You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
Avran_Sylt wrote: »@jediprime74
The light attacks aren't "broken". They've just been standardized. Not sure if that should be the case, as while in WW form the Light attacks are essentially your spammable (with no cost).
The 50% buff has at for the most part placated people, but as it stands now, it allows a build that has more of a resource pool/sustain to perform more comparably damage wise in comparison to a build that sacrifices the resource pool for damage. IMO, this isn't very well balanced as while the Damage build trades sustain for burst, the resource sustain build has similar damage. Hence my assumption that it is a band-aid fix.
They should in no way have the increased stamina ratio in tandem with the increased WD scaling, unless WW light attacks also were accompanied by a nerf to light attacks, as that would make them a bit to overpowered.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
Avran_Sylt wrote: »Yep, WW is essentially a 'pocket class'
Self-contained, apart from being able to use the passives from your main class.
Avran_Sylt wrote: »@jediprime74
The light attacks aren't "broken". They've just been standardized. Not sure if that should be the case, as while in WW form the Light attacks are essentially your spammable (with no cost).
The 50% buff has at for the most part placated people, but as it stands now, it allows a build that has more of a resource pool/sustain to perform more comparably damage wise in comparison to a build that sacrifices the resource pool for damage. IMO, this isn't very well balanced as while the Damage build trades sustain for burst, the resource sustain build has similar damage. Hence my assumption that it is a band-aid fix.
They should in no way have the increased stamina ratio in tandem with the increased WD scaling, unless WW light attacks also were accompanied by a nerf to light attacks, as that would make them a bit to overpowered.
The bolded part is what I´d hoped (and kind of had expected) to happen, since non-werewolfs are accompanied by the new changes this way. A small tweak to the damage to werewolfs light attack would´ve a good way to compensate to prevent them from being too strong.
jediprime74 wrote: »Avran_Sylt wrote: »@jediprime74
The light attacks aren't "broken". They've just been standardized. Not sure if that should be the case, as while in WW form the Light attacks are essentially your spammable (with no cost).
The 50% buff has at for the most part placated people, but as it stands now, it allows a build that has more of a resource pool/sustain to perform more comparably damage wise in comparison to a build that sacrifices the resource pool for damage. IMO, this isn't very well balanced as while the Damage build trades sustain for burst, the resource sustain build has similar damage. Hence my assumption that it is a band-aid fix.
They should in no way have the increased stamina ratio in tandem with the increased WD scaling, unless WW light attacks also were accompanied by a nerf to light attacks, as that would make them a bit to overpowered.
The bolded part is what I´d hoped (and kind of had expected) to happen, since non-werewolfs are accompanied by the new changes this way. A small tweak to the damage to werewolfs light attack would´ve a good way to compensate to prevent them from being too strong.
Well, here's the thing: Werewolves had a substantially stronger LA/HA than non-Werewolves. The adjustments/buffs to LAs/HAs for everyone has narrowed the gap between Werewolf attacks and non-Werewolf attacks. I am not asking for a huge buff, just something that keeps the damage gap the same, rather than decreased. That's all, nothing else.
I just want consistency. If non werewolf gets a X% boost to their LA/HA compared to live, werewolfs should also have a X% boost to their LA/HA compared to live, it´s really that "simple"
Thank you for your good intent @Alpha-Lupi but we are all well aware of it already, this thread IS what lead to this part of the patchnote
(and we are now testing/validating the results)
Good point :
100 - 40% = 60
60 + 50% = 90
But outside of this i would not focus too much on the 50% number, it's just something the dev communicated to Gina to give us a rough estimate of what has been done.
Alpha-Lupi wrote: »Just a heads up folks, The pts patch notes below this sentence mention that werewolves got a 50% Buff to their Light & Heavy attacks to compensate for the Light/Heavy Attack changes, they also "fixed" an issue that had something to do with Werewolf transformation & pack leader applying two bleed DoT's when using light attacks. (I honestly have no idea what that last part meant but in a way, my gut tells me it can't be good, can somebody on the PTS confirm this?)
https://forums.elderscrollsonline.com/en/discussion/412523/pts-patch-notes-v4-0-4/p1
Stop using those trash addons , go to overland and test ur light Attacks on a world boss or some monster using the ingame Combat Text
jediprime74 wrote: »Avran_Sylt wrote: »@jediprime74
I don't know the exact ratios, but this is the gist of it:
Live WW has more disparity between WD and Stam. something like a 60:10 ratio, because weapon damage had an extra bonus when calculated into WW Light attacks.
Ex:
WD = 1 WD : 1.5 Damage
Stam = 40[ Stam : 1 Damage
When they changed it the first time they "brought it in line" with other light attacks by simply copy and pasting whatever information was with the new values (from some other weapons class), over the old values.
WD = 1 WD : 1 Damage
Stam = 10.5 Stam : 1 Damage
The Stam ratio got buffed, but the WD ratio got accidentally 'nerfed' by having the unique scaling overwritten with the new scaling.
This new scaling/value is what got the 50% buff in 4.0.4
The unique Weapon Damage scaling is gone, and as a result of the Damage Buff, Werewolves that have more stamina will see a Damage increase, and Werewolves that have more Weapon Damage will see a Damage decrease (looking like a very little decrease at that)
Not sure if this is just a Band-aid fix and will be addressed in the future, or just be left alone.
That's all I know so far.
Ah, I see. So we don't yet know if this is intentional or, as you said, a Band-Aid.
If I understand it correctly, you believe the 50% buff was applied to the broken PTS version, rather than the live version? It seems to me that is NOT a 50% buff if we were starting at -40% to begin with. Most unsatisfactory.
Excellent and informative post, thank you!
Keep in mind where that 50% figure came from. It was in Gina's reply specifically to a complaint about the early LA PTS values. She said the values are bugged, and we'll see a 50% increase(over those values) next patch. She never implied a 50% increase over live.
Besides, if ZOS increased my live WW's LA damage by 50%, everyone else could just pack their things and leave
I still find it weird that instead of fixing bugged values, you boost the bugged values in order to try making them on par with other changes. The 50% buff to bugged values feels very much like a Band-Aid fix, and since the damage values to the light attacks are very similar to live ,WW´s barely benefits from the new changes......
At least I´ve got jewellery crafting going for me next patch.......
Avran_Sylt wrote: »Yep, WW is essentially a 'pocket class'
Self-contained, apart from being able to use the passives from your main class.
Avran_Sylt wrote: »@Aznox
To build off of that:
Live WW Light Attack scaling:
100% of Weapon Damage is converted into Light Attack raw Damage.
4% of Stamina is converted into Light Attack raw Damage.
PTS WW LA scaling:
63% of Weapon Damage is converted into Light Attack raw Damage.
6% of Stamina is converted into Light Attack raw Damage.
(Sidenote: noted that the bonus stamina you get in WW is a 30% max Stamina bonus)
Ertthewolf wrote: »Werewolf + Imperial or Redguard will work great this patch. Since werewolves get a better return percentage wise, per stam point then weapon damage, you will be able to achieve high resource pools.
Avran_Sylt wrote: »@Aznox
To build off of that:
Live WW Light Attack scaling:
100% of Weapon Damage is converted into Light Attack raw Damage.
4% of Stamina is converted into Light Attack raw Damage.
PTS WW LA scaling:
63% of Weapon Damage is converted into Light Attack raw Damage.
6% of Stamina is converted into Light Attack raw Damage.
(Sidenote: noted that the bonus stamina you get in WW is a 30% max Stamina bonus)
Feels a bit off sorry, take the values from my 1st and 3rd screenshots :
In cmx you can see :
- Max stamina : 41000
- Max weapon damage : 5371 (4793 + buffed automaton 5pc)
taking your scaling :
Live
0.04*41000=1640
1*5371=5371
Total = 7011
PTS
0.06*41000=2460
0.63*5371= 3383
total = 5843
now we need to add :
crit bonus (0.59)
physical weapon expert CP (0.28)
master at arms CP (0.17)
mighty CP (0.08)
Live
7011*(1+0,28+0,17+0,08)*1,59 = 17055
PTS
5843*(1+0,28+0,17+0,08)*1,59 = 14214
One of these could work adding skeleton's remaining armor, but that's clearly more spread that what i get in-game.
Alpha-Lupi wrote: »Don't forget orcs, their stamina may not be as great, but their added 4% melee damage really pulls through in combination with the added stamina for werewolves.
Don't those results usually differ from race to race? (Try those results in combination with imperials, red guards or (my personal favourite) Orcs. (Counting the 4% melee damage from swift warrior in combination.)
You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
Emma_Overload wrote: »You think now that bound armament is reworked, the skill can be slotted as a WW and the 8% max stam can be active ? I haven't tested, but it's definitively worth testing.
It was never possible to slot any ability other than a werewolf ability on a werewolf bar and this has not changed.
That's interesting. I always assumed that if you had it slotted on the same bar as your WW ultimate, the buff would carry over when you transformed to WW. Bummer if it doesn't.
Avran_Sylt wrote: »@Aznox
Target skelly has 18,200 Physical resistance, or about 36% mitigation. (Since mobs are different than players in that 500 armor mitigates 1% instead of 660 Armor, unless that's changed, in which case my calculations are off).
17,055 * 0.64 = 10,915
Which is in line with your results on live.