Mangeli200194 wrote: »I was thinking if comparing , Pelinals vs Shacklebreaker whats bettter for WW-Open world??....
Why not both?
I´m experimenting with Pelinial + Shackle on the PTS and it´s really nice
One thing that bothers me about that combo is that it wastes one set bonus. The 3-piece shacklebreaker is completely useless.
I am wondering if Troll King, Shacklebreaker, Mechanical Acuity might be a good combo next patch, despite the nerf to MA.
Mangeli200194 wrote: »tbh i dont have that much of a problem with the average nb who is basically hileriously easy to kill. With the experienced nb i simply dont transform or only transform late in the fight. The trick is everytime they cloak u block and wait, as soon as they jump you, you knock them down with houl of Agony and dot them up, usually they cloak and try and heal up. With the healing debuff, by the time they come out of stealth their hp isnt full yet.
So you keep your defile on them and repeat this from the beginning. Sooner or later they usually run away or die(usually they run away if their smart) oh yes and everytime they incap you, fear them away and dodge 1-2 times to let the 20% damage buff run out.
Against the averarge nb this is super effective...
I used to run Sentry on my NB in the IC, Sanguinus, and it's a lot of fun, but I basically had a gank build. You have to hit them hard before they can recover. And it also involved a lot of stealthing and waiting. I'm not sure how that would go as a werewolf, but worth a try.
I'v just tried PTS vs LIVE on my WW to check light atack boost, and there is none even PTS light atack hits for little less dmg. Max what i was able to do is 15k dmg.
Mangeli200194 wrote: »So back to my question: Why do some people shoose Shackle over Pelinals, they gain 1k tooltip on damage vs a 6k tooltip loss on their main heal...
Are we still talking about invisability pots?
Sanguis_Tiberius wrote: »@Qbiken can you or anyone confirm whether light attacks in WW form scaled with the changes to overall light attack damage? Crafting a new ww build rn
Sanguis_Tiberius wrote: »@Qbiken can you or anyone confirm whether light attacks in WW form scaled with the changes to overall light attack damage? Crafting a new ww build rn
@Sanguis_Tiberius
Not 100% sure I understand your question but I´ll try to give my best answer:
Non-werewolf characters:
If we start by looking at non-werewolf characters, the changes to light- & heavy attacks are working as intended. When comparing my PvE builds pre-summerset with live, I get more damage on my LA & HA on live. Depending on my build I get somewhere between 10-20% more damage out of my LA & HA´s.
Werewolfs:
TL:DR = ZOS messed up. By replacing a part of the previous calculation for LA & HA damage during the PTS cycles. This resulted in a huge damage nerf for werewolf. ZOS later buffed the "bugged calculation" by 50%. The end result was that the LA & HA was almost unchanged (slightly nerfed) compared to pre-summerset.
If you´ve a build that stacked a lot of weapon-damage pre summerset, your LA & HA will do less damage on live than before. If you pre summerset had a build that stacked a lot of stamina (by using sets like Hulking Draugr for example), your LA & HA will do more damage.
While the damage nerf wasn´t huge (5-7% if I remember correctly) it doesn´t go in line with the damage buff non-werewolfs got. This bothers me quite a lot. If werewolfs had gotten the same treatment as non-werewolfs and it they had been too "OP" because of that, I would´ve been fine with a small damage nerf. But the lack of consistency and ZOS way of twisting words into "this is a buff" (while it isn´t) is getting a little annoying at this point.
It´s not the end for werewolfs, but they was left out of quite a damage buff that everyone else received.
I wonder whether this discrepancy between non-WW buff and WW buff isn't simply a matter of weapon damage.
As in, the more your damage relies on weapon damage stat (as opposed to max stamina), the less of a buff you got (and eventually the buff becomes a nerf if your reliance on weapon damage was too high), and WW's simply have a naturally much higher weaponskill than non-WW's which makes it seems WW's are 'broken'.
Or in other words, if a non-WW character could have WW-level of weapon damage contributing to his light attacks(accounting for the higher LA scaling WW gets from weapon damage), the nerf/buff to LA he would perceive would be the same.
This was my theory at first as wellI wonder whether this discrepancy between non-WW buff and WW buff isn't simply a matter of weapon damage.
As in, the more your damage relies on weapon damage stat (as opposed to max stamina), the less of a buff you got (and eventually the buff becomes a nerf if your reliance on weapon damage was too high), and WW's simply have a naturally much higher weaponskill than non-WW's which makes it seems WW's are 'broken'.
During the PTS I tried a high spell-damage build with values that aren´t far from what you can achieve with a werewolf (I had around 5k spell-damage and 40k max magicka). These tests was made during the last PTS-cycle. My theory from start was that I was going to get a lower increase on my LA & HA´s the more spell-damage I stacked (compared to live), the same way werewolfs did but with weapon damage. This was never the case however, I never hit that "soft-cap", and I never experienced a reduced damage to my LA & HA´s like I did with my werewolf (compared to previous live).
During the PTS I tried a high spell-damage build with values that aren´t far from what you can achieve with a werewolf (I had around 5k spell-damage and 40k max magicka). These tests was made during the last PTS-cycle. My theory from start was that I was going to get a lower increase on my LA & HA´s the more spell-damage I stacked (compared to live), the same way werewolfs did but with weapon damage. This was never the case however, I never hit that "soft-cap", and I never experienced a reduced damage to my LA & HA´s like I did with my werewolf (compared to previous live).
Keep in mind that werewolves get special scaling of LA damage with weapon damage stat.
So to match a werewolf with a non-WW character, you need not only get close to the WW values for raw damage stat, you need to surpass it by whatever multiplier WW light attacks get over regular light attacks.
For example, if a 5000 WD WW gets a 1.5x multiplier on the effectiveness of his weapon damage on his light attacks, the non-WW character would need not 5000 but 7500 WD to observe the same LA values as the WW.
UESP wrote:LAWerewolf = (round(0.0449953*Stamina + 0.471987*WeaponDamage - 0.232637) + Skill2.HADamage)*(1 + CP.LAActiveDamage + CP.PhysicalDamageDone + CP.DirectDamageDone)*(1 + Skill.LADamage + Set.LADamage + Buff.Empower + Skill.PhysicalDamageDone + Skill.LAMeleeDamage + Skill.DamageDone)