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.
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
Gilliamtherogue 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).
Onefrkncrzypope wrote: »
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.
All those players who have gold mats from writs saved up will be very excited!Lord_Dexter wrote: »GreenSoup2HoT wrote: »Lord_Dexter wrote: »Loving new changes to weapon traits through sharpen and defending can use little buff to 4K
Weapon Traits
Developer Comments: Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Almost all Weapon Traits were buffed, with the exception of Sharpened and Defending which were nerfed due to them over-performing. They should still remain one of the strongest options for increasing your damage or survivability, but now the power difference between them and other traits is no longer so massive.
Prosperous was completely re-designed to grant a new combat function and will be an interesting choice for builds seeking to maximize resource recovery gains. Pairing the Divines trait with a recovery Mundus Stone will grant more recovery for that particular stat, but Prosperous will grant more recovery overall.
For once we actually have more trait viability and you vouch to have it remain bis? Gimme a break.
For all those players who spent lot of gold and moths farming weapons will be disappointing!
Onefrkncrzypope wrote: »I was saying that changing the meta too much too often get frustrating.
Please reevaluate the changes to lover and sharpened. I agree with nerf to sharpen to bring it in line with other weapons traits. I do see a issue. The way it looks currently gold precise and divine lover Mundas will be BIS, testing is needed to verify.
Here is what I am suggesting. This should be balanced with out c/p for pvping without cp.
Gold precise weapons= thief Mundas with gold divines armor
Gold sharpened weapons= lover mundus with gold divine armor
Gold defending weapons= lady Mundas with gold divine armor
This should not nerf the current BIS great, but make it equal and give gear diveseiry. We should not be nerfing BIS gear to boost another, we should be looking to nerf to make equal, or buffing to make equal.
Why no one talks about Nirnhoned (armor) and Reinforced traits? Are they pretty balanced?
Vercingetorix wrote: »Prosperous is still a joke. Recovery is a decent effect, but a total of 7 gold prosperous values should be roughly equal at least HALF to the Mundus stone equivalent. Remember, a player is giving up Divines, Well-Fitted, Sturdy, and Infused to run this trait. It needs to be competitive, not a clear underperforming option.
Honestly, I would have rather gotten an effect that "increases the duration and magnitude of consumed food/drink by X%" as a trait instead - you could rename it "Nourishing". THAT would have been competitive with Divines/Impen for PvE/PvP. At worst, a mix of those traits would be great for players and they could manage good numbers. Having to grind longer because only ONE TRAIT is decent, just sucks.
Charged might need abit of a buff if you compare it to infused: Overall infused will proc the glyph twice as often, giving it more than twice the damage from glyphs due to the 30% glyph damage bonus. While having nearly the same chance of proccing secondary effects due to the faster hit rate.
Vercingetorix wrote: »Honestly, I would have rather gotten an effect that "increases the duration and magnitude of consumed food/drink by X%" as a trait instead - you could rename it "Nourishing". THAT would have been competitive with Divines/Impen for PvE/PvP. At worst, a mix of those traits would be great for players and they could manage good numbers. Having to grind longer because only ONE TRAIT is decent, just sucks.
I really like the trait changes, but they still need to be adjusted a bit.
When I think about offensive traits (Sharpened, Precise, Nirnhorned) they should be all at the same level. Therefore the differences of these traits should be small.
(Calculations made with Gold Staff/Bow)
For example at this patch Precise is superior. Even with the base crit damage (50%) it increases damage by 4,5%. While Sharpened gives 4,15% and Nirnhorned about 3,3%. Furthermore lots of people have >80% crit damage which means a single Precise trait increases the damage by over 7,2%.
I would suggest to keep the Sharpened trait as it was (5160 = 7,8%). Then it would be BiS, assuming to be not on the Penetration cap and having less than 87% crit damage. When you have over 87% crit damage, Precise would be BiS (talking about pure damage). So this would mean that those two traits would be good balanced. Lots of players have less than 87% crit damage, but crit supports healing or the uptime of some sets too. So players have to decide between pure damage and other benefits, when choosing between Precise and Sharpened. However, when I think about staking crit damage, it is not that hard to reach 87% crit damage (especially for NB and Templars). So maybe the Precise trait should be 8%. This would mean that Precise would be BiS (for pure damage) when being over 97% crit damage. So Precise would be interesting for NB, Templars and players who are buffed with Major/Minor Force. Even players with under 97% crit damage could choose Precise over Sharpened because of the above mentioned benefits. Last but not least, I think Nirnhorned needs to be buffed much more. A 15% bonus to the weapon’s damage is approximately a 3,3% damage boost. Compared to the other two traits that’s way too low. If Nirnhorned would increase the weapon’s damage by 35% it would be approximately on the same level as Sharpened and Precise. Nevertheless Nirnhorned has no disadvantages like over-penetrating or be reliant on buffs uptime/RNG. Therefore its value maybe should be 30%. So I would suggest that Nirnhorned should be between 30% and 35%.
The above mentioned values would increase the variety of player’s weapon traits.
I like the Decisive buff, so it maybe would be used by some players. However, I feel that it needs to be buffed more (maybe to 50%).
Defending should stay they same as it was, like Sharpened (5160).
Infused is now a really good trait.
I really like the Powered buff, it should has the same value as Precise (so in my suggestion 8%).
The Prosperous trait finally becomes useful in some way. Nevertheless its value its too small. In my opinion it should grant 15 Health, Magicka and Stamina Recovery.
Oblivion Damage definitely needed to be nerfed. That’s good in my opinion.
Its great that weapon enchantments will no longer proc if the initial attack is dodged.
In order to provide you with better actual feedeback, we need more default boxes on the PTS to do proper testing. vMA weapons in nirnhoned and infused (really interesting trait now on those). Also Vicious Ophidian and agility, willpower boxes. Ain't gonna invest the time to farm them in the PTS as well, no sirAlso, more convenient crafting material boxes, with easier to extract and more amount of cp160 mats (In order to craft several sets). Im going there to test on a skeleton, not to play the game twice (Maybe with european character transfer this will change?)
Sharpened/Nirn/infused weapons look BiS to me since they are both useful traits in PvE and PvP and you dont have to change your weapons for any type of content
Lord_Dexter wrote: »Sharpen is not 4.5 % damage increse but around 5.6 %
Buff to sharpen is not needed because Lover Mundus can give more Penetration bonus or can use item set i.e. spinner, sprigan etc.. Also penetration is much easier from Champion System.
Sharpen is balance now with other traits! Still sharpen will be heavily used in PVP! and contents where penteration buff is lower, unorganized groups etc.
If they buff sharpen then we will end up again with sharpen race, no diversity among traits!
I really like the trait changes, but they still need to be adjusted a bit.
When I think about offensive traits (Sharpened, Precise, Nirnhorned) they should be all at the same level. Therefore the differences of these traits should be small.
(Calculations made with Gold Staff/Bow)
For example at this patch Precise is superior. Even with the base crit damage (50%) it increases damage by 4,5%. While Sharpened gives 4,15% and Nirnhorned about 3,3%. Furthermore lots of people have >80% crit damage which means a single Precise trait increases the damage by over 7,2%.
I would suggest to keep the Sharpened trait as it was (5160 = 7,8%). Then it would be BiS, assuming to be not on the Penetration cap and having less than 87% crit damage. When you have over 87% crit damage, Precise would be BiS (talking about pure damage). So this would mean that those two traits would be good balanced. Lots of players have less than 87% crit damage, but crit supports healing or the uptime of some sets too. So players have to decide between pure damage and other benefits, when choosing between Precise and Sharpened. However, when I think about staking crit damage, it is not that hard to reach 87% crit damage (especially for NB and Templars). So maybe the Precise trait should be 8%. This would mean that Precise would be BiS (for pure damage) when being over 97% crit damage. So Precise would be interesting for NB, Templars and players who are buffed with Major/Minor Force. Even players with under 97% crit damage could choose Precise over Sharpened because of the above mentioned benefits. Last but not least, I think Nirnhorned needs to be buffed much more. A 15% bonus to the weapon’s damage is approximately a 3,3% damage boost. Compared to the other two traits that’s way too low. If Nirnhorned would increase the weapon’s damage by 35% it would be approximately on the same level as Sharpened and Precise. Nevertheless Nirnhorned has no disadvantages like over-penetrating or be reliant on buffs uptime/RNG. Therefore its value maybe should be 30%. So I would suggest that Nirnhorned should be between 30% and 35%.
The above mentioned values would increase the variety of player’s weapon traits.
I like the Decisive buff, so it maybe would be used by some players. However, I feel that it needs to be buffed more (maybe to 50%).
Defending should stay they same as it was, like Sharpened (5160).
Infused is now a really good trait.
I really like the Powered buff, it should has the same value as Precise (so in my suggestion 8%).
The Prosperous trait finally becomes useful in some way. Nevertheless its value its too small. In my opinion it should grant 15 Health, Magicka and Stamina Recovery.
Oblivion Damage definitely needed to be nerfed. That’s good in my opinion.
Its great that weapon enchantments will no longer proc if the initial attack is dodged.
Lord_Dexter wrote: »Sharpen is not 4.5 % damage increse but around 5.6 %
Buff to sharpen is not needed because Lover Mundus can give more Penetration bonus or can use item set i.e. spinner, sprigan etc.. Also penetration is much easier from Champion System.
Sharpen is balance now with other traits! Still sharpen will be heavily used in PVP! and contents where penteration buff is lower, unorganized groups etc.
If they buff sharpen then we will end up again with sharpen race, no diversity among traits!
I think Sharpened is 4,15% in PVP and 5,5% in PVE.
There is no reason for choosing the Lover over the Shadow or the Thief for a DD in PVE!
Furthermore, if you put too much CP into Penetration, you will lose damage somewhere else.
I would not use Sharpened, even if I am in an unorganized group! In PVP thats another story.
However, on high crit damage builds Precise already came very close to Sharpened and now after a 2% buff its superior in PVE!
Lord_Dexter wrote: »You were comparing sharpen with precise and writing 4,15, this does mean you are talking about pve..
Even you did not mention anywhere there pvp..