Loot)
    • Armor Set: War Machine (Loot)
    Major Aegis (Decrease Damage taken in dungeons and trials by 15%)
    • Armor Set: Automated Defense (Loot)
    • Armor Set: Inventor's Guard (Loot)
    Minor Aegis (Decrease Damage taken in dungeons and trials by 5%)
    • Armor Set: Twilight's Remedy (Loot)
    • Armor Set: Lunar Bastion (Loot)
    • Armor Set: Eternal Warrior (Loot)
    • Armor Set: Automated Defense (Loot)
    • Armor Set: Inventor's Guard (Loot)
    Major Lifesteal (Not in the game)
    • None
    Minor Lifesteal (Heals you and allies by 500 when damaging target, max every 1s per player (Can be buffed by Healing Done/Received))
    • Undaunted Ability: Blood Alter+Morphs
    • Restoration Staff Ability: Force Siphon
    • Warden Green Balance Ability: Leeching Vines (Morph of Living Vines)
    Empower (Increases the damage of your next attack by 20%)*Side note: Formerly known as Major Empower
    • Mages Guild Passive: Might of the Guild
    • Two Handed Ability: Wrecking Blow (Morph of Uppercut)
    • Nightblade Assassination Ability: Ambush (Morph of Teleport Strike)
    • Dragonknight Ardent Flame Ability: Empowering Chains (Morph of Fiery Grip)
    • Templar Dawn's Wrath Ability: Solar Flare+Morphs
    Major Toughness (Not in the game)
    • None
    Minor Toughness (Increase Max Health by 10%)
    • Warden Green Balance Passive: Maturation
    • Alliance War Assault Ultimate: War horn+Morphs
    • Armor Set: Warrior-Poet(Loot)

    ***************************************************************************************************************
    DEBUFFS:

    Major Fracture (Decrease physical resistance by 5280)
    • One Hand and Shield Ability: Puncture+Morhps
    • Nightblade Assassination Ability: Mark Target+Morphs
    • Nightblade Shadow Ability: Surprise Attack (Morph of Veiled Strike)
    • Dragonknight Ardent Flame Ability: Noxious Breath (Morph of Fiery Breath)
    • Warden Animal Companion Ability: Subterranean Assault (Morph of Scorch)
    Minor Fracture (Decrease physical resistance by 1320)
    • Bow Ability: Focused Aim (Morph of Snipe)
    • Templar Dawn's Wrath Ability: Power of the Light (Morph of Backlash)
    • Alchemy Poison/Potion: Lower Armor (Dragonthorn, Stinkhorn, Torchbug Thorax)
    • Alchemy Poison: Increase Armor (Beetle Scuttle, Imp Stool, Mountain Flower, Mudcrab Chitin)
    • Armor Set: Hand of Mephala (Loot)
    Major Breach (Decrease spell resistance by 5280)
    • One Hand and Shield Ability: Pierce Armor (Morph of Puncture)
    • Destruction Staff Ability: Weakness to Elements+Morphs
    • Nightblade Assassination Ability: Mark Target+Morphs
    • Warden Animal Companion Ability: Subterranean Assault (Morph of Scorch)
    Minor Breach (Decrease spell resistance by 1320)
    • Templar Dawn's Wrath Ability: Power of the Light (Morph of Backlash)
    • Alchemy Poison/Potion: Lower Spell Resist (Beetle Scuttle, Lady's Smock, Violet Coprinus)
    • Alchemy Poison: Increase Spell Resist (Bugloss, White Cap, Mudcrab Chitin)
    Major Defile (Decrease Healing taken by 30%)
    • One Hand and Shield Ability: Reverberating Bash (Morph of Power Bash)
    • Bow Ability: Lethal Arrow (Morph of Snipe)
    • Nightblade Assassination Ultimate: Death Stroke+Morphs
    • Dragonknight Ardent Flame Ultimate: Dragonknight Standard+Morphs
    • Templar Dawn's Wrath Ability: Dark Flare (Morph of Solar Flare)
    • Warden Green Balance Ability: Corrupting Pollen (Morph of Healing Seed)
    • Werewolf Ability: Claws of Anguish (Morph of Infectious Claws)
    • Armor Set: Durok's Bane (Loot)
    Minor Defile (Decrease Healing taken by 15%)
    • Alchemy Poison: Vitality (Beetle Scuttle, Butterfly Wing, Fleshy Larva, Torchbug Thorax)
    • Alchemy Poison/Potion: Defile (Spider Eggs, Nightshade, Mudcrab Chitin)
    • Secondary Damage Type Effect: Disease
    • Armor Set: Fasalla's Guile (Loot)
    • Armor Set: Pirate Skeleton (Loot, on self)
    Major Maim (Decrease damage done by 30%)
    • Templar Dawn's Wrath Ultimate: Nova+Morphs
    • Warden Winter's Embrace Ability: Frozen Device (Morph of Frozen Gate)
    Minor Maim (Decrease damage done by 15%)
    • One Hand and Shield Ability: Low Slash+Morphs
    • Nightblade Shadow Ability: Mass Hysteria (Morph of Aspect of Terror)
    • Nightblade Shadow Ability: Summon Shade+Morphs
    • Dragonknight Draconic Power Ability: Choking Talons (Morph of Dark Talons)
    • Alchemy Poison: Increase Weapon Power (Blessed Thistle, Stinkhorn, Dragonthorn)
    • Alchemy Poison/Potion: Lower Weapon Power (Imp Stool, Luminous Russula, Mountain Flower)
    • Secondary Damage Type Effect: Frost
    • Armor Set: Knightmare (Loot)
    • Armor Set: Shadowrend (Loot)
    • Armor Set: Wizard's Riposte (Loot)
    Major Mangle (Not in the game)
    • None
    Minor Mangle (Reduces Max health by 10%)
    • Destruction Staff Ability: Pulsar (Morph of Impulse)
    Major Cowardice (Not in the game)
    • None
    Minor Cowardice (Increases Ultimate cost by 60%)
    • Alchemy Poison/Potion: Lower Spell Power (White Cap, Bugloss, Blue Entoloma)
    • Alchemy Poison: Increase Spell Power (Cornflower, Lady's Smock, Violet Coprinus)
    Major Enervation (Not in the game)
    • None
    Minor Evervation (Reduces Critical damage done by 12%)
    • Alchemy Poison/Potion: Lower Weapon Crit (Torchbug Thorax, Nirnroot, Imp Stool)
    • Alchemy Poison: Weapon Crit (Dragonthorn, Wormwood, Water Hyacinth)
    Major Uncertainty (Not in the game)
    • None
    Minor Uncertainty (Reduce Critical chance by 657)
    • Alchemy Poison/Potion: Lower Spell Crit (Butterfly wing, Nirnroot)
    • Alchemy Poison: Spell Crit (Water Hyacinth, Lady's Smock, Namira's Rot)
    Major Vulerability (Not in the game)
    • None
    Minor Vulerability (Increase damage taken by 8%)
    • Alchemy Poison/Potion: Vulnerability (Scrib Jelly, Fleshy Larva)
    • Alchemy Poison: Protection (Nightshade, Mudcrab Chitin, Beetle Scuttle)
    • Armor Set: Infallible Mage (Loot)
    • Armor Set: Wise Mage (Loot)
    • Secondary Damage Type Effect: Shock
    Major Magickasteal (Not in the game)
    • None
    Minor Magickasteal (Damaging the target returns 300magicka, max every 1s)
    • Templar Restorning Light Ability: Radiant Aura (Morph of Restoring Aura)
    • Restoration Staff Ability: Siphon Spirit (Morph of Force Siphon)
    • Destruction Staff Ability: Elemental Drain (Morph of Weakness to Elements)
    • Restoring Light Ability: Restoring Aura
    • Restoring Light Ability: Radiant Aura (Morph of Restoring Aura)
    • Armor Sets: Noble’s Conquest (Crafted)
  • Morgul667
    Morgul667
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    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.
    Edited by Morgul667 on July 12, 2017 5:32AM
  • Gilliamtherogue
    Gilliamtherogue
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    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    The person who is explaining things to you is using the context of PvP, not PvE. In PvE, mobs are considered level 50, so their 1% mit = 500, rather than a c160 player's 1% mit = 660. Penetration is much stronger in PvE than PvP, and Nirn is one of the weakest traits in the game in end game DPS (however not by nearly as much as it used to be).
    Edited by Gilliamtherogue on July 12, 2017 6:04AM
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • LordSlif
    LordSlif
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    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    The person who is explaining things to you is using the context of PvP, not PvE. In PvE, mobs are considered level 50, so their 1% mit = 500, rather than a c160 player's 1% mit = 660. Penetration is much stronger in PvE than PvP, and Nirn is one of the weakest traits in the game in end game DPS (however not by nearly as much as it used to be).

    u are talking about the base resitance right?
    Edited by LordSlif on July 12, 2017 6:11AM
  • Rahotu
    Rahotu
    ✭✭✭
    Yeah, Prosperous is gonna need a new name since it's not really gonna be prosperous gold-wise. Anyways, perhaps the sharpened/defending nerf was overdone. A flat 3000 or slightly more would be fine at gold 2-hander value.

    how about Prostain? :)
  • Lord_Eomer
    Lord_Eomer
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    ✭✭
    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    The person who is explaining things to you is using the context of PvP, not PvE. In PvE, mobs are considered level 50, so their 1% mit = 500, rather than a c160 player's 1% mit = 660. Penetration is much stronger in PvE than PvP, and Nirn is one of the weakest traits in the game in end game DPS (however not by nearly as much as it used to be).

    I always under impression 1% mit = 620 for PVE

    While considering 1% mit = 500 resistance, sharpen is still BIS and nirn need clearly a buff!
    Edited by Lord_Eomer on July 12, 2017 6:25AM
  • LordSlif
    LordSlif
    ✭✭✭✭
    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    The person who is explaining things to you is using the context of PvP, not PvE. In PvE, mobs are considered level 50, so their 1% mit = 500, rather than a c160 player's 1% mit = 660. Penetration is much stronger in PvE than PvP, and Nirn is one of the weakest traits in the game in end game DPS (however not by nearly as much as it used to be).

    I always under impression 1% mit = 620 for PVE

    While considering 1% mit = 500 resistance, sharpen is still BIS and nirn need buff!

    There is a little diference between pvp and pve res. But if they buff nirn for pve, they will buff for pvp too...
  • Lord_Eomer
    Lord_Eomer
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    ✭✭
    LordSlif wrote: »
    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    The person who is explaining things to you is using the context of PvP, not PvE. In PvE, mobs are considered level 50, so their 1% mit = 500, rather than a c160 player's 1% mit = 660. Penetration is much stronger in PvE than PvP, and Nirn is one of the weakest traits in the game in end game DPS (however not by nearly as much as it used to be).

    I always under impression 1% mit = 620 for PVE

    While considering 1% mit = 500 resistance, sharpen is still BIS and nirn need buff!

    There is a little diference between pvp and pve res. But if they buff nirn for pve, they will buff for pvp too...

    Do you think heavy armor pvp meta is going out?

    Has this happened with Morrowind?

    You still need more penteration pvp, nirn buff is no way OP for PVP

  • SydneyGrey
    SydneyGrey
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    I think the nerf to "sharpened" is too severe of a cut. It would just mean that nobody would use sharpened any more, which is kind of pointless. Perhaps nerf it, but not by so much.
  • Glamdring
    Glamdring
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    In PvP Nirn will be BiS since sharpened and precise is useless against shields and and u also get extra healing with nirn and against a nonshielduser the difference is now like 0.5% damage less with Nirn.
  • Glamdring
    Glamdring
    ✭✭✭✭✭
    Morgul667 wrote: »
    FYI There are some explanation here but I am no expert at all

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    Based on it, it seems Nirn is 2.7% prior to sorcery buffs and 3.5% is after those ones. Again Im just trying to understand here.

    we are talking about the new value on nirn on pts. 3.5% is the old nirnvalue
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    ✭✭✭✭
    SydneyGrey wrote: »
    I think the nerf to "sharpened" is too severe of a cut. It would just mean that nobody would use sharpened any more, which is kind of pointless. Perhaps nerf it, but not by so much.

    Sharp is still best, just not by a mile.
  • Cinbri
    Cinbri
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    Aye, Nirn weapon was already top trait for magicka Templar, with its buff and sharp nerf it becoming undeniably best trait for magplars. It deal ofcourse less damage than sharp but boost almost every magplar defensive skills, now gap in damage decreasing in favor of nirn, while boosting of defense is even higher.
    Edited by Cinbri on July 12, 2017 8:27AM
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