I like the HP-regen passive. It´s more or less the only resource of selfheal for WW-builds, since the heal the WW skilline gives you is more or less ***.....
Well, since they have the 6% damage mitigation passive already, giving them a stronger damage one would make them too unbalanced. Orc only has 4% to melee damage done and no resistance passive. I guess they could make that 5-6% weapon damage and still keep Nord pretty well balanced.
WrathOfInnos wrote: »GaunterODim
Let's compare khajiit to Redguard to determine an acceptable stam bonus. Using typical set bonuses as a standard we can say that for a Redguard with 1400 stam regen (semi-typical example value), the 9% stam regen works out to about 129 or one typical set bonus. The 522 stam return every 5s is 105 stam/s or equivalent to 209 regen, which is 1.6 set bonuses. The 10% max stam for a build with 37k stamina works out to 3700 stamina or 3.4 standard set bonuses (1096 stamina typical on a set). This means that Redguard passives are worth 6 set bonuses total.
Khajiit currently get 10% stamina recovery, or approx 1.1 set bonuses. 8% crit works out to 2.1 set bonuses. The stealth bonus does not affect PVP so it is hard to quantify, and I am ignoring the health regen under the assumption that it will be replaced. In this case the last set bonus could be worth 2.8 set bonuses to work out to the same total of 6 as Redguard. Therefore 2.8 X 1096 = 3070 Max stamina, which with 37k stam is 8%.
Therefore if khajiit did not have health regen or stealth passives, 8% max stam in addition to the 10% stam regen and 8% crit would make them balanced against Redguard.
Since they do have stealth, I would be ok seeing this number bumped down to 6% if that's what the devs think is fair, but stealth is not useful in most PVE content, so they would still fall behind Redguard outside of PVP unless it was a full 8% to max stam.
WrathOfInnos wrote: »@SodanTok What do you mean "you can't math it out". The numbers are literally what make one better than the other. The values 37k and 1400 were taken directly from a guild member's stamDK parse resulting in a near-meta, approaching 40k solo parse. I can't say these are the exact values for everyone, but it is a very typical example that demonstrates how weak khajiit is compared to Redguard.
You are correct that the Redguard bonus is 792, I was mistakenly looking at the 2/3 value. This makes Redguard that much better, and really khajiit would need a 10% max stam bonus to be competitive. Maybe knock this down to 8% if keeping the semi-useless stealth bonus.
WrathOfInnos wrote: »@SodanTok The multipliers you are referring to would apply to both Khajiit and Redguard, so they cancel out. I don't have the % increases readily available, so it is definitely an approximate calculation. If it would help make the point that khajiit could use a buff, I would be glad to use real numbers from a specific build you have.
Amdar_Godkiller wrote: »
Well, since they have the 6% damage mitigation passive already, giving them a stronger damage one would make them too unbalanced. Orc only has 4% to melee damage done and no resistance passive. I guess they could make that 5-6% weapon damage and still keep Nord pretty well balanced.
The 6%damage is the second most useless passive in the game, because it's worth less than half of 6% if used by someone who is actually heavy armor tanking. If it was 2k spell resistance and 2K physical resistance, then it would be worthwhile, but since it works as non-resistance based mitigation, it's literally more useless than reduced fall damage or increased swimming speed.
WrathOfInnos wrote: »@SodanTok What do you mean "you can't math it out". The numbers are literally what make one better than the other. The values 37k and 1400 were taken directly from a guild member's stamDK parse resulting in a near-meta, approaching 40k solo parse. I can't say these are the exact values for everyone, but it is a very typical example that demonstrates how weak khajiit is compared to Redguard.
You are correct that the Redguard bonus is 792, I was mistakenly looking at the 2/3 value. This makes Redguard that much better, and really khajiit would need a 10% max stam bonus to be competitive. Maybe knock this down to 8% if keeping the semi-useless stealth bonus.
What are you talking about. Khajiit as race are competitive right now. The sustain problems makes them less popular, but give them more damage and everybody at top tier will be using one.
What numbers. You just calculated set value of racial. Without considering what relative value they have to each other. The values of 37k and 1400 you took from already buffed stats. I have ~1500 stamina regen on my bosmer when my base stamina is like 800 I think. If you give me 10% more regen I wont get 150, I will get 80.
I may be incorrect, but if I recall correctly there's only three: Khajiit, Nord, and Orc.
Orcs really don't need anything additional in my opinion, they have enough going for them. Adding crit resistance would be fitting for a Khajiit. Nords need something resource management related; whether it be an increase to stam regen or an unique mechanic (e.g. receives resources when damaged).
Why make these changes? Because the change done to Major Defile made health regen useless.
please no more crit resist, until mobs can crit its so dumb to have bonuses (let alone racial) that only work in pvp
the problem with most passives is the % idea of it, its crap until you stack it.
so they cannot make it good because if you stack it that would make it op, so its crap just in case.
if it was changed to be a flat amount (like 500 hp regen or more) then it would be decent all the time and immune from the power creep of % scaling.
one of the biggest issues this game has is % and it would be a lot better off if everything worked by providing flat amounts.
I may be incorrect, but if I recall correctly there's only three: Khajiit, Nord, and Orc.
Orcs really don't need anything additional in my opinion, they have enough going for them. Adding crit resistance would be fitting for a Khajiit. Nords need something resource management related; whether it be an increase to stam regen or an unique mechanic (e.g. receives resources when damaged).
Why make these changes? Because the change done to Major Defile made health regen useless.
WillhelmBlack wrote: »I may be incorrect, but if I recall correctly there's only three: Khajiit, Nord, and Orc.
Orcs really don't need anything additional in my opinion, they have enough going for them. Adding crit resistance would be fitting for a Khajiit. Nords need something resource management related; whether it be an increase to stam regen or an unique mechanic (e.g. receives resources when damaged).
Why make these changes? Because the change done to Major Defile made health regen useless.
No it didn't it just fixed it.
Leave Orc and Nord alone, the health recovery suits them. Khajiit can have whatever, I'd pick 6% stamina.