Amdar_Godkiller wrote: »Gilliamtherogue wrote: »Amdar_Godkiller wrote: »Gilliamtherogue wrote: »Exactly what I've seen the same after spending about 3 hours testing mundus stones, traits, and gear on stamina NB today. All done on the 6mill dummy, with 3 tests and averages taken of each, since crit RNG plays a large role in variability.
Warrior > Thief > Lover > Shadow. Warrior and Thief are both quite close.
Lover @ 37944
Thief @ 38040
Shadow @ 37528
Warrior @ 38631
Warrior is out critting Shadow in all instances, literally removing all purpose of the Shadow Mundus stone. It needs to go back to 12% base after the rebalancing of crit values. Even then it will likely only be good on Khajiit Nightblades.
Shadow is entirely dependent on having a high crit chance. It always has been, but with the decrease from 12%/18.3% (without and with divines) to 9%/13.725%, it's even more true now. It scales the poorest of any mundus when not optimized through build, but it also has the highest potential DPS increase of any of them when optimized, now moreso than ever since the thief was nerfed even more. At 85.6% crit chance, it is mathematically impossible for the shadow to be beat by any mundus including the thief even when you're getting 100% uptime on both major and minor force as a nightblade or templar (i.e. even with a 2.1x crit modifier); and that should be the goal for any build that can reach those numbers, because it's about a 12% increase to total damage done (with the possible exception of light and heavy attacks, since they appear to crit higher with the thief warrior due to being more tied to weapon damage than max stamina).
I appreciate the insight, but I am more than well aware of how it operates.
I have 90% crit chance and Shadow is still being beaten by Warrior, and all of my abilities crit higher with Warrior than with Shadow.
And do you have an explanation for why what should be a 12% increase to damage done is surpassed by 363 weapon damage? That's kind of what I'm most interested at the moment, for the purpose of theorycrafting and better understanding game mechanics.
Gilliamtherogue wrote: »Amdar_Godkiller wrote: »Gilliamtherogue wrote: »Amdar_Godkiller wrote: »Gilliamtherogue wrote: »Exactly what I've seen the same after spending about 3 hours testing mundus stones, traits, and gear on stamina NB today. All done on the 6mill dummy, with 3 tests and averages taken of each, since crit RNG plays a large role in variability.
Warrior > Thief > Lover > Shadow. Warrior and Thief are both quite close.
Lover @ 37944
Thief @ 38040
Shadow @ 37528
Warrior @ 38631
Warrior is out critting Shadow in all instances, literally removing all purpose of the Shadow Mundus stone. It needs to go back to 12% base after the rebalancing of crit values. Even then it will likely only be good on Khajiit Nightblades.
Shadow is entirely dependent on having a high crit chance. It always has been, but with the decrease from 12%/18.3% (without and with divines) to 9%/13.725%, it's even more true now. It scales the poorest of any mundus when not optimized through build, but it also has the highest potential DPS increase of any of them when optimized, now moreso than ever since the thief was nerfed even more. At 85.6% crit chance, it is mathematically impossible for the shadow to be beat by any mundus including the thief even when you're getting 100% uptime on both major and minor force as a nightblade or templar (i.e. even with a 2.1x crit modifier); and that should be the goal for any build that can reach those numbers, because it's about a 12% increase to total damage done (with the possible exception of light and heavy attacks, since they appear to crit higher with the thief warrior due to being more tied to weapon damage than max stamina).
I appreciate the insight, but I am more than well aware of how it operates.
I have 90% crit chance and Shadow is still being beaten by Warrior, and all of my abilities crit higher with Warrior than with Shadow.
And do you have an explanation for why what should be a 12% increase to damage done is surpassed by 363 weapon damage? That's kind of what I'm most interested at the moment, for the purpose of theorycrafting and better understanding game mechanics.
12% increased damage? Are you referring to the original Shadow? The original Shadow would not be beaten by any Mundus Stone IF your crit was high enough, but the nerf to base 9% (13.725% with full divines) has left it being out performed by flat damage.
Warrior scales with WD scaling, so the 362 is buffed by;
Major Brutality (20%)
Minor Brutality (5%)
Fighter's Guild Passives (3% per ability)
Medium Armor passive (12%)
Possible Class Passives (many ranges).
In my build I only have a FG ability on my back bar so we'll just look at Med armor and Maj Brut, which gives an additive (since they multiply to base) effect that takes 362 to 477. Minor Brutality is not here, but would take that even further. Shadow cannot be amplified by anything other than Divines, which has a hard limited that I listed. If Major Force was still multiplicative, then we'd have a different story.
I think you misunderstanding how the shadow stone work. The more crit damage you have, the less damage shadow give you because shadow's value is additive with your actual crit modifier value.
At 0% crit modifier and 100% crit chance, a 12% shadow would give you 12% increased damage.
At 50% crit modifier and 100% crit chance, the shadow would give you only 8% damage increase, since a 62% increased damage (50+12) is only 8% higher than a 50% increased damage.
At 100% crit modifier and 100% crit chance, the shadow would only give you a tiny 6% increase, half the value you was hoping for. At the same time, the warrior grew more and more in power, since his bus is multiplied by your crit modifier when the shadow is diminished.
So the stronger your crit modifier is, the weaker the shadow is, and the stronger the warrior is.
With a lower crit chance the difference between crit modifier values is less important, but it still lower the shadow effectiveness.
If you need the theoretical numbers, I can provide them.
You're welcome.
Definitively, there is probably a sweet spot for shadow, but I think the gain from cp overshadow the gain from the stone. I need a better calculation model to take in account the bonus from the warrior on most classic endgame build.
I think you misunderstanding how the shadow stone work. The more crit damage you have, the less damage shadow give you because shadow's value is additive with your actual crit modifier value.
At 0% crit modifier and 100% crit chance, a 12% shadow would give you 12% increased damage.
At 50% crit modifier and 100% crit chance, the shadow would give you only 8% damage increase, since a 62% increased damage (50+12) is only 8% higher than a 50% increased damage.
At 100% crit modifier and 100% crit chance, the shadow would only give you a tiny 6% increase, half the value you was hoping for. At the same time, the warrior grew more and more in power, since his bus is multiplied by your crit modifier when the shadow is diminished.
So the stronger your crit modifier is, the weaker the shadow is, and the stronger the warrior is.
With a lower crit chance the difference between crit modifier values is less important, but it still lower the shadow effectiveness.
If you need the theoretical numbers, I can provide them.
Really really don't get that, can you go again in idiot (me) speak??