Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.
For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?
Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.
1905 in stamina build is nothing lol .
Do you understand how percentage amps work in this game? Let me show you.
percent amps, like the 20% from pots and the 9% from being a high elf do not stack like that. they are additive, not multiplicative.
my warden healer is a nord, he runs 2k regen but that is after all percent amps. base would be 514(base)+124(set)+124(set)+319(food)+300(atro with 4 6.5% divines)= 1381 then all other percent amps are calculated off that and then added to it. like Flourish, 12% adds 166, Recovery from light armor, 24% cause i have on 6 light adds 331, 14% from cp adds 193, bringing the total to 2071. 9% more would only be 124 more regen.
so what happens is that the 1381 is the BASE regen and then all the other percent amps are ADDED up.
like this
Sub in serpant for Stam in the above calulation.
so the it would look like this, (514+124+124+319+300)* (36%+14%)= 690.5 and that would be ADDED to 1381, which then would be 2071 , with the 9% from a high elf, it would look like this, (514+124+124+319+300)* (45%+14%) = 814.79 , which then would be 2195, which is just a 6% increase in regen from 2071. come on people this is not hard math. it only gets worse the more percent regen you add.
with pots it would be (514+124+124+319+300)* (65%+14%) = 1091 and added to 1381 is 2472, only a 12% increase in regen. do you see what i mean yet?
So you say 1900 regen on a Stam build is nothing, show me how you get 1900 BASE regen, Without using any percentage amplifiers.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.
For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?
Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.
1905 in stamina build is nothing lol .
Do you understand how percentage amps work in this game? Let me show you.
percent amps, like the 20% from pots and the 9% from being a high elf do not stack like that. they are additive, not multiplicative.
my warden healer is a nord, he runs 2k regen but that is after all percent amps. base would be 514(base)+124(set)+124(set)+319(food)+300(atro with 4 6.5% divines)= 1381 then all other percent amps are calculated off that and then added to it. like Flourish, 12% adds 166, Recovery from light armor, 24% cause i have on 6 light adds 331, 14% from cp adds 193, bringing the total to 2071. 9% more would only be 124 more regen.
so what happens is that the 1381 is the BASE regen and then all the other percent amps are ADDED up.
like this
Sub in serpant for Stam in the above calulation.
so the it would look like this, (514+124+124+319+300)* (36%+14%)= 690.5 and that would be ADDED to 1381, which then would be 2071 , with the 9% from a high elf, it would look like this, (514+124+124+319+300)* (45%+14%) = 814.79 , which then would be 2195, which is just a 6% increase in regen from 2071. come on people this is not hard math. it only gets worse the more percent regen you add.
with pots it would be (514+124+124+319+300)* (65%+14%) = 1091 and added to 1381 is 2472, only a 12% increase in regen. do you see what i mean yet?
So you say 1900 regen on a Stam build is nothing, show me how you get 1900 BASE regen, Without using any percentage amplifiers.
Cool u edited ur base message .
See u kid .
WakeYourGhost wrote: »dovakiin5574 wrote: »WakeYourGhost wrote: »dovakiin5574 wrote: »No.
If you are willing to break the lore, then the only way to create a System where you can choose your Race without any min-maxing in mind, is a System where Passives are not bound to Races.
Not exactly lore-breaking. There is mages, stamina, tanks and healer NPCs of every race throughout the game.
That.. That isn't even a damned argument. It's just "Not everyone specializes in what their Race is specialized in, so obviously that means different versions that Min-max for that race doing different things exist"
A real world example - I'm Irish and I don't even drink.... Often....
Being born a Breton with gifted talent in Magicka doesn't mean you won't just pick up a sword and run around chopping things to bits because it feels right to you.
A person with an Olympic-level physique who wants to be a Clown isn't a Different Racial Sub-type... They're just weird.
Doesn't detract from their physical prowess - Just mean's it's likely not being used to it's full potential.
I really dislike the idea of changing Racial Passives for the sake of Min-Maxing someone's OTP instead of taking the small statistical hit - But trying to "lore justify" this crap is just vulgar.
I disagree. There are many lore examples for things such as Khajiiti mages who mind the Moon Temples. Breton knights who serve the King. Literally Altmer knights too who serve their Queen. Nords and Orcs in the mages guild, that are actually good mages. Orcs have their wise women and poison makers. The Ashlanders from Dunmer lore generally are dual wielders and archers, they are more stamina oriented however the wise woman is more magic based. Wood Elves have what they call Spinners who use magic. Imperial mages are literally a thing since forever. Argonian warriors and guerilla fighters are well known from the rebellions against their Dark Elf slave masters. So I don't see how it is "vulgar" when it truly does fit the lore.
Again, I point out, just because an Altmer is a Knight doesn't mean they don't have the same potential with Magicka - They just aren't using it to a significant degree.
Racial passives are just a set of things that said race is generally talented at.
If your entire family is nothing but Cops and you turn out to be a Taxidermist, you didn't get another set of "family passives" - You just didn't follow the trope.
Lightspeedflashb14_ESO wrote: »@Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.
For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?
Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.
Lightspeedflashb14_ESO wrote: »@Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.
For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?
Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.
Perhaps you'd like to reread somewhere near the bottom of my postAs I recall, I mentioned that they're 'napkin' numbers, or something to that effect. I had hoped the gist of the idea would get through, and I'd be able to avoid someone commenting purely on the numbers and contributing nothing else. I am also under no illusions that my setups are anywhere near meta.
I would hope ZOS'd know to get the current meta builds or what-have-you, calculate how much the passives are worth, and then implement those as flat numbers. Or perhaps you have some suggestions of your own?
I am all for rewarding players - to some extent - for doing whatever it is they're doing, though I feel that in this case - where it's a passive attached to your character model being fluffy vs short w/horns vs tall and snooty vs green - it's a tad...weird. Furthermore, there are percentage increases pretty much all over the place, which results in rewarding players more and more for investing in just a few things until not only is doing so optimal, it's so much better than anything else you could possibly do. I really don't mind if it's optimal, but I do think it's a healthy move for the game if we try to at least bridge the gap in a way that doesn't detract from the meta.Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.
For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?
Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.
Perhaps you'd like to reread somewhere near the bottom of my postAs I recall, I mentioned that they're 'napkin' numbers, or something to that effect. I had hoped the gist of the idea would get through, and I'd be able to avoid someone commenting purely on the numbers and contributing nothing else. I am also under no illusions that my setups are anywhere near meta.
I would hope ZOS'd know to get the current meta builds or what-have-you, calculate how much the passives are worth, and then implement those as flat numbers. Or perhaps you have some suggestions of your own?
i think the racials we have are fine. no real changes needed. they are the opst balanced they have been since the game has been released. personally, i don't like flat bonuses, i like being reward for doing one thing well. like when they gutted repentance, or the helping hands passive or the battle roar passive or shards. all those are a flat value when they were percent of your stats before. they are much less impactful now.
CP tree should be expanded to include things like sneaking/swimming/runspeed and racial bonuses converted into +x CP in whatever skill. Makes it more flavoursome for your character. Always felt a bit odd everyone (bar argonian) swam at exactly the same speed. Should sink in heavy armour right?
I think the suggestion is great but not sure if it should be handled the way it is suggested.
It does seem very silly that one race is inherently better at one thing compared to another. For example, sword fighting. Being a great swordsman involves tons of training and practice. You cannot be born a master. Not all Redguards are master sword fighters just like how all Imperials are not Diplomats.
However, I do believe races should get a specific unique bonus making them stand out. Orcs have always been known to be very brutal combatants so something should reflect on that.
dovakiin5574 wrote: »I have seen a lot of people complain that they are stuck to certain roles depending on their race. I agree, so I have done some research on racial passives and I believe I have found a simple solution that would be easy to implement and should make players happy. In short... RACIAL TYPES! I suggest having TWO types of each race: One with a stamina emphasis, one with a magic emphasis. This could be implemented either as a bound on creation passive system or it could be made to work just like Werewolf and Vampire skill lines that only allow you to unlock the ones while you are that "Type". For example you would have to go to a shrine similar to the skill and attribute ones and pay a hefty fee to change your "Type". As for what new passives should be given for each race's new type, I have some suggestions which I will list below along with the original passives. ~~~ Let me know your thoughts
BRETON
Arcane Adept (ORIGINAL)
Max Magicka + 10%
Spell Resistance 3960
Reduced Magicka cost -3%
Knight of the Moors (NEW)
Max Stamina +10%
Physical Penetration +1500 (OR LOWER NUMBER)
Reduced Stamina cost -3%
ORC
Berserker (ORIGINAL)
Max Health and Max Stamina +10%
Increased Healing Received +5% and Health Recovery +20%
Increases your damage with melee weapon attacks by 4% and Reduces Sprint cost by 12% and increases Sprint speed by 10%
Mage of the Wild (NEW)
Max Health and Max Magicka +10%
Increased Healing Done +5% and Health Recovery +20%
Increases your damage with staff weapon attacks by 4% and Reduces Spell cost by 3% and increases Movement speed by 4%
REDGUARD
Alikir Warrior (ORIGINAL)
Stamina Recovery +9%
Max Stamina +10%
Your melee attacks restore 792 Stamina - This effect can occur once every 5 seconds
Outcast Sand Walker (NEW)
Magicka Recovery +9%
Max Magicka +10%
Your magic attacks restore 792 Magicka - This effect can occur once every 5 seconds
ARGONIAN
Hist-Blessed (ORIGINAL)
Increases your Max Magicka by 3% and Whenever you drink a potion you restore 4620 Health, Magicka, and Stamina
Increases Max Health by 9% and Poison and Disease Resistance by 1485
Increases your healing done and received by 5%
Shadow-Scale (NEW)
Increases your Max Stamina by 3% and Whenever you drink a potion you restore 4620 Health, Magicka, and Stamina
Increases Max Health by 9% and Poison and Disease Damage done by +10% (OR 4%)
Your melee attacks have a 10% chance to decrease the enemies Health, Magicka, and Stamina resource restore and recovery by 5% (OR 3%)
DARK ELF
Tribunal Acolyte (ORIGINAL)
Increases Max Magicka and Max Stamina by 6%
Increases Max Magicka by 3% and Flame Resistance by 2079
Increases your Flame Damage by 7% and Increases your Frost and Shock Damage by 2%
Ashlander (NEW)
Increases Max Magicka and Max Stamina by 6%
Increases Max Stamina by 3% and Flame Resistance by 2079
Increases your Physical and Environmental Damage Resistance by 7% and Increases your Bleed Damage by 2%
NORD
Bard (ORIGINAL)
Increases Max Stamina by 6% and Health Recovery by 20%
Increases Max Health by 9% and Cold Resistance by 2079
Increases damage reduction by 6%
Dragon-Blooded (NEW)
Increases Max Magicka by 6% and Health Recovery by 20%
Increases Max Health by 9% and Cold and Flame Resistance by 1200
Increases Spell Resistance by 3960
HIGH ELF
Archmage (ORIGINAL)
Increased Magicka Recovery by 9%
Increases Max Magicka by 10%
Increases your Flame, Frost and Shock Damage by 4%
Tribune (NEW)
Increased Stamina Recovery by 9%
Increases Max Stamina by 10%
Increased Class Skill Damage by 4%
WOOD ELF
Shadow Hunter (ORIGINAL)
Increases Stamina Recovery by 21%
Increases your Max Stamina by 6% and Poison and Disease Resistance by 1485
Reduces your detection radius in Stealth by 3m and Increases damage done while in Stealth by 10%
Spinner (NEW)
Increases Magicka Recovery by 21%
Increases your Max Magicka by 6% and Fire and Shock Resistance by 1485
Increases area of effect radius by 3m and Increases area of effect damage by 2%
Khajiit
Champion of the Moons (ORIGINAL)
Increases your Health Recovery by 20% and Stamina Recovery by 10%
Reduces your detection radius in Stealth by 3m and Increases damage done while in Stealth by 10%
Increases Weapon Critical by 8%
Lunar Mage (NEW)
Increases your Health Recovery by 20% and Magicka Recovery by 10%
Increases area of effect radius by 3m and Increases area of effect damage by 2%
Increases Spell Critical by 8%
IMPERIAL
Emperor's Guard (ORIGINAL)
Increases Max Health by 12%
Increases Max Stamina by 10%
Your melee attacks have a 10% chance to restore 6% of your Max Health
Moth Priest (NEW)
Increases your healing done and received by 5%
Increases Max Magicka by 10%
Your ranged attacks have a 10% chance to restore 2% of your Max Health and 2% of your Max Magicka
BANK_IT_HERE wrote: »I have no idea about the lore, and I have no idea if the numbers work, but props to you for a very well thought-out, constructive idea.