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Khajiit Nerf in Summerset?

  • Checkmath
    Checkmath
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    And others say different stuff. Maybe we really need someone to try out...?
  • Rohamad_Ali
    Rohamad_Ali
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    Moar buffs plz .
  • Finedaible
    Finedaible
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    Khajiit have been indirectly nerfed over the last few major patches with reductions to Shadow and Thief mundus stones, then Morrowind sustain nerfs. They are also the only race without max stamina or magicka increases.

    I do hope Summerset gives Khajiit back some much needed sustain and something better than Health Recovery. Stamina cost reduction passive would be unique enough i think. For races in general though, I'd like to see some more flexibility between stamina and magicka builds. Bring back spell critical to Carnage, please.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Minno wrote: »
    kylewwefan wrote: »
    ankeor wrote: »
    ankeor wrote: »
    8% more crit is more then worth the extra 10% extra Stam.

    No, it's not.

    You think so?

    So on a Stam build, you will only have around 30k base stam. Let's remember that percentage amps are addtive and not multiplicative, now 10% of that is 3k. Average weapon damage is around 3.5k unbuffed, so let's make that 4.5k buffed. So adding 3k Stam to the average build will raise dps by about ~4%.

    Average Stam build has around 60% crit, with around a .8 crit hit modifyer, higher if you are a stamblade or stamplar. To figure out the average dps increase with crit you take the crit chance and multiply by the CHD, so you would get a 48% increase in dps with the aforementioned numbers. With another 8% crit on top of the 60% we already have, that is 68% and .68*.8 is .54. so you would get a 6% average increase in dps with the Khajiits crit over the redguards 10% extra stam. Of course if you use mechanical acuity, this changes the calculations. Of course none if this takes into account the stam return from adrenaline rush.

    If you have better numbers, I would like to see them.

    I can't believe you have done math about a stat that depends on RNG. Which is unrealiable. Also if we are talking about pve then khajiit's 2nd passive is useless while redguard's 3rd is literaly best thing ever a stam dd can has.

    you can, quite easily quantify crit in term of average dps increase, on course if you are only doing a 3 million dummy or mob, you will have more variation in crit then with a higher health mobs or the 25 million health dummy. on a long enough parse, your crit ratio will stabilize. check out this thread, https://forums.elderscrollsonline.com/en/discussion/318595/introduction-to-pve-damage-calculation-homestead/p1, for more info, some of the details are off, it is from a few patches ago but the underlying math is the same.


    8% more crit is more then worth the extra 10% extra Stam.

    Even if that were a certainty in isolation (I dont believe it is), Redguard is still a much better DPS race for PVE. Better sustain equals fewer heavy attacks equals more damage. If you bring in sets like mechanical acuity into the discussion, a kahjiit's crit bonus becomes even weaker by comparison.

    Also 30k stam is very low for an end game DPS, and not everything crits. I am not an expert on the math, but both of those things move the needle. What I have done is play both stam sorc and stam Dk as both Khajiit and Redguard. The later is noticeably better for both classes.

    30k is not really that low. you have to remember that percent amps are addactive, as in they do not improve each other.

    doing more reseach, it seem that the 20% you get from CP is multiplicative but the rest of the percent amp are additive.
    see the following-

    base stam with all gold enchants and jewelry, veli/mechical acutiy (you could put hundings here and it would be the same amount of stam) and war machine ( i am giving you the benefit here with war machine, most people will have either VO or agility)
    K9hhwMT.jpg

    as you can see the base stam is only 28.8k. then add 100 cp into the green tree, that gives you a 20% amp-
    AzfI5EC.jpg

    that boosts it to a base of 33.5k, this is the amount that all other percent amps are calutlated from, as you can see here by adding 10% from the redguard passive-
    29VgVdu.jpg

    36940-33582=3358, which is almost exactly 10%.

    the add on 4% from undatunted mettle using one heavy and the rest medium--
    J9zyCWe.jpg

    that brings the amount to 38283. and 38283-36940 is 1343, 1343 is 4% of 33575, close enough to the amount after cp.


    all of this changes nothing about what i said, 3.3k more stam is only 300 more stam then i said, which would only add like .4% more dps. not even close to the 6% that the Khajiit passive adds on average.

    oh but what about mechanical acuity you say. well you can do the math and see that the Khajiit passive is still better.

    mechanical acuity adds 5 seconds of guaranteed crit every 13 seconds. so the average increase in crit is at best a 27.7% increase in crit 5/18. so if we add that to the average of 60% that a stam toon has, you get 87%. then take that 87% byt he CHD, .8 you get .70 and then you add the 8% from the Khajiit passive and you get .95*.8 and that is .76, yet again a 6% average increase in dps, .76-.70, so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam.


    This makes me head hurt. Is there a TLDR?

    Yea:
    "so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam. "

    He also says 6% DMG increase on average.

    yes, the 10% max stam from redguard is around 4.4%.
  • usmcjdking
    usmcjdking
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    The only race that needs an obvious buff is Nord - it is neither offensively strong, nor defensively strong. Breton needs a buff but it's not quite as obvious where that buff needs to occur.
    0331
    0602
  • Alcast
    Alcast
    Class Representative
    Minno wrote: »
    kylewwefan wrote: »
    ankeor wrote: »
    ankeor wrote: »
    8% more crit is more then worth the extra 10% extra Stam.

    No, it's not.

    You think so?

    So on a Stam build, you will only have around 30k base stam. Let's remember that percentage amps are addtive and not multiplicative, now 10% of that is 3k. Average weapon damage is around 3.5k unbuffed, so let's make that 4.5k buffed. So adding 3k Stam to the average build will raise dps by about ~4%.

    Average Stam build has around 60% crit, with around a .8 crit hit modifyer, higher if you are a stamblade or stamplar. To figure out the average dps increase with crit you take the crit chance and multiply by the CHD, so you would get a 48% increase in dps with the aforementioned numbers. With another 8% crit on top of the 60% we already have, that is 68% and .68*.8 is .54. so you would get a 6% average increase in dps with the Khajiits crit over the redguards 10% extra stam. Of course if you use mechanical acuity, this changes the calculations. Of course none if this takes into account the stam return from adrenaline rush.

    If you have better numbers, I would like to see them.

    I can't believe you have done math about a stat that depends on RNG. Which is unrealiable. Also if we are talking about pve then khajiit's 2nd passive is useless while redguard's 3rd is literaly best thing ever a stam dd can has.

    you can, quite easily quantify crit in term of average dps increase, on course if you are only doing a 3 million dummy or mob, you will have more variation in crit then with a higher health mobs or the 25 million health dummy. on a long enough parse, your crit ratio will stabilize. check out this thread, https://forums.elderscrollsonline.com/en/discussion/318595/introduction-to-pve-damage-calculation-homestead/p1, for more info, some of the details are off, it is from a few patches ago but the underlying math is the same.


    8% more crit is more then worth the extra 10% extra Stam.

    Even if that were a certainty in isolation (I dont believe it is), Redguard is still a much better DPS race for PVE. Better sustain equals fewer heavy attacks equals more damage. If you bring in sets like mechanical acuity into the discussion, a kahjiit's crit bonus becomes even weaker by comparison.

    Also 30k stam is very low for an end game DPS, and not everything crits. I am not an expert on the math, but both of those things move the needle. What I have done is play both stam sorc and stam Dk as both Khajiit and Redguard. The later is noticeably better for both classes.

    30k is not really that low. you have to remember that percent amps are addactive, as in they do not improve each other.

    doing more reseach, it seem that the 20% you get from CP is multiplicative but the rest of the percent amp are additive.
    see the following-

    base stam with all gold enchants and jewelry, veli/mechical acutiy (you could put hundings here and it would be the same amount of stam) and war machine ( i am giving you the benefit here with war machine, most people will have either VO or agility)
    K9hhwMT.jpg

    as you can see the base stam is only 28.8k. then add 100 cp into the green tree, that gives you a 20% amp-
    AzfI5EC.jpg

    that boosts it to a base of 33.5k, this is the amount that all other percent amps are calutlated from, as you can see here by adding 10% from the redguard passive-
    29VgVdu.jpg

    36940-33582=3358, which is almost exactly 10%.

    the add on 4% from undatunted mettle using one heavy and the rest medium--
    J9zyCWe.jpg

    that brings the amount to 38283. and 38283-36940 is 1343, 1343 is 4% of 33575, close enough to the amount after cp.


    all of this changes nothing about what i said, 3.3k more stam is only 300 more stam then i said, which would only add like .4% more dps. not even close to the 6% that the Khajiit passive adds on average.

    oh but what about mechanical acuity you say. well you can do the math and see that the Khajiit passive is still better.

    mechanical acuity adds 5 seconds of guaranteed crit every 13 seconds. so the average increase in crit is at best a 27.7% increase in crit 5/18. so if we add that to the average of 60% that a stam toon has, you get 87%. then take that 87% byt he CHD, .8 you get .70 and then you add the 8% from the Khajiit passive and you get .95*.8 and that is .76, yet again a 6% average increase in dps, .76-.70, so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam.


    This makes me head hurt. Is there a TLDR?

    Yea:
    "so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam. "

    He also says 6% DMG increase on average.

    Khajiit has not been BiS ever since Morrowind. Redguard parses are usually always higher

    Also this makes me giggle everytime, to state the obvious: completely neglecting sustain when calculating damage is just :trollface:
    Edited by Alcast on April 12, 2018 7:53AM
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Alcast wrote: »
    Minno wrote: »
    kylewwefan wrote: »
    ankeor wrote: »
    ankeor wrote: »
    8% more crit is more then worth the extra 10% extra Stam.

    No, it's not.

    You think so?

    So on a Stam build, you will only have around 30k base stam. Let's remember that percentage amps are addtive and not multiplicative, now 10% of that is 3k. Average weapon damage is around 3.5k unbuffed, so let's make that 4.5k buffed. So adding 3k Stam to the average build will raise dps by about ~4%.

    Average Stam build has around 60% crit, with around a .8 crit hit modifyer, higher if you are a stamblade or stamplar. To figure out the average dps increase with crit you take the crit chance and multiply by the CHD, so you would get a 48% increase in dps with the aforementioned numbers. With another 8% crit on top of the 60% we already have, that is 68% and .68*.8 is .54. so you would get a 6% average increase in dps with the Khajiits crit over the redguards 10% extra stam. Of course if you use mechanical acuity, this changes the calculations. Of course none if this takes into account the stam return from adrenaline rush.

    If you have better numbers, I would like to see them.

    I can't believe you have done math about a stat that depends on RNG. Which is unrealiable. Also if we are talking about pve then khajiit's 2nd passive is useless while redguard's 3rd is literaly best thing ever a stam dd can has.

    you can, quite easily quantify crit in term of average dps increase, on course if you are only doing a 3 million dummy or mob, you will have more variation in crit then with a higher health mobs or the 25 million health dummy. on a long enough parse, your crit ratio will stabilize. check out this thread, https://forums.elderscrollsonline.com/en/discussion/318595/introduction-to-pve-damage-calculation-homestead/p1, for more info, some of the details are off, it is from a few patches ago but the underlying math is the same.


    8% more crit is more then worth the extra 10% extra Stam.

    Even if that were a certainty in isolation (I dont believe it is), Redguard is still a much better DPS race for PVE. Better sustain equals fewer heavy attacks equals more damage. If you bring in sets like mechanical acuity into the discussion, a kahjiit's crit bonus becomes even weaker by comparison.

    Also 30k stam is very low for an end game DPS, and not everything crits. I am not an expert on the math, but both of those things move the needle. What I have done is play both stam sorc and stam Dk as both Khajiit and Redguard. The later is noticeably better for both classes.

    30k is not really that low. you have to remember that percent amps are addactive, as in they do not improve each other.

    doing more reseach, it seem that the 20% you get from CP is multiplicative but the rest of the percent amp are additive.
    see the following-

    base stam with all gold enchants and jewelry, veli/mechical acutiy (you could put hundings here and it would be the same amount of stam) and war machine ( i am giving you the benefit here with war machine, most people will have either VO or agility)
    K9hhwMT.jpg

    as you can see the base stam is only 28.8k. then add 100 cp into the green tree, that gives you a 20% amp-
    AzfI5EC.jpg

    that boosts it to a base of 33.5k, this is the amount that all other percent amps are calutlated from, as you can see here by adding 10% from the redguard passive-
    29VgVdu.jpg

    36940-33582=3358, which is almost exactly 10%.

    the add on 4% from undatunted mettle using one heavy and the rest medium--
    J9zyCWe.jpg

    that brings the amount to 38283. and 38283-36940 is 1343, 1343 is 4% of 33575, close enough to the amount after cp.


    all of this changes nothing about what i said, 3.3k more stam is only 300 more stam then i said, which would only add like .4% more dps. not even close to the 6% that the Khajiit passive adds on average.

    oh but what about mechanical acuity you say. well you can do the math and see that the Khajiit passive is still better.

    mechanical acuity adds 5 seconds of guaranteed crit every 13 seconds. so the average increase in crit is at best a 27.7% increase in crit 5/18. so if we add that to the average of 60% that a stam toon has, you get 87%. then take that 87% byt he CHD, .8 you get .70 and then you add the 8% from the Khajiit passive and you get .95*.8 and that is .76, yet again a 6% average increase in dps, .76-.70, so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam.


    This makes me head hurt. Is there a TLDR?

    Yea:
    "so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam. "

    He also says 6% DMG increase on average.

    Khajiit has not been BiS ever since Morrowind. Redguard parses are usually always higher

    Also this makes me giggle everytime, to state the obvious: completely neglecting sustain when calculating damage is just :trollface:

    i did not "neglect" it. if you go back and read my post, i clearly stated-
    Of course none if this takes into account the stam return from adrenaline rush.

    if you take nothing else into account, the carnage passive does around 1-2% more dps on the average build then the Conditioning passive.
    '

    and i thought clapping was your thing, not giggling.
    Edited by Lightspeedflashb14_ESO on April 12, 2018 8:10AM
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    8% more crit is more then worth the extra 10% extra Stam.

    Even if that were a certainty in isolation (I dont believe it is), Redguard is still a much better DPS race for PVE. Better sustain equals fewer heavy attacks equals more damage. If you bring in sets like mechanical acuity into the discussion, a kahjiit's crit bonus becomes even weaker by comparison.

    Also 30k stam is very low for an end game DPS, and not everything crits. I am not an expert on the math, but both of those things move the needle. What I have done is play both stam sorc and stam Dk as both Khajiit and Redguard. The later is noticeably better for both classes.

    Do heavy attack build have sustain issues? I think cat can be stronger though.

    Sustain issues are a relative issue. My redguard Sorc can sustain infinitely with 2 heavy attacks per rotation, and usually in the burn phase I can go to one or none. My Khajiit had to throw in a third once in a while, and didnt have as much flexibility in execute. Furthermore, if you do die (happens to the best of us), a redguard recovers MUCH faster.

    Again, I am not an expert on the math. Most people I know that are capable of fancy math will say on paper that the difference is EXTREMELY close. Therefore, red guard becomes the clear winner because of the sustain. Math on paper and the real world do not always align perfectly.
    Alcast wrote: »
    Redguard (and Imperial) > Khajiit in terms of DPS by 0.02%. Ever since Morrowind launches that was the case according to one of my buddies calculation.

    Redguard is the obvious choice anyway even if both basically do the same dps, but redguard has twice the sustain.

    Or what he said... :smile:
  • Oreyn_Bearclaw
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    Also, just for fun...

    At one point all of my stam toons were cats (except my NB). This has been a while now, but at the time I was going for my first flawless run on my stam sorc in VMA. There were just a handful of spots in the arena where my resources would become an issue, and I had 5 or 6 one-death runs in a row. On a whim, I changed to redguard and the first (and several subsequent runs) were flawless. Those few areas where my sustain would struggle simply stopped being an issue, and I actually found my boss burns picked up because I was in a better resource spot at the beginning of the fights. Now certainly, maybe it was a bit of a coincidence and I was just due for the flawless run, and practice certainly helps resource management, but I bought a few more race change tokens shortly thereafter and havent looked back.
    Edited by Oreyn_Bearclaw on April 13, 2018 5:02PM
  • Silver_Strider
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    Khajiit Passive suggestions
    Nimble - Health regen replaced by 6% Max Health. Buff Stamina Regen to 12%
    Stealthy - Reduce Sneak Damage down to 6% from 10%. Add 3% Max Stamina to compensate
    Carnage - Up Crit bonus to 9% and add Spell Crit.

    This makes them more attractive an option in relation to Redguard because it should puts Khajiit DPS ahead of Redguard (9% Crit vs only 7% Max Stamina difference) while mildly reducing the sustain difference between them as well. It's a slight nerf to their PvP performance with the Stealthy nerf but their overall performance should be improved enough to more than make up for it.
    Edited by Silver_Strider on April 13, 2018 7:34PM
    Argonian forever
  • Finedaible
    Finedaible
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    Khajiit Passive suggestions
    Nimble - Health regen replaced by 6% Max Health. Buff Stamina Regen to 12%
    Stealthy - Reduce Sneak Damage down to 6% from 10%. Add 3% Max Stamina to compensate
    Carnage - Up Crit bonus to 9% and add Spell Crit.

    This makes them more attractive an option in relation to Redguard because it should puts Khajiit DPS ahead of Redguard (9% Crit vs only 7% Max Stamina difference) while mildly reducing the sustain difference between them as well. It's a slight nerf to their PvP performance with the Stealthy nerf but their overall performance should be improved enough to more than make up for it.

    I'm no math expert, but this seem fair.
  • Juhasow
    Juhasow
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    ankeor wrote: »
    ankeor wrote: »
    8% more crit is more then worth the extra 10% extra Stam.

    No, it's not.

    You think so?

    So on a Stam build, you will only have around 30k base stam. Let's remember that percentage amps are addtive and not multiplicative, now 10% of that is 3k. Average weapon damage is around 3.5k unbuffed, so let's make that 4.5k buffed. So adding 3k Stam to the average build will raise dps by about ~4%.

    Average Stam build has around 60% crit, with around a .8 crit hit modifyer, higher if you are a stamblade or stamplar. To figure out the average dps increase with crit you take the crit chance and multiply by the CHD, so you would get a 48% increase in dps with the aforementioned numbers. With another 8% crit on top of the 60% we already have, that is 68% and .68*.8 is .54. so you would get a 6% average increase in dps with the Khajiits crit over the redguards 10% extra stam. Of course if you use mechanical acuity, this changes the calculations. Of course none if this takes into account the stam return from adrenaline rush.

    If you have better numbers, I would like to see them.

    I can't believe you have done math about a stat that depends on RNG. Which is unrealiable. Also if we are talking about pve then khajiit's 2nd passive is useless while redguard's 3rd is literaly best thing ever a stam dd can has.

    you can, quite easily quantify crit in term of average dps increase, on course if you are only doing a 3 million dummy or mob, you will have more variation in crit then with a higher health mobs or the 25 million health dummy. on a long enough parse, your crit ratio will stabilize. check out this thread, https://forums.elderscrollsonline.com/en/discussion/318595/introduction-to-pve-damage-calculation-homestead/p1, for more info, some of the details are off, it is from a few patches ago but the underlying math is the same.


    8% more crit is more then worth the extra 10% extra Stam.

    Even if that were a certainty in isolation (I dont believe it is), Redguard is still a much better DPS race for PVE. Better sustain equals fewer heavy attacks equals more damage. If you bring in sets like mechanical acuity into the discussion, a kahjiit's crit bonus becomes even weaker by comparison.

    Also 30k stam is very low for an end game DPS, and not everything crits. I am not an expert on the math, but both of those things move the needle. What I have done is play both stam sorc and stam Dk as both Khajiit and Redguard. The later is noticeably better for both classes.

    30k is not really that low. you have to remember that percent amps are addactive, as in they do not improve each other.

    doing more reseach, it seem that the 20% you get from CP is multiplicative but the rest of the percent amp are additive.
    see the following-

    base stam with all gold enchants and jewelry, veli/mechical acutiy (you could put hundings here and it would be the same amount of stam) and war machine ( i am giving you the benefit here with war machine, most people will have either VO or agility)
    K9hhwMT.jpg

    as you can see the base stam is only 28.8k. then add 100 cp into the green tree, that gives you a 20% amp-
    AzfI5EC.jpg

    that boosts it to a base of 33.5k, this is the amount that all other percent amps are calutlated from, as you can see here by adding 10% from the redguard passive-
    29VgVdu.jpg

    36940-33582=3358, which is almost exactly 10%.

    the add on 4% from undatunted mettle using one heavy and the rest medium--
    J9zyCWe.jpg

    that brings the amount to 38283. and 38283-36940 is 1343, 1343 is 4% of 33575, close enough to the amount after cp.


    all of this changes nothing about what i said, 3.3k more stam is only 300 more stam then i said, which would only add like .4% more dps. not even close to the 6% that the Khajiit passive adds on average.

    oh but what about mechanical acuity you say. well you can do the math and see that the Khajiit passive is still better.

    mechanical acuity adds 5 seconds of guaranteed crit every 13 seconds. so the average increase in crit is at best a 27.7% increase in crit 5/18. so if we add that to the average of 60% that a stam toon has, you get 87%. then take that 87% byt he CHD, .8 you get .70 and then you add the 8% from the Khajiit passive and you get .95*.8 and that is .76, yet again a 6% average increase in dps, .76-.70, so even with mechanical acuity, the Khajiit passive is worth more raw dps then the max stam.


    @Lightspeedflashb14_ESO there is slight oversight in Your calculations for dmg increase from khajiit passive. You've just calculated how much more critical dmg we'll get but dont forget that critical dmg are only part of overall dmg and if You want to count overall dmg increase from khajit passive You need to consider both critical and base dmg. That way You'll get 1,54-1,48=0,06 and further 0,06/1,48~0,0405=4,05% . That means if it comes to overall dmg increase khajiit gives us roughly 4% so basicly same value as redguard.

    You've also totally misinterpretated calculations for khajiit and mechanical acuity. Your math is totally incorrect here. You need to take under consideration that when mechanical acuity procs , bonus dmg from khajit passive is 0% since we have guaranteed crit anyway which means up to 27,7% of a fight khajit gives nothing. In worst scenario during 72,3% of a fight khajiit gives 4% dmg increase and for the next 27,7% zero. Mathematicly speaking it'll be 0,723*4%+0,277*0%~2,9% so with mechancal acuity khajit DPS increase will be somwhere around 3%.

    That means redguard not only will give us more DPS but also much better sustain which means even more dmg what @Alcast pointed already. We can say that in current PvE meta redguard with mechanical acuity due to higher dmg bonus and better sustain can give up to almost 2x more dmg increase then khajiit especially in longer fights where sustain starts to play important role.
    Edited by Juhasow on April 15, 2018 8:45AM
  • Juhasow
    Juhasow
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    8% more crit is more then worth the extra 10% extra Stam.

    It's not in current state of the game with additive critical multiplier buffs.
  • Savos_Saren
    Savos_Saren
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    usmcjdking wrote: »
    The only race that needs an obvious buff is Nord - it is neither offensively strong, nor defensively strong. Breton needs a buff but it's not quite as obvious where that buff needs to occur.

    No race has a spell crit passive yet...

    Perhaps Nords could get a spell crit passive to help with Ice Tanking?
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Nelson_Rebel
    Nelson_Rebel
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    Redguards have had twice the sustain over all other races for years.

    Even after the nerfs they are still far and above the other stamina races.


    But hey thats all fine and dandy lol
    Edited by Nelson_Rebel on April 15, 2018 4:22PM
  • Finedaible
    Finedaible
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    usmcjdking wrote: »
    The only race that needs an obvious buff is Nord - it is neither offensively strong, nor defensively strong. Breton needs a buff but it's not quite as obvious where that buff needs to occur.

    No race has a spell crit passive yet...

    Perhaps Nords could get a spell crit passive to help with Ice Tanking?

    Khajiit used to have spell critical included in Carnage but they removed it right before nerfing crit mundus stones. Would like to see it come back.

    Nords could get stamina cost reduction passive similar to Breton's Magicka cost reduction. Would be unique to that race.
    Edited by Finedaible on April 16, 2018 1:05AM
  • Juhasow
    Juhasow
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    Finedaible wrote: »
    usmcjdking wrote: »
    The only race that needs an obvious buff is Nord - it is neither offensively strong, nor defensively strong. Breton needs a buff but it's not quite as obvious where that buff needs to occur.

    No race has a spell crit passive yet...

    Perhaps Nords could get a spell crit passive to help with Ice Tanking?

    Khajiit used to have spell critical included in Carnage but they removed it right before nerfing crit mundus stones. Would like to see it come back.

    Nords could get stamina cost reduction passive similar to Breton's Magicka cost reduction. Would be unique to that race.

    They never had spell critical. At the beggining it was 3% crit for melee attacks and 15% more crit dmg and then it was changed to weapon crit and stayed that way.
    Edited by Juhasow on April 16, 2018 7:34AM
  • waitwhat
    waitwhat
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    Wow this one got a lot of attention.

    Based on all the math presented by everyone, I'm not seeing a sufficient raw DPS output on Khajiit that indicates parity with the Redguard when we take into account the Redguard's sustain advantage.

    Particularly on stamblades, for whom the PvE rotation requires exceptional light attack timing, the addition of another heavy attack (or the inclusion of one at all) can cause a loss of Relentless Focus uptime, which is a huge dps loss. In a dummy test this may not happen as often, but in a trial with blocking and dodging it certainly will. (The Master's Resto doesn't give enough stamina to compensate, and orbs + shards have a 20s cooldown, if you're even able to get them, so we're not going to see the raid group compensate for sustain.)

    @ZOS_Wrobel
    As many have pointed out, the khajiit are suffering from a systemic problem: The opportunity cost of not being khajiit has been entirely eliminated, while sustain nerfs tip the balance in favor of the Redguard's sustain passives. Nerfs to The Shadow means that one does not lose damage by building for The Warrior, and Mechanical Acuity's guaranteed crit when you need it eliminates the need for higher critcal chance.

    My fear, which so far appears justified, is that the addition of light and heavy attack scaling with max resources now further tips the balance in favor of the Redguard, as they now not only have greater sustain, but greater damage. It is quite the cruel irony, as the preponderance of impen means that we cannot consider the Khajiit a PvP race, so we have nowhere to be.

    This will need to be rectified, and it will be rectified one day. In the meantime, however, chalk this up as another instance of macro-balancing generating needless ill will and discontent among the player base because racial passives threaten the viability of their character's identity in end-game content.

    Put another way: decoupling combat passives from races will dramatically lower the stakes and vitriol surrounding combat balancing. I wouldn't mind paying for an "Archetype Change Token" with every patch, but I will not annihilate my investment in my character by purchasing a race-change token. I will, however, point out that so much resentment towards balancing stems from how consequential races are. In many cases, we become so angry about class nerfs not because we love the class itself, but the character we play, and we'd much more open to investing in other classes if we could just be who we want to be without locking ourselves out of a vMoL progression because of our racial choice.

    Now let's see what the patch notes have to say.
    PS4 NA AD ScourgeVivec Loading Screen Simulator 2017
    Khajiit stamblade main - Walking the Two-Moons Path and robbing cute Breton boys.
    Breton magplar vet Trial Healer - Promoting wellness through self-reflection.
    Argonian Tripot DK Cyrodiil Tank - One with the Hist and guarding cute Breton boys.
    Altmer magsorc PvE DPS - Scamp tramp and unrepentant lush.

    "30s to eval"
    "Read the ******* lorebook."
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